Maintenance for the week of November 25:
• PC/Mac: NA and EU megaservers for maintenance – November 25, 4:00AM EST (9:00 UTC) - 7:00AM EST (12:00 UTC)
• Xbox: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
• PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)

Magicka [Xbox] [RP Guild] [Join Today!]

Marginis
Marginis
✭✭✭✭✭
MAGICKA
Khajiri-Gazing-Out.png

INTRODUCTION
From the reaches of Aetherius, to the mortal realm Mundus, comes that which we call magicka. Magicka is the invisible force that holds together the land of Tamriel; the land which we all hold so dear. The threads of magicka flow, weave, and breathe throughout all of Nirn. It is what draws us to Tamriel, lets us explore it, and gives us the strength to in it survive - even thrive. One looks to the High Elves in the starry fields of Summerset, and sees them channeling light in their ancestors’ names. One looks to Skyrim and its bitter cold, and sees the heroic Nords combating mythical beasts in their lairs. One looks to the windy deserts of Hammerfell, and sees a Redguard scout reactivate age old dwemer construct. Just as the living machines of the Dwemer would not be as they are without the power of magicka, the beasts of Skyrim too are sustained by it. Indeed, the elves of Summerset – and every last one of us – are as well. All of these things would not be possible without the power of magicka, and it is in honor of that magical essence - and the world it brings us - that we name our guild.


DESCRIPTION
Magicka was one of the very first guilds in the Elder Scrolls Online, created during the early days of the PC beta. Magicka was then founded in the full PC release under the leadership of Marginis. At console release, Magicka expanded beyond PC to console, formed on Xbox by that very same Marginis. Originally ESO's premier PC roleplaying guild, Magicka now stands as one of ESO's most well-known and longest running guilds on Xbox, striving to hold true to the tradition set by our first members - to be the best place for ESO roleplaying on console.

Magicka exists as a haven for all sorts of adventurers, to assist them in all sorts of ways. Our aim is to provide players the support they need to have fun with the game, whether they want to try RP for the first time, are an old hand at RP and want to try it in a new setting, or just want to see what Magicka (or RP) is all about. We delve dungeons, war in Cyrodiil (we primarily fight for the Aldmeri Dominion faction in PVP), and sometimes just hang out around the guildhall and chat. This said, we do exist primarily as an RP guild, so the main thing we do is RP.

For those that do not know what RP, or roleplaying, is: For ESO, it basically means that while you are in-game, you play as though you are your character. You are no longer a gamer playing E-S-O. Instead, you are Tskune the Great, high warrior of the land, adventuring across the expanses of Tamriel! In other words, you do not look at the game in terms of it being a game, with skill trees, stats, and levels, but you look at it as a real world like our own ...with the exception of having magic and talking cat people. As your character, you do not have skills on an ability bar - you might simply have the use of certain magicks. Instead of having a certain level, you might think of yourself as being particularly skilled (or unskilled) at a craft or combat style. When speaking or acting in-game too, you play as though you are your character. This could mean speaking with a hiss as an Argonian or referring to yourself as "this one" as a Khajiit. It could also mean a different personality or quirk to the way you act, anywhere from being grim and serious as a hardened mercenary to dressing up in a chef outfit and serving everyone sweetrolls at gatherings. The only limits are your imagination (and adherence to guild rules, of course). For some, this kind of thing comes naturally. Others take time to learn it. Regardless, RP allows all of us to much more fully immerse ourselves in the world of the Elder Scrolls Online, and because of that, we enjoy playing ESO in a way non-roleplayers never will. This is what our guild is all about.

Speaking of roleplay, Magicka being an RP guild, we encourage our members to be IC (in-character) in most guild settings. While we do not require RP all the time, and we are quite understanding of new RPers or players with limited English, Magicka strongly encourages staying in-character, at least when in guild chat or at guild events. If speaking OOC (out-of-character), use an OOC voice chat channel or use brackets [ ] (or something similar) to denote that you are speaking OOC. Tamriel is a rich world full of many wondrous things - you would not want to ruin the immersion by talking about frame drops and the PVP meta, would you? If you have trouble or are new to ESO RP/console RP, however, do not worry. There are plenty of Magicka guildmates more than willing to help you learn the ropes. Additionally, while old hands at RP are a welcome addition to the guild, please remember that Magicka has its own quirks and customs, so even if one is a roleplay veteran, they may need to adjust accordingly.

Do not worry if this all seems a bit overwhelming. Think of Magicka as a hub for all things ESO RP. If one group is not right for you, hop in with another. If you are not sure about RP, slow things down and take them at your own pace. Magicka is about its members first and foremost, so make sure you are set before worrying about everything else. Magicka will have your back the whole way no matter what path you take.

RP aside, Magicka is and always has been a teamwork driven community, with veterans helping fresh-faced recruits, Dunmer fighting side by side with Khajiit, and bards entertaining even the most mirthless warriors. And although Magicka is based in the Aldmeri Dominion - where the magicka flows strongest - we welcome with open arms all races and all alliances: warriors, mages, rogues, and wanderers alike – yes, even Argonians. This applies equally to the players behind the characters. We are based on the NA servers (sorry EU players), but we gladly host players from all across the world, from Russia to Australia to the US to the UK. It does not matter if you are young or old, black or white, gay or straight, casual or hardcore, really into Harry Potter or more of a Twilight fan, Magicka will gladly welcome you into our family (though we reserve the right to silently judge you for being a Twilight fan).

It should also be mentioned that while Magicka does not have any requirements or regulations regarding such, our guild colors are blue and gold, and we use the symbol for alteration as our guild emblem when the option is present.


GENERAL RULES
The guild rules are simple, and can be good guiding principles in most circumstances - even when in Tamriel outside the Magicka community. Like the threads of magicka that flow through Tamriel, they can be equally separated into individual elements, but once together, come to be as strong as the invisible tethers binding Aetherius to Nirn.
  • Storm - Follow guild rules, Elder Scrolls Online terms, Xbox Live policies, and real world laws. Likewise, do not promote anything against guild rules, Elder Scrolls Online terms, Xbox Live policies, or real world laws, within Magicka.

  • Frost - Magicka is a friendly guild, to all sorts of players, so be respectful of other people’s viewpoints and be mindful that you don’t start anything that could be construed as harassment. In Magicka, we treat each other with kindness. No exceptions. While one need not always be mature, one must always be respectful.

  • Flame - For anything not specifically noted in the charter, the guildmaster's and guild officers' say is to be treated as official guild rule.

Failure to follow the rules set here can result in demotion, exile from Magicka, exile from the guildhall, or a warning, of which there may be only one. Magicka can be a powerful blast, a gentle breeze, or a flowing river, but one must stay focused when using it, or the backlash can prove fatal.


RP RULES
Magicka, being a roleplay guild, also has rules dedicated to RP. Unlike our general rules, however, RP contains so many lessons and etiquettes it is difficult to classify them into just a few categories. Instead, we opt for a list of guidelines. Some are specific to Magicka, some are generally followed by the RP community, and some are less rules than recommendations.
  • If you are in a chat channel that is In-Character, please stay in-character.
  • If the chat is Out-Of-Character, respect the choice of others to not speak in-character (although one may still choose to speak in-character - we would never say no to more RP).
  • If you must speak OOC in an IC chat channel, do something to denote that you are speaking OOC. We recommend enclosing the text in brackets for text chat, and using a different voice for voice chat.
  • Use proper microphone etiquette. If your mic is disruptive and you are in voice chat, mute it until the issue is fixed.
  • Do not try to voice RP at a text-only RP event, or try to text RP at a purely voice RP event.
  • Unless doing a hybrid text/voice chat RP, keep voice and text conversations separate. No one should feel left out because they do not want or are unable to use a certain chat method.
  • Keep character identities separate from player identities. Just because a character feels a certain way about something does not mean their player does or should.
  • Introducing overt sexual content into the guild is prohibited. Keep said content private. Magicka is an RP guild, not an ERP (erotic roleplay) guild.
  • Do not powergame. This means that while edgy characters are okay, understand that going as far as RPing "overpowered" Mary Sue-style characters make RP less fun for everybody... so avoid that.
  • RP is a collaborative effort. Aside from rare, special, noted, circumstances, there is no main character to an RP.
  • You only decide how your own character acts. Do not tell others what their character should do or be.
  • Treat RP like improv - "yes and" your fellow RPers. If you don't know what that means, google it.
  • Be lore friendly. While one's character and backstory need not be explicitly in-lore, they should not explicitly contradict established Elder Scrolls canon.
  • Every RP event or storyline is different, so there may be regulations specific to each. A host of any event will be note these specifics, and if you have any questions, be sure to ask!.

If there is any question as to whether something is appropriate RP-wise (or otherwise), ask a guild officer (or maybe just another guildmate). Oftentimes, one will gently let you know. Keep this in mind, as this is not an extensive list.


EVENTS
There are two types of events in Magicka. Most events in Magicka are "unofficial" events. These events are put on any member who wants to hold an event, and are normally just set up on the fly. Sometimes, guild members have ongoing RPs, with storylines and everything! If you want to hold an unofficial event, just invite people to join and have fun! The second type of event is a guild-wide event. An guild event is just one that is made publicly available for all guildmembers, and is open to all members of Magicka. Official guild events can also come with other benefits, like guild prizes or event setup assistance. Importantly, all guild RP events will occur with the expectation that exclusively text chat will be used, and any events where voice chat or hybrid chat will be used, will have that specified.

Here are some of the guild events Magicka has put on in the past, and may hold again (these are also just fun ideas for events in general!):
  • Kha'jiri's Storytime - The first regularly occurring event in Magicka, affectionately named Kha'jiri's Storytime by the first attending members; everyone meets up somewhere in Tamriel to share stories of their adventures and exploits. This is a chance for newcomers to hear about the history of Magicka and how it began, for new RPers to develop their backstories, and for everyone to have a good time doing something outside of their daily grind. Everyone has a story to tell, this is a chance to tell one of yours.

  • Landmark Celebration - When the guild reaches a new landmark, whatever that special occasion is, we pick a time to gather somewhere in Tamriel and take on an anchor, or other such populous world event. In between bouts of fighting and celebrating, we can all take a breather and parade the guild colors around a nearby city, maybe even recruiting a few passerby into the guild and our celebration.

  • Storyline Event - Magicka is a storied guild with a long history, interwoven with the tales of its members and the timeline of Tamriel. The story, however, is not over yet! There will be times where members of the guild come together to weave new stories into Magicka's lore. Each event will be different, but each will have a plotline and an impact on the guild. Any storyline event must be officially sanctioned by the Founder, and will be posted with more advance notice than normal.

  • Fashion Show - The true ESO endgame: fashion. What better contest is there than to be judged by a panel based solely on appearance? Walk the catwalk, show off your moves, and be judged in several categories for a chance to win some prizes. Who knows - you might even impress the guild's resident fashionistas.

  • Murder Mystery - Someone has been murdered! A mystery set up by the event holder, the goal is to work together (or against each other) to try and figure out whodunnit. It could be anyone, so trust no one.

  • Festivity Festival - When the spirit of festivity is in the air, Magicka likes to get together and hold a ball, gala, party, or... well, you get the idea. Whatever you might call it, it is a way to relax from the combat, questing, and inventory management. Be sure to bring a fancy outfit or two, hotbar your emotes, and pay attention to the theme! If it is a costume party, bring a costume. Masquerade ball - wear a mask. Winter festival - dress warm!

  • Scouting Mission - While Magicka tends to extricate itself from matters regarding the alliance war, there are times when Cyrodiil beckons. Whether for skyshard hunting, exploring the vast expanse in the middle of the continent, or begrudgingly involving ourselves in alliance matters, Magicka, like many guilds, sometimes decides to answer the call of PVP. Make sure to be on a character of the specified alliance (alliance will be noted in the event posting) and bring your best gear (guildmates may be able to help you with this if you need assistance).


RANKS
Ranking in Magicka, like the rules, is fairly simple. Ranks denote what permissions Magicka members have available, and with that, what responsibilities and authority they carry within the guild.
  • Seeker - Full members of Magicka, Seekers are the majority of guildmembers. The name "Seeker" comes from the purpose of Magicka's first members - to find whatever they are seeking. Think about what your are seeking: Friends? Teammates? Free teleports? Think about what your character is seeking: A night out in the tavern? A rollicking adventure? Sweetrolls? Everyone is seeking something, and Magicka's Seekers get the full backing of the guild for whatever that might be.

