Sunday, October 14, 2012

Casting spells: Vocabulary


Here, we have some examples of the use of the language to cast spells with Wands and Staves..

Casting lightning
She waved the wand in a tighter motion and invoked the proper wording with a confident articulation. A bolt of lightning shot out across the still water of the creek. Sparks and smoke filled the air, and a tree limp dropped to the ground.

Vibrancy illusion
She waved her hand through the air and chanted, drawing a glimmer of light into being. With the energy manifested, she wrote her name across the air. Each letter remained for a few moments before fading from sight.

More examples on how to describe wand spells:

* Her hand flicked from side to side, and she spoke the incantation, a prismatic light sparkled from her wand, and she drew flowers at the tops of the weeds and ferns beside her.

* Flickering her wrist, casting a spray of light at him, staining his clothes for a few seconds before fading away..

* She swished her wand at him and spoke the words, flinging a pink wave of energy.

* She casts another cone of light and changing her clothes to a sky blue color.

* She casts her spells wider and faster, coloring his clothes a mixture of pink and purple, the spell sent a warm rush through his body as it passed around him.

* With a quick motion, she cast, sticking him in the face with an imaginary flower.

* With a flick of the wrist and incantation muttered, a blast of energy strikes the boy and send him to the ground.

* She places a book in front of you. It's leather bound with stamped impressions of runes and glyphs burned into the cover.

* She spoke an incantation and waves the wand, closing her eyes as sparkles of purple flames licked the air nearby. She raised the wand to the sky when she finished the words, then trust it in the direction of the horses at the head of the wagon. With a crackling sound, the pure energy shot through the air and the smell of jasmine filled the air. The horses reared and snorted while glittering light surrounded them. As fast as they had appeared, the candescent waves disspated, and the horses resumed their stirring.

Spells with a rod

* Ismerelda produced a rod made of intertwined shiny metals which seemed to have been bent in a spiral by the hands of a giant. A fiery red stone was set into the top of the scepter. The appearance of the rod of great craftsmanship and ornamentation. She spoke a phrase of magic words and made a swaying motion with her casting hand. Glints of white luminescence dripped from the end of the rod like a font of shimmering light.

* She brought forth her rod and flung it towards him with the utterance of an incantation he didn't recognize. Erupting from the tip of the scepter, a ball of energy flew across the room, then exploded with a flash when it struck an invisible barrier in front of him.

More on wands and staffs... Taken from Wikipedia..

Magic wands commonly feature in works of fantasy fiction as spell-casting tools. Few other common denominators exist, so the capabilities of wands vary wildly. Note that wands fill basically the same role as wizards' staffs, though staffs generally convey a more 'serious' image; a fairy godmother would often use a wand, possibly with a star or some form of decoration on the end, while Gandalf would most likely not (however, in The Hobbit, he is said to use a wand, referring to his staff, to fight the goblins of the Misty Mountains and their Wargs). Gandalf's name is Northern Mannish (one of Tolkien's invented languages, similar to North Germanic languages) for "Elf of the Wand", a reference to the staff he carries. In dramatic fiction, wands can serve as weapons in magical duels. Personal Wands are common in the fictional world of J. K. Rowling's Harry Potter, as necessary tools to channel out each character's magic; it is the wand which chooses its owner. A wand is also present in the Children of the Red King series in the possession of Charlie Bone as well as the popular MMORPG World of Warcraft where caster classes such as the mage and warlock use wands offensively.

Circle of Sorcerers: Ismerelda's Teachings


Ismerelda's Teachings on magic

These are the notes of Laedron Telpist, an apprentice of mage...

The first rule of magic is that all effects are temporary. The spell's effect remains, so long as you continue concentrating. The wave of magic can affect the things it comes in contact with while it is in existence. Therefore, a lightning bolt can break a tree in half. You could drown an enemy in magically created water so long as he passes before the water is dispelled. Magic is just as much about figuring out solutions as concentrating to make it happen. Magical fire can set other things aflame. It's not because the magic remains, but because it has affected something else in the world that is material.

