Welcome to No Books of Men! We are a modern alternate history board set in a magical school nestled in the Columbiana Valley of the Rocky Mountains. Students of the Collegium Illustrata Columbiana (commonly called simply The Academy) are free to explore their wildest imaginations in learning the mystic arts, so long as it does not jeopardize the ongoing Shadow War with the Exarchs. How will you live up to the legacies of Merlin?

darkkenchild is the Head Admin here at No Books. He enjoys long walks on the beach and debating the metaphysical underpinnings of reality, so any questions about your character , the plot of No Books, and/or how magic works on the site, please do not hesitate to ask him.

Squeeji is the head of “Human Resources” here at No Books, and responsible for pretty much everything related to our contact with the outside world. Advertising, orientation, and just about anything to do with bringing in new blood is in her wheelhouse.
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Aug 1 2018, 11:28 PM
Arcadia: The Realm in which almost all Humans become Wyrdlings. The Realm is as wondrous, odd, terrifying, mysterious, or ever-changing as it needs to be; in other words, whatever situation needs to arise in order to create a Wyrdling, Arcadia has a place within itself to allow it to happen.

Astral Reaches, The: Sometimes called the Astral Plane, this is a Realm of pure thought which reflects the thinking mind of every single sentient being in this universe. Has multiple levels, reflecting everything from a single person’s dreams to the very Soul of the universe.

CES: aka The Cognitive Exploration Society. Psychic-esque Mages who dabble in telekinetic and telepathic magics.

Elder One: Incredibly old beings of immense power that roam through time and space "consuming" various realms and substantially altering them. Folks who get drawn into these Realms or come in contact with the power of an Elder One are forever changed and known thereafter as Wyrdlings.

Eternal City, The: A universe-sized mechanical metropolis/technological nightmare Realm. Wyrdlings will very seldomly be taken here to endure their transformation. Reserved solely for Wyrdlings with a mechanical/technological transformation.

Exalted Order, The: A Mage society, which runs counter to the High Council. Focused more on the advancement and the empowerment of all Mages, instead of freedom of thought and independence. Though the divide with the High Council is ideological, the two groups have fought literal wars in the past.

Faeries: The imaginary magical beings found in folklore and fairy tales from around the world. The term used by most non-Wyrdlings to describe a Wyrdling.

Great Dark: A realm of pure darkness. Wyrdlings will very seldomly be taken here to endure their transformation.

Glamour: A magical "mask" produced by the Mists to keep a Wyrdling's true form hidden. Looks mostly human, though on occasion some traits of the Wyrdling's true form will show through.

Herald: A servant of the Elder Ones. Very little is currently known about Heralds in-universe.

High Council: A Mage society, which runs counter to the Exalted Order. Focused on individual freedom and personal empowerment, the High Council seeks the liberation and empowerment of all of humanity but as individuals. Though the divide with the Exalted Order is ideological, the two groups have fought literal wars in the past.

Kadji: Spiritual Mages akin to modern-day shamans, focusing on healing, speaking with spirits, and controlling the elements.

Kindly Ones: Another name for the powerful creatures native to Arcadia. They have tremendous magical power in their own realm, but have almost none in our world. Thus, they rarely leave their own territories.

Labyrinth, The A common name for the bizarre space between Earth and the realm of Arcadia. It a place where the rules of reality begin to break down, but are not wholly under the sway of the Kindly Ones. Thus, there is a degree of order (time flows quickly but consistently, gravity functions mostly normally, etc), but remain mutable if a strong enough individual tries to manipulate the area.

Lian: Alchemists and mystics who specialize in enchanting items and altering the life force of those around them.

Mara: Necromancers and blood Mages who focus on speaking with the spirits, hexing their foes, and finding themselves very comfortable with the concepts of death and decay.

Masar: Logical, rationalistic Mages who take a mathematical approach to things like fate. Also focus on warding and manipulating probability.

Mists: The Mists are the mystical forces that keep mortals and other supernatural beings from seeing a Wyrdling for what it truly is. The Mists keep a Wyrdling's Glamour working and causes anyone who discovers the Wyrdling's true form to "forget" what they saw.

Opifex: Enchanters and smiths who see a blurred line between the worlds of science and magic.

Outer Realms: The places outside of known reality. Literally used to mean the places outside the ordered universes known to sentient races, specifically the strange non-places that the Elder Ones call home. In some contexts, this term can also mean any universe beyond Earth, Arcadia, and the Spiritual Realms.