  • Keeper - Veteran members of Magicka, Keepers are those that have proven Magicka is their home. The name "Keeper" originates from the founding of the guild, being the title given to Magicka's biggest early supporters. Keepers, being the experienced members of the guild, now help their fellow guildmates by keeping Magicka's tenets and keeping Magicka on the right path.

  • Arbiter - Moderators of Magicka, Arbiters act as mentors to other members of the guild. If a guildmember has a question or concern, Arbiters should be the first stop. Arbiters are one of Magicka's officer ranks.

  • Elder - Already proven leaders of Magicka, Elders coordinate and organize the guild. As such, they have effectively the same position as the guildmaster, although if necessary, specific rank is determined by seniority. Each Elder should be treated with the same respect and authority as the Founder himself. Elders are one of Magicka's officer ranks.

  • Founder - This rank denotes the guildmaster of Magicka. Kha'jiri may be a bit fluffier than your average guildmember, but is not terribly special otherwise. He is in charge of all the guild infrastructure behind-the-scenes, as well as normal officer functions. Just as important, any member of Magicka, new or old, is always welcome to come to him with any question they have and get an answer... so long as they do not mind waiting until he is done napping and/or chasing butterflies.


COUNCIL
Arbiters, Elders, and the Founder, are guild officers, and collectively, the guild Council.

Magicka sometimes holds guild meetings and guild votes. Guild meetings can be attended by anyone in the guild unless otherwise noted, and are to be used strictly for guild business. The proceedings are led, directed, and moderated by the most senior officer of the highest rank present. All guildmembers have an equal voice at these guild meetings, but only officers may vote on measures. Official guild votes are only to take place at guild meetings. Each officer has exactly one vote, and all votes are of the same worth. At the time a measure is put to a vote, each officer has the choice to vote for the measure, vote against the measure, or abstain from voting. Once a vote is cast, it cannot be taken back. In the case of a tie, the Founder's vote decides the result. In the case of a tie where the Founder abstained, the Founder must cast their ballot in a way that decides the outcome.

Guild officers have special channels of communication in-game and elsewhere. These officers' channels are to be used strictly for guild business. If something discussed in officers' chat is of a sensitive nature, it may not be expressed outside these officer channels (breaking of this rule is cause for reprimand up to and including blacklisting from the guild). If unsure whether material is sensitive or not, ask.


PERMISSIONS
Guildmembers have different permissions within the guild, and depending on the permission, there are specifics as to how we use it in Magicka. Please note that this section will only cover permissions that could be relevant to your rank and that are not covered in their specific sections. Furthermore, you are responsible for knowing and understanding the permissions you have, if you use them.
  • Invite Members - Anyone with this permission can (and should!) invite others to Magicka. This permission may be given to all ranks or some ranks, depending on how full the guild is. Who you invite is up to you!

  • Manage Applications - All applications to join the guild should be approved, in the order that they were received, with some exceptions: If an applicant does not have an open guild slot, their application should be denied, with a corresponding message explaining why it was denied. If an applicant is someone or is affiliated with someone blacklisted from Magicka, their application will be denied. If there is a question regarding an applicant, it should be discussed with the Council and a decision will be made whether to approve or deny their application.

  • Edit Member Notes - One with this permission should only modify notes for themselves and ranks lower than themselves, and only upon request by the member whose note is being modified. Guidelines in the Titles section must be followed. The format of titles is usually "(Gamertag), (title) of Magicka, (date joined) (administrative information)" with any unknown or non-applicable fields left blank.

  • Promote/Demote Members - Any promotions must be discussed by the Council before going through, unless the promotion is from the Founder. Any demotions must be discussed by the Council, before or after they go through. Any promotion to an officer rank will initially be on a trial basis, which will last until the council decides the probationary period is ended.

  • Remove Members - Officers are to use this ability as they see fit and as is appropriate. In all but time-sensitive situations, a warning will be given before a player is kicked from the guild. In all situations where a player is given a warning or kicked, the Council must be notified. The only exception to the council being notified, is if a guildmember is does not have a cyan title, and has not notified a Leader of an extended leave, and has been inactive for over 12 months, in which case they may be removed from the guild for inactivity. If you have been kicked from the guild and would like to rejoin, contact a guild officer.

  • Edit Message of the Day - Only the top section of the MotD should be changed unless specifically allowed by the Founder. Image and color codes in the MotD should not be deleted or modified except by the Founder or with the Founder's express approval. Do not remove or replace any notice of an event until that event has passed. Make sure, when editing the MotD, that no portion of the MotD is cut off at the end, before posting an updated MotD.

  • Claim/Release Alliance Resources - Accept guild quests and claim alliance resources as you desire. If one abandons a guild resource or guild quest, they must make a good faith effort to replace it with another. Also be mindful of abandoning quests that other guildmembers have accepted, if said quest is currently being progressed.

  • Hire Guild Traders - All guild trader bids must be voted on and approved by the Council before they can be made. At the vote, one member exclusively must be tasked with making and following up on the guild trader bid.


TITLES
Each member can receive a title within the guild. These are put in the member's guild note in the guild roster. Some members are given titles for fun, and some are given titles to reflect a role or achievement they have. If you want your title changed or want to be given a specific one, all you must do is be in good standing with the guild and request it from the Founder or a Leader. The titles themselves may just be for show, but other information that might be included in the guild note as well - for example, title colors - have specific meanings:
  • No Color - Means nothing special. Do something special to get a title color. If you want, of course.

  • Blue - Means that this guildmember has attended a guild event and has not attained a different title color. (This is also used for headings in the guild charter.)

  • White - Means that this guildmember has a connection to another notable guild, and act as an ambassador between that guild and Magicka. If one has this title color, the guild will be added to their guild note.

  • Yellow - Means that this guildmember has contributed a significant donation of some sort to the guild. (This is also used for links in this post.)

  • Green - Means that this guildmember is leading or has led an RP event within Magicka.

  • Black - Means that the part of the title that is this color, is meant for guild management purposes, and should otherwise be ignored.

  • Magenta - Means many things - each meaning is specific to that guildmember, not all of meanings being important. Titles this color are only given out by the Founder.

  • Red - Means that this is Kha'jiri - you know, the cat that founded Magicka.

  • Cyan - Means that this was one of the founding keepers of Magicka. These players will never be kicked from the guild for inactivity.


RANKING UP
If you feel you are able to fill the sabatons of one of Magicka’s higher ranks, there are three things you will want to do.
  • Storm - Recruit new members. Magicka is always looking for new blood (blood rituals every Tuesday).

  • Frost - Be active and involved in the guild. Nobody likes a lazytail.

  • Flame - Contribute to the betterment of Magicka and its members. Everyone does this in their own way, some by promoting the guild to others, some by helping the newbies. Find your own way and you’ll gain the respect of fellow members even before you rank up.


If you do these three things, just ask a guild officer, who will bring it to the guild council for consideration.

Anyone who leaves Magicka, outside special circumstances (discussed beforehand with a guild officer), forfeits their rank. Should they rejoin, they must start again as any new initiate would.


GUILDHALL
Magicka has had several guildhalls over time. Most recently, Kha'jiri has built into a remote cove with a hidden underwater chamber. Who knows where the guildhall might move from there? Magicka's guildhall is accessible to all guildmembers just about any time, and all visitors may use its services for free. To get there, simply select the Founder in the guild roster, then choose "travel to primary residence". If the guildhall is ever unavailable, it is safe to assume that it is either undergoing significant renovations or the Founder is using another residence as their primary for a guild event, and the guildhall will be reopened in due time. If you wish to donate furnishings or schematics to the guildhall, simply send them to the Founder personally (preferably with a note), and if you have any suggestions regarding the guildhall, just let the Founder know!


GUILD BANK
Magicka's guild bank is the place for any and all guild supplies, as well as items simply donated for use by guildmembers. If you have any items or gold to donate to the guild or other guildmembers, deposit them into the guild bank, accessible from any banker in Tamriel (aside from assistants). Some items may be transferred to a secondary Magicka guild bank with restricted access for safekeeping.

The one thing we ask is that if an item is withdrawn from the guild bank, it is replaced by items/gold of roughly equal value. This is based on an honor system (although we do track it), so if you don't have a fair trade right away, just try to pay it forward in time. If the withdrawals are to help a new player out, don't worry about it much - that is what the guild bank is for! Just be aware that if guild bank access is abused, rank access may be taken away until bank resources have recovered, and individual punitive measures may be taken.


GUILD STORE
Magicka, like all guilds of its stature, has a guild store. While Magicka is not a trading guild, our guild store can be helpful in buying or selling useful items with other guildmembers - especially if the items are useful for RP - as well as buying our guild tabard. While not often, there are times when we may try to acquire a guild trader (we usually strive to hire Ambarys Teran in Reaper's March). The guild store can be accessed via any banker other than assistants, any guild merchant that Magicka has hired, and any Cyrodiil trader that has been enlisted.


LINKS
Over time, helpful things that assist with being in Magicka, or just ESO in general, come up, usually suggested by fellow guildmembers.

First are a few places to look for information, incredibly helpful to newcomers to the Elder Scrolls universe or even those just looking for a refresher.
Here are all the places you can find postings for Magicka, although do keep in mind the only one that will always be up to date is the one on the ESO forums (this one). Any place not listed here is not affiliated in any way with Magicka, no exceptions.


DISCORD
If you haven't already, join the Magicka Discord! Join link:

discord.gg/AXv6h8J
(Keep in mind, the link is case sensitive!)

Joining the discord is completely optional, but is a great way to connect with other guildmembers and stay up-to-date on guild and ESO news!


HONORS
  • Sethuber, for being the first official member, and one of the founding keepers, of Magicka
  • Duskwood0585, for helping establish Magicka's RP and for being one of the founding keepers of Magicka
  • Sleekorr, for leading Magicka on PC and for being one of the founding keepers of Magicka
  • Wingsltd, for taking a lead role in the community development of Magicka
  • Razum Dar for being the founding member on xbox with the best name
  • MammothOgr3 for being a founding guardian of Magicka on xbox
  • DiscountBleach for being a founding guardian of Magicka on xbox
  • DeADxRaNGeR for taking lead of Magicka's PVP and being a founding guardian of Magicka on xbox
  • TidiestBeef461 for being a founding guardian of Magicka on xbox
  • RMusick81 for being a founding guardian of Magicka on xbox
  • xI G4TEK33PR Ix for being a founding guardian of Magicka on xbox


ALLIES
Magicka, being the popular guild that it is, has also been allied with other guilds throughout its lifetime. If you lead a guild and you want to ally with Magicka, send the Founder a message over Xbox Live, making sure to note your guild's name and if you have a website/ forum thread dedicated to your guild, and we will be in touch. Guilds currently allied with Magicka on Xbox One will be listed here.


JOINING
To join Magicka, or if you have a question about it not answered here, send a message to a guild officer, and we will get back to you as soon as we have the chance, with an invite or an answer! No need for a complicated application process here; as long as you abide by the rules and want to have fun, you are welcome among us.

For the safety of applicants and our guildmembers, we do also require that any applicants under 18 years of age complete a short interview with the council prior to joining. We want to make sure the potential for abuse or disruption within Magicka is curtailed before it can begin. Parental guardians are welcome to participate. Bypassing this requirement will be considered a violation of our guild rules.

Here are some guild officers' gamertags one can message in regards to recruitment (if you want to be on this list, let the Founder know!):
Edited by Marginis on 24 October 2023 04:50
@Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • Marginis
    Marginis
    ✭✭✭✭✭
    GUILD STORY
    Whether it is crafting an elaborate backstory for one of your characters, or making new stories with your guildmates, one of the best parts about being in an RP guild are the stories. Here is Magicka's.


    PROLOGUE
    And so it appears I shall be writing the story of how the guild began in the stead of Magicka's esteemed Kha'jiri. The beginnings of Magicka are, in fact, inextricably interwoven with the journey of our favorite guild leader, but as he appears to be off on some other adventure, and as I was one of his earliest companions, he thought I might be a good teller to transmit his tale. He also tells me how difficult it is to write with claws, but as to how true that is, I do not know. One need not read this tale to completion, or any of it should they wish, but it may give some insight into Magicka's foundations, or if nothing else, perhaps at least provide for an entertaining tale.

    While I am not the focus of this tale, know that I was at one time known as Hirauth, and I have journeyed with Kha'jiri under cities and over mountains. While we may not see much of each other these days, there are none who know the cat-man better than I.


