Post by Head Moderator on Nov 8, 2011 1:03:12 GMT -5
M A G I K E N
A mysterious and ancient forgotten race of powerful sorcerers, the Magiken once were part of an immense, magically-advanced empire that millenia ago spanned numerous worlds and planes. The elusive ancestors of these ancient spellspinners now exist seeking to find every magical item created by trade, persuasion or force in an attempt to bring back the grandeur and power of the Magiken Empire.
The Magiken race is known for it's mystery, magic and it's total lack of common sense on matters not dealing with magic, their life's blood. Magiken are known for their mastery of magic in just about every aspect. Magic is in their everyday life, their own houses have enchanted floors which remove pain from tired feet, ceilings which cool the air to comfortable temperatures and fantastic walls which display magical animations that the Magiken call "Art".
The Magiken Empire
In the age before the Telluric Ripple, the Magiken Empire consisted of an immense league of colonies stretching the multiverse, called the Magiken Leyweb. Each colony was called a "leypoint", and huge six-pointed pyramids of stone and crystal powered by gigantic magical furnaces made up the heart of each leypoint. Though there may be only one leypoint on a certain plane or world, they were all connected by a complex matrix of magical portals, called the Cursus. Each cursus (much like a magical road) led to various other leypoints, intersecting in many places. To travel the Cursus matrix, one needed to know the numerical code (leypoint numbers -LeN) to traverse the matrix. Each leypoint was capable of moving instantaneously between planes, even moving the entire leypoint if needed.
The Magiken empire was not a conquering empire, they were largely an advanced community of intellectual magical scholars who only occasionally brought in lesser creatures to carry out menial chores and tasks for them. The few races encountered that would actually prove as threats to them, they gifted with powerful magical items and artifacts, allowing those cultures to destroy themselves from within.
The Magiken were very interested in all different cultures and studied their languages and cultures with great gusto. They traveled and met with and observed every race known (and even some unknown to the realms at large). Their intense study of languages and cultures allowed the spellspinners to become uncannily telepathic and able to cast multiple spells at once. They know all languages, and instantly communicate in the creatures mother tongue when they use their advanced telepathic abilities.
Spellslayers
Every leypoint had a small group of guards, though, specifically trained and passed down generation to generation, in combat spells. They were called "spellslayers". They were extremely powerful, able to spin multiple combat spells at once, so that the unit of 10 for each leypoint could seem like 100 or more spellcasters defending the leypoint. They also could create and wield six swords of pure magical energy. All spellslayers were spellspinners, but not all spellspinners were spellslayers. They had the ability to craft powerful swords of varied shape and size and were able to wield all six weapons in combat. Spellslayers are defensive, though they are fully capable of offensive attacks when necessary.
The Telluric Ripple
No one knows if their plan was to acquire total knowledge of all existing communications as an ultimate goal or if they had another purpose; what is known is that at the height of their prosperity the spellspinners conducted a grandiose and dangerous experiment in an attempt to alter reality across the multiverse which met with tragic failure and caused a catastrophe of colossal proportions. Every furnace in every leypoint exploded one after the other in a horrific chain reaction, obliterating the colonies and their inhabitants within seconds, purging the multiverse of the Magiken empire in one single moment. Only the few members of the race who were away from the leypoints survived, becoming the ancestors of all existing spellspinners now.
They refer to the height of their society as the Age of the Leyweb , when their pyramidal cities still existed. They refer to the catastrophe that wiped most of them out as the Telluric Ripple . They hope to restore the Age of the Leyweb, and seek out magic items and especially rare and magical gems that their ancestors inscribed information upon and distributed for safety reasons which they believe will usher in a new age for their people once they are all gathered and interpreted. These gems are odd, six sided bits of information, called spellstones.
Magiken Ruins
The central pyramid in a Magiken ruin is 600 feet tall, and it is a six pointed pyramid, culminating in a blue crystal globe at the top that seemed to actually collect the magic running through the leylines and channel it into the furnace far below the surface. The birthing chambers are within this central pyramid, as well as the mortuary, where their coffins would be safe during their trances. The cursus for that leypoint was located in the very center of the pyramid. The outer portion of the pyramids are stone, the inner chambers are crafted of crystal, sometimes it seems to be an area of mirrors, as one finds their way through the pyramid. Their treasure troves of magical items and relics are also within the central pyramid, as well as research and library facilities. Smaller buildings around the pyramid located on six lanes that extended from the pyramid in exact lengths and widths provided the homes and businesses of the spinners. The Elder of each leypoint lived within the pyramid itself, in his / her own suite of rooms.
Magiken ruins, when located, are closely guarded by the spinners that still exist. It is only in these ruins that the birthing chambers are located, as well as safe areas for their trances. No magical furnace is known to exist, but spinners search in hopes of finding a leypoint whose furnace did not get destroyed in the Telluric Ripple, or is repairable; for the power of a Magiken furnace is on par with the power of the deities themselves.
Important Magiken Relics
Within each leypoint there were several important relics. These relics were guarded by the slayers, and kept deep within the pyramid of the leypoint.
Sphere of Scrying: This white crystal ball has powers that date back to the beginnings of the empire. It's command words are in ancient magiken, which has not been spoken in ages, though all magiken linked to the leyweb know the words. The sphere turns violet (like magiken halos) when being used. Magiken can detect surface thoughts of creatures they scry with it, and once per day it will answer a question about the creature they are scrying, though they may only learn about the creatures past or present with it, never the future. To use this sphere, a roll of 1d20 is made. A roll of 15+ means they are successful in reading the surface thoughts of the individual. [Mun should comply with at least a semblance of their character's thoughts at the time of the scrying.]
Magiken Description
The Magiken are willowy and petite creatures rarely standing over 6' for a male, and 5'5" for a female. Their bodies are smooth and hairless, save for their heads. They do not have a navel, due to how they are created. Their skin is very pale from endless hours of study away from the sun. Though, they can tan if they are out in the sunlight for a long length of time. Magiken eye color ranges from luminescent greens, violets and blues.
Their hair atop their head (the only hair on their body) is either blonde, blue, black or white and kept long. It is a source of pride for the Magiken, to have long beautiful hair (except for slayers) and very well manicured nails. Male spellspinners sometimes wore long beards and moustaches, and even had long nails that often curved or were sharpened into points on the ends. This was a way to outwardly show their dedication to magic, not mundane things of the world. Their skin is very soft, they have no callouses; even the men. Many magiken use eyeshadow upon their eyes, and outline their eyes in dark kohl, an ancient practice that lives on even to this day.
Spellslayers usually have white hair that is kept cut short, often spiked or wrapped in intricate styles to keep the hair out of the way of the actions of the slayers if they decide to keep it long.
While their normal form held two arms as any humanoid, their spinner form allowed two more sets of magical, corporeal arms to appear giving them 6 hands in which to spellcast (which is why they are able to cast multiple spells simultaneously and one reason they are called "spellspinners"). Their blood is a metallic silver, similar to quicksilver and extremely magical in nature. When spinning their magic, they gain a violet flamed "halo", "crown" or "aura" spinning about the crown of their head.