Schism War: The name for a series of conflicts between the Exalted Order and the High Council. The war began as a family conflict between two cousins and has since blossomed to a millennia long battle between the authoritarian Order and the egalitarian Council. The War continues today with a new "heating up" of conflict.

Seasonal Courts: The closest thing that Wyrdlings have to leadership, the Seasonal Courts take responsibility for governing the Wyrdling community, particularly those who live within “Wyrdtown.” The Courts (one for each of the four seasons) is ruled by a single leader (typically under the title of “Baron” or “Duke”), with a number of Courtiers of high rank. Beneath these Courtiers are the general members, which hold no title but owe allegiance to the appropriate leader in exchange for certain seasonal powers (e.g. Freezing breath for Winter) and protection. The Courts are always lead by one of the Barons/Dukes, but the individual leader rotates with the physical seasons.

Silvani: Naturalist and shape-shifting Mages who can control the weather, put poxes upon their enemies, and change the form of themselves and the people around them.

Societies: Like-minded groups of Mages who tend to study the same schools of magic.

Sophia: Spiritual Mages who focus on healing, protecting, and communicating with the spirits.

Spirit Wilds, The: The spiritual realm representing the primal nature of the world. This is a place where everything is alive and represented by a spirit. Predatory spirits prey upon the weak and even cities take on the appearance of a wild place, becoming a literal concrete jungle. A mage can learn much here, and maybe even find a Totem spirit, but there is always a lingering hint of danger for the incautious.

Tanka: Mages heralded as fortune tellers and prophets, with the abilities to see into the future, relive the past, and shape the present.

Traits: Essentially, the abilities/spells/attributes that make a Wyrdling, well, Wyrd. Each Wyrdling can possess up to three traits, and they are as varied as the Wyrdlings themselves.

Underworld: The spiritual realm of the Dead. The souls of those who have died with unfinished business often linger in the Underworld, crossing over the Wall into the living lands in places deeply tied to their lives (e.g. A “haunted house” where the person was murdered). Whenever the spirit is not in the physical world, they linger in this Realm; the realm itself resembling a half-decayed, almost “post-apocalyptic,” version of the physical world across the Wall.

Wall, The: A blanket term for the "barrier" between Earth and all other Realms (such as Arcadia, the Underworld, etc).

Wyrdling: The term for a person who has been taken by/touched by the power of an Elder One and as a result has been left something more than Human.

Wyrdtown: The neighborhood, a short distance south of downtown, where the majority of Columbiana’s Wyrdlings live. While they are under no obligation to live in this neighborhood, and many do not, most choose to do so for two reasons. The first is that it is comforting to live near others who share the traumatic experiences of Arcadia. The second is the presence and implied protections of the Seasonal Courts. This area has seen an increasing presence of young Mages as of late, which concerns some of the old-guard of the community...
Jul 25 2018, 03:35 PM
What Has Gone Before

While we have endeavored to start our “reboot” of No Books of Men with a clean slate, we have also been striving to maintain continuity with what has occurred on the previous version of the site. Much has happened in the Columbiana Valley in the years preceeding the game’s relaunch, and this page seeks to boil them down and lay out the key matters that players should know before jumping into the site’s current situation.

Each section below summarizes a single plot point that has already occurred within the game’s setting. If something is not mentioned, that means that it did not explicitly happen. That does not mean that it cannot be referenced, but rather that the matter should be treated as “something similar occurred, but the details are sketchy.” Additionally, each entry also includes two information points: “Who Was Involved” and “Who Would Know.” The former is a list of characters (NPC and PC alike) who are known to have been involved. The latter lists any conspiracies or groups that would have access the knowledge mentioned in the section.

As always: If you have any questions, feel free to contact a staff member and we will be happy to clarify!

Ongoing Plots

The Center Cannot Hold
Summary: Things have been chaotic for the mages of the Columbiana Valley in recent months. Strange disappearances on campus, bizarre murders, all manner of odd creatures appearing, and now one of their own has openly attacked a gathering of high ranking Mages and Wyrdlings from Columbiana. The Valley is divided; with some openly condemning the “mad man” while calling for swift action against such dissidents, while others condemn his actions but agree with his intent. The Valley’s mages are on the verge of civil war over the laws of their society and the corruption of those who enforce them.
Status: Ongoing
Who Was Involved: {OPEN}
Who Would Know: Mages, Politically active Wyrdlings and Townies
Link: Coming Soon

