It has been 2.000 years since the fall of the Grand Equestrian Empire. Since the continent of Equus has fractured into a dozen countries all vying for power, prestige, and resources. What's more the Age of Magic has long passed, and magic is scarce. Most magical races are extinct and even the Unicorn tribe dwindles by the year. Ponykind has long forgotten the feel of magic, save a lucky few who still feel the touch of the old world. Other races such as the Gryphons, Diamond Dogs, and Abyssians, now grow in prominence and the continent of Equus is a melting pot of different races all coexisting.
The world has embraced technology, and is connected by the Ethernet, a vast digital network. Technology has even begun allowing people to replace limbs and even augment people somewhat beyond their natural capabilities. The magic in the world is but a fleeting memory, as the greatest minds cast their eyes skyward, trying to find a way around the Microstar Sea that envelopes the planet while countries vie for resources and means to produce what they need without need if magic.
In this turbulent time it has come time for the Fifth Starkey Ritual, Masters are being chosen and prepar for what is to come. Pommegrove will be the place of the ritual, a large city surrounded by the Whitetail woods on the southeastern border of Prance.
The world has embraced technology, and is connected by the Ethernet, a vast digital network. Technology has even begun allowing people to replace limbs and even augment people somewhat beyond their natural capabilities. The magic in the world is but a fleeting memory, as the greatest minds cast their eyes skyward, trying to find a way around the Microstar Sea that envelopes the planet while countries vie for resources and means to produce what they need without need if magic.
In this turbulent time it has come time for the Fifth Starkey Ritual, Masters are being chosen and prepar for what is to come. Pommegrove will be the place of the ritual, a large city surrounded by the Whitetail woods on the southeastern border of Prance.
Equus
The continent of Equus is host to a plethora of races all coexisting and living in the handful of countries that have since taken prominence in the wake of the once grand Equestrian Empire.
Solara: The Solar Kingdom as is its original name, is secured around what had once been the summerlands and the heart of the Grand Equestrian Empire. Solara sits at the heart of Equus, its territory enveloping half of the Everefree Wilds, and rests up against the Celestial Sea to the east. Most of it's populous is Earth Pony and it has been deemed the breadbasket of Equus. It is controlled by a traditional Monarchy, the last of its kind in fact. The Royal Family of Solara is also advised by the Radiant Circle, and the Circle's headquarters, the Citadel is housed outside the capitol of Canter.
Prance: Nestled between the Lunar Ocean, Solara, Nhorweigh, and Thesar, this small country is deceptively powerful for it's ocean trade connections, and powerful navy. Hosting one of the largest population of Unicorns, Prance is relatively peaceful, and even beautiful country.
Nhorwiegh: A northern country, and the largest by far in Equus, it’s borders stretching from Mount Foal all the way to the Crystal Mountains, and from the Lunar Ocean to the Celestial Sea. A Pegasus country as they proudly proclaim, the country is ruled by a Republic with a small collection of political parties.
Thesar: A large southern country that control’s half the Everfree Wilds, and even has it’s capital near its heart, that being Starfall. Most of it’s population are Thestral and the Churches Entwined seat of power, the Papal City of Umbridge resides here. The country is a true democracy with no political parties, preferring instead a complex voting system and the election of five year term Prime Ministers.
Amourine: A small country to the furthest north, sitting between Yakyakistan and Nhorwiegh. A true monarchy, the country is ruled by the Zafina family, the descendants of the Amore Royal Family.
Chima
The continent of Chima is a wilder land of errad terrain, deserts and savannas. Home to a massive variety of peoples and cultures.
Abyssa: This cradle of fertility and prosperity sits in the dead center of the Shalhan Desert, resting comfortably on a smattering of large oases. They export ridiculous amounts of gold from carefully guarded mines. They are literally the richest country in the world.
United Gryphosian Federation: A powerful military entity in Chima, whose capital is the largest city in the world, Griffinstone. The UGF rests along the coast of the Celestial Sea, enveloping Oryn and sharing its borders with Zebrica and Jiaxirin.
Aimuqad: A small country bordering between Abyssa and the Celestial Sea with Savha to the north, they are a theocracy that worship the Grand Dawn, a mythical Alicorn thought to represent Celestia. Relatively peaceful but one that is heavily matriarchal.
Minos: A large country making up the eastern half of Chima, Minos is the largest power in the country and is often at odds with the UGF, but maintains a facade of peace to appease the UGF’s allies in Equus. Ruled by the Black Table, Minos went through a civil war that saw the removal of the Royal Family and the King two centuries ago that still has far reaching effects on the country.
Oryn: A small country ruled by the Dragonlord, an elected position by powerful individuals, an Oligarchy in truth. They endured a near genocide from Equus lead by Lyra Heartstrings that ended up with their territory cut in half and forced the small countries that would come to make up the UGF defending the dwindling country. Now it is largely autonomous but has to rely on the charity of the UGF. Mount Regalia is the capital.
Jiaxiran: The homeland of the Quirin, a harsh region ruled by hardy people. They are ruled by a true monarch that spans two millennia, and is even older than Equestria. This country largely stays out of the politicking of the rest of the world but trades with the UGF and Minos, and acts as a mediator when things turn hostile. The on armed conflict they participated in was assisting the fledgling UGF states that would form the country proper when the Dragonic Defense Forces lead by Lyra Heartstrings attempted to eradicate the Dragons. Xaxao is the capital.
Savha: A large country that spans over the jungle infused tip of Chima, to the southeastern sector of the Shalhan Desert, and the vast Savanna for which the country is named. Largely homogeneous at its core, its western borders have heavy numbers of Ponies, while its eastern borders often see many Minotaurs and even Quirin. Roam is the capital.
Ovai: Formerly the abandoned homeland of the Ponies they shared with them in ancient times, this small continent is in the middle of the Celestial Sea. The Sheep ended up taming the the Windegos here and have had a rocky history dealing with the job of righting the continent’s ecosystem. The country acts as one of the founding members of the United Nations of Equus. Their capital is New Tambelon.
The continent of Equus is host to a plethora of races all coexisting and living in the handful of countries that have since taken prominence in the wake of the once grand Equestrian Empire.
Solara: The Solar Kingdom as is its original name, is secured around what had once been the summerlands and the heart of the Grand Equestrian Empire. Solara sits at the heart of Equus, its territory enveloping half of the Everefree Wilds, and rests up against the Celestial Sea to the east. Most of it's populous is Earth Pony and it has been deemed the breadbasket of Equus. It is controlled by a traditional Monarchy, the last of its kind in fact. The Royal Family of Solara is also advised by the Radiant Circle, and the Circle's headquarters, the Citadel is housed outside the capitol of Canter.
Prance: Nestled between the Lunar Ocean, Solara, Nhorweigh, and Thesar, this small country is deceptively powerful for it's ocean trade connections, and powerful navy. Hosting one of the largest population of Unicorns, Prance is relatively peaceful, and even beautiful country.