Spellspinners are very long-lived creatures, usually having a lifespan of four-five thousand years. Age doesn't seem to affect physical abilities as a 50 year old Magiken looks the same age as one 3000 years old. There are no children Magiken. One is crafted in the likeness of an adult.
Magiken Personality
Magiken, like other intelligent beings, are known for their myriad moods and natures. However, most magiken are friendly or at least civil to those they do not know and are downright generous to those that they claim to have friendship with. Magiken value magic and hold respect for any other race which claims mastery over the mysterious forces of the unknown, though they do not believe any other race has mastered it as well as their own. This causes magiken to be a bit arrogant at times. Magiken will only keep items of magic and refuse any mundane weaponry or equipment if magical accoutrements are present which serve the same purpose. Magiken are also firm believers in teaching magic to any who wish to learn, which includes their allegiants, and those that wish to become as the magiken; the neo-magiken. Magiken will almost always be followed by human, elven, or other race apprentices called "Allegiants".
Most magiken are True Neutral. Magic is merely magic to them, though some can get obsessed and power-hungry and move into the evil alignments, belonging to small groups of magiken that practice "black magic".
The Gikii
Each spellspinner has a small, palm-sized, round metallic disk that they carry with them at all times, called the "gikii". At the spellspinner's will, the gikii disk will begin to spin, and change colors, showing a variety of patterns and designs on it's surface. These objects are actual pieces of the spellspinner's body & energy, a living extension, and when not in use seem to "dissolve" into the flesh of the magiken, usually one's palms, forehead, chest or forearm though it can dissolve into any flesh.
In the rare case a disk is lost or destroyed, a spinner can quickly replace it through meditation and the exuding of it's silvery blood from the palms of their hands. This takes an hour and leaves the spinner exhausted.
Magiken Reproduction & Regeneration
Regeneration
Spellspinners do not reproduce in the traditional way. Upon reaching a time of regeneration, a time that spinners instinctually know, they rejuvenate their body through a special hibernation trance that requires the expenditure of great amounts of magic items. In preparation, a spinner sacrifices the energies within it's accumulated magical treasures, destroying them to create a cylindrical coffin. It then is placed in a secure location, as the rite leaves the spinner helpless for the trance's duration. Upon sealing itself within the coffin, the spinner enters a state of suspended animation from which it cannot be awakened. This process usually takes a month, but sometimes it lasts much, much longer for there have been spinners that have languished within their coffins for centuries at a time. This restorative process only seems to work for spinners, and they keep it a secret from other races. This trance only functions 3 times, providing no benefit beyond that. Despite their long lifespans and renewing trances, spinners are far from immortal.
The Plague of Arcanum
A spellspinner that has rejuvenated 3 times, and has not reproduced, becomes afflicted with the "plague of arcanum". This debilitating disease effects the body and mind, eating away at the spellspinner slowly, until they are fully disintegrated as a part of magic themselves. This slow, painful disease must run it's course when it appears at about 4000 years of age, there is no healing. Many spellspinners see it as the ultimate form of gaining power as they become part of magic itself, unlike fading into nothingness when reproducing.
Reproduction
To reproduce, which is really an act of multiple regeneration, two ki-bonded spinners may perform a complex, ritual self-sacrifice that results in the "creation" of six new "infant" spellspinners; they are then known as the "creators". The rite requires a special array of breeding containers only found in a few rare spellspinner sites. Magiken usually do not reproduce until they are in "The Sacrifical Years" but an adult magiken can reproduce at any point in their lives.
To perform the ceremony, the creators produce six new disks (gikii) from their joined blood and places them into the vessels where the new individuals form and grow in a few hours. If a male and female spinner reproduce, then there will be 3 females and 3 males. If two females reproduce, there will be six females, two males- there will be 6 males. During that time, the creators die and decay, disappearing into nothingness.
The newborn spellspinners rise from the vessels with the full memories and mental capabilities of the creators though they are unique individuals. All blood bonds are broken, but emotions and feelings are all intact and many spellspinners choose to reconnect with the same individuals over and over again for eternity in this way as they regenerate more of themselves, ki-bonding age after age with a fellow created magiken.
As such, those created from reproduction are NOT siblings -they aren't brother and sister; they are all reproductions of the creators (much like a refined version of a clone) called in the closest semblance to their language "ken" or in the case of a female reproduction, "kena", this is why two magiken with the same creators can feel love and bond to another as the memories of their creators are still intact. The creators are never called "parents" and the created are never known as "children" or "siblings / brother / sister". Though, they are part of the same clan of their creators.
Magiken Aging
The Magiken also have access to the "leymind" , the wisdom and knowledge of all Magiken that have ever existed. This is overwhelming for younger Magiken and it is only when one reaches 2000 years or older that a Magiken is able to truly understand the leymind without it overwhelming them if they stay connected too long.
1-75 years - Infant
75-200 years - Child
150-200 years - Naming Ceremony Happens, First spell cast
200-1000 years - Adolescent
1000-2000 years - Adult [At 2000 years it is time for the first regeneration for a Magiken, commonly lasting a month.]
2000-3000 years - Elder [At 3000 years it is time for the second regeneration for a Magiken, commonly lasting 2 months.]
3000-4000 years - High Elder [At 4000 years it is the last regeneration for a Magiken, commonly lasting 3 months.
4000-5000 years - The Sacrificial Years [This is the usual age when one sacrifices themselves to the magic.]
4700-6000 years - Ancients [Magiken that choose to endure the plague of arcanum, instead of reproducing, eventually fade into magic itself, it is seen as the ultimate surrender for power. They are the leaders of the leymind.]
A magiken receives his name from the Elder in the leypoint when they cast their first spell. This is usually at the age of 75-100. Until then, they are known by "pet names", something descriptive of their personalities or tastes in magic (they often resemble the names other races give pets or familiars!). These pet names tend to stay with the magiken throughout their lives. Some common pet names are: "Sweet Spirit", "Magic One", "Destiny", "Snowflake", "Pumpkin", "Blue Eyes", "Beast", "Lightning", "Ginger", "Blacktome", "Flamespirit", "Bluespell".
Magiken and Relationships
Relationships
Friendship is very important to spell spinners, mainly because they remain aloof though kind to all they meet until it is proven that they should act otherwise, but they do not become close to very many, especially outside of the magiken race. They may respect other magic casters, and become acquaintances with many in their need to develop a network of information, but friendships, when crafted, are precious.
Spinners have all the physiological ability to copulate as most creatures do, it simply is not for procreation, it is merely for enjoyment and an outlet of pent up energies from their weeks of studying between two individuals. As spellspinners cannot procreate, they do not have to fear leaving behind a baby, and so to other cultures they can be mistaken as promiscuous, as they do not need to have any bonds or vows in order to share their bodies in a physical relationship with each other. It is done for mutual enjoyment, for as long as both wish. Magiken have no innate hatreds for any one race, though they find it difficult to become friends with humans and other extremely short lived races though they may share short and passionate trysts with them.