Dark Tidings
Summary: The Columbiana Valley has always been a place for those with beliefs that and practices that differ from mainstream American society. In most cases, these beliefs do not harm anyone and in most cases such diversity is actively encouraged (not to mention, in the case of Mages, there is proof that there is power in such beliefs). Even in the case of the various cults which have become all too common over the last few decades, they were tolerated; they’re odd and a bit too obsessed with doomsday and Things-That-Should-Not-Be, but they were harmless at least. Key word: “were”. In the last few weeks, something seems to have stirred the cults into a frenzy. They are becoming increasingly violent, performing increasingly heinous acts, and growing bolder in public. Many have begun to wonder if these are signs of worse things to come…
Status: Ongoing
Who Was Involved: {OPEN}
Who Would Know: Gardeners, Townies, anyone concerned with the rising presence and violence of local cults.
Link: Coming Soon

In the Dark of the Night
Summary: Wyrdlings have always been rare; and, while places like Columbiana seem to attract them in larger numbers, they are still a minority. The nature of Wyrdlings means that even in such small communities, it is well known that individuals will often come and go. So, no one thought much of it when a few of the local Wyrdlings disappeared. Certainly it was rude that they had left without a word, but they were probably just looking for someplace new to put down roots. Then, more disappeared without a trace. With each disappearance, more and more began to believe there was some malicious intent behind all the missing Wyrdlings. Now, the leaders of the Seasonal Courts can no longer ignore the calls for action and they have opened an investigation into who (or what) might be causing all of this…
Status: Ongoing
Who Was Involved: {OPEN}
Who Would Know: Wyrdlings, concerned Mages and Townies
Link: Coming Soon

Strange Happenings
Summary: Strange things are commonplace in Columbiana, but even for the Valley there have been a noticeable increase in bizarre things appearing. Creatures that none have seen before appearing in the woods surrounding the town. People have begun appearing with claims that they are from the distant past or future, and seem to have proof that they are telling the truth. Others have even claimed to have found “portals” between this world and some alternate universe, though the descriptions vary anywhere from “enormous city” to “castles in the clouds.” Most disappear before anyone can verify what had just happened, but enough have lingered to point at a growing (and unsettling) trend…
Status: Ongoing
Who Was Involved: {OPEN}
Who Would Know: Gardeners, those rare few who believe and care about other dimensions
Link: Coming Soon
Jul 23 2018, 01:06 PM
Character Groups

One of the two most defining characteristics of your character are your character’s status as either Mortal, Wyrdling, or Mage. Each is given a brief description below, but further information can be found elsewhere.

Townie: The default (supernatural) power ranking, the Townies are those who are neither Mages nor Wyrdlings. Most are "mortals," and thus indistinguishable from any other "normal" human being. The very nature of Columbiana Valley means that most Townies are very much aware of magic and the supernatural, even if they are incapable of working it themselves. This means they have absolutely no magical power of their own, though they can use some basic talismans if they are provided with an external source of magical power. Basically, these folks are your basic “mortal” types. To clarify, no Townie has any access to personal magic and some do not know magic is real, though in a place like Columbiana this is rare. Conversely, they may be fully aware of the entire supernatural world, but are incapable of matching these beings a mystical level. ((It is worth noting that on this site, "Townie" is also used as a catch-all for any supernatural characters who do not fall within the categories below.))
Starting Number of Spells: N/A

Sometimes, when the stars align or the wrong border is crossed, mortals find themselves in the realm of Arcadia. Arcadia is a remarkable realm, where dreams come true and mystic power permeates the very air one breaths. This wondrous vista is not without its dangers however, and Arcadia is no place for human beings. Beyond the physical dangers of the creatures there, Arcadia strips away one’s humanity. Eventually, visitors become so inhuman, they can never return to their homeworld. Wyrdlings are those individuals who survived Arcadia, lost their humanity, but have managed to find their way home. They have been blessed with unique and potent abilities, but are also bound with odd needs and have lost their own humanity entirely.
Starting Number of Spells: N/A ((See this page for details))

Mage Sub-Groups
The typical students seen in the halls of the Academy, the undergraduates are the lifeblood of the school. They are here to learn the methods of magic and achieve their highest potential. They are young and impressionable, but also possess a fiery passion that gives them tremendous flexibility and the ability to affect the world around them. These are the most common Mages in the Valley and the school provides them with food, a place to live, and other basic needs that other groups need to survive, thus freeing them up to focus on their studies.
Starting Number of Spells: 4