    PART 1
    Our tale begins in an alien country; a land quite different from Tamriel. It had great snow-capped mountains to the north, farmlands and scattered lakes to the east, a great forest blanketing the west, and barren, unmapped desert lands to the south. The Silver King ruled this land from his palace in the Silver City, just below the mountains, and civilization emanated out from there, from the craftsmen and traders in the surrounding cities, to the farmers in the open country, to the nomads wandering the empty planes of the desert.

    Of course, Kha'jiri is a Khajiit... or in the very least a cat-person not dissimilar to the ones in Tamriel. While his race was quite uncommon in the Silver Kingdom - these cat-people were not even known as Khajiit in this land - there was a smattering of clans of his kind who lived in the mountains in the north, overlooking the land. It was one night under a full moon in that pale white mountain snow that Kha'jiri was born, under the name Moonfur - named for the color of his bright white fur, most unlike the grey and brown cat-people of his village.

    The night of his birth was an auspicious one. Like his uniqueness in appearance, Moonfur was born with a special attunement to the natural energies of the world. From early on it was clear that he had some strong magical aptitude, and so he was given up to the village shaman to be trained. The shaman taught him many things: spells and rituals, hunting and crafting - everything he would need to survive in his cold mountain home.

    Before he even reached his teens, after some years of apprenticeship, Moonfur was given his last test of training. He was to travel out into the mountain wilderness. There, in his solitude, he would live off the land and learn the ways of nature firsthand. Once finished, he would be able to return to his clan a full adult, and be able to keep their mystical rites as his teacher did.

    It was in this time of training that Moonfur - Kha'jiri - learned to fully tune his talents. He learned to weave wind, endure flame, conjure frost - even harness lightning. He lived among the wildlife, befriending some animals in the cold, hunting others when necessary. He developed the ability to transform his shape, and even focused his abilities to read and speak several otherworldly languages. There was time when he would craft, time when he would train, and time he would simply take to meditate.

    But as often happens when fate is left to fortune, tragedy took this chance to strike. A rival clan of cats to the northeast was wanting for food from their poor harvest. Though weak from hunger, they were still known in the mountains for their strength not only in combat, but in numbers... and Kha'jiri's village was not. The rival clan attacked, taking resources and killing those who got in their way.

    Kha'jiri's parents, and a great many others, were killed in the attack, but by the time our cat-friend completed his training and returned from his wilderness solitude, it was too late. The village elders had already negotiated a treaty with the invaders. While Kha'jiri's kinsmen did not lack for fighters, Kha'jiri's clan would not survive an all out war with their northeastern neighbors. Besides, what the invaders really wanted was food, to prevent suffering - not war, to create more. The treaty made it so they would receive a part of the southern village's harvest, and in return, Kha'jiri's village would receive a modicum of protection... if only from their protectors.

    Naturally, Kha'jiri was angry. His parents were dead - murdered - and the elders opted for appeasement. But he would not jeopardize the lives of those who yet lived in his village. All the same, he could not stay and lead them like his teacher; he could not take part in the system that allowed his parents' death to go unpunished. Instead, Kha'jiri returned to his hut in his winter solitude where he would have lived out his days as a hermit... were it not for three poor, foolish youths not too long after.

    These youths, not yet out of their own teenage years - and not much younger than Kha'jiri himself at the time - were brash and arrogant... and from the rival clan. They knew their people had better fighters, and could easily overcome Kha'jiri's clan, but did not know the restraint of their elders, who had only sought a means to an end. When the younglings arrived at Kha'jiri's meager hut one day, some time after he had left the village, it was not from hunger, or for diplomacy; it was to make mischief. They quite simply wanted to harass that which they presumed could not retaliate, and the weird hermit living by himself was easy pickings... or so they thought.

    As Kha'jiri only learned later, sitting on grief only breeds more grief. Anger begets more anger, and hate begets more hate. When left alone and contained within, emotions tend to bubble and expand, until one day someone pops the cork.

    Kha'jiri came back from his hunt that day to find these three sneaking what little he had from his shack. He saw their distinctive striped markings and knew immediately they were from the clan that killed his parents. Without a second thought, his white fur rose with the prickling of electricity, and the first was immediately struck with lightning, killed on the spot. The sky quickly grew dark as storm clouds gathered, Kha'jiri marching toward the other two mischief makers. They were stunned, unable to move. The next one was thrown up into the storm by vicious winds, whether to be torn apart by the whipping razors of the tempest, or tossed to his death below, Kha'jiri did not care. The third then regained his voice, but his cries for mercy could not be heard over the roaring wind. On his knees, the imposing silhouette of Kha'jiri loomed over him. All the youth could see through the foggy darkness were two glowing yellow eyes. The shadow reached forward, and, sending forth a stream of lightning, burnt to ashes the whimpering creature before it.

    The storm clouds could be seen for miles, and the cracks of thunder heard throughout the peaks above the Silver Kingdom. Kha'jiri knew his clan would figure out what had happened, and it was certain that the other village would notice three of their own missing soon. Kha'jiri took what scraps he had left - at this point, after the destruction, little more than the hide clothing he had on his back - and made the trek back to his home village.

    When the elders gathered, Kha'jiri told them what had transpired. While a few were sympathetic, most of the council was horrified. The cat himself knew that what he had done was far beyond appropriate, and the elders were fearful of the consequences from the other clan. Even though he still felt his outrage was justified, Kha'jiri knew his village would not survive another invasion, and so he proposed the only solution that made sense: exile.

    Before he left, he met with his teacher. The shaman knew Kha'jiri not to hold true malice in his heart, but his actions were far from righteous. The shaman understood what was done indeed had to be done, so the mentor taught Kha'jiri one last ritual. It was not much, but it would help him survive the dangerous journey down the mountains into the mainland. There Kha'jiri could seek out the Silver King.

    Now if you think Kha'jiri is clever, you've easily never met his teacher. Beartooth was very wise, and it was he who suggested to Kha'jiri that he find the human king and appeal to him. Kha'jiri could gain support for his village from the kingdom of man so that the village might be free from the uneasy truce and one-sided treaty with the other Khajiit clan. He might even bring his entire race into recognition, and - perhaps - redeem himself.

    It was with this farewell that Kha'jiri bid his teacher his own farewell. With his goal in mind and little more than his clothes, a ritual book, and a trusty old dagger, he left, down the lonely mountain trail from his village into the human cities below.


    PART 2
    It was not long after this I met Kha'jiri for myself. You see, after making his way into the mainland, he had troubles... interacting. I mentioned before that Khajiit were quite uncommon in this country; as you can imagine, his feral and rugged appearance would scare most people off, or provoke them to attack, much like a feral werewolf would in Tamriel. Of course, Kha'jiri did not possess the best diplomatic skills either, at the time.

    Regardless of the reasons, the point here is that he was turned away at every stop - not only from gaining audience with the king, but from even entering cities that were less than rural, anywhere near the capital. It was after these many defeats that he ended up wandering aimlessly along the edge of the border towns, and in turn entering the tavern where I was enjoying a much needed break.

    It was something to see: a rough and worn man, covered in fur and with the head of a beast, clothed in skins of animals he had hunted, with a dagger in his belt and a rough hewn staff in his hand, standing ruggedly in the doorway with his back to the dark night. But the tavern patrons were either too simple or too drunk to care, so as Kha'jiri walked in, he was only greeted with suspicious glares from the bouncers.

    In a bold move, the clearly socially inept cat walked straight up to me, and sat down across from me at my table in the corner. Perhaps he perceived me as less of a threat, as I was likely just as imposing as he was. Perhaps it was my own staff at my side - I learned later that Kha'jiri crafted his rough hewn walking stick out of a pine he came across on his way down the mountain, and was in the process of learning to use his powers with a staff. Intrigued, I was curious about this strange creature before me. Naturally, I gestured to the barmaid for a couple of drinks.

    The barmaid brought over the drinks, and I took a sip of mine, but Kha'jiri... The awkward fellow didn't so much as take a sip; he just kept looking straight at me, unblinking.

    Suddenly he reached down at his coin purse. Apparently something was amiss, as he stood up and his gilded eyes darted across the room. They landed on a table of obvious drunks laughing and slapping their table, near the door. Without a word to me he walked up to them and demanded they return the money they stole from him.

    Kha'jiri was treated with a round of guffaws, so he said "I'll only ask you one more time. Return my gold." He must have made a funny face trying to look intimidating, because the buffoons only laughed again, even harder.

    As little as I knew about this cat-man, I was still strangely fascinated... and I felt a bit sorry for him, so before Kha'jiri lost his temper I got up and walked to the table myself.

    "Return his money before it must be taken from your cold, dead hands," I said. This must have made quite the impression on the men. I was clothed in black leather armor surrounded by a dark shroud, and my own eyes glowed yellow on my hooded face, with an additional faint yellow from wherever magical tattoos adorned my body. One of the drunks turned instantly pale, another fell off his chair, a third soiled himself, and the last's expression was visibly perturbed.

    "We don't have your money," the fourth man said, managing a shaky chuckle after he said it. Kha'jiri would have none of it. With a crack of lightning, he split the table and sent half of it - with one of the men - flying across the room.

    I could now see that the fourth man was a sorcerer, as he started to conjure up some magic. I pulled my rapier out from under my shroud, but Kha'jiri needed no help. A blast of cold wind blew the table's other half into the sorcerer.

    "Bob, no!" said the man who had peed his pants. Kha'jiri shot him with lightning and the man was fried, nothing more than a magic-less mortal drunkard.

    The last of the intoxicated men was crawling away.

    "It was just a joke... a prank... why?..." he was crying.

    Kha'jiri probably would have killed him too, had I not put my hand on his shoulder. The bouncers - more like armored guards - had drawn their weapons and were closing in.

    "It is time to leave," I whispered in Kha'jiri's ear. Close to the door, we started backing away. "We will leave," I announced to everyone, "It would be wise not to pursue us."

    Though I hardly knew this strange cat-person, I found myself jogging along with him into the woods outside the tavern. There we introduced ourselves: Him as Moonfur, the cat-man from the mountains seeking audience with the Silver King, and myself as Hirauth, what would be known in Tamriel as a Dunmer, at the time on the run from dark daedric forces. Kha'jiri's money, he had found, was fully intact. It would appear that the sorcerer had magically lightened the coin purse as Kha'jiri entered the building - a simple prank on the worst possible target.

    All said and done, it appeared mutually beneficial to travel together, at least for a time, so we agreed. I would help him reach the king, as far as my ability would allow, and with his magical abilities, he would assist me in keeping off my pursuers.

    But Kha'jiri had one thing to do first...
    He worked his way back to the tavern, crouching low and keeping to the trees, and I followed. We could both see, under the light from the tavern's windows, the sorcerer, Bob, and his surviving friend. Clearly sobered up from the events prior, they were washing off debris with water from a barrel.
    "I'll handle this," Kha'jiri whispered to me.
    He crept low to the ground along the tree line until he was just across the dirt road from them. Kha'jiri leapt up from the brush and sent a bolt of lightning straight into the sorcerer's friend. Before he could turn around, Bob was covered in the ash of his last companion from that night. Horrified, he barely mustered what focus he had, and started resummoning his magical power. Unfortunately for the sorcerer, Kha'jiri was already two steps ahead. The cat summoned a flame atronach shaped like a great hawk, and sent it flying into the sorcerer. The blast was loud and bright, and the flames reached even to the tavern wall Bob was beside.

    Unlike his friends, however, Bob was no average human. Covered in the ashes of his companion, and set ablaze by Kha'jiri's fire, while hurt, he had only a visage of anger. The sorcerer charged into the barrel of water, busting it open and dousing himself, and started stalking toward Kha'jiri.

    The cat-man was unfazed. He called down thunder, and electricity streaked through the sky to strike the soaked sorcerer.

    Bob fell, but was not dead. Kha'jiri left him, casually walked back to my spot in the trees, the Tavern burning down behind him, and said "Let's go."


    PART 3
    I do not know if "funny" is the right word... but it is at least odd how such a violent experience, where so little was shared, could form the bond it did. Despite all things, I would from then to now consider Moonfur a friend, and I'm sure he'd say the same of me. A friendship for life, formed over the destruction of a tavern and nearly killing some man named Bob (and actually killing several of his friends)...

