Several hundred years of peace, why? because the previous batch of Engineers, Designers, and Forgemasters were too stuck in their old ways to design PROPER new weapons. Today that changes! Five wizards have came to teach us something of their art- some sort of "Bet" between them and another group, and now the old guard are off to see the headsman, and YOU were "Given" the Position as one of the new Designers- The King even gave you the ability to decide which of the wizards he should ask to stay and What part of their art to teach! LONG LIVE ARAKIA!
There are Five Schools of magic- Each one with its own methods of Bending and controlling the universe around you- these five schools are Biomancy, Elementalism, Invocation, Summoning, and Thaumaturgy and although there may be some overlap they tend towards having entirely different end results.
Biomancy
Biomancy is the school of magic most affiliated with Life and Death, It tends towards the use of living or recently live materials and oft twists nature to its own desires.
Fleshmancer
Fleshmancers are Biomancers whom specialize in controlling Life, Creating capable Beasts of battle and turning opponents into piles of still living goo just as quickly, Where this style is weak is in their inability to function against nonliving opponents the the food requirements of their Creations.
Druid
Druids are Biomancers whom specialize in controlling nature and bending beasts to their bidding, unlike Fleshmancers who see death as something to be purged where possible Druids View the universe from a circle of life, leading them to have some control over both forces but not as much as either of the others.
Necromancer
Necromancers are Biomancers whom specialize in controlling Death, Resurrecting the damned and forcing spirits to toil, They also command powers capable of driving others to death through the use of Negative energy, They are weakest without their Hordes, even with how stupid they are.
Elementalism
Elementalism is the School of magic most affiliated with The Elements, It tends towards otherwise “Crude” spells which directly direct the elements- one issue with elementalism is that it requires that element already be in the area or else its entirely ineffective.
Geomancer
Geomancers are Elementalists who are most affiliated with Earth, and stylistically tend towards the crudest magic, They do however benefit from being able to shape most materials with their bare hands and produce some of the strongest defences.
Pyromancer
Pyromancers are Elementalists who are most affiliated with Fire, and tend towards heavility destructive magic, their magic tends towards giving them some of the greatest combat abilities However they have the greatest issue with keeping their element in an area as it tends to be extinguished by water or a lack of air.
Atheramancer
Atheramancers are Elementalists who are most affiliated with Air, and tend towards having the most refined and movement based magic, their magic assists them with moving things around and provides defence against many Conventional Ranged weapons, but is nigh useless as a weapon or defense against melee attacks.
Aquamancer
Aquamancers are Elementalists who are most affiliated with Water, and tend towards having the best senses for how to assist their companions, their magic assists them with Healing and provides many Utility effects, but unlike others isn’t as capable in any one particular way.
Invocation
Invocation is the School of magic which gains its powers from far greater beings then the mage themselves, however these beings tend to be strict with the usage of their magics and require sacrifice of one nature or another from their Servants.
Cleric
Clerics are Invokers who have bound themselves to the Gods, ancient beings of great magical power and morality, and gain powers often relating to healing, defending, or harming “creatures of the dark”. Their sacrifices tend towards the mundine- Prayers, Wealth, and Time devoted to their master.
Sorcerer
Sourcers are Invokers who have found themselves bound to the Outsiders, Strange Creatures from beyond the universe with endless energy, and have such gained odd powers of an almost arbitrary nature along with the ability to understand things that drive other mages mad. Their sacrifices are tend to the Bazaar and abstract - Petals from one specific flower, Specially crafted objects, and organs harvested from those they slay may all be requested.
Warlock
Warlocks or Witches are Invokers who have bound themselves to Devils, Dark Lords of the lower planes who seek to become the new gods, and gather powers many would consider evil- the ability to directly inflict harm, or force others to obey them for instance. Their sacrifices tend towards the painful, Loss of a finger or two, Specific amounts of blood, or even souls may be requested.
Summoning
Summoning is the School of magic most oft associated with Forcibly bringing- and binding things to your will. Even though Conjuration, Golemation, And Demonology are all held as branches of it they all have Very different approaches and methods to each other.
Conjuration
Those who practice Conjuration are Known as Conjurers, and Specialize in bribing and bringing things from both the Elemental and Wild Planes of existence, They are oft considered the most “broad” form of Summoners, but are rarely prepared for a hostile creature from another realm.
Golemancy
Those who practice Golemancy are referred to as Golemancers, and Specialize in summoning Shades and Remnants from the spectral planes, which they then bind into Golems. They are usually known as the “simplest” form of Summoners because their creations are truely unable to rebel against them, however because of this they are very unprepared for dealing with other beings.
Demonology
The people who follow the dark art of Demonology are known as Demonologists, and they Specialize in dragging Demons out of the pits of hell and into Heavily defended Runic circles. They are usually thought of as the most “Difficult” form of summoners because no matter what they summon their methods lead to a rather stressed relationship within which a single misstep can end in death.
Thaumaturgy
Thaumaturgy is the school of “Mundane” magic- the everyday magic that goes into the vast majority of even remotely magical objects, from potions to Flaming Swords, however unlike most other schools this one Can be used by even ordinary mortals without the spark of magic.
Alchemy
Those who study Alchemy have always been known as Alchemists, and are known for their skill with herbs and powders, which when properly mixed can make many effects found in other schools. However, Few of the effects of Alchemy are permanent.
Enchanting
Those who study Enchanting are by far known as Enchanters, and are known for their skill at binding the magics of others within gems which can then be used to apply those effects to further objects. However, Making even a single gem is an expensive undertaking -and a single mistake can ruin the entire object.
Science
Those who study Science are Known as Scientists, and are rarely considered even as hedge mages as almost anything they can do another mage can do better, however whatever strange things they make are oft more reliable then any enchanter can make or cheaper then any alchemist can mix.
-Weapons-
"Razer" sword: A Long and very sharp- if somewhat delicate curved sword, some officers are known to remove their facial hair with theirs
"Headsman" Lance: Long wooden lances, Unwieldy off horseback, but nigh always lethal in a successful charge
"Tontaker" Bow: a Large heavy bow, few people possess the physical strength needed to bend one, let along the dexterity to fire it.
-Armor-
"Turtle" Plate: expensive Armor made from Iron with some leather sections, Protects against some attacks and comes with an unturning helm, *Only* covers the Head, chest, and Waist.
-Other-
"Hardtrack" Horses: Rather large and bulky horses capable of running with quite a bit of excess weight for quite a while, However they aren't too much faster than a running man.