Whether a student who has returned to the Academy for further studies or one of those who have chosen to remain in the valley after graduating, a Graduate is someone who has finished their basic mystical training. Graduates are the “standard” power level of most Mages in the world, and represents an average level of mystic ability. Most will continue growing in power after leaving school, but it a much slower journey outside of a formal academy and thus it is not typical to rise much further than this on one’s own. Some Graduates return to the Academy as Graduate Students, thus refining their mystic ability for specialist positions within Mage society. Most such have a goal of either working directly for the council (such as at a school or an organization like ARES) or seek positions of power within some related organization.
Starting Number of Spells: 6

The truly gifted Graduate Degree holding Magi of the world are approached by the Academy to be taken in as Faculty or Staff. Faculty are those who are scholastic experts in a given field(s), typically asked to teach both a mundane subject (such as History or Biology) and a mystic subject (such as Scrying or Transfiguration). These are the true power of the school, but they also have the greatest amount of responsibility. They are expected to put the school first, sometimes even before their own lives.
Starting Number of Spells: 8
Jul 7 2018, 09:04 PM
[dohtml]<link href="https://fonts.googleapis.com/css?family=Catamaran" rel="stylesheet" type='text/css'><center><center><div style="font-family: 'Catamaran', sans-serif;font-size:32px;color:#0F5B78;">TIMELINE OF MAJOR EVENTS</div></center><div style="width:400px;background-color:#5CA793;height:20px;"></div><div style="width:400px;text-align:justify;font-size:14px;"></center>[/dohtml]
Note: This is a basic idea of the key events which pertain to the characters of Columbiana. This incudes information that occured across the globe, but are events most members of a given group would be aware. If you wish for more detailed information (from a Mage perspective at least), Click Here.

Black Text - Mortal Events (Everyone has access to this information)

Dark Blue Text - Mage Events (Known to Mages)

Light Green Text - Wyrdling Events (Known to Wyrdlings)

23 BC
- Cult of Thoth Founded

437 CE
- Cult of Thoth Renamed the High Council

971 CE
- Titus retreats to Atlantean Archipelago, Declares himself independent of the Council, forms the Exalted Order with himself as Emperor.

1338 CE
- Black Death's first victim is recorded, would spread quickly and by 1353 claim over 100 million lives.

- Exalted Order accused of creating the ensuing plague, Schism Wars Begin

1639 CE
- First Recorded Scourge Incident

- The American Accord was created to find fair and peaceful resolutions to inter-species conflicts, as well as promoting the general peaceful and mutually beneficial community for all supernatural entities in North America.

- Lawn Art Irregulars form their first Art combine, welcoming Mortals and other "friendly and artistically" minded supernaturals to "live free of the disguise" and live openly among Aware Mortals.

- After decades of relative peace between the Exalted Order and the High Council, the Order attacks the Colony of Ys and destroyed both it and its Enlightened College. Survivors scatter to other Council colonies across the globe.

- “The Columbiana Incident,” a series of bizarre events occur over the span of months (stormclouds raining blood, radio and television waves disrupted by messages from other universes, temporally displaced individuals arriving from past and future, etc). At the center of this “storm of wyrdness,” the Columbiana Valley was walled off from the outside world starting in May of the year and remaining until the early part of the following year.

– The High Council in N. America is in disarray once the barrier rises, as most of its leadership was within the Valley when the barrier appeared. As no word could reach anyone lost and no message came from within (and no one could enter or leave), this left a power vacuum which the Council was only partially able to fill. As a result, the Exalted Order’s influence rose considerably within mortal society across the continent.

– “The Columbiana Incident,” ends in March of the year.

– When the barrier falls, no one remembers anything of what transpired within. Thus, the leadership of the High Council in North America essentially “woke up” almost a year later to find its position tremendously weakened and the Exalted Order’s agents far more numerous and emboldened and with no memory of what had led to their own absence.

– When the barrier falls, most Wyrdlings merely shrugged and went on with life. After all, lost memories and temporal displacement are all too common to these individuals. Unfortunately, their nonchalance led to little notice being taken when a few months later (the earliest considered abduction taking place in November of this year) Wyrdlings begin to disappear from all across the North American continent, especially in the areas surrounding the Columbiana Valley.