    In any matter, we actually ended up traveling south, away from the capital city, avoiding as many towns as we could for a while, to keep from getting arrested by those who might recognize us from the wanted posters. If I recall properly, we were both also trying to think of a different route to the Silver City, but honestly? Neither of us had any clue what we were doing.

    Eventually we wound up at a crossroads - the exact center of the kingdom. To the west, the path leading deep into the great forest. Immediately to the south, the deserts of the nomads. North would be going back the way we came, and east was toward a mess of lakes and farmland before we would hit ocean. Exhaustedly trying to figure out what we were doing, I leaned back against a nearby fence post. Kha'jiri, bored, did as he does, and climbed up the grand tree in the middle of the clearing, to perch atop the branches. There were a few other bipedal creatures milling about, either attempting to discern maps or enjoying the balmy summer afternoon. There were a couple of wood elves, a half-elf, a buff Argonian, an Imperial looking gentleman, the odd minotaur, and what appeared to be a purple high elf.

    A motley assortment for sure, we had no idea we would all be teaming up together. To make a long beginning short, we all fought the giant tree.

    To be more detailed: one of the two Bosmer saw something sparkling in the sunlight, amongst the branches of the great tree Kha'jiri was occupying. The elf skillfully leapt from branch to branch and snatched what we learned later was a small silver ring from the leaves. This awoke an ancient dryad spirit occupying the tree who then started attacking anyone nearby. If you can imagine the scene, in the middle of a large open crossroads, a giant oak tree was twisting and thrashing about, trying its best to impale or pummel anyone it could reach, while Kha'jiri rode atop it like a bucking horse (he appeared to be having fun, as a matter of fact).

    However much fun he was having, Kha'jiri did eventually jump down once he realized the others were taking combat stances. It is as he was dismounting the tree he noticed a number of engraved plates surrounding the base of the tree, keeping it in place. As much as the dryad spirit bent and reached, if we were out of its range we were safe, as it was, in fact, a tree rooted in the ground. However, those plates were what seemed to really be holding it in the ground. Kha'jiri zapped one plate with lightning from his staff, and the charred metal plate came flying off. He shot me a look, and for my part, I started conjuring a magical barrier in between the tree and fighters. I knew Kha'jiri was well versed in the elemental magic of nature, but it appeared he could even understand what the nature spirit inside the tree wanted. The cat-man used an icy blast of wind to lift another plate off the ground and throw it into the air.

    Unfortunately, against an ancient tree spirit trying desperately to reach and maim the surrounding spectators, my mental power would not hold. My barrier broke, and almost all the people that were just moments ago milling about the area, now also unprotected by me, sprang into action, attacking the tree. Kha'jiri blew three more plates off from around the base of the tree. While the others attacked branches with swords and axes - one of the fighters even shot a magical spell into the trunk - I could see the tree's roots starting to yank themselves up out of the ground. Looking to Kha'jiri I gave him a look, sending him a telepathic message.

    [Do you know what you're doing!?]

    Kha'jiri did not respond, so deep into the fray his mind was, though I am still quite sure he heard me. He blasted off another three plates, one right after the other. By this time however, one of the people fighting the dryad had noticed what Kha'jiri was doing. The tree was aching and straining, pulling as hard as it could trying to break free, not even trying to attack anymore. The Imperial-looking man, who was apparently a mage, shot a blast of magical force straight at Kha'jiri, knocking him back and to the ground, away from the battle.

    The purple elf, however, who was previously attacking the tree with a hammer, seemed to have just noticed what was going on. He may very well have only just noticed that there was a khajiit but twenty steps from him. He decided then and there that he wanted to help the kitty (his words, not mine). The elf ran straight to the base of the tree and repeatedly beat the last glyph-bearing plate, denting it until it could no longer lay flat. One more well-placed hammer strike underneath sent it flying.

    The dryad spirit wrenched itself out of the hole with one last strained effort, in the process whacking the purple elf, knocking him out and throwing him backward.

    The massive old oak tree, as it was, lurched, in a giant, arching step. It seemed tired. Everyone had stopped attacking it once they realized it had free motion, and in the middle of this fight, we had a moment of uneasy quiet.

    The dryad took another lurching step, but this time revealed something underneath its base. It appeared to be... an uncovered grave.

    Kha'jiri, holding his head, sat up and watched from a distance.

    Out of the hole rose a beautiful woman. Clothed in vines and roots, with pale green skin, she was nonetheless very attractive. Without speaking a word she waved her hand in a wide arc in front of her and we were all pushed back. It was like the wind had been taken right out of us. She then took a look at the slowly heaving oak tree beside her. She started waving her hands, and before Kha'jiri fully stood up and was able to sprint at the woman, and shoot her with electricity, the great tree started glowing from the inside - a deep red. Kha'jiri stopped in his tracks.

    The tree's roots began crawling over each other. The oak began to draw itself toward the adventurers who were just moments ago attacking it. Digging themselves in, the fighters readied themselves just in time to defend from the rush. The oak threw itself forward, crashing one of its branches into the ground, making a crater where it impacted. The two wood elves had dodged just in time.

    Meanwhile, Kha'jiri and I were focused on the nature goddess. Both of us could feel the magical power emanating off her, so we dared not attack directly, but she noticed our gazes all the same. As our eyes met I felt a chill run through my spine. She had a haunting, low-pitched laugh - one that I will never forget. As her howl echoed, she began walking languidly toward the forest. The others, still engaged with the raging dryad spirit, and Kha'jiri and I, knowing her power, were in no place to follow, and she knew it.

    Kha'jiri stood up, and looked to the tree rampaging a few meters away. He squinted in concentration. While he was trying to calm the tree spirit - a valiant aspiration I suppose - I was practical. I joined the others in fighting the dryad.

    My tattoos glowing brighter, I sent my magicks into the nature spirit to disable it. Like trying to catch a fish with one's hands, every time the dryad would try to strike an opponent, it would be a couple meters off. Where it saw an enemy there was nothing. The dryad being unable to deal with the illusion magic, the mage had time to gather his energies. He shot a blast of sunlight into the dryad. The light rebounded as the dryad shrieked, and the mage bounced it right back, intensifying the burning light. Rebounding again, the mage continued the loop as far as his strength would allow, the other fighters having to shield their eyes as the dryad died, falling down, the tree becoming inert wood. As the light faded you could see parts of the tree still glowing with embers, and other parts hollowed out, where the wood was turned to ash.

    But the battle was not over. A contingent of soldiers, from the king's guard by their insignias, came charging from the north. While in formation, they had clearly been on a long journey and a bloody battle. We had passed them earlier on the way to the crossroads, and they were traveling north, but they must have had seen the magical light and heard the commotion. Spotting the fallen tree and scarred ground around the grave, their march turned into a full on sprint. One could see battle in their eyes even through the helmets of those that were wearing them.

    Kha'jiri stepped forward, clearly frustrated with the way the previous battle turned out, and as the soldiers raised their weapons, their battle cry turned to yells of pain, a giant hawk of flame sweeping their ranks. The others that were defending from the dryad picked back up their arms and joined the attack against the formation before the soldiers could counterattack. With only a few arrows and sword slashes the soldiers were made short work of.

    What had just happened? Well, with time to cool down and speak, it was found that we were all in some way seeking out the Silver King. It was his armies - that contingent of soldiers - that were razing nomad tribes. The minotaur and his female companion - the half elf - were sent as envoys of the nomads to stop the massacres. The pair of elves were from the western forest and seeking audience with the king to help stop goblin incursions into their villages. The human was a scholar for the king, and it was from him we learned that we had awoken an ancient evil nature goddess. Something (I found later it was the elf taking a magical ring from the tree's branches) had awoken the tree spirit standing guard over the evil goddess. That it was awake, it could feel all the pain being inflicted by the inhabitant of the grave underneath it. Regardless of everything else, it seemed, we all had a responsibility to alert the king to the ancient evil we had - accidentally - unleashed upon the world.

    We had a long journey ahead of us, many allies to gain, battles to fight, adventures to have... At least for the time being, we all decided to group up.

    And so a ragtag band of adventurers burned down a tree, unleashed ancient evil upon the world, killed a bunch of royal soldiers, and went to see the king whose soldiers they had murdered, but only after looting their corpses, burying them in the hole the evil goddess came out of, and praying that no one found out who did it.

    Kha'jiri carved into the ground, "Bob was here".


    PART 4
    Our adventuring party had a great many sprawling adventures across the Silver Kingdom. We spent our days camping away from hostile goblin tribes, helping out frontier villages, and uncovering more silver rings in connection to this mysterious nature goddess. Most importantly however, our quests eventually garnered us enough favor to enter the kingdom capital.

    Kha'jiri had already rushed off ahead, much to the disatisfaction of some in the group, as he had proven like to do. Secondly problematically, we had gotten inside the city walls, but there was still the matter of gaining an audience with the king himself. A party member down and with an obstacle yet obstructing us, we figured best to meet our contacts and assign a path from there.

    The thieves guild we had assisted in Ragoran (another story for another time) had sent word that we would be arriving, and of our goal. Our troupe was told that their associates would assist us in getting to the king once we made it inside the city. ...What they did not tell us is exactly how we would be assisted.

    The sewers proved a somewhat safer route than aboveground in the human capital, but it complicated matters even more. Not only would Kha'jiri have more trouble finding us, to regroup, after forward scouting, but the smell would be... difficult to dissipate. The king was not expecting to meet us, let alone smell us.

    The group forged our way through the stoneworks - the oldest standing architecture I had seen at the time - and through water and rot we made it underneath some sort of factory adjacent to the king's castle.

    It would have seemed like a water treatment facility were it not for the strange green glow reflecting on the underground walls. When we went up a staircase, overgrown from disuse, and made it inside the factory's lower level, we could see where the glow was coming from. A strange green liquid flowed in vats, with metal catwalks latticing the area. Stealthily, the group moved forward.

    Not far ahead of our entry point was a raised platform connected to the catwalks. On it stood a human in some sort of lab coat, taking notes on a clipboard with only the glow of the green sludge to see by. Without a single spoken word, our half elf raced up and held a knife to his throat, as the rest of us apparated in front of the technician.

    Too frightened to so much as squeak, the man let our paladin speak first.

    "What are you doing here. What is the purpose of this place," he said, more stating than asking.

    "I, uh, this is, I, it's just my job, Sir Dragon."

    "And your job is to do what."

    "To, uh, I manage the vats, make sure, that, uh, they work."

    Our "Sir Dragon" was looking impatient and unamused. "And what is in the vats," he continued.

    "I, it's, um, it's for my bosses, I uh, I don't think I'm allowed to tell you that."

    The paladin had tired of the exchange. Kriv reached down to his scabbard and grasped the hilt of his sword, starting to unsheath the weapon, before the half elf knocked the man on the head with the pommel of her dagger, dropping him to the metal grate floor.

    "Hey, I was going to do that." Kriv said.

    "You were going to kill him," replied Short One, another of our group, from behind.

    "Not on purpose," shrugged Kriv.

    I had already picked up the scientist's notes and was scouring them for information. Among the mess of scribbles that looked like temperatures and viscosities, it seemed that the production of this green alchemical fluid was finalizing refinement. I could not decipher quite what its purpose was, but it was clear that the tech's bosses in the castle above were not up to anything good.

    We continued upwards until we reached the castle proper, avoiding guards with little trouble. The lower chambers took a while to navigate, and we took a detour along the outside of the castle, but we did make it up to the top of one of the castle spires.

    ...Yes, we were lost, but in all fairness, we did get closer to our goal by going upward.

    An ornate but sturdy door that high gave the impression of a high ranking person's office, so, needing direction, with two of our beefier members in front, we broke through the door, bursting into the room. Sitting at a small table in this tiny hovel atop the spire was a man clad in heavy black plate armor, his helmet resting on the table in front of him. Unhurriedly turning his head to face us, the grizzled man smiled bittersweetly.

    "Well, what a lucky surprise," he said, as if we had not just turned his door to splinters. "Of all days for strangers to show up..." His nose wrinkled as our smell reached him. "Of all days for commonfolk to show up..."

    Most of us had drawn our weapons, but those who had hesitated, unsure of what to do.

    "Don't worry, there won't be any need for those," the man said. "I've done enough fighting already... enough for more than my life time..." As he trailed off, we noticed a mug on the table, heavily used by the looks of it and the stains on the wood around it.

    "We merely seek directions to the Silver King," I said, speaking up.

    "Hm? For what?"

    "We wish to speak with him."

    "Hah! Speak. I'd like to have a word with him myself."