Nhorwiegh: A northern country, and the largest by far in Equus, it’s borders stretching from Mount Foal all the way to the Crystal Mountains, and from the Lunar Ocean to the Celestial Sea. A Pegasus country as they proudly proclaim, the country is ruled by a Republic with a small collection of political parties.
Thesar: A large southern country that control’s half the Everfree Wilds, and even has it’s capital near its heart, that being Starfall. Most of it’s population are Thestral and the Churches Entwined seat of power, the Papal City of Umbridge resides here. The country is a true democracy with no political parties, preferring instead a complex voting system and the election of five year term Prime Ministers.
Amourine: A small country to the furthest north, sitting between Yakyakistan and Nhorwiegh. A true monarchy, the country is ruled by the Zafina family, the descendants of the Amore Royal Family.
Chima
The continent of Chima is a wilder land of errad terrain, deserts and savannas. Home to a massive variety of peoples and cultures.
Abyssa: This cradle of fertility and prosperity sits in the dead center of the Shalhan Desert, resting comfortably on a smattering of large oases. They export ridiculous amounts of gold from carefully guarded mines. They are literally the richest country in the world.
United Gryphosian Federation: A powerful military entity in Chima, whose capital is the largest city in the world, Griffinstone. The UGF rests along the coast of the Celestial Sea, enveloping Oryn and sharing its borders with Zebrica and Jiaxirin.
Aimuqad: A small country bordering between Abyssa and the Celestial Sea with Savha to the north, they are a theocracy that worship the Grand Dawn, a mythical Alicorn thought to represent Celestia. Relatively peaceful but one that is heavily matriarchal.
Minos: A large country making up the eastern half of Chima, Minos is the largest power in the country and is often at odds with the UGF, but maintains a facade of peace to appease the UGF’s allies in Equus. Ruled by the Black Table, Minos went through a civil war that saw the removal of the Royal Family and the King two centuries ago that still has far reaching effects on the country.
Oryn: A small country ruled by the Dragonlord, an elected position by powerful individuals, an Oligarchy in truth. They endured a near genocide from Equus lead by Lyra Heartstrings that ended up with their territory cut in half and forced the small countries that would come to make up the UGF defending the dwindling country. Now it is largely autonomous but has to rely on the charity of the UGF. Mount Regalia is the capital.
Jiaxiran: The homeland of the Quirin, a harsh region ruled by hardy people. They are ruled by a true monarch that spans two millennia, and is even older than Equestria. This country largely stays out of the politicking of the rest of the world but trades with the UGF and Minos, and acts as a mediator when things turn hostile. The on armed conflict they participated in was assisting the fledgling UGF states that would form the country proper when the Dragonic Defense Forces lead by Lyra Heartstrings attempted to eradicate the Dragons. Xaxao is the capital.
Savha: A large country that spans over the jungle infused tip of Chima, to the southeastern sector of the Shalhan Desert, and the vast Savanna for which the country is named. Largely homogeneous at its core, its western borders have heavy numbers of Ponies, while its eastern borders often see many Minotaurs and even Quirin. Roam is the capital.
Ovai: Formerly the abandoned homeland of the Ponies they shared with them in ancient times, this small continent is in the middle of the Celestial Sea. The Sheep ended up taming the the Windegos here and have had a rocky history dealing with the job of righting the continent’s ecosystem. The country acts as one of the founding members of the United Nations of Equus. Their capital is New Tambelon.
Among Equus’s nations, secondary powers that pull strings from the shadows to further their own ends, for good or ilk.
The Churches Entwined: Once two separate gospels, that of the Lunar Abbey, and the Church of Dawn, they now preach harmony. They put faith in the Six Virtues alongside worshiping the Sun and Moon, seeing each as a spirit of supreme power. They view the Six, and Luna and Celestia all as Saints not gods. Each priest of the Churches Entwined takes one of the six Vows that determines their place in the church.
The Vow of Integrity will often place you as a preacher, maintaining a church or abbey, or place you within the Conquisitor Veritatis, which is a sect that conducts internal investigations on suspicion of wrongdoing or heresy.
The Vow of Compassion sees priests placed in the roles of nurses, doctors, and even therapists that the Church places in free clinics to help those who need it most, freely given.
The Vow of Sacrifice are a penitent few that run a variety of charity programs to raise money for the both the church’s day to day operations, and also for a variety of causes that the church involves itself with.
The Vow of Joy sees priests sent out on their own to spread joy and happiness where the Sun or Moon guides them. These priests are often the most free willed, and wild.
The Vow of Loyalty is a stricter vow and sees those who take it made into guards for the Dipapacy, protecting the Solar or Lunar Bishop, guarding areas of holy importance, and even guarding the safe travel of relics.
Lastly the Vow of Magic sees a priest placed either in the Grand Holy Library of Bimark, those few who reaearch and maintain records of magecraft and True Magic, or to be groomed as leaders of Abbeys and larger Cathedrals.
The Seventh Order: This militant order acts as the Churches Entwined means of keeping the Radiant Circle in check. While technically at peace, the Seventh Order jumps at any chance to hunt down a Magi, be they rouge or not. Those in this order never choose their path but are chosen for it, and on the eve of their Vowing, are pulled aside and made to take the Vow of Resolve.
The Radiant Circle: Founded after the Fracturing of Equestria, the Circle was founded to collect, safeguard, and study True Magic, its artifacts, and further the study of Magecraft. Headed by the Archmage, this order is composed of families of Magi that try to keep what little magic they have. At present the Circle is trying very hard to halt the approaching extinction of the Unicorn tribe by any means necessary, and as always will be using the Starkey as a means to further that goal.
The Circle, while once nearly all Unicorns, is now a melting pot of Griffins, Abyssians, Canines, Ponies, and Zebras.
Yggdrasill: A splinter faction composed of a handful of families that attempted to assassinate the Archmage nearly a decade ago. It’s believed that was their goal, but in truth they used it as the smokescreen to raid the Vaults of the Citadel for artifacts to better their chances in the coming Starkey Ritual. It’s unclear of their goals, but what is known is that they mean to take command of the Starkey themselves. The group has existed since the last Ritual however, and nearly succeeded in claiming if for themselves.
The Churches Entwined: Once two separate gospels, that of the Lunar Abbey, and the Church of Dawn, they now preach harmony. They put faith in the Six Virtues alongside worshiping the Sun and Moon, seeing each as a spirit of supreme power. They view the Six, and Luna and Celestia all as Saints not gods. Each priest of the Churches Entwined takes one of the six Vows that determines their place in the church.
The Vow of Integrity will often place you as a preacher, maintaining a church or abbey, or place you within the Conquisitor Veritatis, which is a sect that conducts internal investigations on suspicion of wrongdoing or heresy.
The Vow of Compassion sees priests placed in the roles of nurses, doctors, and even therapists that the Church places in free clinics to help those who need it most, freely given.
