Past the realms of the imagination, through the mists of time, and over the inter-dimensional bridge that is the Authours Realm, lies a world which appears to the eye as a delicate marble of blue and white glass, transfused with the rarest of greens. Behold, the Earth, two thousand years hence. Pollution and cancer can now only be found in the history books, with technology and the magic it has created being saluted as the solution to all problems.
But this is not that world. This is the world of one thousand years hence. This is a world that has only just begun the transformation into that distant future. This is a shattered world, were the lands you recognize are all but gone, the archipelago that remains a testament to the awesome power of magic and science. This is a world of technology, were the progress of science marches ever onwards. This is a world of magic, where Death is a mage, and not that bad of a guy. This is the world of the Authors, a world where anything can happen, and usually does.
Welcome to The Niceties of Necromancy! This is an episodic, character driven sci-fi fantasy roleplay set on Earth, roughly one thousand years into the future. Technological levels are fairly high- true AI's are not out of reach, and railguns are not uncommon- gravity control is on the cusp of being invented. Magic ranges from 'can just about seal up this wound' to planet shattering kabooms, but don't expect to have too much of the latter happening. During this roleplay, you will play as either pirates, mercenaries, explorers or refugees, sailing around the shattered earth gathering information, technology, allies and heaps of treasure- what your exact goals are will depend on what kind of group you decide on being.
Past the realms of the imagination, through the mists of time, and over the inter-dimensional bridge that is the Authours Realm lies a world which appears to the eye as a delicate marble of blue and white glass, spattered with the remnants of the shattered land. Behold, the Earth, one thousand years hence.
This is, however, an Earth on which history as we know it has been altered. Nine lives have been added, among other things, nine lives, formed of the raw magical energy left over from the Authors mighty work. Nine lives, one for each of the nine basic elements that make up all things.
Fire and Water, Earth and Wind, Light and Dark, Life and Death, and, the only element without an opposing or balancing element to accompany it, Surprise. These are the elements from which our world is made, and from these nine elements nine humans were born. The nine great Origin Sages, the first of their kind. Each drawing the strength to change the world around them from the truest of self, the very soul.
The Origin Mages, who will one day be reviled by time, are descendants of the nine great Sages, and share their ancestors abilities to affect the world, as well as their choice of agelessness. Why will they be infamous, you ask? Well a lot of that has to do with the Fire Mage revolt, an event that will happen all too soon- but to tell this story properly, we must go back through the mists, back before the Templars reared their heads, back before the War, back, to the rediscovery of Magic.
Back roughly twenty five years, to the year 2893 AD, to the twenty third of January. Forsaken by some, celebrated by others, one point that most everyone agrees on is that it was the beginning of one of the most important advancements in human history. It was the day that a few unsung scientists working out of a lab on an insignificant island somewhere mapped the entire human genome. They mapped it out on a napkin during their lunchbreak. No-one quite knows how, but these men (and one woman, who was in fact the team leader. This fact is very important to remember before accusing anyone of sexism.) mapped out what every single gene was for. Therein lied the realization of mankind's dreams... but also sowed the seeds for its greatest folly ever.
Herein lied the cures for cancer, Alzheimer's, Down's syndrome, and many, many more. Herein lied the key to bringing happiness, health, and peace to the world. Herein lied the secrets of a power long forgotten, a power that some say were forgotten for a reason, that we would have been better off not knowing at all. Maybe they were right. Maybe you should put a theme song section in your character sheet to prove that you read this.
At the time of its discovery, Modern Magic was praised for all the wonders it allowed, all the things those first mages accomplished. All the crops bolstered, all the lives saved. But then the war began.
Not many remember exactly how it started, some say the leaders of the opposing factions simply insulted each other once too often. Others say that the first blow was struck without warning, and the subsequent attacks were simply a chain of reactions. But some say that it was long in the making, and the invention of magic, a new weapon, was all the excuse the world needed to be at each other`s throats.
It is widely agreed that it was not the attacks that did the most damage, but the experimentation by the mages of each side- the result of an arcane arms race that lay waste to friend and foe alike, raw magical energy of spells gone wild leveling cities, terribly mutated and empowered creatures slaughtering hundreds before being recaptured and sent off to do the same in enemy land.