Gikii Bond
Spellspinners can make bonds with each other if they grow close enough to another to share a love relationship (friendship or romantic), though the act of reproduction is the greatest love act of all between two magiken. If the magiken wish for an even deeper bond, it is made by each giving some of their silvery blood to the other, dripping it upon each other's metallic disks which then bond them by blood, this is called the "ki bond" (short for Gikii Bond).
Magiken can ki bond with as many spinners as they wish for various reasons, and being ki bonded to an individual doesn't always mean there is a physical relationship, but there is always love present whether friendship love or romantic love. Often, ki bonds are made with close friends or those created by reproduction, it is not odd to find all six created clanmates ki-bonded to each other.
It is not something to be taken lightly, for if some strange reason a spinner is destroyed in some other way than it's reproduction ceremony, their bonded immediately fades into nothingness. It is very rare that spellspinners are killed, though. There is one occasion within their history books of all six magiken who were ki bonded to each other, fading at the same time when one was killed. It was considered a great tragedy.
Vowing
The closest thing to marriage in Magiken society is called vowing. It is more like handfasting than a true marriage. Vows are exchanged between two ki bonded Magiken before the Elder, and one clan is chosen to be represented by the couple and that clan name is now held by both, and decisions are then made by them both, including decisions for either to ki bond to others. Magiken only hold one vow at any given time, and breaking a vow may be done by petitioning the Elder of the leypoint. It is not something easily accomplished and the vowed Magiken must have excellent reasons behind a vow-breaking. Though vows can be broken, ki bonds between magiken only end with death, or reproduction.
Vowed Magiken are the usual couple that reproduce. This can be between two females, two males, or a female and a male. The vows can range from anything from a vow to reproduce in 50 years, to protect (in the case of a spellslayer to a spellspinner), to vows of love, to vows of working together concerning the same subject for a certain number of years.
Magiken Clans
When once there were thousands of clans of Magiken, there are now only a handful of known clans. (There may be several unknown clans, or those that go by other names.) Clan members are loyal and care much for each other. They have sometimes thousands and thousands of years of memories together, passed on from their creators.
Tesarik - A clan of blonde and blue haired, (usually) green eyed Magiken. Many spellslayers are from this clan, turning their hair white. Tesarik Arken have bright blue hair, and golden eyes, and stand 6 feet tall.
Reiken - A clan of black haired Magiken. Their arken...(tba)
Zarek - A clan of tall, blonde haired Magiken. Their arken ...(tba)
Kregen - A clan of blonde haired Magiken. Their arken...(tba)
(Note: Even if one was created with black or blonde or blue hair, when chosen as a slayer, the hair becomes white within 5 years.)
Bonds with non-Magiken
As there are very few Magiken left, many have created bonds with creatures outside of their race. There are two ways in which this bond is created:
1. Siring - Through use of their blood, they can create a simplistic version of their own race. Six drops of their blood are placed upon the tongue of the willing target, and the Magiken manipulates their magikii so that it forms into two disks. This is then pressed into the bare flesh of the target's stomach, in effect giving the target some of the Magiken's own soul. These sired Magiken are known as "Neo-Magiken". They gain many of the strengths of the Magiken race but cannot reproduce, and do not gain the wisdom and access to the "leymind". They are automatically ki bonded to their sire.
2. Vowing - A Magiken can create a vowed bond with an individual not of their race, though they cannot procreate with them. This is as close to a marriage as magiken have within their society.
Social Life of a Magiken
Language
Spellspinners rarely if ever speak, for in ancient times their laws forbade speech between them so that their telepathic powers would grow. They seldom emit any noises at all, and usually only as a consequence such as when they are in pain from combat or sorrow -- or intense pleasure. Spellspinners have their own complex language of clicks and whistles which they only know of from distant memories, it is never used anymore. The spellspinner language in these days is experienced in the written form, leypoint hieroglyphs (LeH), or sometimes known as "arcane scratchings". Most non-magiken end up with terrible headaches attempting to read the scratchings.
Spellspinners communicate telepathically with other races and themselves, as well as through use of their disks. They can carry on conversations with groups at a time, without ever making a sound. Though, if they do choose to speak, other cultures find that the common letters "k" and "r" are almost always used within Magiken names and clans.
Some popular Magiken names are: (this is not extensive! these are male or female for the most part) Makin, Rik, Krenn, Relik, Skaar, Kager, Ark, Kaelir, Adrek, Durk, Vrennik, Brak, Greka, Shekel, Erak, Xakar, M'rikka, Masrik, Ekkor, Frank, I'rik, Alarik, Rek, Rolinka, Rikke, Skylar, Adrik, Larsk, Lark, Dirk, Kirk, Markus, Karel, Kort, Devrik, Markos, Garek, Kori, Brock, Akser, Zakaria, Kolter, Bjork, Brynk, Stark, Ralak, Kollra, Skeggr, Kvartur, Kinnur, Alberk, Sark, Ryker, Areek, Karg, Mikker
Religion and Ancestry
Spellspinners have no religion (they are strict atheists) and actively shun the worship of deities (some wonder if the accident in the spinner's past was an attempt to replace the gods, which was thwarted, causing the great accident). They do revere their ancestors and often meditate to understand the will of past generations through contacting the leymind. As all spinners share the memories of their forebearers, this spirituality is less like actual devotion and more a kind of pious remembrance. Because of their atheism, magiken never attain recognition as clerics.
Most Magiken homes had small shrines to their ancestors, and spellbooks of one's ancestors were guarded with one's very life. To have an ancestor's spellbook stolen was the ultimate in clan dishonor for a Magiken ( besides the obvious of being forced into slavery and made to do menial tasks, that is personal dishonor of the highest degree. )
Arcane Servants - Arken
As the Magiken took great pride in their magic, and their disregard for mundane activities, they created arcane servants, called arken, which did the menial everyday tasks that were beneath the magiken; such as cooking, cleaning, shopping, maintenance, etc. These humanoid servants often served the same family of Magiken generation after generation. Arken are given a sentient mind, and the ability of choice, though they have been conditioned to serve so very few ever leave the service of their clan. There are few arken in existence at this time due to them being destroyed during the Telluric Ripple along with the clans they served. Many of the Magiken families crafted their servants in such a way that others would know whom they belonged to, such as giving them all a certain uniform, wings, strangely colored eyes or skin, etc. It was against Magiken law to create a servant in the likeness of another's servants.
Servants were named according to their family, and by what task they were given. For instance, the arken given the job of cook in the Tesarik family was named "Cook Tes". The blacksmith was named "Smithy Tes"; the gardener, "Gardener Tes".
It was also not uncommon to find servants of various other lower races that served the magiken, even humans, as the magiken treated their servants very well.
The Arcane Eye
The Arcane Eye is a planar ally of the magiken, a servant of their race (celestial will-o-wisp). It is a blue and silver flamelike creature with a single eye floating in the center. It can change it's color to violet, red and black and can temporarily take the form of a humanoid of flames, or split into six flaming torches. All of it's forms retain the staring eye in the center.