The Vow of Sacrifice are a penitent few that run a variety of charity programs to raise money for the both the church’s day to day operations, and also for a variety of causes that the church involves itself with.
The Vow of Joy sees priests sent out on their own to spread joy and happiness where the Sun or Moon guides them. These priests are often the most free willed, and wild.
The Vow of Loyalty is a stricter vow and sees those who take it made into guards for the Dipapacy, protecting the Solar or Lunar Bishop, guarding areas of holy importance, and even guarding the safe travel of relics.
Lastly the Vow of Magic sees a priest placed either in the Grand Holy Library of Bimark, those few who reaearch and maintain records of magecraft and True Magic, or to be groomed as leaders of Abbeys and larger Cathedrals.
The Seventh Order: This militant order acts as the Churches Entwined means of keeping the Radiant Circle in check. While technically at peace, the Seventh Order jumps at any chance to hunt down a Magi, be they rouge or not. Those in this order never choose their path but are chosen for it, and on the eve of their Vowing, are pulled aside and made to take the Vow of Resolve.
The Radiant Circle: Founded after the Fracturing of Equestria, the Circle was founded to collect, safeguard, and study True Magic, its artifacts, and further the study of Magecraft. Headed by the Archmage, this order is composed of families of Magi that try to keep what little magic they have. At present the Circle is trying very hard to halt the approaching extinction of the Unicorn tribe by any means necessary, and as always will be using the Starkey as a means to further that goal.
The Circle, while once nearly all Unicorns, is now a melting pot of Griffins, Abyssians, Canines, Ponies, and Zebras.
Yggdrasill: A splinter faction composed of a handful of families that attempted to assassinate the Archmage nearly a decade ago. It’s believed that was their goal, but in truth they used it as the smokescreen to raid the Vaults of the Citadel for artifacts to better their chances in the coming Starkey Ritual. It’s unclear of their goals, but what is known is that they mean to take command of the Starkey themselves. The group has existed since the last Ritual however, and nearly succeeded in claiming if for themselves.
Ponies: The equine race native to Equus, they make up the lion’s share of citizens on this continent. Earth Ponies, Pegasi, and Thestrals make up most of their species, with Unicorns making up barely 3% of the species. Pegasi and Thestrals are oarger than their Eauestrian ancestors, boasting much larger wings, robust bodies, and lighter bones. The winged tribes are nearly double that of their earthbound cousins.
Zebras: the striped cousin to the Pony, they call Zebrica home on the Chima continent. They have almost no representation in the Radiant Circle due in large part to how spiritualism and magecraft have all but died in the striped equines. There hasn’t been a zebra born with mana circuist in over two centuries.
Saddle Arabians: The tall, beautiful people of the small Chiman country, Saddle Arbians are an exotic beauty to Equus inhabitants, being much taller than their pony counterparts.
Canines: Once known of as the Wolven, Diamond Dogs, and Snow Dogs, this sleek combination of the formerly three races now make up a healthy amount of Equus’s populous. Coming in all shapes and sizes, these bipedal dogs make up a large portion of the workforce thanks to their dexterous paws. They also make up a fairly sized portion of those with mana circuits.
Abyssians: The bipedal cat species of Abyssa are considered beautiful and aloof. Seen as exotic in Equus, one tends to draw eyes when they walk down the street. Another species with mana circuits, and they even have their own Magi Order in Abyssa.
Minotaurs: The Minotuars of Minos are a common site on the Lunar Ocean Coast, and hail from the massive and powerful nation of Minos on Chima.
Griffins: From Chima, Griffins are the cat/bird hybrids one often thinks of when thinking of Chima. They are a very common sight throughout the continent of Equus too.
Sheep: The people of the small country of Ovai are a peaceful sort, selling cotton and furs. Black Sheep are those blessed with the ability to wield magic and have horns that act as a Foci, similar to Unicorns.
Sylvan: The deerfolk hail from the tundra of Nhorweigh, and make up nearly half of the country’s population. They take up a whole separate culture from the Pegasus one the country tries to proudly present itself as. They are often discriminated against im Nhorweigh, seen as interlopers since they fled south during Yakyakistan’s massive expansion into Sylv, the one time deer country. Now they are scattered across the continent of Equus, well and truly displaced.
Yak: A proud people of the great northern country of Yakyakistan, they are easily the largest species on Equus, standing nearly 7 ft tall with thick hairy bodies. Their language is rough and guttural, but they have a love of dance and even invented Balist, a graceful dance of jumps and twirls.
Quirin: A secluded people that hail from the mountainous country of Xinapha, they are a scaled near Unicornian race. They have magic of their own but keep it to themselves, and are loath to allow it to fall into Circle or Church hooves.
Dragon: Much smaller than their ancestors, dragons all grow to the size of a leopard, and can fly thanks to their large, powerful wings. Hailing from the country of Oryn, they deal in the ore and precious stone trade. They have their own small sect, the Lords of Vice, in the Circle that acts as the go between to the Archmage and the Dragonlord of Oryn. True ancient dragons do still exist but have hidden themselves away, some even making pacts with oldest Magi families for protection.
Zebras: the striped cousin to the Pony, they call Zebrica home on the Chima continent. They have almost no representation in the Radiant Circle due in large part to how spiritualism and magecraft have all but died in the striped equines. There hasn’t been a zebra born with mana circuist in over two centuries.
Saddle Arabians: The tall, beautiful people of the small Chiman country, Saddle Arbians are an exotic beauty to Equus inhabitants, being much taller than their pony counterparts.
Canines: Once known of as the Wolven, Diamond Dogs, and Snow Dogs, this sleek combination of the formerly three races now make up a healthy amount of Equus’s populous. Coming in all shapes and sizes, these bipedal dogs make up a large portion of the workforce thanks to their dexterous paws. They also make up a fairly sized portion of those with mana circuits.
Abyssians: The bipedal cat species of Abyssa are considered beautiful and aloof. Seen as exotic in Equus, one tends to draw eyes when they walk down the street. Another species with mana circuits, and they even have their own Magi Order in Abyssa.
Minotaurs: The Minotuars of Minos are a common site on the Lunar Ocean Coast, and hail from the massive and powerful nation of Minos on Chima.
Griffins: From Chima, Griffins are the cat/bird hybrids one often thinks of when thinking of Chima. They are a very common sight throughout the continent of Equus too.
Sheep: The people of the small country of Ovai are a peaceful sort, selling cotton and furs. Black Sheep are those blessed with the ability to wield magic and have horns that act as a Foci, similar to Unicorns.
Sylvan: The deerfolk hail from the tundra of Nhorweigh, and make up nearly half of the country’s population. They take up a whole separate culture from the Pegasus one the country tries to proudly present itself as. They are often discriminated against im Nhorweigh, seen as interlopers since they fled south during Yakyakistan’s massive expansion into Sylv, the one time deer country. Now they are scattered across the continent of Equus, well and truly displaced.