There are several types of magic. These are known as aspects to sorcerers. They each deal with a particular part or effect of magic. The first and most popular is energetics. Being the study and conjuration of raw energy from nothingness, almost every offensive spell is a part of this aspect, but there are some practical uses, too.

Next comes the transfiguration aspect. This style of magic is done to change some feature of something. A weaker transfiguration might be changing a copper coin into a gold one for a short period of time, while a major use would be transforming a person into a rabbit.

After transfiguration, you have alteration. That is the magic of illusions and shadows. It's easier to project an image of something than to conjure up the sum of its parts. Instead of making a man from nothing, you make his image. Alterations cannot interact with things since they are simply apparitions.

The final aspect is a rather new practice which can be difficult to master. It is called Captivation. It is the art of the silver tongue. I can be used to persuade or manipulate others. While requiring a great deal of concentration, it involves speaking at the same time. These two actions working simultaneously can be troublesome to achieve, and even the masters find it nearly impossible to control anyone for any considerable length of time. It can aid you in communicating with those who don't speak our common tongue, though. Birds, for instance. They can be told simple directions, many sorcerers use the smarter creatures for mundane tasks. A carrier pigeon, for example.

There are others aspects, but they are very specialized  and they are branches of these four aspects. Each sorcerer might also develop his own incantations, making our game both interesting and dangerous.

The most important spell a sorcerer can ever know is the invocation of dispelling. Many mages begin their training by learning simple offensive spells or changing water into milk.

Alteration magic deals with illusions. In order to make a mirage, you must be familiar with what you are trying to mimic. The more complex the apparition, the harder it will be to maintain  Even though an illusionary image cannot interact with the material world, it can still be convincing. It's also easier to create than the actual thing. Whereas making a real human is a daunting task, summoning the mere image of one is often plenty to accomplish the effect.

Captivation magic can be used to exert control over another, its common practical use is to communicate with others, its common practical use is to communicate with others who do not share your tongue. And animals. The incantation is spoken, and  you must concentrate the words into its base emotions and thoughts, conveying them to the recipient in their rawest form. That's why we can communicate with animals in this way, although they may not always understand our meaning. Advance beings are capable of higher thought and feelings.

To influence another in this method yo must concentrate while bringing out the thoughts you want to portray. Then, you must stregthen these thoughts to draw them to act the way you want. it's not a method of commanding them outright; you use your powers to sway thwm one way or another.

Let's us supposed that you are angry with me, an I would prefer you to be cordial. I would then speak the incantation to bring about the spell and feed positive thoughts of myself directly to your mind . especially those which I feel would be the most effective.

Taken from : The Circle of Sorcerers. By Brian Kittrel

When Laedron Telpist's sorcery training is interrupted by a knock on the door, what once seemed a proper profession must now be hidden. In a world where priests and mages vie for the limitless power of the elements and a new Grand Vicar has sworn death to all sorcerers, Laedron is tossed into a nightmare which would see his destruction at every turn.

From the home shores in western Sorbia, through the Cael'Brilland heartlands, and even across the seas to the great city of Azura, Laedron finds himself embracing old friends, consorting with unlikely allies, and confronting potent enemies. As he struggles to train himself in spellcraft, Laedron must face that he lives in a time when the utterance of a simple spell could be the signature on his death warrant.

Saturday, October 13, 2012

About Runes and Rune Language for Mages





About runes and rune language

Runes are the written equivalent of the ancient first magical language known as rune-tongue. In written it was similar to languages like Chinese an Egyptian in that there were thousands of characters, each having meaning of a word, thing, place, or object.  Mages believe it to be a form of the original, primeval language and mastery of it is necessary for performing magic.

The runes and rune-words hold no magic power in and of themselves, but when spoken by someone who could sense the magical energy of the land and use their mind to focus that energy, the words of rune-tongue transformed that energy into magical action. It is like a request between the earth and the mage, the rune-words making the appeal clear.