The Arcane Eye is an aloof creature, immune to emotional effects and always considers the effect of it's actions on magic and the balance. The best way to get it to agree to something is explaining how the proper action benefits these things. When roused to anger, it blazes bright red and wades into battle smashing the enemies with raw magical energy and fire. Violet is only positive energy, black is only negative energy. It's silver/blue form is a balance of negative and positive energy.
It accepts magic items especially wands of power, as payment for its services. Any magiken can summon the Arcane Eye.
The Kyra
The kyra are the planar enemies of the Magiken (and any other magic casting creatures). This odd creature is a giant brain buoyed on eight twitching membranous wings, and covered in vibrating cilia. A long tentacle in the shape of a spinal cord dangles from it's base, and four smaller tentacles, nestled among the wings, writhe constantly. Humanoid features appear on its surface, pulsing as if struggling to get free.
The kyra is blind, but has blindsight through use of the myriad of cilia on it's surface. It is immune to cold, gaze attacks, illusions, mind influencing effects, poison and visual effects. It is vulnerable to sunlight. It radiates with a supernatural aura of fear. It uses it's tentacles to grab, and pull so that it can absorb it's enemies fully into it's body. It absorbs their magic essence, their soul, and even their body into itself, instantly learning all spells that the enemy knew. Anyone absorbed by a kyra, stands a 50% chance of being resurrected through a "true resurrection" spell ( special rezz spells that allow rezzes without the body ).
Kyra is the embodiment of irrational evil and selfishness. It can carry magic items nestled in it's brain folds, to aid in combating enemies or a quick getaway.
Allegiants
Allegiants are members of other races, that have come to study and learn from the magiken. They are essentially loyals to the race, coming from various alignments and races, mostly the planes. They are not treated as low as arken, but they are usually treated as assistants and students of the magiken. Many are used to hunt and collect magic relics and items. It is common to find a group of magiken that pay a group of adventuring allegiants to quest for them. Allegiants gain no powers from the magiken for serving them, though they are able to learn spells. Anyone that takes a magiken for mentor in magic, automatically is known as an allegiant.
Many magiken become close to their allegiants, and often will give them "pet names" as they were given when they were young spellcasters. Only allegiants who have truly earned favor with their magiken mentors gain such names. They often go by these names instead of their own.
Food, Wine and Celebrations
The Magiken had only four celebrations each year, corresponding to the two Equinoxes and Solstices. Vowed couples often celebrated the anniversary of their vowing. "Birthdays" are not celebrated, though on the date of one's creation a Magiken may meditate and spend the day communing with their ancestors. It is known simply as the "Day of Sacrifice" named after the sacrifice of their creators to make them.
Their dates of the year correspond to what quarter of the year it is.
Spring Equinox-- (March 21) Begins the Seed Quarter -- Blessing Celebration. The fields and animals are blessed.
Summer Solstice-- (June 21) Begins the Sun Quarter -- Sun Celebration.
Autumn Equinox-- (Sept 21) Begins the Harvest Quarter -- Ancestor Celebration. Thanks giving to their ancestors for their knowledge.
Winter Solstice-- (Dec 21) Begins the Snow Quarter -- Moon Celebration.
Magiken are vegetarians, they do not eat meat though they will eat products that come from animals such as milk, cheese, butter, etc. Due to their intensive study regiment, most Magiken eat one large meal every few days, rather than several meals a day. Neo-magiken are encouraged to do the same, though not forced.
They import wines and spirits from many cultures, having a taste for various types of alcoholic beverages, but are actually quite sensitive to it! The only Magiken produced alcoholic beverage is a type of ale that is kept for centuries in barrels in the deepest part of the Magiken pyramids. It is extremely bitter, and dark brown, with a whitish froth and it does not effect them as easily. It is served warm and has a restorative effect upon Magiken. After week after week of arcane study, a Magiken will drink this "field wine" as it's commonly called to relax their minds and bodies, and restore their energy.
They are also fond of a black wine made from a rare flower from the plane of Arcadia simply called Arcadian Black, that causes emotions and desires to lower, great for when magiken wish to study or journey for information without getting carried away with emotions or by desires of their body and mind. Unfortunately, they do have a weakness for food or drink that enhances desire (such as aphrodisiacs), such things affect magiken twice as fast, and twice as potent.
As far as non-alcoholic beverages, Magiken are extremely fond of memorybind tea. The dried pixie table (mushroom) are mixed with various spices, and it is served with honey, and sometimes milk. It is light red in color when made. It increases mental prowess, especially good for those who have to memorize spells. They also enjoy a good cup of caffar, which also has magical effects upon them.
The Art of Dimshea
Magiken have perfected the technique of psionic tattooing of impressive and powerful tattoos upon themselves and those of other races, in exchange for magic items. This art has been handed down through the centuries. They are able to transfer the magical ability of a certain magical item or relic, into the spellcrafted tattoo, and then in exchange the magiken is given the physical item in payment.
The contract is not entered into by the faint of heart for the change that comes with a Dimshea tattoo is always more then physical, for the ties that bind the art to the body and enable the spirit of the Tattoo is brought forth from the person receiving the link and the art upon their body. Masters of Dimshea are long sought after for few who attempt to attain the Rank of master ever do so.
Choosing to accept the art on the body is not enough you must enter into the agreement willingly knowing that the attempt to place it on your body may well kill you in the process. There are as many different designs and totems as there are people and each is meaningful in it's own right.
The Dimshea Artists are a very select group of people, not bringing very many into their fold for the training is rigorous. The magiken or neo-magiken with this skill does not take the money into their own account, it is kept as part of the leypoint's treasures and used to purchase magic items.
Magiken Traits
• Wisdom - Magiken have access to thousands upon thousands of years of knowledge, their ability to access this grows with age.
• Immortal Creatures
• They are magic, they have a natural resistance to all spells cast upon them.
• Magiken may not become clerics unless "Leymind" is used as the "god".
• They have a weakness to foods and drinks (potions, wines, etc) that increase desire due to their constant denial of pleasure. They auto-fail any saves against aphrodisiacs, and they affect them twice as fast and twice as strong.
• Telepathy - they are able to communicate with all through use of a well developed system of telepathy, in any language.
Classes and abilities that would fit a magiken--
Magic Caster
Psion
Chronomancer
Healer
Martial Artist - If Spellslayer-Take Spellslayer Style
Necromancy
Alchemy
Astrologer
Toxicology
Summoning
Bards
Druid (following ancestors not deities)
Seducers (Charm)
Spy (rare)
Thieves (rare, but some may take it to steal magic items)
Magiken would not take--
Cleric (unless you use the leymind/ancestors as your deity)
Assassin
Bounty Hunter
Marksman
Fishing License
Hunting License
Knight
Samurai
Monk
Ranger
Gladiator
(Mainly, because magiken use servants to do all mundane tasks. They are also not offensive, they would not be an assassin or bounty hunter. They let their servants hunt and fish for them. They do not take joy in shooting bows and arrows or other mundane items. They are also atheists, so they could not become clerics, or monks.)