Yak: A proud people of the great northern country of Yakyakistan, they are easily the largest species on Equus, standing nearly 7 ft tall with thick hairy bodies. Their language is rough and guttural, but they have a love of dance and even invented Balist, a graceful dance of jumps and twirls.
Quirin: A secluded people that hail from the mountainous country of Xinapha, they are a scaled near Unicornian race. They have magic of their own but keep it to themselves, and are loath to allow it to fall into Circle or Church hooves.
Dragon: Much smaller than their ancestors, dragons all grow to the size of a leopard, and can fly thanks to their large, powerful wings. Hailing from the country of Oryn, they deal in the ore and precious stone trade. They have their own small sect, the Lords of Vice, in the Circle that acts as the go between to the Archmage and the Dragonlord of Oryn. True ancient dragons do still exist but have hidden themselves away, some even making pacts with oldest Magi families for protection.
Magic System:
Magic, a mystery born of the Astral Realm, the first mystery actually as it was the power the Gods used to form the universe. The Astral Realm is the space between the Mortal Realm, Elysium, and Tartarus. Elysium is the host of the Gods and the place souls are formed and return to again to take part in the Immortal Chorus. Tartarus is a Realm of Chaos and darkness, a place of demons, and lost souls. Tartarus is the echo of the pain and suffering born under the heel of some of the Gods during the Aetherian Era, a mark upon the universe made by magic in response to the outward pain and suffering born of the cruelty brought upon the sentient races, especially ponykind. Demons are manifestations of suffering of a specific kind made flesh (a concept similar to how Servants are made) and the lost souls are those who couldn't reach Elysium due to the sins or suffering scarring their soul. Tartarus attracts them like a storm drain. Some manage to break free in a few rare exceptions, but most end up in Tartarus.
Demonic Magic and Divine Magic are two divergences of True Magic, twisted by their association to Elysium or Tartarus.
Magecraft is only able to be cast through the use of Foci in conjunction objects that can maintain a connection to the Astral Plain, acting as a connection between the Lambda or mana circuits and the Astral Plain. In this regard Unicorns are unique as their horns act as a natural Foci, and their circuits tend to be of higher quality. While Magi of other species can get to the level of skill in Magecraft as a Unicorn with hard work, ot can’t be discounted that Crests always become more powerful and more refined when implanted in a Unicorn heir.
Magic is sustained through a one time forbidden art of Necromancy, and other forms of undesirable means, such as sacrificial rites and even promoting powerful emotions, often negative ones to foster more powerful magic. All young Magi are to take care of an animal, a dog or cat. After two years caring for it, they sacrifice it, using the emotion to connect the magic deep in their souls that the youth feels to begin constructing their circuits. Powerful emotions in a young soul prompts more refined circuits.
There are other methods to maintain magic and refine and empower circuits, such as pacts with beings from Elysium or from Tartarus, or even making contact with the Arcane Realm. Some forge summoning packs with magical creatures, such as Cockatreses, or the Silverstar Spider or other magically imbued insects.
A few draw power from magical artifacts acting as both Foci as the source for their circuits. This process can be dangerous as the Magus maps the artifact’s circuits upon themselves, but becomes bound to it. Should it be destroyed their don’t will be similarly damaged, and forever unable to wield magic.
These new methods also gave other species once without the ability to cast spells to do so. Thus the Radiant Circle opened its doors to a new generation of Magi. As such restrictions were placed on the use of necromancy, and the sacrifice of souls is found upon, restricted and some families participate in it. However, should the public at large learn of these practices those who broke the laws are punished (essentially killed).
The public is aware of magic, most seeing it as an odd philosophy and study that has lost relevance in the world. Dedication to the sciences of chemistry and physics has taken precedence. Spells are meager compared to the kind manipulated in the ancient past. Magi can manipulate the elements, mimic spells of old, but must do so through a combination of will, intoning the Eternal Music, and lastly, by applying how the magic acts through directing it through their circuits. The circuits direct the schools used as they are etched into the beings person. Essentially their circuits dictate what they can do within their ability. Some circuits dictate a skill with fire, others water, some illusions so on and so forth.
Circuits are built up over time to allow greater range of ability, strength and quality. Strength determines how much magic can be put through them (put too much and they can overheat your body, cause serious damage). Quality determines the speed at which spells can be cast (try to force a spell this can break lower quality circuits). Ability is determined by one’s Origin and family heritage, there is a slight factor in personality and height of emotion. Needless to say a Magus’ skill with magic is determined by a multitude of factors.
Low power in magic can be made up for in quality, providing them superior casting speed, or have low quality circuits and high power but end up burning themselves out. It all depends. Also mental ability comes into play. Magi tend to be of higher intellect on average, with minds geared toward mathematics. It is only within the confines of the Magi Emblems that it is made possible. The so-called Talent Marks of old, have fallen in frequency as well, and those bearing them are marked as those fated for great things. An Emblem proves they have unlocked their Origin.
An Origin is the sole idea or emotion from which they draw power and the nature of that power, and all beings with or without the gift for magic possess one. For example one with the Origin Kindness is often found to have their circuits geared toward healing magic, or sharing their power, strength, knowledge, etc, or simply be naturally giving. Should they unlock this Origin however, through any number of means, their circuits are given a boost if they have them, and even without a set of magical circuits, ponies with unlocked Origins are granted a boon geared toward their Origin, depending solely on the pony and their interpretation or desire of their Origin.
Now emotion is our next topic, emotion, or rather the capacity at which one can feel them can be a boon to Magi. Passion is the mantra among the Magi because how strongly they feel for what they sacrifice or the emotion behind a spell can drastically increase the power given, of the circuits, and even the strength of a spell. All Magi are passionate, driven by emotion, how they handle this is really up to the Magi, some indulge in debauchery, some dedicate themselves body, mind, and soul to a task or job, others grasp at all emotions they feel at any one time, never letting go.
It is because of this fact, the Church of the Sun has set its sights on controlling the Magi, ensuring they don’t step out of line. Because of the disgusting practises of the Magi, Necromancy being a cursed, vile art in their eyes, there has always been animosity between the two groups. The Church maintains its ability to wield magic through the use of artifacts and relics from the ages of True Magic, adhering to using them exclusively. The Church employs gifted individuals that can connect with these artifacts or make pacts with beings from Elysium to act in the Seventh Order and the House of Sol (a group that dedicates its priesthood to excising evil or foul entities.
The term magecraft has been coined to determine the difference between what the Magi do and what the Priests and Bishops of the Church do.
This is what separates the Servants from the Masters. Servants have access to True Magic, which is a soft magic system. Servant’s often have the ability to simply push the magic in their bodies, free of circuits and thus constraints, to do what they will do, bound only by their knowledge, experience, and the magic in their bodies.