- In the wake of the Incident, a few scattered groups (later labeled “cults”) arise in and around the Valley. Some claim to worship an entity known as Baalaphron and give this creature credit for the Incident; the more extreme of these groups wish to restore the barrier or expand it to encompass the world. Still others claim to have contacted “gods” which seek to prevent the Incident ever happening again, and they aid these entities in using the Incident to bring in a “new age.” Still others have stranger or less obvious goals. Regardless, these groups become larger and more common in the years to come.

– The Seasonal Court, led by the Duke of Winter (the current Seasonal Lord as discussions began in December), begins an open investigation of the increasing numbers of disappearances of Wyrdlings in the area surrounding the Columbiana Valley. The investigation uncovers that such “vanishing” has become extremely common throughout the United States and Canada (Mexico’s reports were inconclusive due to open warfare between Wyrdling groups there) in the preceding few years, but had gone unnoticed due to the splintered and independent nature of Wyrdling society.

- Bizarre, seemingly ritual, murders become more frequent. Beginning with animals being found mutilated and flayed (seemingly while still alive), the killers rapidly escalate to human victims. No one is charged, due to lack of evidence, but many in the Valley are convinced that one or more of the increasingly common Cults should be blamed and this should act as impetus to eradicate said groups.

– Strange stones have been appearing in places of power throughout the Valley (and beyond). Their purpose and powers are unknown, but those who have investigated have found temporal and dimensional distortions to be quite common in their vicinities. One such obelisk appeared during orientation this year and many of the incoming students were forcibly transported to a hellish, urban landscape where they were stalked by shadowy creatures until a group of professors and helpful volunteers were able to return the victims to our world. Other stones would later be connected to other incidents, such as the transportation of the World’s End Tavern to some dark dimension or the sudden appearance of “refugees” from other times and places (both of this world and “elsewhere”). The increasing level of activity in the Valley (as well as incursions from the Exalted Order) has lead the A.R.E.S. Initiative to increase its presence in the Valley.

– Investigations unveil that the disappearances have been perpetrated by a group calling itself “The Foundation,” a group claiming itself to be scientifically minded and seeking to understand and control the growing supernatural powers in the world. Its membership, location, resources, and influence remain unknown.

- A pair of Briarwolves, a powerful creature from the realms of Arcadia, appeared on the University’s campus. Dozens were injured and one was permanently maimed before a collaboration between both Mages and Wyrdlings were able to drive the beasts off. A later investigation done by the Seasonal Courts revealed that the pair were only a small portion of a pack which all came through together. The fact that as many as half a dozen seem to have entered our world and left together would indicate that the attack may have only been a distraction from other purpose. Unfortunately, this concern was overwhelmed by a new string of disappearances…

- A coalition between Council leadership and the Seasonal Courts convened, resulting in mutual promises of aid in the increasingly uneasy climate (between disappearances, cults, and increasingly political strain within both groups).

- The two celebrated their alliance with a grand party attended by major players of both groups, held at the World’s End Tavern in early September of the year. The Gala event was horribly disrupted by the appearance of a lone figure, claiming membership in S.E.L.F. The individual, a mage, claimed to have unveiled a deep rot at the core of Mage society and that only by destroying the leadership of the Council could the rest of the world see the depth of the corruption present in its leaders. Using his magic, the Mage summoned a horrifyingly powerful creature (which he called an “Angel of Wrath”) which cursed everyone in attendance, regardless of rank or species.

– In the wake of the chaos surrounding the Gala, the Wyrdling community has been divided between those calling for revenge (largely those of the Summer Court) and those who feel that they must look past the “one lone nutjob” and see the value of the help the Mages present regarding the “Foundation” as outweighing this new strife. The debate rages while the disappearances continue…

– In the wake of the chaos surrounding the Gala, the Mage community is in turmoil. The leadership of S.E.L.F. has shifted in the weeks following the incident, with its former leader ousted and disgraced (though followed by his loyal followers). The new leadership has denounced the incident, but also acknowledges that it was perpetrated by one of its own (albeit with the caveat of previous poor leadership taking advantage of its membership). Meanwhile, the local Council is divided in how to handle the perpetrator when he is found. Some wish to punish him to the fullest extent (extremist opinions including soul-lobotomy), while others emphasize that none were permanently harmed in the incident and push for mercy...

- While both Wyrdling and Mage societies real from this latest shock, other groups (most notably, The Gardeners) report that the larger concern is increased agitation and aggression amongst the Cults and caution that the larger concerns should be focused on over petty political squabbles.

