Sorcerers

History
The first sorcerer was a High Seer from the beginning of time, favored by Kamara, the goddess of Witchcraft, and was a gorgeous woods witch with the ability to see into the far future. She saw her descendants using the seeing stones to practice their magic, teaching others the way of her magic and furthering to protect the land. She sealed her soul into the Grand Seeing Stone, a crystal of immeasurable power so that her magicks could sustain her descendants gifted to her by Kamara.

The High Seer Order watches and protects the Grand Seeing Stone. If it would fall into the wrong hands, the great magic sealed within it could be used for earth-shattering acts.

Features

 * Seeing stones; ranking in magicks by their materials (hereditary) and how many a witch acquires (nonhereditary)
 * Seeing stones do not have to be orbiting or shown for a user to draw power from them.


 * Coats; short and long (hereditary)
 * Breeds; in order of rarity
 * Unicorns - Hippo - Pegasus - Common - Kirin


 * Gender is loosely interpreted and enforced - an orb witch is any with the high magicks, not solely one of female gender. Typically males are regarded as “orb mages” in colloquial terms.

Nomenclature
“Orb witches” are a commonplace name for sorcerers/sorceresses within the land. A farmer may say they will “stop by the local orb witch/witch” for a cure, but a higher class member would call them an “orb mage” or a “sorcerer” - there are many names.

Rank System
A sorcerer is dangerous if they are not taught their studies or magickal arts before they mature into adulthood, and therefore must adhere to strict moral codes as dictated by the High Seer Order. Depending on the crime or act, a sorcerer defecting can be cast out by their family, charged and stripped of their powers, or even sentenced to death.

Novice
A school-age horse, with their magicks channeled through a single seeing stone. Novices begin in school until they are chosen by a master to become an apprentice. Many can go through their entire life without being trained at this level, only practicing rudimentary methods at a novice level. Any who do not present themselves to the High Seer Order if they exhibit powers exceeding that of a novice are punished.

Apprentice
An adolescent to young adult, who has been chosen by a mage or higher to practice under; they are given a wand and have around 2-3 seeing stones depending on their energy.

Mage
A user whose magicks are powerful and who is wise enough to train younger magic users under them if they so choose; they have obtained a staff and average around 4-5 seeing stones.

Great Witch
A mage whose magicks are beyond the realm and who can see into the unseen. They are scarce, rare and very powerful; the magicks obtained by ponies at this level, if untrained, are chaotic forces and have been known to drive ponies mad. The average of seeing stones is unpredictable and uncircumstantial, and may not even require any.

High Seer Order
The main governing force of magic users throughout the land. They are vehement worshippers of Kamara and are strict in their practices. Within the Order, if one user is powerful, there are many roles they can play. They also punish those that disregard their codes and laws. The five Grand Houses of Witches support the High Seer Order and often are a part of the governing process.

High Seer Council
The main governing force behind the High Seer Order. There are six in total. To be apprenticed under a High Seer Council member is a great honor. They are considered the most reverent and powerful, and are said to be handpicked by Kamara herself.

Aurors
Law-enforcing class of the High Seer Order. They track down enemies, defectors, criminals, and chaotic forces of magic to destroy or quell them. They are often the best fighters of the Order. Aurors are considered highly dangerous, and no average horse would dare mess with them once they’re in town. They are commissioned to go as far as needed on the jobs of the Order.

Teachers
Teachers teach Novices in school-like settings among the High Seer Order headquarters, they are Mages typically with an affinity for teaching and only the best are sought out by the High Seer Order. They are also placed in the greatest major cities to teach the magical youth amongst temples of Karama.

Scouts
Scouts are dedicated Apprentices under Teachers who use their senses to track down magical youth. They are often young and sweet, but are quickly taught a silver tongue and a royal demeanor to persuade enrollment - particularly from common houses of horses. It is an endeavor to convince parents to let go of their children to Kamara, because it means their life will be much tougher than expected and they cannot help with the household.

The Five Great Houses
The five official Great Houses of Witches are recognized families that breed consistently magical users, of great powers, which can harness nearly every magic power possible. They are supporters of the High Seer Order, and usually have at least one home in the area of the main headquarters. They are rich beyond measure for their contributions to the Order and are often considered nobility by the kingdoms. Eligible heirs of these families are often wedded to princes and princesses to strengthen the bond between a kingdom and the High Seer Order.

The Houses are as follows:

House Aeternum, House of the Winged, House Selkie, House Cygnini, House Eos

The Lost House
The last existing House is defected from the Great Houses, after mixing blood so often these common horses have chaotic and deep pools of magical energy within their bloodlines. After being rejected from the High Seer Order for generations, they have defected and currently hide a rebellion within their leagues, believing the rigidness of the High Seer Order is not what Kamara intended for magic users.

The House of the Defiant is now their name, after their generational name has been lost to the ages. Aurors will always be wary and violent when faced with a member of the Defiant, and will try to capture them for sentencing.