Magic, a mystery born of the Astral Realm, the first mystery actually as it was the power the Gods used to form the universe. The Astral Realm is the space between the Mortal Realm, Elysium, and Tartarus. Elysium is the host of the Gods and the place souls are formed and return to again to take part in the Immortal Chorus. Tartarus is a Realm of Chaos and darkness, a place of demons, and lost souls. Tartarus is the echo of the pain and suffering born under the heel of some of the Gods during the Aetherian Era, a mark upon the universe made by magic in response to the outward pain and suffering born of the cruelty brought upon the sentient races, especially ponykind. Demons are manifestations of suffering of a specific kind made flesh (a concept similar to how Servants are made) and the lost souls are those who couldn't reach Elysium due to the sins or suffering scarring their soul. Tartarus attracts them like a storm drain. Some manage to break free in a few rare exceptions, but most end up in Tartarus.
Demonic Magic and Divine Magic are two divergences of True Magic, twisted by their association to Elysium or Tartarus.
Magecraft is only able to be cast through the use of Foci in conjunction objects that can maintain a connection to the Astral Plain, acting as a connection between the Lambda or mana circuits and the Astral Plain. In this regard Unicorns are unique as their horns act as a natural Foci, and their circuits tend to be of higher quality. While Magi of other species can get to the level of skill in Magecraft as a Unicorn with hard work, ot can’t be discounted that Crests always become more powerful and more refined when implanted in a Unicorn heir.
Magic is sustained through a one time forbidden art of Necromancy, and other forms of undesirable means, such as sacrificial rites and even promoting powerful emotions, often negative ones to foster more powerful magic. All young Magi are to take care of an animal, a dog or cat. After two years caring for it, they sacrifice it, using the emotion to connect the magic deep in their souls that the youth feels to begin constructing their circuits. Powerful emotions in a young soul prompts more refined circuits.
There are other methods to maintain magic and refine and empower circuits, such as pacts with beings from Elysium or from Tartarus, or even making contact with the Arcane Realm. Some forge summoning packs with magical creatures, such as Cockatreses, or the Silverstar Spider or other magically imbued insects.
A few draw power from magical artifacts acting as both Foci as the source for their circuits. This process can be dangerous as the Magus maps the artifact’s circuits upon themselves, but becomes bound to it. Should it be destroyed their don’t will be similarly damaged, and forever unable to wield magic.
These new methods also gave other species once without the ability to cast spells to do so. Thus the Radiant Circle opened its doors to a new generation of Magi. As such restrictions were placed on the use of necromancy, and the sacrifice of souls is found upon, restricted and some families participate in it. However, should the public at large learn of these practices those who broke the laws are punished (essentially killed).
The public is aware of magic, most seeing it as an odd philosophy and study that has lost relevance in the world. Dedication to the sciences of chemistry and physics has taken precedence. Spells are meager compared to the kind manipulated in the ancient past. Magi can manipulate the elements, mimic spells of old, but must do so through a combination of will, intoning the Eternal Music, and lastly, by applying how the magic acts through directing it through their circuits. The circuits direct the schools used as they are etched into the beings person. Essentially their circuits dictate what they can do within their ability. Some circuits dictate a skill with fire, others water, some illusions so on and so forth.
Circuits are built up over time to allow greater range of ability, strength and quality. Strength determines how much magic can be put through them (put too much and they can overheat your body, cause serious damage). Quality determines the speed at which spells can be cast (try to force a spell this can break lower quality circuits). Ability is determined by one’s Origin and family heritage, there is a slight factor in personality and height of emotion. Needless to say a Magus’ skill with magic is determined by a multitude of factors.
Low power in magic can be made up for in quality, providing them superior casting speed, or have low quality circuits and high power but end up burning themselves out. It all depends. Also mental ability comes into play. Magi tend to be of higher intellect on average, with minds geared toward mathematics. It is only within the confines of the Magi Emblems that it is made possible. The so-called Talent Marks of old, have fallen in frequency as well, and those bearing them are marked as those fated for great things. An Emblem proves they have unlocked their Origin.
An Origin is the sole idea or emotion from which they draw power and the nature of that power, and all beings with or without the gift for magic possess one. For example one with the Origin Kindness is often found to have their circuits geared toward healing magic, or sharing their power, strength, knowledge, etc, or simply be naturally giving. Should they unlock this Origin however, through any number of means, their circuits are given a boost if they have them, and even without a set of magical circuits, ponies with unlocked Origins are granted a boon geared toward their Origin, depending solely on the pony and their interpretation or desire of their Origin.
Now emotion is our next topic, emotion, or rather the capacity at which one can feel them can be a boon to Magi. Passion is the mantra among the Magi because how strongly they feel for what they sacrifice or the emotion behind a spell can drastically increase the power given, of the circuits, and even the strength of a spell. All Magi are passionate, driven by emotion, how they handle this is really up to the Magi, some indulge in debauchery, some dedicate themselves body, mind, and soul to a task or job, others grasp at all emotions they feel at any one time, never letting go.
It is because of this fact, the Church of the Sun has set its sights on controlling the Magi, ensuring they don’t step out of line. Because of the disgusting practises of the Magi, Necromancy being a cursed, vile art in their eyes, there has always been animosity between the two groups. The Church maintains its ability to wield magic through the use of artifacts and relics from the ages of True Magic, adhering to using them exclusively. The Church employs gifted individuals that can connect with these artifacts or make pacts with beings from Elysium to act in the Seventh Order and the House of Sol (a group that dedicates its priesthood to excising evil or foul entities.
The term magecraft has been coined to determine the difference between what the Magi do and what the Priests and Bishops of the Church do.
This is what separates the Servants from the Masters. Servants have access to True Magic, which is a soft magic system. Servant’s often have the ability to simply push the magic in their bodies, free of circuits and thus constraints, to do what they will do, bound only by their knowledge, experience, and the magic in their bodies.
Saber: Those of this Knight class were those whose legends included a skill with blades, or whose legends involve swords of note. A noted Saber was Luna, whose skill with a blade forged from a Tooth of Fenrir was legendary during the war between Equestria and the Wolven raiding bands. In essence these Servants have the most raw physical power, and are often used as a blunt force weapon in the Ritual.
Magic Resistance: The ability to resist magic at or under this skill. Magic can only affect this Servant if it is above the level of this skill.
Bladecasting: The skill or ability the Saber class uses to wield their sword, and acts as a signal for how many pieces they can split their blades into. (Swordplay was an art focused on enchanting pieces of metal that make up the blade they used, then moved them as they saw fit.)
Lancer: The Lancer class involved those whose legend involves the use of a spear or a magic that allowed them to pierce and shatter, and is one of the three Knight classes. For instance the Commander Hurricane alive during the Exodus of the Homelands is believed to be a Lancer for his technique of making himself the spear, his body a bolt of lightning. Lancer’s require tactical skill to effectively use and deploy, often lacking the raw strength of Saber’s or versatility of the Archer class. They are more a jack of all trades.
Magic Resistance: The ability to resist magic at or under this skill. Magic can only affect this Servant if it is above the level of this skill.
Flight: The skill to move, be it on land or in the air with speed. Not always denoted to involve the ability to fly.