- September 2018: Game Begins
Jul 7 2018, 08:59 PM
So, what is the Schism War? Well, that’s both very simple and very complicated…

To start with, the Schism War is not a singular conflict, but rather a long standing “Cold War” style conflict that has raged since Roman times. An easy shorthand to understand things is to look at both the long term and recent history of the conflict as separate aspects.

The Ancient Conflict

The root of the conflict really lies in the Cult of Thoth, an ancient order of magic users which came together with the goal of uniting scholars of the mystic into a web of shared knowledge and learning. For centuries the Cult trained young Mages, sought alliances with other disparate groups across the known world (i.e. mostly Europe, N. Africa, and the Middle East), and generally fostered a unification of will-workers greater than ever seen in history. As the Cult and its influence grew, it grew beyond its own namesake. The relative peace among Mages lasted for centuries more, particularly under the influence of its most illustrious leaders; Aquila and Lycurgus.

Aquila and Lycurgus were twins and, while each was a powerful will-worker in their own right, together they were among the greatest Mages in history. They lead the Cult, and later the Order, through the transition from a Roman group of magic users with ties to other groups into the first truly global organization of mystics. Now the preeminent mystic order in the world, the group began calling itself the High Council. It’s goals shifted to focus primarily on fostering goodwill between mystic traditions and peacekeeping between the various factions that had arisen within its sphere of influence.

The siblings were talented leaders, but together they struck a potent balance. Aquila was the more warlike of the two, leading the Council’s armies in times of conflict and codifying its laws during times of peace. Lycurgus was the more peaceful and diplomatic of the two, leading the Council’s healers during strife and inspiring its scholars in times of study. They were perfect complements to each other and both founded a line of potent magi to follow in their stead upon their deaths. Unfortunately, that is exactly where the problems began.

After Aquila and Lycurgus passed, the mantle of leadership passed to their offspring and from them on down the line. Two always ruled and were advised by the High Council, from which the order took its name. In 948 CE, these leaders were Titus of House Aquila and Prisca of House Lycurgus and a conflict arose between the two leaders that would shake the foundation of the High Council to its core.

In 858, a landmass had been re-discovered within the distant oceans between modern day Europe and North America, which held the ruins of an ancient colony of will-workers. Titus, seeing the vast reserves of mystic power and artifacts from bygone eras thought the land ripe for resettlement (and a refuge from the “unenlightened masses”). Prisca, fearing both its inevitable sinking and the arrogance of claiming such a place for such selfish purposes would only result in disaster for all. Both had supporters among the Council, but neither held a majority. Debates raged for decades before Titus declared that he had reached his limit.

Rallying his supporters, Titus took the island and declared it the foundation of a new Exalted Order with him as its Immortal Guardian (later Emperor). He offered structure, law, and isolation from the mortal world and the people who feared mystics. This alone would not have caused problems, if not for Titus also claiming the High Council a heretical organization that existed in defiance of the tradition of his ancestors. In counter, Prisca and the remains of the High Council declared the growing extremism and isolation of Titus and his followers as anathema. What began was a conflict that would rage for 1500 years…

Modern Conflict

While each side of the Schism War would hold dominance for a time, neither would prove sufficiently powerful to eradicate the other. Thus, the mystic world came to be typified by bouts of violent conflict interrupted by decades (or even centuries) of uneasy peace. The so-called “Sixth Schism” was a conflict that raged in the background of both World Wars and ended with a truce between the Order and the Council in 1950 in response to a growing level of “diabolism” and worship of “extra-dimensional entities” was discovered among both groups. The truce gave each the time and focus to cleanse their ranks of those who would doom them all.

Unfortunately, it was not to last. In 2001, the Exalted Order broke the peace accord and attacked the Council’s Colony at Leng (on the continent of Antarctica). It was a place of quiet contemplation and scholarship, never before marked by the conflicts of the Schism War. There were only a few dozen survivors of the over 10,000 who lived there. The High Council took this as an obvious declaration of war and the Schism War had begun anew within hours.

The modes of the conflict have changed however, in the modern world. While the conflict does sometimes escalate into skirmishes or even full-blown warfare between the two sides, the Scourge and the threat of mortal intervention (modern weapons are almost as deadly to mages as to mortals these days), has kept the conflict quiet and behind-the-scenes. It is closer to the mortal world’s “Cold War” than “WWII;” in that it is more often a war fought through espionage/sabotage, propaganda, and subtle manipulation of mortal governments than wizards throwing spells at one another...
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