What complicate things for mages is the fact that rune-words and written runes can not be learned like English, they had to be soul-remembered, brought back to the conscious mind from ether of the collective magical mind of the universe itself. What this means for mages is that they do not necessarily remember rune-words or symbols the same way. Since the same rune-word spoken by two mages could sound different or be written differently, All written runes have similar look. Even if they are unique. Most creatures write runes the same way.

Casting fire to open a Dragon's Lair

To open the passage to the dragon's lair. Pionia has to conjure a rune of fire that serves as the key to unlock the magical door closing the lair. Getting her eternal companion, her fire wand, draws the rune of open on the ground. Drawing energy from the magic in the place, it is known that dragons have magic of their own and they dwell in caves in magical locations. Pionia shakes her hands a bit taking a deep breath, raising her hands out before her chest and, holding them with the palms facing a slab of rock that disguises the entrance to where the dragon sleeps.  "Ogni" she says and a small ball of flame appears before her hands. She repeats the word, chanting it softly, as the ball of fire moves to the center of the rock face and begins to grow.

The mage continues to chant, the words getting louder, the fireball sinking down to the rock and engulfing it in flames. Pionia began to add words to the chant and the flames twist and grow in size until the blaze reaches up twenty feet into the sky. Pio begins to shake as she chants. Her eyes are ablaze with the power of the magic as she shouts the fire into being. Her hands weaving through the air as she struggles to control the colossal conflagration confronting her. As she chants, the fire begins to bend and twist in synchronization with the movements of her hands. The flames curve and coil, shifting like living creatures across the face of the granite slab, until they finally took the form of the rune for open that Pio had drawn in the dirt minutes before.

A rumble like thunder fills the air as the ground begins to quake and the giant outcropping of rock begins to move. The wedge of granite still slid forward, moving all as one piece up the side of the mountain. Pionia shakes herself and releases the magical energy of the fire, the flames winking out as she does, draining the energy back to the land. Pio closes her eyes, breathing softly, her body feels  light as a feather, letting the energy runs out of her hands.

Casting a glow-wand

Pionia pulls out a small crystal cylinder from her pouch, saying "Kesha-Tomm", speaking the rune-word for light and focusing a small amount of magical energy from the land into the crystal. The glow-wand responds by emitting bright, blue-white light.

Adapted from: The dark Shadow of Spring. The young Sorcerers Guild. By G.L. Breedon

More on runes:

Runes are an oracle from which one seeks advice. They work best if you detail your current circumstances and then ask a specific question. Rune readings are sometimes obscure. They hint toward answers, but you have to figure out the details. This is when the rune casters intuition becomes paramount. Some times the Runes "sing" to me, and their meaning becomes instantly clear.

Runic divination or "rune casting" is not "fortunetelling" in the sense that one actually sees the future. Instead, runes give one a means of analyzing the path that one is on and a likely outcome. The future is not fixed. It changes with everything one does. If one does not like the prediction, one can always change paths.

Since ancient times, runes have been used for divination and magic, in addition to writing. The word "rune" actually means mystery, secret or whisper. Each rune has esoteric meanings and properties associated with it, beyond its mundane meaning and phonetic value. Each translates into a word or a phrase signifying concepts important to the early peoples who used them, representing the forces of nature and mind. Each rune has a story attached to it, a relationship to a Norse God.

* Ancient Runes
* Runes (wikipedia)
* Runes the alphabet of mistery

Monday, September 24, 2012

Slanguages: Demo Class: Role-Playing Cooking in a Tavern

Pionia Destiny

6th SLanguages Annual Symposium Conference

Language & culture in virtual worlds
Fri-Sun, 28-30 September 2012
pre-conference events, 23 and 26 Sept
Twitter hashtag #slang12
Conference Themes:  Games and Machinima

SUNDAY, 30 September 2012 - 12pm SLT | 7pm GMT | 4am TYO
Your local time: http://tinyurl.com/30Sept12pmSLT 


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Demo Class: Role-playing cooking in a tavern

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Get a look at how Medieval role-play in virtual worlds sparks imagination and creativity when communicating in a new language. This session will introduce you into the basics of role-playing in virtual worlds by allowing you to immerse and interact in a fantasy role-play tavern through conversations and a treasure hunt game. Have a look at the tools used in this fantasy worlds and meet some of its role-players.