    "...Really?" I couldn't help exclaiming my surprise. "Why do you not? You seem a high ranking knight," I said, remarking on his dress and his room.

    "I am a general of the king's army!" he stated, "I am the highest rank of knight!"

    Taken aback, I said "...You cannot gain audience with the king?"

    Turning serious, he looked at the ragtag bunch before him. "I helped lay the groundwork for what you see here. The castle may have existed long ago, but the Silver King got his throne because of me. ...But that time is over. The throne is not occupied by the Silver King I fought for. And then that mad experiment going on down in the labs on top of all of it..." He paused. "I will direct you to the king. Then perhaps you will understand what I mean. If I'm lucky, you all might even do something to fix this mess."

    After his small soliloque he took a long draught from his mug, the burst out with a loud guffaw. Waiting patiently and uneasily, I watched while he wrote down the turns and doors to take to the throne room.

    Our group discussed as we left the room in the tower, but all we could figure is that something bad was afoot. There was clearly some nefarious doing in the capitol, and the corruption was pervasive.

    Using the numberous stairways on the castle's exterior, we made it up to a balcony just outside the throne room. Even from outside the stained glass we could tell the extravagence embedded in the room. A lush red carpet blanketing the slope to the throne above, the opulent gold adorning the throne itself, and the lavish layers of fabrics that everyone in the chamber wore - everything spelled out superfluous squandering of taxes.

    With only glass between us and the throne room's occupants, there was no possibility of a stealthy approach, so we opened the patio door wide and strode in.

    The Silver King was but a boy. Well taken care of, too well some might say. Clearly spoiled, he was happy to be but a figurehead. The cloaked figures meeting around him were a cabal of advisors turned manipulators, running the kingdom from behind the facade. Our party was armed and capable, but even through the figures' hoods and shrouds and silken robes, we could see the telltale magical sparks of wizards and sorcerers crackling.

    This was clearly not what we were expecting.

    Caught off-guard, we had but some unsuccessful attempts to communicate. The only response that seemed to actually acknowledge us was a hideous hissing laughter from under the advisors' hoods.

    Unbeknownst to us, Moonfur - Kha'jiri - had also infiltrated the castle, having snuck in through the lower chambers. He had perched among the throne room rafters, hiding behind the chandeliers' flickering light, and waited silently for us to catch up. Unfortunately, like the act that had gotten him exiled from his village, time to think was less for meditation than brooding. Kha'jiri made a plan in his time waiting, and the rest of the group was just the distraction he needed to put his plan into action.

    The cat leapt from the ceiling to appear behind the boy-king, and with little hesitation, drove his dagger through the king's heart.

    "I am your king now." said Moonfur.

    Everyone in the room was taken aback. Our group stood in shocked silence, as did some of the cloaked figures, but some of the others drew weapons only to pause as Moonfur's fur prickled with elemental fury, electricity surging around him.

    One by one, the cabal kneeled before the cat.

    "You can leave now." Moonfur said, directing his cat-like gaze to his former team.

    One of our group started to protest, but the new king's subjects had drawn their weapons again. Still in shock and unsure of Moonfur's plan - if he had a plan - we withdrew from the chambers.

    The route back to the city proper was unimpeded, despite wary looks from cityfolk. We retreated to the docks to debrief.


    PART 5
    (To be continued...)
    Edited by Marginis on 25 January 2021 19:30
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • Marginis
    Marginis
    ✭✭✭✭✭
    CHANGELOG
    A log of all updates to the forum thread.

    1/3/2017
    • Re-added Updates post
    • Changed image in Magicka section to original from the PC guild thread
    • Reworked some awkward wording in entire thread
    • Added new section in Description section to reflect Magicka's RP focus
    • Changed Flame in Rules Section to reflect that text chat is available on console
    • Added Titles section
    • Added Kha'jiri's Storytime mention back into Events section
    • Updated guildmaster's gamertag to "Senpai Fluffy"
    • Don't judge me
    • Removed some instances of specific gamertag mentions
    • Added small preface to Guild Story section
    • Added link to Magicka's xbox club in Additional Info section
    • Added Aundae Clan as allied guild in Additional Info section

    3/9/2017
    • Added Guildhall section
    • Minor formatting revision to thread title
    • Revised Overseer and Guardian in Ranks to properly reflect permissions

    3/10/2017
    • Added links for gamertags under Joining section
    • All links should now be black to differentiate from non-links
    • Wrote Part 3 to Guild Story
    • Seriously guys, I have the story, it's just hard to find the time to type it all out

    3/12/2017
    • Changed Guildhall to reflect that Earthtear Cavern is the new guildhall

    3/19/2017
    • Updated Guildhall section with needed furnishings
    • Updated guildmaster gamertag under Joining section

    4/12/2017
    • Updated Joining section contact gamertags

    6/9/2017
    • Updated Guildhall section to reflect current guildhall rules

    6/20/2017
    • Made miscellaneous grammar edits and wording changes
    • Added Beasts of Blackheart to allied guilds

    8/5/2017
    • Changed language throughout post for better consistency
    • Made sure everything is consistent with Morrowind update
    • Changed some wording in Introduction section to satisfy my OCD
    • Revamped Description section to improve clarity
    • Changed Flame under Rules section for more specificity
    • Small edits in Ranking section to keep up with current ranks in-game
    • Removed some unnecessary language in Events section
    • NEED RECRUITERS. MESSAGE ME ON XBOX IF YOU WANT IN added to Joining section

    11/13/2017
    • Magicka has a New Guildmaster! Guildmaster J'vasa will be taking over in Kha'jiri's stead. While the latter will still retain founder status in Magicka, the Khajiit J'vasa will now be taking over leadership of the guild.
    • Minor grammar edits in Introduction section
    • Minor wording tweaks in Description section
    • Overseer rank rolled into Warden rank in Ranking section
    • Guildmaster changed to J'vasa (Tremor WPG)
    • Founder rank added
    • Rank descriptions, rank responsibilities, and rank permissions for Silent, Seeker,
      Keeper, Guardian, slightly modified
    • Warden rank (previously Overseer) heavily modified
    • Unlisted rule: Guardians must consult Warden or above to demote a guildmember
    • Unlisted rule: Wardens must consult Guildmaster or above to promote a guildmember
    • Unlisted rule: Guildmaster will consult Founder before removing a guildmember from Magicka
    • Possible boot for inactivity added to Frost in Ranking Up section
    • Tremor WPG added to Joining section

    11/15/2017
    • Made several edits and additions to prepare for further editing
    • All finalized edits will be added to next update log
    • We're under construction!

    1/18/2018
    • Construction finished
    • Changed formatting for a more modern look
    • Changed quotes to spoilers for quick access to different sections
    • Rearranged some sections
    • Shortened titles for some sections
    • Changed header image to original
    • Gave placeholder reply Extras heading
    • Moved old header image to Extras
    • Very minor wording changes in Introduction section
    • Changed several awkward wordings in Description section
    • Added RP to Description section
    • Brought back RP as primary focus of Magicka
    • Added more notes about accessibility in Description section
    • Reorganized and moved rules (all existing rules are still in place, they just may have moved around)
    • Moved and modified some wording in existing rules
    • Added inactivity rule to Rules section
    • Added RP Rules section
    • Made notes about "unofficial" rules (ask a guild officer)
    • Changed Ally from a rank to a title
    • Added back Apprentice rank from PC
    • Rolled Overseer rank into Warden rank
    • Rolled General and Lorekeeper titles into Warden rank
    • Added back Founder rank from PC
    • While roles are unchanged, changed rank permissions across the board
    • Added in specific notes for each rank to detail exact permissions and roles
    • Gave Warden rank more specific role(s) and regulations
    • Guild votes officially reinstated
    • Guardian rank now details process for guild votes
    • Added caveat for leaving the guild to Ranking Up section
    • Tiny wording edits in Ranking Up section
    • Titles section expanded
    • Titles section had some minor wording changes to not conflict with new Warden rank
    • Colors meanings changed to give more purpose to them
    • Wording changes in Events section for clarification purposes
    • Added Storyline Event, Fashion Show, Murder Mystery, Festivity Festival, and Scouting Mission to Events section
    • Updated Guildhall section to reflect the Mnemoli Ruins being under construction
    • Added Guild Store section
    • Added Guild Bank section
    • Re-added Honors section from PC (additions are planned later)
    • Small wording change in Allies section
    • Removed unallied guilds from Allies section
    • Minor edit in Joining section to reflect who you gonna call (ghostbusters)

    1/25/2018
    • Several wording edits to Guild Story section to jive with lore developments

    1/29/2018
    • Edited Guildhall section to be more generally applicable and less time specific
    • Removed gold sourcing from Guild Store section
    • Edited Guild Bank section to be more specific and clear
    • Added to Guild Bank section that guild gold might go to guild events
    • Changed Storyline Event under Events section to minimum 1 month advert for consistency

    2/12/2018
    • Changed wording in Events section to clarify that all events posted in the MotD are official events. Unofficial events are not posted by the guild, and are held by individual members without Magicka necessarily supporting or condoning it.

    3/1/2018
    • Added Guild Officers section to add some sorely needed detail to their roles
    • Added the seven founding Guardians of Magicka on xbox to Honors section, under the gamertags they joined with

    3/16/2018
    • Added small note to Guildhall section regarding the use of The Sanctuary instead of Mnemoli Ruins

    5/1/2018
    • Modified wording and made small edits for grammar throughout post
    • Tweaked Ranks section to jive with in-game ranks (colors in-game were changed to help understand relative positions; colors match up with titles; some names had to be shortened in-game ;official rank names are unchanged)

    5/2/2018
    • Added another contact to Joining section

    5/3/2018
    • Added language specifically regarding ERP in General Rules section
    • Added language regarding character-player separation in RP Rules section
    • Moved Guild Story to second post for space (was hitting the character limit for a single post)

    8/8/2018
    • Updated top image with a more current one. Moved old image link to Extras section.

    8/29/2018
    • Removed references to previous guildmaster that was forcibly removed from the guild.
    • Added Roblox Killer4 to Joining section.

    8/31/2018
    • Updated Ranking, Officers, and Titles sections to reflect in-game changes.

    1/5/2019
    • Minor wording edits as my whims direct me.
    • Updated all references to ranks to reflect current ranking updates in-game.
    • All new members post-2018 will have their join date included in their guild note.
    • Removed some restrictions on some things for future endeavors - no current practical changes.
    • Added the up-and-coming RP guild Rosy Lion to Allies section.
    • Happy 2019!

    2/13/2019
    • Set up a guild discord server after many requests.
    • Invite link to Magicka Discord added to Resources section.

    6/18/2019
    • Made updates to Allies, Joining, and Banned sections to make them current.
    • Eliminated Extras section because of broken links and lack of content.

    7/18/2019
    • Minor wording changes throughout charter.
    • Updated Flame in General Rules to reflect current policy and make it less complicated.
    • Got rid of Ally rank as it was redundant with the White title.
    • Renamed Warden rank to Director rank, and renamed Leader rank to Elder rank to clear up confusion often encountered because of similarity to other names in different contexts. Their functions are primarily the same.
    • Updated Elder in Officers section, to highlight a slight change in role.
    • Updated Titles to be a bit more accurate and less confusing.
    • Updated Bank and Store to reflect that Tythis is no longer the only assistant banker (o.o Ezabi)
    • Changes colors on Elder and Director to match their in-game colors... they still mean absolutely nothing.

    7/19/2019
    • Changed intro picture to one from the same screenshot session without UI visible (the previous one had a barely noticeable player name in the background).
    • Removed the Banned section, as it is redundant with the blacklist feature in-game. The note in the Banned section that read "There is only one Magicka on xbox, and one Magicka on PC (inactive). The only Magicka in-game is the one with "Magicka" as its guild name. Any other guild is unnaffiliated, and any claims to be affiliated in any way are false," is still true, but is not currently listed in another section.

    12/16/2019
    • Guild charter overhaul started! Warning put at top of main post.
    • Put old guild charter at bottom of post below for reference.
    • Replaced old ranks with new ones.
    • Cleared out old rank references in OFFICERS.
    • Changed OFFICERS to COUNCIL.
    • More updates to come as this overhaul is a multi-phase process. Thank you for your patience.