Archer: These Servants are noted for being skilled marksmen, archers, or just really skilled at throwing things. Lyra Heartstrings, mother of electricity and slayer of the last Dragoncourt, was an Archer during the 1st Starkey Ritual. A long range tool for Master’s and oftentimes the most versatile Servant in any Ritual.
Independent Action: The ability of a Servant to move and act independently of their Master, at high levels grants the Servant the ability to sustain themselves after their Master’s death.
Magical Resistance: The ability to resist magic at or under this skill. Magic can only affect this Servant if it is above the level of this skill.
Summoner: Summoners are a class of Cavalry that can summon and control Phantasmal Beasts. Summoners happen to be the fastest of the classes, this speed often aided by the signature beast they summon. A noted Summoner was Fluttershy the Graceful, who summoned an Astral Beast, one of the few who could.
Summoner’s Aura: The skill that denotes their ability to control Phantasmal Beasts
Flight: The skill to move, be it on land or in the air with speed. Not always denoted to involve the ability to fly.
Caster: Casters are those who were noted for having profound magical ability or their greatest feats being an expression of magical prowess. These Servants require time to build up magic to use and have to find a place to gather strength and prepare. A Caster is highly dangerous to combat on their home turf. The most legendary Casters are Starswirl the Bearded, who forged the Alicorn Prophecy, and Twilight Sparkle, who penned the Harmonious Codex, the rules that govern magecraft.
Territory Creation: This skill oversees the ability to create a bounded field, to either hide away, or empower the caster.
Item Creation: This skill denotes the ability to create, or enchant items of significant power, and the Servant can create items up to this skill’s Rank.
Berserker: The wild card of the Calvary class, Berserkers were noted for being passionate, or wild. Not always angry, but mad in some way. This fact isn’t always ruled by how they lived however, and can be affected by how their oegacy was twisted, be it by ally or foe. For instance, Pinkamena Pie, a noted Berserker during the Second Ritual, was mad with bloodlust due to false rumors that she was a cannibal fostered by her enemies in her final years of life.
Mad Enhancement: This skill ups the parameters of a Servant in line of its Ranking, at the trade off of being either hyper fixated on something, or barely intelligible, and lose the wit and intellect they may have had in their past life. Master’s require their Magic Circuit Quantity equal to the rank of this skill to be able to control it, if not the Servant can and will run wild. Or possess a will to make the Servant bend to their will.
Assassin: The weakest servant class in terms of raw strength, the Assassin class is often used as a Master killer and is the only Servant that can hide their magical and physical presence. The most famous Assassin Servant was Chrysalis, the First Changeling and the one who nearly murdered the entire Amore Royal Family.
Hide Presence: The ability to hide one’s true nature and body. At E Rank this skill can make the Servant appear or have the magical footprint of a particularly powerful Magi, or at EX hide their presence entirely as if they never existed in the first place.
Some Servants can possess Class Skills outside of their summoned class in some cases, such as with Rarity Belle who is a Lancer that possessed the Item Creation (Enchanter) Skill or Luna being a Saber that possessed the Flight class skill.
Magic Resistance: The ability to resist magic at or under this skill. Magic can only affect this Servant if it is above the level of this skill.
Bladecasting: The skill or ability the Saber class uses to wield their sword, and acts as a signal for how many pieces they can split their blades into. (Swordplay was an art focused on enchanting pieces of metal that make up the blade they used, then moved them as they saw fit.)
Lancer: The Lancer class involved those whose legend involves the use of a spear or a magic that allowed them to pierce and shatter, and is one of the three Knight classes. For instance the Commander Hurricane alive during the Exodus of the Homelands is believed to be a Lancer for his technique of making himself the spear, his body a bolt of lightning. Lancer’s require tactical skill to effectively use and deploy, often lacking the raw strength of Saber’s or versatility of the Archer class. They are more a jack of all trades.
Magic Resistance: The ability to resist magic at or under this skill. Magic can only affect this Servant if it is above the level of this skill.
Flight: The skill to move, be it on land or in the air with speed. Not always denoted to involve the ability to fly.
Archer: These Servants are noted for being skilled marksmen, archers, or just really skilled at throwing things. Lyra Heartstrings, mother of electricity and slayer of the last Dragoncourt, was an Archer during the 1st Starkey Ritual. A long range tool for Master’s and oftentimes the most versatile Servant in any Ritual.
Independent Action: The ability of a Servant to move and act independently of their Master, at high levels grants the Servant the ability to sustain themselves after their Master’s death.
Magical Resistance: The ability to resist magic at or under this skill. Magic can only affect this Servant if it is above the level of this skill.
Summoner: Summoners are a class of Cavalry that can summon and control Phantasmal Beasts. Summoners happen to be the fastest of the classes, this speed often aided by the signature beast they summon. A noted Summoner was Fluttershy the Graceful, who summoned an Astral Beast, one of the few who could.
Summoner’s Aura: The skill that denotes their ability to control Phantasmal Beasts
Flight: The skill to move, be it on land or in the air with speed. Not always denoted to involve the ability to fly.
Caster: Casters are those who were noted for having profound magical ability or their greatest feats being an expression of magical prowess. These Servants require time to build up magic to use and have to find a place to gather strength and prepare. A Caster is highly dangerous to combat on their home turf. The most legendary Casters are Starswirl the Bearded, who forged the Alicorn Prophecy, and Twilight Sparkle, who penned the Harmonious Codex, the rules that govern magecraft.
Territory Creation: This skill oversees the ability to create a bounded field, to either hide away, or empower the caster.
Item Creation: This skill denotes the ability to create, or enchant items of significant power, and the Servant can create items up to this skill’s Rank.
Berserker: The wild card of the Calvary class, Berserkers were noted for being passionate, or wild. Not always angry, but mad in some way. This fact isn’t always ruled by how they lived however, and can be affected by how their oegacy was twisted, be it by ally or foe. For instance, Pinkamena Pie, a noted Berserker during the Second Ritual, was mad with bloodlust due to false rumors that she was a cannibal fostered by her enemies in her final years of life.
Mad Enhancement: This skill ups the parameters of a Servant in line of its Ranking, at the trade off of being either hyper fixated on something, or barely intelligible, and lose the wit and intellect they may have had in their past life. Master’s require their Magic Circuit Quantity equal to the rank of this skill to be able to control it, if not the Servant can and will run wild. Or possess a will to make the Servant bend to their will.
Assassin: The weakest servant class in terms of raw strength, the Assassin class is often used as a Master killer and is the only Servant that can hide their magical and physical presence. The most famous Assassin Servant was Chrysalis, the First Changeling and the one who nearly murdered the entire Amore Royal Family.
Hide Presence: The ability to hide one’s true nature and body. At E Rank this skill can make the Servant appear or have the magical footprint of a particularly powerful Magi, or at EX hide their presence entirely as if they never existed in the first place.
Some Servants can possess Class Skills outside of their summoned class in some cases, such as with Rarity Belle who is a Lancer that possessed the Item Creation (Enchanter) Skill or Luna being a Saber that possessed the Flight class skill.