Seven billion died within the first month- nearly 40% of the population. When it became clear that the cities could not be protected, most of the remaining population abandoned them and spread themselves thin over the countryside to reduce the damage that could be done with any one attack. Some of the worlds largest cities became magically saturated; dead zones that were no longer capable of supporting mortal life, individuals straying into these zones came out changed, sometimes stronger, sometimes weaker, sometimes merely as shells of their former selves but, mostly, whoever went in never came out again.
During this dark time, the Templars were formed; fuelled by the war and the terrible creations unleashed by the modern mages, the anti-magic group grew rapidly. Using their growing influence and private funding from their members, the Templars, in conjunction with several other groups, helped to combat the aggressors.
It was in these later stages of the war, when victory seemed a certainty to the defenders, that the world was shattered. Nobody quite knows who did it. Most agree that it was probably a side effect of a spell that the Japanese had used to prevent the rampant earthquakes that threatened their land. That instead of simply stopping the earthquakes that it had bottled them up until the force had become too great and escaped with explosive force.
With that, the war was over. The world was left an archipelago, and with many manufacturing facilities broken or destroyed, traversing it as humanity once had was all but impossible. As a result of the war and the shattering, roughly 16 billion people had died, leaving less than half a billion confirmed survivors- 95% of the population, annihilated in a mere six years.
Over the two years that followed, the remaining countries of central Europe- the most intact known piece of land- united under one flag, and began to plan for the future of the human race. In the aftermath of the war, the leaders left behind were wiser than the ones who had set out to bring battle upon their enemies. They agreed that the governance of mankind could no longer be left to average individuals. The common man did not have the luxury of electing fools into power, and so that right was taken. But neither could they trust just anyone who showed leadership ability-
For the next brand of leaders would be required to prove their willingness to serve mankind, their strength of resolve, their ability to do what must be done, their intelligence, their knowledge of the human psyche, and their morality. For this purpose, discreet tests were taken of all people, and the successors were whisked away to be given the knowledge that they would require.
After things calmed down somewhat, the Templars brought about the subject of law enforcement to the senate. It had been agreed by the council that magic would be kept- kept and tamed, taught in schools which would channel its users to the benefit of mankind, but what of those who did not obey? No normal police force would be able to quell a mage who had stepped past the accepted limits, and it was this role that the Templars wished to fill.
Using technology and research from several of the bankrupted weapons development companies they had bought up or raided at the end of the war, the Templars genetically manipulated a human fetus, then used the no longer needed soldiers to train the child, planting in the boy all that the Templars wished him to be.
The mages proposed a different solution, that a group of mages, chosen through similar trials as the future leaders, would make the bulk of the active force.
The council was split on the issue, and adjourned to deliberate, agreeing o reconvene to resolve the matter.
And that is where we are now.
In this world, there are three kinds of magic:
True magic is powered by Ley Lines, a magic of the earth, it has just been
rediscovered by humans. Almost anyone can use this magic if there are enough Ley Lines and Nodes around, though the attack spells are almost useless, as humans have developed a huge resistance to it over the years.
If you are uncertain as to whether a certain spell would apply to True magic then simply ask, though it usually applies anyway.
Origin magic is the magic from which the universe was formed. Powered by the soul, it is non-compatible with Modern magic (meaning you cannot use both modern Magic and Origin magic. Once you learn a spell for one, the other is lost to you) but is compatible with True magic. Very few actualy know of this magics existence and only the descendants of nine individuals can use Origin magic. Depending on who you are descended from, you can control one of the nine elements:
The Sage for each element has complete control over their element, as well as the ability to change how time affects their body (sorry, no time traveling, but it will allow your character to appear to be any age they want, and to avoid dieing from old age). All others retain the ability to control the effects of time, to some degree, but can have power ranging from Sage level (complete control+near immunity to own element) to Layman (unnoticeable control and unnoticeable resistance.) If you have read this then you should probably put a section in your character sheet describing one thing about your character that you might want to be the focus of a story arc.
You can use these powers in as many ways as you can think up, so long as they only pertain to controlling your element and no other ones unless indirectly, and not just in the obvious ways. For instance, Life controllers could make the bacteria in a person multiply far more rapidly to cause pain or death. Be imaginative. But be warned, no one, no one at all, can truly bring someone back from the dead. Nor can you be absolutely immortal, though I won't persecute you for being imaginative in how you apply your powers to avoid a meeting with Death, there is a point that it just becomes ridiculous.