    1/6/2020
    • Happy new year (and since I forgot, happy six year anniversary) Magicka!
    • Descriptions in RANKING were filled out a bit with more information, and modified slightly to all follow a template to make tiers easier to understand.
    • Updated COUNCIL with references to the new ranks.
    • Added description of officer-only channels to COUNCIL.
    • Updated TITLES so that it is more clearly differentiated from RANKING. Most of the colors are unchanged, but their descriptions were updated for clarity and consistency.
    • Updated references to ranks in EVENTS.
    • Removed any references to official/non-official guild events in EVENTS as it was more confusing than useful. All events opened up to all guildmembers are now guild events!
    • References to ranks in GUILD BANK were updated to the new ranks.
    • Removed warning from top of charter. More updates to come, but the substance is taken care of for the ranking overhaul.

    1/7/2020
    • Added RoseyWitch5921 to JOINING.

    1/21/2020
    • Swapped around Watcher and Vicar in RANKING.
    • Minor wording edits made throughout for consistency.
    • Added some details to ranks in RANKING for clarity.

    12/1/2020
    • Grammar/syntax edits to Introduction. Minor additions to give a more coherent message.
    • Minor grammar edits in Description. Also made small additions and subtractions to content to better reflect Magicka's current position on RP.
    • Grammar edits to General Rules to improve clarity.
    • Removed ERP clause from rule 2 in General Rules.
    • Added the ERP clause into RP rules.
    • Reorganized and necessarily rewrote RP Rules.
    • Generalized RP rules to have tl;dr statements at the start to avoid needing to read the overly wordy rules which for the life of me I cannot shorten without cutting content.
    • Minor wording edits and phrase cuts to simplify Titles and align them with current guild uses. No colors or color meanings were changed.

    1/25/2021
    • Added Part 4 to Guild Story.

    2/2/2022
    • Changed the Flame section in RULES from inactivity details (as it was redundant and mostly not used) to the "guildmaster's say" text that was previously in the section, but not itself a rule.
    • Simplified Storm in RP RULES section, as we don't really use that level of specificity for IC and OOC chat anymore.
    • Removed Newcomer, Crafter, Recruiter, Vicar, Banker, Watcher, and Director ranks. These were largely unused and are being rolled into Seeker, Keeper, and into titles in the TITLES section.

    2/15/2022
    • Added Leader to RANKS section.
    • Replaced descriptions in RANKS with general descriptions that are no longer inaccurate.
    • Replaced Flame, Frost, and Storm sections in RP RULES with an expanded list of more specific guidelines.
    • Added some specific information to RANKING UP reminding ambitious seekers to ask.

    2/17/2022
    • Language in COUNCIL section has been cleaned up.
    • TITLES has been updated to work with the updated ranks. No significant changes to what the titles mean, but they have been shifted to align better with the switch of RANKS to levels of authority rather than roles.
    • GUILDHALL section has been updated to reflect our current guildhall location.
    • Minor wording edit to GUILD STORE.

    2/23/2022
    • Mostly minor wording edits throughout, for consistency and cleanup.

    3/7/2022
    • Added PERMISSIONS section.
    • Added DISCORD section.

    4/19/2022
    • Changed, like, two words, in INTRODUCTION section, because it must be PERFECT.
    • Added some bulletpoints to RP RULES section, and cleaned some previous ones up.
    • Cleaned up and removed duplicated info from RANKING section.
    • Removed unnecessary absentee voting text from COUNCIL section.
    • Cleaned up and clarified some points in PERMISSIONS section.
    • Updated some confusing wording for No Color, Black, and Magenta, in TITLES section.
    • Minor cleanup for clarification in the intro for EVENTS section.
    • Looked at GUILDHALL section really hard for a while, then added a sentence that doesn't say anything important.
    • Split GUILD BANK into two sections. Added some relevant details to the second section.
    • Changed literally one word in RESOURCES section. I dare you to find which one.
    • Added case sensitive warning to DISCORD section.
    • Keeping the duplicate discord link in RESOURCES and DISCORD sections for now. This may change in the future.

    4/20/2022
    • Rearranged the sections to be in a more logical order, and to conform with how the charter (this whole post) is being formatted on the discord.
    • Renamed this section to CHANGELOG for clarity of purpose, and to avoid confusion with other things that are "updates".

    4/22/2022
    • Rearranged the sections again.
    • Renamed RESOURCES to LINKS.
    • Renamed RANKING to RANKS.
    • Made blue header color consistent across the charter.
    • Made yellow link color consistent across the charter.
    • Added blue/yellow notes for charter to TITLES to avoid confusion.
    • Pruned old links from LINKS (keeping some dead links for consistency, ie. with users listed in HONORS).
    • Removed red color from (Founder) in JOINING for consistency.

    10/23/2023
    • Rearranged the sections again.
    • Changed the thread title to "xbox" instead of "xbox one".
    • Updated links.
    • Reworded parts of General Rules for clarity.
    • Added a guideline to RP rules.
    • Modified description in Events section to be more accurate to current Magicka.
    • Split Leader rank into Arbiter and Elder ranks.
    • Changed Green in Titles to bring signify an "event host" role within Magicka.
    • Updated Guildhall section to be up to date... we changed locations again...
    • Updated wording across the document to be more current, and to match other updates.
    • Added requirement under Joining for applicants under 18. All applicants are still encouraged to apply, but we want to be proactive when it comes to our members' well-being.
    • More updates sure to come. It never ends.
    Edited by Marginis on 24 October 2023 04:25
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • Marginis
    Marginis
    ✭✭✭✭✭
    The posts above are current as of Monday October 23rd, 2023, at 11:26pm US Central Time

    For posterity, the main post prior to 2020:
    MAGICKA
    Khajiri-Gazing-Out.png

    INTRODUCTION
    From the reaches of Aetherius to the mortal realm Mundus comes that which we call magicka. Magicka is the invisible force that holds together the land of Tamriel; the land which we all hold so dear. The threads of magicka flow, bind, and breathe throughout all of Nirn. It is what draws us to Tamriel, lets us explore it, and gives us the strength to in it survive - even thrive. One looks to the High Elves in the starry fields of Summerset, and sees them channeling light in their ancestors’ names. One looks to Skyrim and its bitter cold, and sees the heroic Nords combating mythical beasts in their lairs. One looks to the windy deserts of Hammerfell, and sees a Redguard scout reactivate age old Dwemer construct. Just as the living machines of the Dwemer would not be as they are without the power of magicka, the beasts of Skyrim are sustained by it. Indeed, the elves of Summerset – and every last one of us – are as well. All of these things would not be possible without the force of magicka, and it is in honor of that magical essence that we name our guild.


    DESCRIPTION
    Magicka was one of the very first guilds in the Elder Scrolls Online, created during the early days of the PC beta. Magicka was then founded in the full PC release under the leadership of @Marginis. At console release, Magicka expanded beyond PC to console, formed on Xbox One by that very same Marginis. Originally ESO's premier PC roleplaying guild, Magicka now stands as one of ESO's most popular and longest running guilds on Xbox, striving to hold true to the tradition set by our first members and be the best place for ESO roleplaying on console.

    Magicka exists as a haven for all sorts of adventurers, to assist them in all sorts of ways. Our aim on console, just like it was on PC, is to provide players the support they need to have fun with the game, whether they want to try RP for the first time, are an old hand at RP and want to try it in a new setting, or just want to see what Magicka (or RP) is all about. We delve dungeons, war in Cyrodiil (we primarily fight for the Aldmeri Dominion faction in PVP), and sometimes just hang out around the guildhall and chat. This said, we do exist primarily as an RP guild, so the main thing we do is RP.

    For those that do not know what RP, or roleplaying, is: For ESO, it basically means that while you are in-game, you play as though you are your character. You are no longer a gamer playing E-S-O. Instead, you are Tskune the Great, high warrior of the land, adventuring across the expanses of Tamriel! In other words, you do not look at the game in terms of it being a game, with skill trees, stats, and levels, but you look at it as a real world like our own ...with the exception of having magic and talking cat people. As your character, you do not have skills on an ability bar - you might simply have the use of certain magicks. Instead of having a certain level, you might think of yourself as being particularly skilled (or unskilled) at a craft or combat style. When speaking or acting in-game too, you play as though you are your character. This could mean speaking with a hiss as an Argonian or referring to yourself as "this one" as a Khajiit. It could also mean a different personality or quirk to the way you act, anywhere from being as grim and serious as a hardened mercenary to dressing up in a chef outfit and serving everyone sweetrolls at gatherings. The only limits are your imagination (and adherence to guild rules, obviously). For some, this kind of thing comes naturally. Others take time to learn it. Regardless, RP allows all of us to much more fully immerse ourselves in the world of the Elder Scrolls Online, and because of that, we enjoy playing ESO in a way non-roleplayers never will. This is what our guild is all about.

    Speaking of roleplay, Magicka being an RP guild, we expect our members to be IC (in-character) in most guild settings. While we do not specifically require RP all the time, and we are quite understanding of new RPers or players with limited English, Magicka strongly encourages staying in-character, at least when in guild chat or at guild events. If speaking OOC (out-of-character), use an OOC voice chat channel or use brackets [ ] (or something similar) to denote that you are speaking OOC. Tamriel is a rich world full of many wondrous things - you would not want to ruin the immersion by talking about frame drops and the PVP metagame, would you? If you have trouble or are new to roleplay in Elder Scrolls Online, or on console, however, do not worry. There are plenty of Magicka guildmates more than willing to help you learn the ropes. Additionally, while old hands at RP are a welcome addition to the guild, please remember that Magicka has its own quirks, so even if one is a roleplay veteran, they may need to adjust accordingly.

    RP aside, Magicka is and always has been a teamwork driven community, with veterans helping fresh-faced recruits, Dunmer fighting side by side with Khajiit, and bards entertaining even the most mirthless warriors. And although Magicka is based in the Aldmeri Dominion, where the magicka flows strongest, we welcome with open arms all races and all alliances: warriors, mages, rogues, and wanderers alike – yes, even Argonians. This applies equally to the players behind the characters. We are based on the NA servers (sorry EU players), but we gladly host players from all across the world, from Russia to Australia to the US to the UK. It does not matter if you are young or old, black or white, gay or straight, casual or hardcore, really into Harry Potter or more of a Twilight fan, Magicka will gladly welcome you into our family (but we still reserve the right to silently judge you for being a Twilight fan).

    It should also be mentioned that while Magicka does not have any requirements or regulations regarding such, our guild color is blue, and we use the symbol for alteration as our guild emblem when the option is present.


    GENERAL RULES
    The guild rules are simple, and can be good guiding principles in most circumstances, even when in Tamriel outside the Magicka community. Like the threads of magicka that flow through Tamriel, they can be equally separated into individual elements, but once together, come to be as strong as the invisible tethers binding Aetherius to Nirn.
    • Storm - Follow guild rules, Elder Scrolls Online terms, Xbox Live policies, and real world laws. If you support anything explicitly against guild rules, Elder Scrolls Online terms, Xbox Live policies, or real world laws, do not promote it within the Magicka.

    • Frost - Magicka is a friendly guild, to all players, so be respectful of other people’s viewpoints and be mindful that you don’t start anything that could be construed as harassment. In Magicka, we treat each other with respect and kindness, no exceptions. In that same vein, introducing overt sexual content into the guild is considered disrespectful, and is therefore prohibited. Keep said content private. Magicka is an RP guild, not an ERP (erotic roleplay) guild. While one need not always be mature, one must always be respectful.

    • Flame - While Magicka does not have any requirements regarding activity, failure to appear online in-game on the guild roster, for one year or more, may result in the guildmember getting removed from the guild. If you know in advance you are going on hiatus, or do not wish to appear online in the guild roster, for whatever reason, simply let a guild officer know and a note will be placed next to your guild title, and you will be notified before being put at risk of removal for inactivity.

    These only cover the basics. For anything else, the Guildmaster and guild officers’ say is to be treated as official guild rule. If there is any question whether something is against the rules or not, do not hesitate to ask a guild officer.

    Failure to follow the rules set here can result in demotion, exile from Magicka, exile from the guidlhall, or a warning, of which there may be only one. Magicka can be a powerful blast, a gentle breeze, or a flowing river, but one must stay focused when harnessing its power, or the backlash can prove fatal.


