Path Summary
The Path of Sorcery is dark and mysterious. We are those in the background who
are the fighting backbone of the temple. Magi of this path are fiercely devoted
to defending the Order and its members, meeting conflicts with a focused mind,
eliminating adverseries with finesse. Those seeking entrance need not be
sorcerors, but must be willing to sacrifice everything for the temple. Only the
strong of heart are accepted and may readily pursue our cause. Many of us will
not be liked, because we are not understood. What others do not understand they
fear, and that suits our purpose. The use of force is not always the best
solution to a situation; why burn someone to a crisp when a raised eyebrow will
do ?
Path Details
The Essence of Sorcery
We are the Path of Sorcery
We are the Fire and the Ice
We are those who are hidden
We are those who kill
We are the Guardians
Protect the Temple and your brethren at any cost.
Be respectful of your superiors, as well as templekin.
Know the best strategy.
We are the hidden, say only what need be said.
There is power in fear, use it.
We are self-reliant and depend only upon ourselves and our abilities.
We are very strict and demanding.
We are the first and only line of defense the temple has. Therefore we are
expected to be the strongest, fastest, and most talented of fighters.
The Path is the most disciplined of the paths, as we are likely to die if we
are not.
We are the militant path.
We serve Lord Raislin as his Army or Assassins if needed.
We have honour, our word is the strongest oath that can be given.
We do what needs to be done for the good of the temple.
We accept the consequences of our actions with dignity.
We are servants of Lord Raislin first and foremost.
Path History
From it's inception, the Leader of the Path of Sorcery
was Kyasha. The Temple thanks Kyasha for her hard work and
dedication. From the time of the ascension of Lord Raislin, the leader of the
path was Millamber. When Millamber transfered to the Path of
Naturalism, Gaiea became Minister of Sorcery and she retains close links
to the path to this day.
Path Summary
The follower of path of Wizardry walks the middle path. Their magics are
neither the destructive raw energies of sorcery nor the creative healing powers
of naturalism. Hence, the follower of Wizardry embodies the very substance of
Balance itself.
The spells of Wizardry are those which enhance one's abilities to perform many
tasks. Merely to recall is to invoke the power of Wizardry, and its magic is
perhaps the most pervasive, but unnoticed magic in the land. The path of
Wizardry is that of the lore master, knowledge seeker, and teller of destinies.
Those who follow the path of Wizardry strive to perfect the dicipline of
balance within themselves, so that they may fully realize their powers and use
those to learn of and preserve the harmony of the lands.
Path Details
What marks out the Magi of Wizardry is the utmost respect for Balance. Not
merely the Balance of Magic, nor even the Balance of the lands, but balance in
all things. The Magi must consider the consequences of their actions in all
ways, and come to a balanced decision before carrying out such action. This
extends to all aspects of the Magi's life - in speech, in thought, in deed. The
Magi shall be neither thrifty nor overly generous, for such actions have
consequences beyond that which is immediately seen. The Magi shall not indulge
to extremes, in food, drink or other such activities. To be merry is one thing,
but to be drunk to insesitivity is not the way of Wizardry. Neither does the
Magi act in passion nor in haste. This is not to say that the magi is slow to
act. On the contrary, once the decision is made, the magi will pursue it to the
utmost, and must be prepared to change his or her mind if the course of action
is proven to be incorrect - for again, following such an action to an extreme
is not the way of balance. To this end, the Magi of the Path of Wizardry may
often be found as the mediators of a situation, bringing logic and reason to an
otherwise heated argument.
As the wielder of such magics as unlock, fly, gills and other such spells, the
magi is the most equipped to explore the lands. Natural explorers, the
curiosity of the Magi must be tempered with caution, for he or she must know
when some things are not meant to be explored. The Magi shall strive always to
increase his or her knowledge, but never beyond their current abilities. They
will explore, but will not be foolhardy and venture into areas of certain
death. And the Magi knows also that the land is one of change, and shall not
neglect those paths he or she has already trodden. In combat, the Magi may
wield both the powers of sorcery and healing, and will use those where most
appropriate, but the Magi must also be mindful of his or her true skills - in
providing the support to the party as a whole in the form of spells such as
Haste. Though a Magi may hunt, they do not hunt a creature to extinction.
Where a single species has become dominant, the Magi must strive to return a
balance to the place, while not harming the ecology of the area.
Path History
When the paths first came about, the leaders were chosen from the Magi that had
best represented the ideals and values each path holds. For Sorcery, Kyasha, an
Adept of Magic and a Warlock, was chosen. For Naturalism, Grosmek a wizard and
Seeker of Magic, was chosen. And for Wizardry, Enchanting-sun, a Novice of
Magic was chosen. It was Enchanting-sun who first formed the ideals of the
path. She lead by example and encompassed all in her teachings. She rejected
none, treated others as her equal, and even went so far as to take from her
time to show the true meaning of Wizardry. After a few years, Enchanting-sun
left us. In her absence, it was then decided that another should take the
call to the path. Enter Ravenwyng, Acolyte of Davar and Priest of the Temple.
When Ravenwyng took over, a new way of Wizardry was formed,
one which we still follow today. It was his ideas and goals that pushed
the path to its all, going with the Creed we have today as well as the basic
rules and regulations. Ravenwyng was a man ahead of his time and he will surely
be missed.
Soon after Ravenwyng left, Roseleen, was quested to take over the Path of
Wizardry. She was nay an Elder for long as her duties elsewhere lead her time
in the realms to be less and less. Upon this discovery, Blackwing set out
to find a new path leader, one who has shown substantial interest in leading as
well as being fluent in mentoring and teaching, interviewing and training, and
above all servitude. This lead him to Lourdes, Acolyte of Davar.
Path Summary
Naturalism in Terris is the idea that magic is used to benefit people. The
spells used by a person who follows the path of naturalism are spells of
healing and protection. When used properly, naturalism spells can be the most
powerful spells in the lands. When abused, they can do the most damage of all
the spells to Terris.
Path Details
The essence of Naturalism varies greatly, from pacify enchants and bolstering
defenses, to ressurecting lost souls. At it's core, Naturalism is the helping
of others and oneself, so it is key to the second Tenet of Magic. The first
Tenet is to teach respect for magic. Of all the spells in Terris, the
Naturalism spells must be respected. The power and importance of these spells
is vital to the stability of Magic in the lands. In the third Tenet we are
to learn the lay of the land. The spells of nature are an important part in
helping us do that. As a follower of Magic, the path of Naturalism is not a
true path but an ideal. The ideal to help the people of Terris not only with
the Naturalism spells themselves but with all spells, skills, and knowledge
that we have. Our direction is to teach all of the people of Terris to respect
the power of the spells of nature. Our final goal should be the use and respect
for that power to maintain harmony in the land and the Balance of Magic.
Path History
The Path of Naturalism was founded and maintained since
it's earliest days, by Grosmek. The Temple thanks Grosmek for his efforts over
the years. At the time of the ascension of Lord Raislin, Streen was appointed
as Minister of the Path of Naturalism. Path Minister until very recent times
was Millamber.