Both categorized as an event and artifact, the Starkey was first summoned by the Quell, Zafina, and Moore families, some of the most powerful, and oldest Magi clans in the history of the Circle. Their goal was to summon a way to enter the Astral Realm, from which all magic is considered to derive from. Their intention was to bring magic back into the world, to halt the extinction of Unicorns, Black Sheep, and other such species. The idea was to use the spirits of seven heroes of renown, sacrifice their newly resurrected bodies and drill a hole like a magical augur to the Astral Realm, the Starkey, the Final Magic of the Quells would act as a drill, the Servants sacrificed powering it.
They managed to summon it through a ritual of summoning seven spectors bound to seven magi that participated in the ritual, with one being acting as the Ritual Overseer, eight in total. Two from each family, and a representative of the Radiant Circle’s Archmage’s choosing participated, and a final Overseer of the Celestial Church. The ritual was made so that a test of wills and strength between the first participants in the Starkey Ritual. With the defeat of each of the seven entities, more power would go to the forming Starkey, a crystalline vessel of pure magic. When the final entity stood victorious their magic would be added to the Starkey and the vessel would be fully formed.
While at the time a bitter war between the two factions, the Churches Entwined and the Circle were locked in a war, peace talks began between the two factions between the House of Nox (otherwise known as the Lunar Abbey) and the Sapphire Star (a small, elite group of the Circle that advise the Archamgus, made up of the oldest families heads).
The first time it was used to open up the Astral Plane. Pip Applezap was the winner of the First Starkey Ritual and was granted access to the Astral Realm, never to be seen again. The world saw a blooming of magic as a result as the formation of the Starkey and the opening of the Astral Realm brought forth such magic that Unicorns, Black lambs, and Nox-blessed Thetsrals began popping out of expecting mothers at exponential rates. The war was halted, as a meaningful solution reared its head. Necromancy lessened among the Radiant Circle and they began policing themselves more.
Some fifty years later the numbers would dwindle again. Another fifty years later, long after the Moore family is expunged and the other two are mere shadows of their former glory, the ritual begins again. This time choosing participants it seemed at random.
The Second Starkey Ritual was more in line with what is expected of a Ritual. Seven magi and one representative from the Churches gathered. Servants were summoned, and a battle unlike any began, a game of wit, skill, and strength. Mirabell Thresher won the war alongside the fabled hero Pinkamena Diane Pie, one of the fabled Six heroes of the Enlightenment.
The Third Ritual however was a disaster. The Souldew family twisted their summoning of the Berserker, forcing the tree of Heroes to begat an evil soul, Stygian, the first truly evil being, no hero, but a villain. Stygian was an innocent soul who had the misfortune to get wrapped up in the heroics of Starswirl the Bearded in ancient times. He’d ended up sacrificed by a group of ponies wanting to abate the aggressions of an ancient shadow spirit, the one many believed Luna was the reincarnation of. Runes were carved into his flesh, and he was made a monster to face the fears and sins of ponykind similar to how Grogar was in the centuries prior.
His addition forever tainted the Starkey, turning it into an object of darkness rather than one of pure magic. The Ritual ended unfinished however.
The Fourth Ritual began fifty years later. This one would end in disaster, with the near destruction of the city of Pommegrove. It would call into question the Ritual altogether and would spell the death of many people. This one would be the beginning for the Magi splinter cell Yggdrasil. Masters Molten Gleam and Crow Quell nearly stole the Starkey altogether alongside their allies and fellow Magi. The Twins, Minerva and Peita Ishjarta stopped the pair, but at the cost of Minerva’s life. The ritual would again be halted, causing the Ritual to begin again some twenty years later.
For decades after the Crimson Star, led by Peita Ishjarta will hunt Yggdrasil. It wouldn’t be until the nearing of the next coming of the Starkey, that the Crimson Star would be recalled. They would gain information that Molten Gleam and Crow Quell would be once more involved with this Ritual. Yggdrasil would have made a name for itself by now, having tried in various points to force a summoning of the Starkey, once nearly succeeding in what is known as the False Ritual in Prance.
Now the Fifth Starkey Ritual begins.
They managed to summon it through a ritual of summoning seven spectors bound to seven magi that participated in the ritual, with one being acting as the Ritual Overseer, eight in total. Two from each family, and a representative of the Radiant Circle’s Archmage’s choosing participated, and a final Overseer of the Celestial Church. The ritual was made so that a test of wills and strength between the first participants in the Starkey Ritual. With the defeat of each of the seven entities, more power would go to the forming Starkey, a crystalline vessel of pure magic. When the final entity stood victorious their magic would be added to the Starkey and the vessel would be fully formed.
While at the time a bitter war between the two factions, the Churches Entwined and the Circle were locked in a war, peace talks began between the two factions between the House of Nox (otherwise known as the Lunar Abbey) and the Sapphire Star (a small, elite group of the Circle that advise the Archamgus, made up of the oldest families heads).
The first time it was used to open up the Astral Plane. Pip Applezap was the winner of the First Starkey Ritual and was granted access to the Astral Realm, never to be seen again. The world saw a blooming of magic as a result as the formation of the Starkey and the opening of the Astral Realm brought forth such magic that Unicorns, Black lambs, and Nox-blessed Thetsrals began popping out of expecting mothers at exponential rates. The war was halted, as a meaningful solution reared its head. Necromancy lessened among the Radiant Circle and they began policing themselves more.
Some fifty years later the numbers would dwindle again. Another fifty years later, long after the Moore family is expunged and the other two are mere shadows of their former glory, the ritual begins again. This time choosing participants it seemed at random.
The Second Starkey Ritual was more in line with what is expected of a Ritual. Seven magi and one representative from the Churches gathered. Servants were summoned, and a battle unlike any began, a game of wit, skill, and strength. Mirabell Thresher won the war alongside the fabled hero Pinkamena Diane Pie, one of the fabled Six heroes of the Enlightenment.
The Third Ritual however was a disaster. The Souldew family twisted their summoning of the Berserker, forcing the tree of Heroes to begat an evil soul, Stygian, the first truly evil being, no hero, but a villain. Stygian was an innocent soul who had the misfortune to get wrapped up in the heroics of Starswirl the Bearded in ancient times. He’d ended up sacrificed by a group of ponies wanting to abate the aggressions of an ancient shadow spirit, the one many believed Luna was the reincarnation of. Runes were carved into his flesh, and he was made a monster to face the fears and sins of ponykind similar to how Grogar was in the centuries prior.
His addition forever tainted the Starkey, turning it into an object of darkness rather than one of pure magic. The Ritual ended unfinished however.
The Fourth Ritual began fifty years later. This one would end in disaster, with the near destruction of the city of Pommegrove. It would call into question the Ritual altogether and would spell the death of many people. This one would be the beginning for the Magi splinter cell Yggdrasil. Masters Molten Gleam and Crow Quell nearly stole the Starkey altogether alongside their allies and fellow Magi. The Twins, Minerva and Peita Ishjarta stopped the pair, but at the cost of Minerva’s life. The ritual would again be halted, causing the Ritual to begin again some twenty years later.