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A mysterious and ancient forgotten race of powerful sorcerers, the Magiken once were part of an immense, magically-advanced empire that millenia ago spanned numerous worlds and planes. The elusive ancestors of these ancient spellspinners now exist seeking to find every magical item created by trade, persuasion or force in an attempt to bring back the grandeur and power of the Magiken Empire.
The Magiken race is known for it's mystery, magic and it's total lack of common sense on matters not dealing with magic, their life's blood. Magiken are known for their mastery of magic in just about every aspect. Magic is in their everyday life, their own houses have enchanted floors which remove pain from tired feet, ceilings which cool the air to comfortable temperatures and fantastic walls which display magical animations that the Magiken call "Art".
The Magiken Empire
In the age before the Telluric Ripple, the Magiken Empire consisted of an immense league of colonies stretching the multiverse, called the Magiken Leyweb. Each colony was called a "leypoint", and huge six-pointed pyramids of stone and crystal powered by gigantic magical furnaces made up the heart of each leypoint. Though there may be only one leypoint on a certain plane or world, they were all connected by a complex matrix of magical portals, called the Cursus. Each cursus (much like a magical road) led to various other leypoints, intersecting in many places. To travel the Cursus matrix, one needed to know the numerical code (leypoint numbers -LeN) to traverse the matrix. Each leypoint was capable of moving instantaneously between planes, even moving the entire leypoint if needed.
The Magiken empire was not a conquering empire, they were largely an advanced community of intellectual magical scholars who only occasionally brought in lesser creatures to carry out menial chores and tasks for them. The few races encountered that would actually prove as threats to them, they gifted with powerful magical items and artifacts, allowing those cultures to destroy themselves from within.
The Magiken were very interested in all different cultures and studied their languages and cultures with great gusto. They traveled and met with and observed every race known (and even some unknown to the realms at large). Their intense study of languages and cultures allowed the spellspinners to become uncannily telepathic and able to cast multiple spells at once. They know all languages, and instantly communicate in the creatures mother tongue when they use their advanced telepathic abilities.
Spellslayers
Every leypoint had a small group of guards, though, specifically trained and passed down generation to generation, in combat spells. They were called "spellslayers". They were extremely powerful, able to spin multiple combat spells at once, so that the unit of 10 for each leypoint could seem like 100 or more spellcasters defending the leypoint. They also could create and wield six swords of pure magical energy. All spellslayers were spellspinners, but not all spellspinners were spellslayers. They had the ability to craft powerful swords of varied shape and size and were able to wield all six weapons in combat. Spellslayers are defensive, though they are fully capable of offensive attacks when necessary.
The Telluric Ripple
No one knows if their plan was to acquire total knowledge of all existing communications as an ultimate goal or if they had another purpose; what is known is that at the height of their prosperity the spellspinners conducted a grandiose and dangerous experiment in an attempt to alter reality across the multiverse which met with tragic failure and caused a catastrophe of colossal proportions. Every furnace in every leypoint exploded one after the other in a horrific chain reaction, obliterating the colonies and their inhabitants within seconds, purging the multiverse of the Magiken empire in one single moment. Only the few members of the race who were away from the leypoints survived, becoming the ancestors of all existing spellspinners now.
They refer to the height of their society as the Age of the Leyweb , when their pyramidal cities still existed. They refer to the catastrophe that wiped most of them out as the Telluric Ripple . They hope to restore the Age of the Leyweb, and seek out magic items and especially rare and magical gems that their ancestors inscribed information upon and distributed for safety reasons which they believe will usher in a new age for their people once they are all gathered and interpreted. These gems are odd, six sided bits of information, called spellstones.
Magiken Ruins
The central pyramid in a Magiken ruin is 600 feet tall, and it is a six pointed pyramid, culminating in a blue crystal globe at the top that seemed to actually collect the magic running through the leylines and channel it into the furnace far below the surface. The birthing chambers are within this central pyramid, as well as the mortuary, where their coffins would be safe during their trances. The cursus for that leypoint was located in the very center of the pyramid. The outer portion of the pyramids are stone, the inner chambers are crafted of crystal, sometimes it seems to be an area of mirrors, as one finds their way through the pyramid. Their treasure troves of magical items and relics are also within the central pyramid, as well as research and library facilities. Smaller buildings around the pyramid located on six lanes that extended from the pyramid in exact lengths and widths provided the homes and businesses of the spinners. The Elder of each leypoint lived within the pyramid itself, in his / her own suite of rooms.
Magiken ruins, when located, are closely guarded by the spinners that still exist. It is only in these ruins that the birthing chambers are located, as well as safe areas for their trances. No magical furnace is known to exist, but spinners search in hopes of finding a leypoint whose furnace did not get destroyed in the Telluric Ripple, or is repairable; for the power of a Magiken furnace is on par with the power of the deities themselves.
Important Magiken Relics
Within each leypoint there were several important relics. These relics were guarded by the slayers, and kept deep within the pyramid of the leypoint.
Sphere of Scrying: This white crystal ball has powers that date back to the beginnings of the empire. It's command words are in ancient magiken, which has not been spoken in ages, though all magiken linked to the leyweb know the words. The sphere turns violet (like magiken halos) when being used. Magiken can detect surface thoughts of creatures they scry with it, and once per day it will answer a question about the creature they are scrying, though they may only learn about the creatures past or present with it, never the future. To use this sphere, a roll of 1d20 is made. A roll of 15+ means they are successful in reading the surface thoughts of the individual. [Mun should comply with at least a semblance of their character's thoughts at the time of the scrying.]
Magiken Description
The Magiken are willowy and petite creatures rarely standing over 6' for a male, and 5'5" for a female. Their bodies are smooth and hairless, save for their heads. They do not have a navel, due to how they are created. Their skin is very pale from endless hours of study away from the sun. Though, they can tan if they are out in the sunlight for a long length of time. Magiken eye color ranges from luminescent greens, violets and blues.
Their hair atop their head (the only hair on their body) is either blonde, blue, black or white and kept long. It is a source of pride for the Magiken, to have long beautiful hair (except for slayers) and very well manicured nails. Male spellspinners sometimes wore long beards and moustaches, and even had long nails that often curved or were sharpened into points on the ends. This was a way to outwardly show their dedication to magic, not mundane things of the world. Their skin is very soft, they have no callouses; even the men. Many magiken use eyeshadow upon their eyes, and outline their eyes in dark kohl, an ancient practice that lives on even to this day.
Spellslayers usually have white hair that is kept cut short, often spiked or wrapped in intricate styles to keep the hair out of the way of the actions of the slayers if they decide to keep it long.
While their normal form held two arms as any humanoid, their spinner form allowed two more sets of magical, corporeal arms to appear giving them 6 hands in which to spellcast (which is why they are able to cast multiple spells simultaneously and one reason they are called "spellspinners"). Their blood is a metallic silver, similar to quicksilver and extremely magical in nature. When spinning their magic, they gain a violet flamed "halo", "crown" or "aura" spinning about the crown of their head.