Bio
Pionia Destiny, also known as Dr. Doris Molero is a Professor at Dr. Rafael Belloso Chacin University in Maracaibo, Venezuela, where she has taught campus and on-line classes since 1999. She has a Doctor of Sciences of Education degree and her research blends virtual worlds, emerging media, education, innovation, literacies and language learning and teaching.

http://medievalroleplay.blogspot.com/
http://pioniadestiny.blogspot.com/

http://avalon-project.ning.com/page/program

Roleplay: Acting after stanislaviski


Tain Strom
Acting after Stanislaviski  .http://en.wikipedia.org/wiki/Constantin_Stanislavski

Acting is about sharing. It is about action and reaction. This is a very simple principle in the actors tool box.

-knowing your back ground so you understand why you react like you do.
-acting is about having a goal and a problem reaching it.
- Action / reaction.

These very simple rules can be easily adapted to role-play, however, they can be very difficult tools to master.  I do not expect that people are professional actors with a full understanding of good acting, however, I do expect that people will make an effort to try a bit harder than what I have often seen.  This is the reason for this note card.
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Background :
Acting is about as Stanislavski  would put it "Be like you were the evil Queen.  Think to yourself what life did she live? (ie. What is her background story).  How did her background impact her?  How would she react to different things because of her background and so forth.  Think like you would, if you were her, be her, live her and become her in the glimpses of role-play you do".  What kind of circumstances does she have.  Is she rich, poor. Where does she live, does she have a land, people?  What kind of lover would she pick?  Does she want to be a killer or is she feeling forced to into being a killer due to her background.
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Goal /problem/ situation : 

The problem -
When making conversation, have a goal, and then a problem reaching this goal.  Eg.  Amanda is in love with Dawn, but she is too shy to tell her.   The conversation could look something like this.  Amanda looks at Dawn and moves closer to her,  looking at her shoes, blushing,  while trying to find the poem she has written for her.  "Can....ca...can I please take a brief moment of your life Dawn?"

The important goal-
A very important thing is also it has to mean something for Amanda. If Amanda does not care to be rejected, what is the point of doing the role-play.  It must mean a lot to Amanda and the more she make herself convinced this is a "life /death " sitatuion for her, the more exciting it will be for all involved.

If she gets rejested, and her only response is to role-play  "Well whatever, who cares" and then walks off, it makes for bad role-play.
However, if it is vitally important to her, she will keep working on the goal dispite her problem achieving it, and a long and juicy role-play can then go on for weeks.

The situation- 
A good acting situation is to build up a scenario between two people, them both sharing a the goal, and the problem.  The important thing in the scenario is that it is hard to reach the goal.  The more difficult the goal is, the more exciting it is for all involved.  Amanda saying she is in love with Dawn ends the scenario immediately.  If  Amanda goes to Dawn with the goal being that she wants to tell her she is in love with her, but she is afraid of being rejected, and types out the example above (her Amanda blushing, and stuttering).. this will put Dawn in a situation where she can react, try to find out what is going on, why has this person written a poem to her, is she in love?  This will make Dawn curious.  So, Dawn’s reaction will be one of curiosity to find out what is going on.
A situation involve your rp - partner in a conflickt = goal and problem.
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Action/reaction:
Try to make your role-play partners feel something, provoke them, flirt whit them, move them emotional; involve them, instead of speaking of your self over and over and over.
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Good Scenes:

So what works on a screen, in sceond life.
The same that woks on stage and on movies.

