The Cobalt Cloaks
A Mage Guild
Background:
Despite - or because of - their officially golden motives of safeguarding the Dragon Throne of Daggerfall from threats on either side of the court - be it rebellious, plotting nobles or invaders seeking to gain on the Covenant's expense, the Cobalt Cloaks is a name rarely uttered with great fondness amongst the citizens of High Rock.
More than fond of working closely with the Knights of the Dragon, the Cobalt Cloaks are war-wizards and scholars in service of the Kingdom of Daggerfall. Under their aging leader, Rodastyr Melvorglan, they have sworn their lives to the royal family of High King Emeric - to secure the prosperity of Daggerfall; to act as the magical sword and shield of the kingdom against nefarious necromancers and more subtle threats.
The order is said to have some ties with the Tamriel-spanning Mages' Guild, and they do indeed keep in line with the core philosophy of securing various eldritch artefacts - preventing them from being used against the kingdom - along with furthering the advancement of the Arcane Arts.
Out of Character:
If you are interested in heavily oriented mage-roleplay within the Daggerfall Covenant, then the Cobalt Cloaks are for you. The general idea of the order is to have a group of mages fiercely loyal to the Kingdom of Daggerfall. The guild is appealing to mages who seek to:
*Act as war-wizards for the Daggerfall Covenant.
*Engage in the typical, scholary kind of mage-roleplay.
*Be involved in a delicated woven guild structure, with masters and apprentices, and ranks with different roles.
Ranks:
*So far*
- Guild leader: Archmage
- Officer: Master-Wizard
- Veteran: Wizard
- Backbone: Magus
- Newcomers: Apprentice
- Trial: Initiate
Rules & Requirements:
- In the Cobalt Cloaks we are firm believers that quality is of greater importance than quantity. As such we have quite a few OOC gudelines that would-be applicants need to folllow, and they are listed as such.
- A firm grasp of the English language - knowing how to fortumate yourself through emotes and the like. Use of letters (eight, twenty-four, thirty) instead of numbers (8, 24, 30)
- A humble dresscode. Forget all about flashy, over-sized gear from World of Warcraft and so on. We're down-to-earth roleplayers.
- The realisation that magic is a powerful, and dangerous tool to use. You don't just juggle a couple of fireballs with ease.
- Roleplaying competence: Knowing the difference between In Character and Out of Character drama - form a credible character with an enjoyable, believable story - not a special snowflake half-vampire son of Sir YouGetThePoint.
- Knowledge of the lore of the Elder Scrolls universe. Making mistakes is just not fun!
- Activity is a must! A roleplaying-guild is based on the players, not the officers.
Goals:
- Advancing the current knowledge of magic, think Mages' Guild-ish.
- Secure the rule of High King Emeric from any threat; interior like traitorous nobles, or ulterior like the Ebonheart Pact / Aldmeri Dominion.
- Act as the primary go-to order / guild / whatever for mages within the Daggerfall Covenant.
- Provide war-wizards / battle-mages for the Daggerfall Covenant.
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-(More information shall follow)-