Spellspinners are very long-lived creatures, usually having a lifespan of four-five thousand years. Age doesn't seem to affect physical abilities as a 50 year old Magiken looks the same age as one 3000 years old. There are no children Magiken. One is crafted in the likeness of an adult.
Magiken Personality
Magiken, like other intelligent beings, are known for their myriad moods and natures. However, most magiken are friendly or at least civil to those they do not know and are downright generous to those that they claim to have friendship with. Magiken value magic and hold respect for any other race which claims mastery over the mysterious forces of the unknown, though they do not believe any other race has mastered it as well as their own. This causes magiken to be a bit arrogant at times. Magiken will only keep items of magic and refuse any mundane weaponry or equipment if magical accoutrements are present which serve the same purpose. Magiken are also firm believers in teaching magic to any who wish to learn, which includes their allegiants, and those that wish to become as the magiken; the neo-magiken. Magiken will almost always be followed by human, elven, or other race apprentices called "Allegiants".
Most magiken are True Neutral. Magic is merely magic to them, though some can get obsessed and power-hungry and move into the evil alignments, belonging to small groups of magiken that practice "black magic".
The Gikii
Each spellspinner has a small, palm-sized, round metallic disk that they carry with them at all times, called the "gikii". At the spellspinner's will, the gikii disk will begin to spin, and change colors, showing a variety of patterns and designs on it's surface. These objects are actual pieces of the spellspinner's body & energy, a living extension, and when not in use seem to "dissolve" into the flesh of the magiken, usually one's palms, forehead, chest or forearm though it can dissolve into any flesh.
In the rare case a disk is lost or destroyed, a spinner can quickly replace it through meditation and the exuding of it's silvery blood from the palms of their hands. This takes an hour and leaves the spinner exhausted.
Magiken Reproduction & Regeneration
Regeneration
Spellspinners do not reproduce in the traditional way. Upon reaching a time of regeneration, a time that spinners instinctually know, they rejuvenate their body through a special hibernation trance that requires the expenditure of great amounts of magic items. In preparation, a spinner sacrifices the energies within it's accumulated magical treasures, destroying them to create a cylindrical coffin. It then is placed in a secure location, as the rite leaves the spinner helpless for the trance's duration. Upon sealing itself within the coffin, the spinner enters a state of suspended animation from which it cannot be awakened. This process usually takes a month, but sometimes it lasts much, much longer for there have been spinners that have languished within their coffins for centuries at a time. This restorative process only seems to work for spinners, and they keep it a secret from other races. This trance only functions 3 times, providing no benefit beyond that. Despite their long lifespans and renewing trances, spinners are far from immortal.
The Plague of Arcanum
A spellspinner that has rejuvenated 3 times, and has not reproduced, becomes afflicted with the "plague of arcanum". This debilitating disease effects the body and mind, eating away at the spellspinner slowly, until they are fully disintegrated as a part of magic themselves. This slow, painful disease must run it's course when it appears at about 4000 years of age, there is no healing. Many spellspinners see it as the ultimate form of gaining power as they become part of magic itself, unlike fading into nothingness when reproducing.
Reproduction
To reproduce, which is really an act of multiple regeneration, two ki-bonded spinners may perform a complex, ritual self-sacrifice that results in the "creation" of six new "infant" spellspinners; they are then known as the "creators". The rite requires a special array of breeding containers only found in a few rare spellspinner sites. Magiken usually do not reproduce until they are in "The Sacrifical Years" but an adult magiken can reproduce at any point in their lives.
To perform the ceremony, the creators produce six new disks (gikii) from their joined blood and places them into the vessels where the new individuals form and grow in a few hours. If a male and female spinner reproduce, then there will be 3 females and 3 males. If two females reproduce, there will be six females, two males- there will be 6 males. During that time, the creators die and decay, disappearing into nothingness.
The newborn spellspinners rise from the vessels with the full memories and mental capabilities of the creators though they are unique individuals. All blood bonds are broken, but emotions and feelings are all intact and many spellspinners choose to reconnect with the same individuals over and over again for eternity in this way as they regenerate more of themselves, ki-bonding age after age with a fellow created magiken.
As such, those created from reproduction are NOT siblings -they aren't brother and sister; they are all reproductions of the creators (much like a refined version of a clone) called in the closest semblance to their language "ken" or in the case of a female reproduction, "kena", this is why two magiken with the same creators can feel love and bond to another as the memories of their creators are still intact. The creators are never called "parents" and the created are never known as "children" or "siblings / brother / sister". Though, they are part of the same clan of their creators.
Magiken Aging
The Magiken also have access to the "leymind" , the wisdom and knowledge of all Magiken that have ever existed. This is overwhelming for younger Magiken and it is only when one reaches 2000 years or older that a Magiken is able to truly understand the leymind without it overwhelming them if they stay connected too long.
1-75 years - Infant
75-200 years - Child
150-200 years - Naming Ceremony Happens, First spell cast
200-1000 years - Adolescent
1000-2000 years - Adult [At 2000 years it is time for the first regeneration for a Magiken, commonly lasting a month.]
2000-3000 years - Elder [At 3000 years it is time for the second regeneration for a Magiken, commonly lasting 2 months.]
3000-4000 years - High Elder [At 4000 years it is the last regeneration for a Magiken, commonly lasting 3 months.
4000-5000 years - The Sacrificial Years [This is the usual age when one sacrifices themselves to the magic.]
4700-6000 years - Ancients [Magiken that choose to endure the plague of arcanum, instead of reproducing, eventually fade into magic itself, it is seen as the ultimate surrender for power. They are the leaders of the leymind.]
A magiken receives his name from the Elder in the leypoint when they cast their first spell. This is usually at the age of 75-100. Until then, they are known by "pet names", something descriptive of their personalities or tastes in magic (they often resemble the names other races give pets or familiars!). These pet names tend to stay with the magiken throughout their lives. Some common pet names are: "Sweet Spirit", "Magic One", "Destiny", "Snowflake", "Pumpkin", "Blue Eyes", "Beast", "Lightning", "Ginger", "Blacktome", "Flamespirit", "Bluespell".
Magiken and Relationships
Relationships
Friendship is very important to spell spinners, mainly because they remain aloof though kind to all they meet until it is proven that they should act otherwise, but they do not become close to very many, especially outside of the magiken race. They may respect other magic casters, and become acquaintances with many in their need to develop a network of information, but friendships, when crafted, are precious.
Spinners have all the physiological ability to copulate as most creatures do, it simply is not for procreation, it is merely for enjoyment and an outlet of pent up energies from their weeks of studying between two individuals. As spellspinners cannot procreate, they do not have to fear leaving behind a baby, and so to other cultures they can be mistaken as promiscuous, as they do not need to have any bonds or vows in order to share their bodies in a physical relationship with each other. It is done for mutual enjoyment, for as long as both wish. Magiken have no innate hatreds for any one race, though they find it difficult to become friends with humans and other extremely short lived races though they may share short and passionate trysts with them.
