Buy Monster Shirts, and support Agyris. Owned by the same folks!
Maejiri

Maejling - The most common type of Maejir encountered outside of the homeland, the Maejling is on a personal journey of growth, to learn more of the unseen ways in pursuit of the title of true “Schyl.” Most are Phynaer, though some are even Akyl, questing for power and social status, and they come from various walks of life. sometimes they form small bands in order to survive in the dangerous “outlands.” Some seek more power to become members of the Hooded Eye, while others seek a more “civilized” enlightenment. this spiritual journey is part of the teaching of the Unseen Ways, though many youth are forgetting such spiritual folly.

Navamage - The navigator-mage is one of the most welcome crew members aboard a sailing vessel. The Navamage not only navigates the ship, he also helps provide wind to fill the sails which tends to make “caustic” captains “pleasant.” Since maejican ships lack sails of any kind, navamages also provide “spirit sails” to catch the unseen Fey winds that blow about Agyris. Most Navamages started out in one of the Dominion’s navies. The Mesmyr navy is the largest in Maejiria, and they require 10 years of service before release. Some start out aboard trade vessels or fishing junks, though this is less common. Often Navamages become explorers. Only a Voyan Priest is more welcomed aboard most ships.

Akyl Troubadour - The Troubadour wander the dominions freely, even though they are almost always Akyl. This tradition goes back to the early Third Age, before the Dominions formed any alliance, and the social structure allowed artists to travel about as they pleased. This has continued with the Troubadour, though the other artists do not have the same freedoms. Often misunderstood, and without full rights, Troubadours journey throughout the Dominions passing news, stories, rumors, and song. They are seen as outsiders, almost like gypsies, but they are usually welcomed in most inns, as people are hungry for news. The Troubadour have formed a union of sorts, a pact to help one another, and to share information and resources. The unofficial headquarters of the troubadours is found in the underwater city of Nimis. Sometimes Troubadours tire of the same old songs of the dominions, and decide to learn new ones in the Discovered Lands.

Akyl Batta - Yes, even the Maejir have a warrior class. Culled from the Akyl masses, the Batta are trained in the use of blade, shield, and bow, along with methods of killing efficiently. Some are given bandgar red potions to enhance their physical strength, which often surprises the enemy. Though they use no magic, they are often combined with units of “the hooded eye” to form strong battle groups. The Batta are often united under the flag of the dominating dominion, and the doctrine of Vashia, whom they give their prayers and thanks for further battle. Considered fanatical by many factions of Maejir, many batta find freedom unlike they had ever found as Akyl, and they further their reputation as psychotics whenever possible. Some extreme members become batta flagellants, whipping themselves into a combat fury, and imbibing bubbling Schyl war potions. Sometimes, a Batta tires of the battle, and seeks to learn more of the Discovered Lands, and travel. Others, wishing to please Vashia, leave Maejiria in order to kill more diverse prey.

The Hooded Eye (Ato Battlemages) - These legendary wizards are much revered throughout the discovered lands, due to their magical warfare abilities. Although their numbers are less than 500, they are understandably powerful. Made up from Phynaer and Schyl from nearly all of the Dominions, the hooded eye bring structure and unification to the diverse Maejiri lands. Hungry to demonstrate Maejiri superiority, the Hooded Eye often seeks to increase conflict between Galilae and Maejiria. they are kept in check by the throne, though it is becoming more difficult to keep them leashed. Though one’s membership is lifelong, many hooded eyes travel about the discovered lands looking for components, gildren, or other unspeakable things.

Greylight Mages - from their home base in the 3rd dominion of Glorae, the greylight seek to further their knowledge of the unseen ways, and spread balance through the ravages lands of Gyr. Although they are opposed by most of the other Dominions, the Greylight are among the most powerful of all of the Schyl. Spiritually they believe that they are the true of champions the unseen ways, and that all other (magical paths) are corrupt. They seek to restore Gyr’s former magical power, and to end the corruption that is pervading other magical schools. as often as not they can be found all about the lands.

Street Scyl - You have no master, no laboratory, and no personal library. Sure, you're a full fledged citizen "Scyl" (Mage) but you've never had the best luck. Sure, a small gambling "problem" and a run-in with the local thieves guild have left you homeless, but you still have "the Talent" and there ain 't nobody that can take that away from you. Well, except for that gang with the Warlock Collar, but that's a different story isn't it? You've been living low among the riffraff commoners of the big city, and it is about time for you to make you way in the world. Problem is, your reputation stinks, and there isn't anything that you can do about it as long as you're sleeping in alleys, or eating cats. You're gonna leave this cramped city, and forge a new life in the world beyond. (Not <i>that</i> far beyond, just beyond Maejiria.) When you come back, those fools teaching at the College of Fey will tremble in your wake.

Equipment & Supplies: A tattered Scyl's robe, with as many pockets as a backpack, a warvin skin belt, 1/2 of a really powerful looking spell scroll, a gambling debt equal to the cost of a small cottage, miss-matching slippers, a weak (cracked) charm of scrye blocking, a forged sea-pass aboard a Maejiri traders to Sirvat, 8 pairs of gambling dice, and a solid working talent of: (pick one) Celatrin, Ato, Waik, or Kiero Fey.

Content, images, names, creatures, cartography Copyright ©1986-2004 Daniel M. Davis.
Illustrations Copyright ©2000-2004 Shannon K.Potratz & Ben S. Hunter