Why are movies boring sometimes. Often it is becuse you just know the hero will never die and he beat all up whit out a drop of sweet, and there is nothing to worry about or be exitet about. We know he will win and he wont even have a hard time doing it.

San

Sunday, September 23, 2012

Avilion Magic

These are some nice videos roleplayers have made to show the beauty of Avilion.








Believable Fantasy:The Mage

Ondine Ninetails

Pio went to a class.. a mage class in Sylvhara. There, she met the archmage.. Ondine Ninetails. She belongs to the Sylvhara Mage Guild. She explained really good tips on how to be a good mage and how to roleplay believable fantasy. Here, it is the class.

Believable Fantasy:The Mage
By: Ondine Ninetails

When you hear this phrase " Believable Fantasy" what comes to mind for you?
When we apply this term >Believable Fantasy< to RPing a Mage, we hope that those that we engage as a Mage “believe” within the exchange of discussion IC that we ARE a Mage.

The actions we perform must fall into the agreed upon description of what a Mage is and what a Mage can perform within the rules of the Mage Guild  and according to the ROE to accomplish this goal.
A Mage is a person skilled in the mysterious and hidden art of magic, and has the ability to attain objectives, and acquire knowledge by supernatural means.
To do these things a mage will harness and bend energy with staff, wand, hud,spell, ritual, and ceremony…and sometimes with just a word or the gesture of a hand will suffice.
A Mage is wise; esoteric, serious and mysterious.

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How a mage RP various occult practices, traditions, and components of magic will be colored:
First by the mode of MAGE behavior,
Secondly it will be colored  by a race and culture.

This may include deities depending on the mage’s background. But know Since some of these dieties and "gods goddesses" actually exist amd interact, a Mage would still consider  homage or worship of this diety/god misplaced .A Mage would see all existing creatures as results of energy and deserving of only what they *earn* weather respect  homage etc.
The superstition part is that the clerics or druids see them as omnipotant . To the Mage "AS ABOVE SO BELOW" :all things die
..... even gods.....thus ......abandoned religions and temples
we are the scientists of our time

Remember the basic racial traits. The race the player chooses for their character will influence the actions of the Mage a great deal. A Drow will be moody , a Dragon will be aloof and neutral , and an Undead may well be quite bitter and/or sad, having been recently killed and brought back to life.

KNOW your race and its characteristics .Let people know a bit about you in your initial interactions. And the reverse is true as well. Know the race you are talking to. Learn about them so you know their culture and can act accordingly when visiting their territory.

Many misunderstandings IC and OOC are merely not knowing the race’s culture and manner.

  When Captain Kirk approached a new civilization, he learned its culture so as not to offend.

 If one is male and enters the Drow realm, he would be expected, out of respect for the race, and the culture, to bow before the Matron.
The list of knowledge and behaviors within the boundaries of the Mage Rp is endless, but several can be found with a little research.
Example:
http://en.wikipedia.org/wiki/List_of_magical_terms_and_traditions

Mages draw on the magic of the universe, elements, and their own inner energy, in order to create or change, protect or destroy. Magic itself is neutral, as is Nature and the Universe.
What each Mage intends and chooses to do with his or her skills and powers define them and their life path.

As you progress you will be encouraged to specialize in one of the Magical classes of magic. This too will color yoru weapons, abilities and interactions.
 a CLASS of mage as listed on the site
  A necromancer will engage a situation much differently than a Elementalist or Warlock
Arcane being a more general term of a balanced magician. And anyone aspiring to be Arch mage must be Arcane.

And an Elementalist. >>>Here it is important to remember and know that an ELEMENTALIST is DIFFERENT form an elemental.There is sometimes confusion on this.
An Elementalist Mage bends and works the elements.....An elemental IS energy and usually in the form of fae/sprit/etc
... again on different levels
...much as undead are on different levels

What we need to remember
Is
 that this is a game,
and games have rules to insure all can enjoy the fun.

* Keep It BELIEVABLE FANTASY.