Gikii Bond
Spellspinners can make bonds with each other if they grow close enough to another to share a love relationship (friendship or romantic), though the act of reproduction is the greatest love act of all between two magiken. If the magiken wish for an even deeper bond, it is made by each giving some of their silvery blood to the other, dripping it upon each other's metallic disks which then bond them by blood, this is called the "ki bond" (short for Gikii Bond).
Magiken can ki bond with as many spinners as they wish for various reasons, and being ki bonded to an individual doesn't always mean there is a physical relationship, but there is always love present whether friendship love or romantic love. Often, ki bonds are made with close friends or those created by reproduction, it is not odd to find all six created clanmates ki-bonded to each other.
It is not something to be taken lightly, for if some strange reason a spinner is destroyed in some other way than it's reproduction ceremony, their bonded immediately fades into nothingness. It is very rare that spellspinners are killed, though. There is one occasion within their history books of all six magiken who were ki bonded to each other, fading at the same time when one was killed. It was considered a great tragedy.
Vowing
The closest thing to marriage in Magiken society is called vowing. It is more like handfasting than a true marriage. Vows are exchanged between two ki bonded Magiken before the Elder, and one clan is chosen to be represented by the couple and that clan name is now held by both, and decisions are then made by them both, including decisions for either to ki bond to others. Magiken only hold one vow at any given time, and breaking a vow may be done by petitioning the Elder of the leypoint. It is not something easily accomplished and the vowed Magiken must have excellent reasons behind a vow-breaking. Though vows can be broken, ki bonds between magiken only end with death, or reproduction.
Vowed Magiken are the usual couple that reproduce. This can be between two females, two males, or a female and a male. The vows can range from anything from a vow to reproduce in 50 years, to protect (in the case of a spellslayer to a spellspinner), to vows of love, to vows of working together concerning the same subject for a certain number of years.
Magiken Clans
When once there were thousands of clans of Magiken, there are now only a handful of known clans. (There may be several unknown clans, or those that go by other names.) Clan members are loyal and care much for each other. They have sometimes thousands and thousands of years of memories together, passed on from their creators.
Tesarik - A clan of blonde and blue haired, (usually) green eyed Magiken. Many spellslayers are from this clan, turning their hair white. Tesarik Arken have bright blue hair, and golden eyes, and stand 6 feet tall.
Reiken - A clan of black haired Magiken. Their arken...(tba)
Zarek - A clan of tall, blonde haired Magiken. Their arken ...(tba)
Kregen - A clan of blonde haired Magiken. Their arken...(tba)
(Note: Even if one was created with black or blonde or blue hair, when chosen as a slayer, the hair becomes white within 5 years.)
Bonds with non-Magiken
As there are very few Magiken left, many have created bonds with creatures outside of their race. There are two ways in which this bond is created:
1. Siring - Through use of their blood, they can create a simplistic version of their own race. Six drops of their blood are placed upon the tongue of the willing target, and the Magiken manipulates their magikii so that it forms into two disks. This is then pressed into the bare flesh of the target's stomach, in effect giving the target some of the Magiken's own soul. These sired Magiken are known as "Neo-Magiken". They gain many of the strengths of the Magiken race but cannot reproduce, and do not gain the wisdom and access to the "leymind". They are automatically ki bonded to their sire.
2. Vowing - A Magiken can create a vowed bond with an individual not of their race, though they cannot procreate with them. This is as close to a marriage as magiken have within their society.
Social Life of a Magiken
Language
Spellspinners rarely if ever speak, for in ancient times their laws forbade speech between them so that their telepathic powers would grow. They seldom emit any noises at all, and usually only as a consequence such as when they are in pain from combat or sorrow -- or intense pleasure. Spellspinners have their own complex language of clicks and whistles which they only know of from distant memories, it is never used anymore. The spellspinner language in these days is experienced in the written form, leypoint hieroglyphs (LeH), or sometimes known as "arcane scratchings". Most non-magiken end up with terrible headaches attempting to read the scratchings.
Spellspinners communicate telepathically with other races and themselves, as well as through use of their disks. They can carry on conversations with groups at a time, without ever making a sound. Though, if they do choose to speak, other cultures find that the common letters "k" and "r" are almost always used within Magiken names and clans.
Some popular Magiken names are: (this is not extensive! these are male or female for the most part) Makin, Rik, Krenn, Relik, Skaar, Kager, Ark, Kaelir, Adrek, Durk, Vrennik, Brak, Greka, Shekel, Erak, Xakar, M'rikka, Masrik, Ekkor, Frank, I'rik, Alarik, Rek, Rolinka, Rikke, Skylar, Adrik, Larsk, Lark, Dirk, Kirk, Markus, Karel, Kort, Devrik, Markos, Garek, Kori, Brock, Akser, Zakaria, Kolter, Bjork, Brynk, Stark, Ralak, Kollra, Skeggr, Kvartur, Kinnur, Alberk, Sark, Ryker, Areek, Karg, Mikker
Religion and Ancestry
Spellspinners have no religion (they are strict atheists) and actively shun the worship of deities (some wonder if the accident in the spinner's past was an attempt to replace the gods, which was thwarted, causing the great accident). They do revere their ancestors and often meditate to understand the will of past generations through contacting the leymind. As all spinners share the memories of their forebearers, this spirituality is less like actual devotion and more a kind of pious remembrance. Because of their atheism, magiken never attain recognition as clerics.
Most Magiken homes had small shrines to their ancestors, and spellbooks of one's ancestors were guarded with one's very life. To have an ancestor's spellbook stolen was the ultimate in clan dishonor for a Magiken ( besides the obvious of being forced into slavery and made to do menial tasks, that is personal dishonor of the highest degree. )
Arcane Servants - Arken
As the Magiken took great pride in their magic, and their disregard for mundane activities, they created arcane servants, called arken, which did the menial everyday tasks that were beneath the magiken; such as cooking, cleaning, shopping, maintenance, etc. These humanoid servants often served the same family of Magiken generation after generation. Arken are given a sentient mind, and the ability of choice, though they have been conditioned to serve so very few ever leave the service of their clan. There are few arken in existence at this time due to them being destroyed during the Telluric Ripple along with the clans they served. Many of the Magiken families crafted their servants in such a way that others would know whom they belonged to, such as giving them all a certain uniform, wings, strangely colored eyes or skin, etc. It was against Magiken law to create a servant in the likeness of another's servants.
Servants were named according to their family, and by what task they were given. For instance, the arken given the job of cook in the Tesarik family was named "Cook Tes". The blacksmith was named "Smithy Tes"; the gardener, "Gardener Tes".
It was also not uncommon to find servants of various other lower races that served the magiken, even humans, as the magiken treated their servants very well.
The Arcane Eye
The Arcane Eye is a planar ally of the magiken, a servant of their race (celestial will-o-wisp). It is a blue and silver flamelike creature with a single eye floating in the center. It can change it's color to violet, red and black and can temporarily take the form of a humanoid of flames, or split into six flaming torches. All of it's forms retain the staring eye in the center.