Also, there are no descendants of the Death sage as he is, in fact, Death. The Grim Reaper has no descendants. Therefore, there are no death mages allowed, so stop asking, ye blighter
Modern magic is a magic gained through genetic mutation. As it is a magic of the body, and Origin magic is a magic of the soul, it is non-compatible with Origin magic, but is compatible with True magic. This is powered by the bodies and physical energy of the person, and as such is less powerful than Origin magic, but has many, many more uses.
There are twelve 'schools' of magic, called guilds, which teach different techniques for applying modern magic, and unto each guild three 'focuses'. Not all mages are trained in the guilds, either because of a lack of money, a lack of commitment, or just not living close enough, but here are the schools and focuses:
Necropolis- The school of necromancy, located in what is left of northern africa, it is the largest school in terms of land (as it takes up an entire city), but has one of the smallest pools of students. While Necromancy was indispensable in the winning of the Last War, necromancy in general has fallen out of favour with the general public and many practitioners have secluded themselves to the city. The three focuses are: Communication, Control, and Elevation.
Battle Magicarium- The school of battle magics is currently in the current government capitol- Munich. The magicarium has the largest number of enrolled students, but also the highest dropout rate. Because of the demanding physical and mental exercises, it is not an easy school to master, but its rewards are obvious. The three focuses are: Energy, Matter, and Enhancement.
Healer's Grove- The school of medicine and healing- unlike the other schools of magic, the healer's circle puts aside a considerable amount of time to teach its students non-magical techniques. This is because, at the moment, medical science is more advance than magic, and as such magic cannot be relied on for everything in a hospital. They have schools in most major cities, but their largest facility is in the capitol. The three focuses are: Sealing, Replenishing, and Excising.
The Oracle- The smallest school, in terms of both land and students. It has only one school, and nobody seems to know where it is. Rumour has it that the head of the school uses his power to 'see' potential students and then sends for them. The Oracle is concerned with three things- seeing the past, seeing the future, and seeing over large distances- therefore, the focuses are: Past, Future, and Distance.
Bardic Circle- Concerned with steering emotion, the Bardic Circle channel their magic through story and song. The bardic circle have no guild houses, but act instead on an apprenticeship system- to those who wish to join, you are sure to find bards gathering wherever there is plentiful drink and friendly company. The three focuses are: Song, Instrument, and Story.
Thieves Guild- Technically the training grounds for the spies and operatives of the government, the name is becoming more and more fitting as the graduates not hired on by the government turn to a life of crime. The problem is becoming so rampant, in fact, that the government is currently deciding on one of two fates for the institution- replacement, or guaranteeing future graduates who are not employed as agents a yet to be determined roll in law enforcement. The three focuses are: Escape, Entry and Manipulation
Manufactorium- A school which teaches students the art of manipulating energy and matter in order to manufacture objects. While not normally trained to do this under pressure, some students take extracurricular studies at the Battle Magicarium to become Artificiers- mages who are able to create and adjust weapons, armour, walls, and many other things in the heat of battle. The three focuses are: Creation, Conversion, and Restoration
Weatharium- Weather control and prediction is the forte of this school of magic. They are most often a skill that is useful, as the schoolhouse is located on a large airship. The three focuses are: Heat, Moisture, and Wind
College of Illusion- As the name suggests, the College of Illusion is devoted to the manipulation of light and the senses- changing perception of time, of touch of taste, of smell, to create pleasure, to calm, or to enflame. The three focuses are: Tactile, Sensory, and Perceptive.
The Centre- An enigmatic group who are able to browse the collective memory of all living things using a meditative state- effectively searching the knowledge of all as easily as one would browse the internet. The other major magic taught is the ability to link minds, sharing the load of thought across many intellects in order to quickly advance scientific knowledge. Their mission is one of discovery, as they seek to understand the true nature of the universe. The Centre is considered by some to be the most powerful, as they potentially have access to every spell known to man. In practice, however, keeping oneself calm enough to access 'The Wheel' is incredibly difficult even when not having to move around and, just like the internet, searching for relevant data is exacerbated by the fact that there is far more... well... erotic material... than there is knowledge. The three focuses of the Centre are: Seeking, Concentration, and Mind Linking.