    RP RULES
    Magicka, being a roleplay guild as it is, also has rules dedicated to RP. As above, they can be separated into the great elements of the schools of magic.
    • Storm - Guild text chat (/g#), group text chat (/g), yell text (/y), emote text chat (/me), whisper text chat (/tell), and say text chat (/s) should all be IC when interacting with the guild unless noted with brackets [ ]. Zone text chat (/z) is not specifically IC or OOC. Guild voice chat channel 1 is OOC. Guild voice chat 2 is IC. Any other voice chat is not specifically IC or OOC unless noted by the chat leader. Officers chat (text and voice chat) is OOC. If the chat is IC, please stay in-character. If OOC, respect the choice of others to not speak in-character (although one may still choose to speak in-character - we would never say no to more RP).

    • Frost - If your microphone is disruptive, mute it or change your settings so it is not. Remember, if your mic is disruptive, or if you do not wish to speak IC in an IC voice chat, there is nothing wrong with muting your mic and just being along for the ride or RPing in another manner. The same thing applies to text chat. Being disruptive for no discernible constructive purpose is the work of ice trolls, and we don't tolerate ice trolls here in Magicka.

    • Flame - Keep text chat and voice chat conversations separate, and character identities separate from player identities. Just because you can enjoy voice chat does not mean everyone else in the guild wants or is able to (the same goes for text chat), and just because a player controls a character does not mean the player is like the character. Other members should not feel left out because they are not using a particular chat, or feel discriminated against as a player just because of how their character acts.

    As before, the guildmaster's and guild officers’ say is to be treated as official guild rule for anything not mentioned here. For example, there are many RP etiquettes and norms which guildmembers are expected to respect. Some of these norms are common, some might be ESO or Magicka specific, but they should all also be treated as rules in addition to the ones above, and will be dictated by guild officers as situations arise. And of course, if there is any question of whether something is appropriate RP-wise (or otherwise), do not hesitate to ask a guild officer.

    Failure to follow these rules can also result in demotion, exile from Magicka, exile from the guildhall, or a warning, of which there may be only one. The crippling strength of the elder scrolls does not fade, because like our guild, the scrolls' strength comes from the same massive power source that binds the Void. Push magicka too far, and you will be forevermore blind to the world's wonders - quite literally, in the case of the scrolls.


    RANKING
    Ranking in Magicka, like the rules, is fairly simple (the rank colors in-game are only cosmetic. Only title colors have specific meanings to them).
    • Silent - Brand new members of Magicka, or existing members put in time-out, so to speak. Once we see that you are something other than the average ice troll, you will be promoted.
      Silent have no permissions. This is a probationary rank to prevent trolls from disrupting the guild and disruptive members from causing more trouble. Usually within 24 hours, new members will be promoted to Student rank. If not, it is the member's responsibility to notify a guild officer.

    • Student - Magicka's newest initiates, these apprentices should look to the higher ranks for inspiration, and perhaps take to their namesakes and try to learn everything they can about the the guild and its members - soon they will be teaching Students themselves.
      These are new members of Magicka, and have only basic permissions within the guild. All a Student needs to do to get promoted is attend one official Magicka event. Like Silent, if a Student is not immediately promoted after fulfilling the rank-up requirements, it is the member's responsibility to notify a guild officer that can promote them.

    • Seeker - Seeker is the rank given to full members of Magicka. The name is from Magicka's original purpose when it was founded, to seek out and find whatever the Seeker is looking for, and to help other Seekers do the same. Be proud if you are a Seeker, for Magicka is a powerful force to have at your side.
      Seekers have full access to all main aspects of the guild. Notably, they can invite new members, and help the Magicka family grow.

    • Keeper - These are the veterans of Magicka. The original name for Guardians, Keepers are those that have shown that Magicka is their home, and so are charged with keeping Magicka on the right path. More than just a Seeker, Keepers help guide Magicka, just as Magicka guides them. They are mentors and leaders. One would do well to listen to them. One might just learn something.
      Keepers have the same permissions as Seekers, but having been loyal to Magicka, may be given extra permissions for that loyalty. This rank is given to guildmembers that have stuck with Magicka for at least a year, or have otherwise proven that Magicka is their home.

    • Champion - Champions are those who have ascended past simply being a Keeper by exemplifying everything members of Magicka should strive to be. Those who champion Magicka have honor emblazoned on their armor, wisdom etched in their eyes, and probably a medal or two to boot. The only guildmembers who achieve this rank are those who have done something specific, stepping up when they were called upon, and not just saying, but showing, that they are Champions. This rank means something special, and as such is rarely achieved.
      Champions have all permissions available to non-officers, and can also have honorary roles as well, specific to the player. Listed as "Champ" in-game.

    • Guardian - Guardians' role is to keep guard over Magicka, protecting the guild at any cost. Usually being the most active members of the guild, Guardians act as Magicka's moderators, police disruptions when they are found, and fill in as leaders and ambassadors to Magicka in the absence of higher ranks.
      Being the first first officer rank, Guardians can demote members of Magicka to Silent rank as necessary. So it is generally a good idea to listen to them. Guardians take care of most member management, and are listed as "Guard" in-game.

    • Director - Directors are some of Magicka's most devoted members. Guardians above Guardians, each of the three Directors has their own rights and responsibilities. They manage much of the behind-the-scenes work for the guild, and so deserve recognition for that especially.
    • Directors of Storm are Magicka's lorekeepers. Arguably Magicka's most important Director, the lorekeeper guides all RP aspects of the guild. They guide new RPers and make sure everything RP related stays plausible within Elder Scrolls and Magicka lore.
    • Directors of Frost are Magicka's overseers. They take on most of the management responsibilities of the guild, and are responsible for all guild financials (that means the guild bank, guild trader, fundraising, etcetera) - and they keep track of guild history.
    • The Directors of Flame are Magicka's generals. The commander of Magicka's fighters, this Director leads guildmembers to glory in Cyrodiil and other battlegrounds. They head combat expeditions well as offer support for any members who wish to succeed in combat.
      Directors are listed as "Direct" in-game.

    • Elder - A guild Elder is one who leads Magicka, each usually in their own way. Elders help manage events, coordinate the Directors, and most importantly, keep the guild active.
      All Elders are handpicked by the Founder, not only having done significant work for Magicka but also having received a high level of trust. No one Elder has any more power than another, but they should all be treated with the same authority as the Founder himself. Their primary purpose is to act as co-guildmasters when the Founder is not around, but may also have roles unique to them individually.

    • Founder - Kha'jiri is, as his name might suggest, a Khajiit. He is the original founder of Magicka and an immensely powerful mage. Do not fear him as one might the Imperial Emperor though - if nothing else, he is far too furry to be an Imperial. Kha'jiri is a master crafter, an experienced adventurer, and a friendly cat. Just do not mistake his easy-going nature for naiveté. Despite his looks, Kha'jiri is very wise, and has maintained leadership of Magicka for all these years for a reason.
      Both the original founder of Magicka as well as Magicka's current guildmaster, this position is primarily to keep an eye on things from behind the scenes, and try to keep Magicka on the right track. Being the Founder is often a thankless job where a lot of work done is not seen, and a lot of things do not quite go as planned... but every now and then you might just spot a wild Kha'jiri relaxing in a nearby tree.


    OFFICERS
    Ranks that are Guardian and above (Guardians, Directors, Elders, and the Founder) are considered the officers of Magicka, and collectively, Magicka's council. Officers have access to officer's text chat and officer's voice chat for discussion about guild workings, and can cast ballots in all guild votes. Each officer has their own responsibilities to go along with their more powerful position within the guild, but are also considered to have all the responsibilities of the lower ranking officers when no lower ranking officers are present.
    • Guardian - Guardians' primary job is as moderators of the guild. As the officers most directly involved with the members, they are tasked with policing and moderating guild chat. That means that if a guildmember breaks a rule or is causing trouble, Guardians should be the first to correct the issue. If a guildmember has an issue, question, or concern, Guardians should be the first officer that members go to. Guardians can help with most matters right then and there, and they can bring anything else to the council on the guildmember's behalf. Guardians also have the autonomy to demote members to Silent rank as they deem necessary. Any time a Guardian demotes a guildmember, they must notify the council, so that the council can later look into the demotion and decide what to do in a more permanent fashion.

    • Director - The three Directors are basically the same as Guardians, but are considered to have seniority, as they have extra responsibilities, unique to each Director.
    • Director of Storm - Directors of Storm are responsible for RP and lore, and guiding RPers in all things RP: Teaching new RPers the norms and rules of roleplaying, explaining how Magicka's RP works to players used to other RP systems, and telling others about Magicka's story. Magicka being an RP guild, this is why the Director of Storm is arguably the most influential Director. Their job is a big one, requiring a strong commitment to having as much lore knowledge as they can, as well as knowing the tiniest details about Magicka and its roleplay. A good lorekeeper is inclusive, welcoming, and socially adept, but knows how to have fun too.
    • Director of Frost - Directors of Frost are responsible for all things management. As a detail oriented Director, the Director of Frost is responsible for keeping track of guild bank movements: deposits, withdrawals, inventory and such. They also keep an eye on guild traders: Magicka's, if the guild has one, how much the prices are, stock around Tamriel, and bidding on one, if we decide to. This is also why the Director of Frost is responsible for all aspects of any guild raffles or fundraising efforts by Magicka. Whoever is Director of Frost, they probably have many lists (checking them twice is optional).
    • Director of Flame - Directors of Flame are responsible for the least RP-related parts of the guild - that is to say, combat, builds, the metagame - that sort of thing. A player has a question about the Shadow Cloak ability; The Director of Flame will explain. The guild is having a PVP event in Cyrodiil; The Director of Flame leads and directs our soldiers with battlefield strategy. We need to know if a quest in the game is able to be done by multiple players at once without having them instanced into separate dungeons; The Director of Flame is there to answer and walk us through the quest steps. The Director of Flame has a tough job, requiring them to be up to date on the latest patch notes and know all about the current meta, and then be able to articulate everything in-character (even if they do not). We know it is hard, but this Director is just that good.

    • Elder - Elders, lead the entire guild, and specifically, coordinate the Directors, making sure their work all fits together. An Elder's role beyond that is to be active and present, coordinating the efforts of all guildmembers to make a happy, well functioning guild. Elders can also take on the more routine guild management responsibilities lower ranks do not have the permissions for, like ranking new members. In almost all aspects an Elder should be considered a substitute Kha'jiri minus the fur (unless they have fur too).

    • Founder - The Founder does just about everything there is to be done that is not listed here, but is primarily responsible for making sure the guild is not on fire. The Founder has the ability to make any guild decision unilaterally, but reserves this right unless absolutely necessary. Beyond that, the Founder is just a weird cat that likes to chase butterflies of course.

    Also relevant to guild officers, Magicka sometimes holds guild meetings and guild votes. Guild meetings are only for the officers of Magicka unless otherwise noted, and are to be used strictly for guild business only, such as organizing events, discussing members, deciding if we should try for a guild trader, etcetera. The proceedings are led, directed, and moderated by the Founder or the most senior ranking officer present. While guild meetings are able to be held without the Founder present, guild votes may only take place with the Founder present or with his explicit approval. The guild is meant to be democratic in all but the most trying circumstances, so all guild officers have an equal voice at these guild meetings, and each officer has one vote, which is worth the same as any other vote. Guild votes are only to take place at guild meetings. Only guild officers may vote, unless otherwise noted. Absentee ballots are counted, but only when sent to the Founder himself, and are only counted when sent before or at the time of the vote unless otherwise noted. At the time of the guild vote each officer has the choice to vote or abstain from voting. Once a vote is cast, it cannot be taken back. In the case of a tie, the Founder's vote decides the result. In the case of a tie where the Founder abstained from voting, the Founder must cast their ballot in a way that decides the outcome.

    Being a guild officer demands respect, but as a wise Khajiit (at least, this one recalls that it was a Khajiit) once said, "With great power comes great responsibility".


    RANKING UP
    If you feel you are able to fill the sabatons of one of Magicka’s higher ranks, there are three things you will want to do.
    • Storm - Recruit new members. Magicka is always looking for new blood (blood ritual every Tuesday).

    • Frost - Be active and involved in the guild. Nobody likes a lazytail.

    • Flame - Contribute to the betterment of Magicka and its members. Everyone does this in their own way, some by promoting the guild to others, some by helping the newbies. Find your own way and you’ll gain the respect of fellow members even before you rank up.

    Anyone who leaves Magicka outside special circumstances (discussed beforehand with a guild officer) forfeits their rank. Should they rejoin, they must start again as any new initiate would.