 In roleplay you can't see profiles, titles, tags or names. You do not address people by name unless you have met them before or been introduced.

When you consent to play the game of becoming a Mage, and join the guild, you agree to RP the process that brings you to that goal as a Full Mage.
When you become an initiate and learn the use of particles and RP the process of  what it is to have the desire and talent to become a great magician within the Agreed upon RP in the guild.

Make sure to always check the weapons page so that you know you are using only what is level appropriate

if you have any questions on weapons..ask lexie

 You RP your LIMITATIONS as well as these acquired skills.
That is, if you are an initiate and a demon is going to attack you ,…
you can only defend or attack  in return with knowledge and weapons of an INITIATE.

 The results depends upon your clever manipulations and skills of that level.
Or, if you like,  you can use the dice to decide the results and RP *why* you won.

As an Initiate,you cannot use the skills and weapons of an Adept or Mage.
Even if you steal or gain a staff, you would not know how to use it
( ….other than hitting the demon over the head.)

Even if an initiate stole a Staff and read scrolls on how to use it,
 he would still most likely harm himself.

The use of magic is to be a RP knowledge process
 as well as having all the bling and bang weapons that anyone can buy and pretend with.

The game of becoming a mage comes under the practice of skills and studies RP within the structure of the guild.

And when you join the guild you agree to play the process within that structure , so all are able to have fun without godmoding or playing out of character.

RP is a balance, its not all about you, its about everyone involved and having fun throughout.  RP is about giving and taking.

A note here on RP;One thing the guild discourages is the use of being a shapeshifter as member of the guild. Although there are tines it might works in a well crafted RP,...within the guild you have Transmutation and illusion to use to accomplish this. And being a shapeshifter only MUDDLES the RP.

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Let’s quickly  review the different forms of RolePlay and common rules of IC and OOC.

ROLEPLAY DEFINITIONS

Private Roleplay:
    A roleplay occurring between a small group of people, most often only 2 or 3, that has little or nothing to do with other players or events in the realm.

Casual Roleplay:
    Roleplay that occurs between groups or individuals that has not been predestined or planned out. It usually takes place on the spot, and is created by only those who are involved, each adding their own input to it.

Realm Roleplay:
    Roleplay that roughly flows from an existing plot line that has been initiated by several players throughout the realm has escalated from individual players participating in casual roleplay, to the involvement of realm wide institutions such as race and or guild groups as a whole.

Epic Roleplay:
    Roleplay who's storyline has been approved by Council , leaving sufficient latitude for individual contributions . It involves several key players who follow the predetermined plotline( ezample -SYLVHARA LEGENDS).  Epic roleplay can last for an hour, or up to several days, even weeks or years,..

IC AND OOC

* READ AND FOLLOW the Realm rules. Not knowing the rules of the Realm, does not exempt you from them.that include skirmish rules

* What is In Character (IC) stays IC, and what is Out Of Character (OOC) stays OOC. What you learn OOC can not be used IC.

* This is Roleplay, don't let it slide. People play sides. If a player is playing a baddie it doesn't make them a bad person, they are just good people playing baddies. Don't take it personally.

*Don't chatter too much in ((OOC)) during a roleplay. Go into ims to ooc chat. Same goes for disagreements, always go into im. If you must argue, NEVER argue openly
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Something to contemplate in yoru RP

The difference between Light and Dark Magic and Neutral magic is :
neutral magic relies on thought and the Will, while Light and Dark magic relies on feeling, emotion . All have intent behind them.A CAUSE to draw on the magic of the universe, elements, and their own inner energy, in order to create or change, protect or destroy. Magic itself is neutral, as is Nature and the Universe. Which of those 3 Magics would be the most powerful? And Why?

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We use our eyes and judge a person on what their character looks and acts like.

Look and Act like a Mage,that is, unless you are trying to be hidden within the context of the story.
its part of the staging

In roleplay your senses are limited. Using radars or maps to see or locate people isn't real IC unless you have developed in Rp these skills or have reached the level that these are your tools..