The Arcane Eye is an aloof creature, immune to emotional effects and always considers the effect of it's actions on magic and the balance. The best way to get it to agree to something is explaining how the proper action benefits these things. When roused to anger, it blazes bright red and wades into battle smashing the enemies with raw magical energy and fire. Violet is only positive energy, black is only negative energy. It's silver/blue form is a balance of negative and positive energy.
It accepts magic items especially wands of power, as payment for its services. Any magiken can summon the Arcane Eye.
The Kyra
The kyra are the planar enemies of the Magiken (and any other magic casting creatures). This odd creature is a giant brain buoyed on eight twitching membranous wings, and covered in vibrating cilia. A long tentacle in the shape of a spinal cord dangles from it's base, and four smaller tentacles, nestled among the wings, writhe constantly. Humanoid features appear on its surface, pulsing as if struggling to get free.
The kyra is blind, but has blindsight through use of the myriad of cilia on it's surface. It is immune to cold, gaze attacks, illusions, mind influencing effects, poison and visual effects. It is vulnerable to sunlight. It radiates with a supernatural aura of fear. It uses it's tentacles to grab, and pull so that it can absorb it's enemies fully into it's body. It absorbs their magic essence, their soul, and even their body into itself, instantly learning all spells that the enemy knew. Anyone absorbed by a kyra, stands a 50% chance of being resurrected through a "true resurrection" spell ( special rezz spells that allow rezzes without the body ).
Kyra is the embodiment of irrational evil and selfishness. It can carry magic items nestled in it's brain folds, to aid in combating enemies or a quick getaway.
Allegiants
Allegiants are members of other races, that have come to study and learn from the magiken. They are essentially loyals to the race, coming from various alignments and races, mostly the planes. They are not treated as low as arken, but they are usually treated as assistants and students of the magiken. Many are used to hunt and collect magic relics and items. It is common to find a group of magiken that pay a group of adventuring allegiants to quest for them. Allegiants gain no powers from the magiken for serving them, though they are able to learn spells. Anyone that takes a magiken for mentor in magic, automatically is known as an allegiant.
Many magiken become close to their allegiants, and often will give them "pet names" as they were given when they were young spellcasters. Only allegiants who have truly earned favor with their magiken mentors gain such names. They often go by these names instead of their own.
Food, Wine and Celebrations
The Magiken had only four celebrations each year, corresponding to the two Equinoxes and Solstices. Vowed couples often celebrated the anniversary of their vowing. "Birthdays" are not celebrated, though on the date of one's creation a Magiken may meditate and spend the day communing with their ancestors. It is known simply as the "Day of Sacrifice" named after the sacrifice of their creators to make them.
Their dates of the year correspond to what quarter of the year it is.
Spring Equinox-- (March 21) Begins the Seed Quarter -- Blessing Celebration. The fields and animals are blessed.
Summer Solstice-- (June 21) Begins the Sun Quarter -- Sun Celebration.
Autumn Equinox-- (Sept 21) Begins the Harvest Quarter -- Ancestor Celebration. Thanks giving to their ancestors for their knowledge.
Winter Solstice-- (Dec 21) Begins the Snow Quarter -- Moon Celebration.
Magiken are vegetarians, they do not eat meat though they will eat products that come from animals such as milk, cheese, butter, etc. Due to their intensive study regiment, most Magiken eat one large meal every few days, rather than several meals a day. Neo-magiken are encouraged to do the same, though not forced.
They import wines and spirits from many cultures, having a taste for various types of alcoholic beverages, but are actually quite sensitive to it! The only Magiken produced alcoholic beverage is a type of ale that is kept for centuries in barrels in the deepest part of the Magiken pyramids. It is extremely bitter, and dark brown, with a whitish froth and it does not effect them as easily. It is served warm and has a restorative effect upon Magiken. After week after week of arcane study, a Magiken will drink this "field wine" as it's commonly called to relax their minds and bodies, and restore their energy.
They are also fond of a black wine made from a rare flower from the plane of Arcadia simply called Arcadian Black, that causes emotions and desires to lower, great for when magiken wish to study or journey for information without getting carried away with emotions or by desires of their body and mind. Unfortunately, they do have a weakness for food or drink that enhances desire (such as aphrodisiacs), such things affect magiken twice as fast, and twice as potent.
As far as non-alcoholic beverages, Magiken are extremely fond of memorybind tea. The dried pixie table (mushroom) are mixed with various spices, and it is served with honey, and sometimes milk. It is light red in color when made. It increases mental prowess, especially good for those who have to memorize spells. They also enjoy a good cup of caffar, which also has magical effects upon them.
The Art of Dimshea
Magiken have perfected the technique of psionic tattooing of impressive and powerful tattoos upon themselves and those of other races, in exchange for magic items. This art has been handed down through the centuries. They are able to transfer the magical ability of a certain magical item or relic, into the spellcrafted tattoo, and then in exchange the magiken is given the physical item in payment.
The contract is not entered into by the faint of heart for the change that comes with a Dimshea tattoo is always more then physical, for the ties that bind the art to the body and enable the spirit of the Tattoo is brought forth from the person receiving the link and the art upon their body. Masters of Dimshea are long sought after for few who attempt to attain the Rank of master ever do so.
Choosing to accept the art on the body is not enough you must enter into the agreement willingly knowing that the attempt to place it on your body may well kill you in the process. There are as many different designs and totems as there are people and each is meaningful in it's own right.
The Dimshea Artists are a very select group of people, not bringing very many into their fold for the training is rigorous. The magiken or neo-magiken with this skill does not take the money into their own account, it is kept as part of the leypoint's treasures and used to purchase magic items.
Magiken Traits
• Wisdom - Magiken have access to thousands upon thousands of years of knowledge, their ability to access this grows with age.
• Immortal Creatures
• They are magic, they have a natural resistance to all spells cast upon them.
• Magiken may not become clerics unless "Leymind" is used as the "god".
• They have a weakness to foods and drinks (potions, wines, etc) that increase desire due to their constant denial of pleasure. They auto-fail any saves against aphrodisiacs, and they affect them twice as fast and twice as strong.
• Telepathy - they are able to communicate with all through use of a well developed system of telepathy, in any language.
Classes and abilities that would fit a magiken--
Magic Caster
Psion
Chronomancer
Healer
Martial Artist - If Spellslayer-Take Spellslayer Style
Necromancy
Alchemy
Astrologer
Toxicology
Summoning
Bards
Druid (following ancestors not deities)
Seducers (Charm)
Spy (rare)
Thieves (rare, but some may take it to steal magic items)
Magiken would not take--
Cleric (unless you use the leymind/ancestors as your deity)
Assassin
Bounty Hunter
Marksman
Fishing License
Hunting License
Knight
Samurai
Monk
Ranger
Gladiator
(Mainly, because magiken use servants to do all mundane tasks. They are also not offensive, they would not be an assassin or bounty hunter. They let their servants hunt and fish for them. They do not take joy in shooting bows and arrows or other mundane items. They are also atheists, so they could not become clerics, or monks.)
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