    TITLES
    Like ranks, each member receives a title within the guild. These are put in the member's guild note in the guild roster. They may refer to a specific job or area of leadership, such as Guild Chef or Alliance War Captain, but they can also just be for fun. Everyone is given a title upon entering the guild, and may be given a specialized title at the Founder's discretion. To be given a specific title or get one's title changed, all one must do is be in good standing with the guild and request it from the Founder. Title colors, however, have specific meanings:
    • No Color - Means nothing special. Do something special to get a color. Like, make an outfit or something.

    • Blue - For those who have proven their worth to Magicka by being active, helping out at events, being interesting - simple as that.

    • Yellow - For those who have a specific job within the guild, and special responsibilities and permissions because of that. The job will be denoted in their title.

    • White - For those with connections to other notable guilds, and act as ambassadors between those guilds and Magicka.

    • Magenta -For utility purposes by the Founder. Pay this color no mind unless the Founder tells you that you should pay it mind, in which case, pay it mind.

    • Black - For guild management, usually for some functional purpose.

    • Green - Reserved for guild officers.

    • Red - Reserved for the cat that founded Magicka.

    • Cyan - Denotes the other founding members of Magicka. These players will never be kicked from the guild for inactivity or have their title color changed.


    EVENTS
    Events in Magicka are held by any member who wants to hold one. There are official events held by Magicka regularly, but most are just unofficial events, set up on the fly by members wanting to do something who then simply ask if anyone wants to join them. If you want to let the rest of the guild know about an event you want to hold, and put it in the Message of the Day, making it official, give a guild officer the location, time, and a short description about it, and they or a higher-up will post it as soon as it is approved. Importantly, all guild RP events will occur with the expectation that text chat will be used, and any events where voice chat will be used will have that expectation noted. And remember to join guild chat if you want to participate in an event or set one up! It is much easier to group up with your guildmates when you can chat with them. Here are some of the events Magicka has put on in the past, and may hold again:
    • Kha'jiri's Storytime - The first regularly occurring event in Magicka, affectionately named Kha'jiri's Storytime by the first attending members, everyone meets up somewhere in Tamriel to share stories of their adventures and exploits. This is a chance for newcomers to hear about the history of Magicka and how it began, for new RPers to develop their backstories, and for everyone to have a good time doing something outside of their daily grind. Everyone has a story to tell, this is a chance to tell one of yours.

    • Landmark Celebration - Any time the guild reaches a new landmark, whether it is a certain number of members or some special recognition, we pick a time to gather somewhere in Tamriel and take on an anchor or world boss. In between bouts of fighting daedra, we can all take a breather and RP or find a nearby dungeon to crawl, and if possible, recruit a few passerby into the guild and our celebration.

    • Storyline Event - Magicka is a storied guild with a long history, interwoven with the tales of its members and the timeline of Tamriel. The story, however, is not over yet! There will be times where members of the guild come together to weave together new stories to incorporated into Magicka's lore. Each event will be different, but each event will have a plotline and an impact on the guild. Any storyline event must be officially sanctioned by the Guildmaster or Founder, and will be posted with more advance notice than normal.

    • Fashion Show - The true ESO endgame content: fashion. What better contest than to be judged by a panel based solely on appearance? Walk the catwalk, show off your moves, and be judged in several categories for a chance to win some prizes. Who knows - you might even impress the guild's resident fashion experts.

    • Murder Mystery - Someone has been murdered! A mystery set up by the event holder, the goal is to work together (or against each other) to try and figure out whodunnit. It could be anyone, so trust no one.

    • Festivity Festival - When the spirit of festivity is in the air, Magicka likes to get together and hold a ball, gala, party, or... something of the sort. Whatever you might call it, it is a way to relax from the combat oriented dungeoneering, strategizing of PVP, or number crunching of trading. Be sure to bring a fancy outfit or two, hotbar your emotes, and pay attention to the theme! If it is a costume party, bring a costume. Masquerade ball - wear a mask. Winter festival - dress warm!

    • Scouting Mission - While Magicka tends to extricate itself from matters regarding the alliance war, there are times when Cyrodiil beckons. Whether for skyshard hunting, exploring the vast expanse in the middle of the continent, or begrudgingly involving ourselves in alliance matters, Magicka, like many guilds, answers the call of Cyrodiil. Make sure to be on a character of the determined alliance (alliance will be noted in the event posting) and bring your best gear (guildmates may be able to help you with this if you need assistance).


    GUILDHALL
    Magicka has had several guildhalls over time. First, there was Magicka Keep (Ebonheart Chateau) in Morrowind, a temporary place until Kha'jiri found "Mnemoli Ruins" (Earthtear Cavern). This was Magicka's home, but due to a cave-in, the guildhall had to be moved through several locations - a secluded witch's hut, an ancient Orsimer castle, a lavish Imperial estate - until Kha'jiri was offered an old Dark Brotherhood sanctuary as a gift from an old acquaintance. While at times a bit eerie, it has proven a most capable residence for Magicka's members. What we simply call "The Sanctuary" is accessible to all guildmembers just about any time, and any visitors may use its services for free. To get there, simply select the Founder in the guild roster, then choose "travel to primary residence". If The Sanctuary is ever unavailable via this method, it is safe to assume that it is undergoing significant renovations, or the Founder is using another residence as his primary residence for a guild event, and the Sanctuary will be reopened in due time. If you wish to donate furnishings or schematics to the guildhall, simply send them to the Founder personally or deposit them into the guild bank, and if you have any suggestions regarding the guildhall, let a guild officer know and they will pass the word along.


    GUILD STORE
    Magicka, like all guilds of its stature, has a guild store. While Magicka is not a trading guild, our guild store can be helpful in buying or selling useful items with other guildmembers - especially items useful for RP - as well as buying our guild tabard. While not often, there are times when we may try to acquire a guild trader (it is usually Ambarys Teran in Reaper's March). The guild store can be accessed via any banker other than assistants, any guild merchant that Magicka has hired, if one has been hired, and any Cyrodiil trader, if one has been enlisted.


    GUILD BANK
    Magicka's guild bank is the place for any and all guild supplies (and guild supplies exclusively). If you have any items to donate to the guild, or items/gold to submit for a guild event (as will be noted for appropriate events), deposit them into the guild bank, accessible from any banker in Tamriel (outside of, again, assistants). The guild bank is only able to be accessed by guild officers, and anything within will be used exclusively for Magicka and its members.
    • Furnishing supplies will only be used for furnishing the guildhall.

    • Crafting related items will be used to supply guild crafters in order to craft items for guildmembers.

    • PVP items will be used for guild ventures into Cyrodiil.

    • Gold and gold from sold items will go toward efforts to secure a guild trader or will be used for official guild events.


    RESOURCES
    Over time, helpful additions that assist with being in Magicka, or just ESO in general, come up, usually suggested by fellow guildmembers.

    First are a few places to look for information, incredibly helpful to newcomers to the Elder Scrolls universe or even those just looking for a refresher.
    Here are all the places you can find postings for Magicka, although do keep in mind the only one that will always be up to date is the one on the ESO forums (this one). Any place not listed here is not affiliated in any way with Magicka, no exceptions.


    HONORS
    • @Sethuber, for being the first member of, and one of the founding keepers of Magicka
    • @Duskwood0585, for helping establish Magicka's RP and for being one of the founding keepers of Magicka
    • @Sleekorr, for leading Magicka on PC and for being one of the founding keepers of Magicka
    • @Wingsltd, for taking a lead role in the community development of Magicka
    • Razum Dar for being the founding member on xbox with the best name
    • MammothOgr3 for being a founding guardian of Magicka on xbox
    • DiscountBleach for being a founding guardian of Magicka on xbox
    • DeADxRaNGeR for taking lead of Magicka's PVP and being a founding guardian of Magicka on xbox
    • TidiestBeef461 for being a founding guardian of Magicka on xbox
    • RMusick81 for being a founding guardian of Magicka on xbox
    • xI G4TEK33PR Ix for being a founding guardian of Magicka on xbox


    ALLIES
    Magicka, being the popular guild that it is, has also been allied with other guilds throughout its lifetime. If you lead a guild and you want to ally with Magicka, send the guildmaster a message over Xbox Live, making sure to note your guild's name and if you have a website or forum thread dedicated to your guild, and we will be in touch. Guilds currently allied with Magicka on Xbox One will be listed here.


    JOINING
    To join Magicka, or if you have a question about it not answered here, send a message to the guildmaster or another member over Xbox Live, and we will get back to you as soon as we have the chance, with an invite or an answer! No need for a complicated application process here; as long as you abide by the rules and have fun, you are welcome among us.

    Here are some guildmembers' gamertags one can message in regards to recruitment (if you want to be on the list, let the Founder know!):
    Edited by Marginis on 24 October 2023 04:26
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • TheRealLP
    TheRealLP
    Count me in!
  • ThePeskyCrow
    ThePeskyCrow
    ✭✭
    TheRealLP wrote: »
    Count me in!

    Yea I want in on this too! :V GT: The Pesky Crow

    Crows and Kappas are accepted right? ~:v?
    I ate your sweet roll! Kaw~ :v
  • nolaneyles32
    nolaneyles32
    Soul Shriven
    HalfAChub32 invite me please
  • jbaz1982
    jbaz1982
    Soul Shriven
    Gamer tag is justabaer is love to join please add me.
  • jbaz1982
    jbaz1982
    Soul Shriven
    I would love to join my gamertag is justabaer
  • Jon_Snow998
    This sounds so awesome! My gamertag is x4HollyWood
  • Marginis
    Marginis
    ✭✭✭✭✭
    Post outdated. Updated for space.
    Edited by Marginis on 12 March 2017 23:53
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • kalroyb14_ESO
    kalroyb14_ESO
    Soul Shriven
    I would like to join.
    Gamertag: Kalroy
  • Mattgatt
    Mattgatt
    I'd love to possibly join. I'm not particularly into RP but am impressed by how friendly and detailed your post is written and a general desire for the guild for the guild to do well and flourish. GT is gattilicious69 .. I'm new and still learning tho
  • zacharycohen423nub18_ESO
    My GT: Zrad Jenkins
  • Kencan333ub17_ESO
    kenf333
    Acct name: @DivinityWep

    Stamblade Main: Sunderflame
    DK: Jragondir
    Necro: Shadoknite
  • Marginis
    Marginis
    ✭✭✭✭✭
    Post outdated. Updated for space.
    Edited by Marginis on 27 April 2018 17:05
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • HannibalLecterMD
    Hey, I'd like to join.

    GT: DrAleksander
    GT: DrAleksander
  • jlholland81b14_ESO
    nvite please. My gamertag is jlholland81
  • Marginis
    Marginis
    ✭✭✭✭✭
    Post outdated. Updated for space.
    Edited by Marginis on 27 April 2018 17:06
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • ThePeskyCrow
    ThePeskyCrow
    ✭✭
    This place has many lusty argonian maids!
    I ate your sweet roll! Kaw~ :v
  • JIM_JAM
    JIM_JAM
    Soul Shriven
    this guild sounds great and i would love to join
    GT: J1MJAM29
  • jscastelli
    Add me! GT: Sir Jashwa
  • DrDingleBerri
    GT Dr Dingle Berri
  • Marginis
    Marginis
    ✭✭✭✭✭
    Post outdated. Updated for space.
    Edited by Marginis on 3 January 2017 22:14
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • Marginis
    Marginis
    ✭✭✭✭✭
    Post outdated. Updated for space.
    Edited by Marginis on 27 April 2018 17:05
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • Marginis
    Marginis
    ✭✭✭✭✭
    Post outdated. Updated for space.
    Edited by Marginis on 3 January 2017 22:15
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • Marginis
    Marginis
    ✭✭✭✭✭
    Post outdated. Updated for space.
    Edited by Marginis on 12 March 2017 23:52
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • Marginis
    Marginis
    ✭✭✭✭✭
    Post outdated. Updated for space.
    Edited by Marginis on 19 January 2018 14:39
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • Marginis
    Marginis
    ✭✭✭✭✭
    Post outdated. Updated for space.
    Edited by Marginis on 19 January 2018 14:40
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • Imperatoris
    Good morning. I'm definitely interested in getting involved in role playing. It's one of the biggest things driving me to play ESO in fact. I'd appreciate an invite to your guild please. My gamertag is Legio M Divum and my character name is Imperatoris Augustus. Thank you.
  • Marginis
    Marginis
    ✭✭✭✭✭
    Post outdated. Updated for space.
    Edited by Marginis on 19 January 2018 14:40
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
Sign In or Register to comment.