Listening through solid stone walls or buildings isn't real unless it has been established you have that skill.

 We are mortal characters, not Gods. If you get hurt, act hurt.

If you get killed, you are dead.

Ghosts don't interact with mortals (again ..unless that is part of the story).

Don't make things more complicated or twist events to suit you unless worked through the format with others understanding the why and where it is going. (COMMUNICATE)
Giving peolpe a HINT of where it MIGHT go is not scripting. Its good Rp to have people informed on basic outlines. All that happens within the RP...... win or loose or come and go happens because of peoples skills and imagination.
Don't 'Godmod' This is All actions (unless incapacitated) should have a reaction.  Meaning, you RP an action and you give others the time to RP an action back.
You do not RP someone else's actions, but you can give hints as to what your actions could do or effect them.

 Be creative, and think of yourself in the position for real. when a player starts to dictate how other characters will react, for example,

”The dragon swoops down and grabs the elf by his jacket and lifts him into the sky .”

This gives the elf no choice in the rp!

 Better to say
 ”The dragon swoops down aiming for the elfs jacket so as to lift him into the sky.”

This gives the elf a choice to either “SEE”  or to “NOT SEE”the dragons approach and run or else describe what it is like when the dragon grabs his jacket and lifts him.
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Don't be afraid to use emotes.But avoid long thoughts...noone can react to yoru thoughts ,it stifels RP. however sometimes the thought is used to remind someone what they SHOULD have known

A character can be made interesting even if they're not doing anything by simply typing /me and a description. For example "/me looks up at the stars and smiles" or "/me looks lost in thought". The /me will be replaced with the character name when it is posted.

Don't use smileys or text speak in  character conversation.
Role players generally don't mind bad spelling as long as an effort is being made to stay in character.

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You do not have to be a member of a guild in order to roleplay in the Realms
However, if you roleplay as a Caster, and use magic in roleplay or combat and are not  a member of a Mages Cleric or Druid Guild or other caster guildsc your abilities will not be recognized.
To join a guild, pick one you deem most suited for you.  Contact the Head of the Guild and process with your course as a member.
 You are not bound to stay in any one guild, but we do ask that you inform the Head of your Guild before pursuing another course.

AND the change MUST be RPed

And lastly…..

Do be generous to the rp of others and allow them to add or comment
Do take the time to be caught up on a running storyline before you contribute roleplay to it
Do be a good listener and reply thoughtfully. Listen for a bit and get an idea of the flow of an rp before contributing something more than a nod or short comment.
Do be creative with your character. Even the baker or, storekeeper can be engaging, and add his perspective to the roleplay.
Do be patient with those just beginning. Share your roleplay knowledge kindly, and help to make better roleplayers
Don't use non-rp words like Ok (okay), lol, omg! or, common phrases like"Its a done deal" or "Gimme a break!"
Don't draw focus from the roleplay at hand, such as fainting, becoming ill or, announcing something outside the context of the rp.
Unless your realm is being attacked, then you can run up and yell, "We are being attacked!"
When a Rp is going on try asking questions rather than interrupting with your own story and history
Don't comment or, ask questions that divert or interupt the flow of the rp. (ie) Player 1 says: "My lord, do you believe the volcano is going to erupt tonight? Player 2 says, "the ground has been rumbling all day" Player 3 says "Have you seen my frog?"
Don't choose a character that cannot be affected by anything. Unless you are playing in a land of gods, where everyone has the same footing, characters who are all powerful or, have no vulnerabilities bring roleplay to a dead stop. They can also undercut and trivialize the roleplay they enter by not being the least concerned or affected by it.
Don't interject a different roleplay storyline into an RP already in progress, interrupting the flow.!"
DO Be consistent in your character at first. Establish who/what kind of Mage you lean toward,begin now creating your characters persona ,so others will understand enough to interact with you.

If you are constantly changing race /character/etc …people will avoid interaction.
be sure!!!! you have picked the race you want to go with