Brewers and Allied Trades- A school centered on bolstering and modifying food production using magic and science. Because there are so many allied trades, there are about ninety different focuses, none of which I am going to list because it's time consuming and, honestly, who would join a roleplay with magic and adventure and say “yep, I'm going to be a chef mage. That's what I want to be.” Coincidentally, if you have read this then you should probably put a section in your character sheet describing one thing about your character that you might want to be the focus of a story arc.
During the great war, people and animals were experimented on with reckless abandon, resulting in the inadvertent creation of vampires, were-creatures, elves, and many more. The population soon began to classify these changed individuals into three categories:
Humans are your classic bread and butter- no enhancements, no dis-figuration, absolutely standard.
Abnormals are mostly human individuals who have undergone some form of discrete enhancement, but retain their basic humanity- they are still intelligent, they still stand and walk on two legs, and they retain the same basic shape. All modern mages are considered abnormal, as are dwarfs and 'designer' humans. If you've read this section, you might consider putting a section in your character sheet describing non-magical skills your character has.
Sub-humans are widely considered abominations- they have been modified and mutated by magic, science or both to the point where they can no longer be considered the same species. Most sub-humans were created with the intention to use them as weapons, and have suffered severe psychological conditioning which causes them to be extremely hostile. Most sub-humans have no ability to negotiate or reason, and it is strongly urged by all authorities that these creatures be killed on sight. Such is a mercy to these twisted, suffering wretches. Sub-humans include such groups as Vampires, the Fae, Were-creatures and Revenants.
As a last note: everyone who joins at the beginning should know each other already. Except you. Yes, you, you know who I'm talking about. Don't worry, it probably isn't you, unless I've already spoken to you and told you about it. Anyway, after the Character Sheets are posted, you should all take a look at everyone else's character and decide how yours would react to them. In fact, while you're at it, add a section to your character sheet with a bit of dialogue showing how they would react to a red-faced angry drunkard saying “Get 'way fr'm my girl, you fuggin... you... asshat... gonna... hit you so har'... gonna fuggin...” and then making a bunch of slurring noises and shakily demolishing a barstool next to you. Feel free to imagine that you and he are the only two in the bar besides the tender, and that the 'girl' he's talking about is actually a hat stand. Do this to prove you've read this section and to help others understand your character.
Character Sheet Templates:
Modern and True, just True, just Modern or none
Choose a field of magic you wish to have as the type you specialize in; feel free to think of your own field/job if you don't like the schools listed.
Make up some spells- I'd suggest five combat options and at least three non-combat options. You will be given more spells as the story progresses.
Any technologies or magical artifacts your character owns, and what they do. If there are too many of a certain type to name, just give a general description.
A quick summary of your character's past
Abnormals such as modern magic users can have one or more ability as a result of the genetic manipulation. I'm going to limit mages to one and leave it open to all other abnormals. Examples include, but are not limited to: The production of pheromones which cause others to be more inclined to trust you, glands that produce electricity, increased reflexes, and toughened skin. Nothing too overpowered though- here are examples of what aren't acceptable: Invulnerability, immortality, regeneration fast enough to make you unkillable, superman-like levels of increased strength, or the ability to kill people by glaring at them. In other words, No Godmodding.
Name(s): If you wish, you may list the names your character has had in the past. You ARE ageless, after all, so many origin mages periodically move and change their name to prevent suspicion.
Age: Real (Apparent age[the age you appear to be right now])
Tell us the general things you can do with your element- are you limited to controlling bits of your element that are already there, or can you produce it yourself? Do you take control of the standard form, or are you, for example, a fire mage that produces radiant heat instead of actual flame?
(Any technologies or artifacts your character owns, and what they do. If there are too many of a certain type to name, just give a general description.)
A quick summary of your character's past
Ability: If you have chosen to be both an Origin mage and an abnormal, then this is applicable, if not, put N/A in this section, if so, then read the following: Abnormals such as modern magic users can have one or more ability as a result of the genetic manipulation. I'm going to limit mages to one and leave it open to all other abnormals. Examples include, but are not limited to: The production of pheromones which cause others to be more inclined to trust you, glands that produce electricity, increased reflexes, and toughened skin. Nothing too overpowered though- here are examples of what aren't acceptable: Invulnerability, immortality, regeneration fast enough to make you unkillable, superman-like levels of increased strength, or the ability to kill people by glaring at them. In other words, No Godmodding.