For decades after the Crimson Star, led by Peita Ishjarta will hunt Yggdrasil. It wouldn’t be until the nearing of the next coming of the Starkey, that the Crimson Star would be recalled. They would gain information that Molten Gleam and Crow Quell would be once more involved with this Ritual. Yggdrasil would have made a name for itself by now, having tried in various points to force a summoning of the Starkey, once nearly succeeding in what is known as the False Ritual in Prance.
Now the Fifth Starkey Ritual begins.
A minor note but in this version of Equestria there were no true Alicorns. While Celestia and Luna are depicted as being Alicorns in myth and legend, they were an Earth Pony and Pegasus respectively in their lives, albeit very long lived ones. Cadanza was a mutation, whose wings actually didn’t work and is believed to be the result of inbreeding between the Pegasus/Unicorn Amores. Lastly Twilight Sparkle wasn’t one either but pretended to be one to bring peace during the enlightenment, her wings being magic constructs.
Alignments determine how they may act in any given situation, whether they are noble and heroic or dedicated to their own self interests. This can conflict with their personality of you so wish as we are ever complex creatures. No true villain sees them as such, and no great hero thinks they are noble enough.
Origins are what the servant draws power from, be it the sun moon, or even ponykind itself. There can be other Origins.
Parameters are determined by their rank. For Servants, the lowest E Rank still overtakes what even the finest mortal Magi is capable of in most circumstances. A Servant with E Rank Magical Energy would be on par with a Master with A Rank. In a fair fight no Master could contend with a Servant, period, even an Assassin. For Masters their Magic Circuits Quantity and Quality only go up to A Rank.
Mystic Codes are magical artifacts of exceptional power and are on par with E Rank Noble Phantasms. They are capable of harming even Servants.
Origins for a Magi are extremely powerful as well and give them a special power or ability. For example the Origin Misfortune can make a spell backfire, make something in the environment give way, or even cancel the Luck of a Servant with C Rank Luck or lower. Not everyone will have one however as they are incredibly rare but if you make a good case for it and thought up a good Origin go for it.
Crests are magic circuits passed down among the families and each grants a specific set of inherent magecraft.
Skills are self explanatory as it can involve anything from martial arts to hacking and engineering.
Resources and Equipment include anything from vast amounts of wealth to blades, guns and the like. A Master could have the backing of a small country or large company at their back, or have no more than the clothes on their back and a handful of Sols. Make note the more resources you have the more central location you will have to have. If you want a massive fortune and more resources than god cool but you will have to have one fortified position that is quite obvious while those with less resources can pass by with more obscurity.
As for other Parameters, we’ll take Strength as an example. At E Rank Strength a Servant could easily lift half a ton, and apply that much force. At D Rank they can lift upwards of two tons, at C could shatter the foundations of a forty story skyscraper. At B Rank a Servant can lift an Ocean Liner, at A Rank they can punch a hole in a city block with the force they can exert. At EX your Strength is literally unmeasurable, a Servant with this rank could lift landmasses.
Luck is an odd one but its main function is to halt hexs, curses, and fate altering noble Phantasms. Hexes and curses can be halted by Luck at or over it’s Rank. While Fate Altering NPs can be blunted by Luck on rank or higher above the NP. For instance of the NP is rank C the defending Servant’s Luck needs to be at least at B Rank to blunt it, though the NP will still damage them.
Additionally, if an NP hits a Servant and it is greater in Rank than that Servant’s Endurance, that is a fatal blow. A Servant can be harmed by NPs under their Endurance though and have to be healed by the Master by expanding Mana. You may use your discretion here but a Master can’t infinitely heal their Servant, and have them use their NPs.
You can have one Master and one Servant, and then only one of each class can be chosen for this round. You can have them working together, or have your Servant and or master work with other participants, the choice is yours.
When making a Servant you can use any canon character you wish, and even any popular OCs you like, so long as you try to fit them into the historical narrative that’s been placed down so far, but don’t be afraid to make additions of your own. On that note, no Foreigners or Rulers.
Alignments determine how they may act in any given situation, whether they are noble and heroic or dedicated to their own self interests. This can conflict with their personality of you so wish as we are ever complex creatures. No true villain sees them as such, and no great hero thinks they are noble enough.
Origins are what the servant draws power from, be it the sun moon, or even ponykind itself. There can be other Origins.
Parameters are determined by their rank. For Servants, the lowest E Rank still overtakes what even the finest mortal Magi is capable of in most circumstances. A Servant with E Rank Magical Energy would be on par with a Master with A Rank. In a fair fight no Master could contend with a Servant, period, even an Assassin. For Masters their Magic Circuits Quantity and Quality only go up to A Rank.
Mystic Codes are magical artifacts of exceptional power and are on par with E Rank Noble Phantasms. They are capable of harming even Servants.
Origins for a Magi are extremely powerful as well and give them a special power or ability. For example the Origin Misfortune can make a spell backfire, make something in the environment give way, or even cancel the Luck of a Servant with C Rank Luck or lower. Not everyone will have one however as they are incredibly rare but if you make a good case for it and thought up a good Origin go for it.
Crests are magic circuits passed down among the families and each grants a specific set of inherent magecraft.
Skills are self explanatory as it can involve anything from martial arts to hacking and engineering.
Resources and Equipment include anything from vast amounts of wealth to blades, guns and the like. A Master could have the backing of a small country or large company at their back, or have no more than the clothes on their back and a handful of Sols. Make note the more resources you have the more central location you will have to have. If you want a massive fortune and more resources than god cool but you will have to have one fortified position that is quite obvious while those with less resources can pass by with more obscurity.
As for other Parameters, we’ll take Strength as an example. At E Rank Strength a Servant could easily lift half a ton, and apply that much force. At D Rank they can lift upwards of two tons, at C could shatter the foundations of a forty story skyscraper. At B Rank a Servant can lift an Ocean Liner, at A Rank they can punch a hole in a city block with the force they can exert. At EX your Strength is literally unmeasurable, a Servant with this rank could lift landmasses.
Luck is an odd one but its main function is to halt hexs, curses, and fate altering noble Phantasms. Hexes and curses can be halted by Luck at or over it’s Rank. While Fate Altering NPs can be blunted by Luck on rank or higher above the NP. For instance of the NP is rank C the defending Servant’s Luck needs to be at least at B Rank to blunt it, though the NP will still damage them.
Additionally, if an NP hits a Servant and it is greater in Rank than that Servant’s Endurance, that is a fatal blow. A Servant can be harmed by NPs under their Endurance though and have to be healed by the Master by expanding Mana. You may use your discretion here but a Master can’t infinitely heal their Servant, and have them use their NPs.
You can have one Master and one Servant, and then only one of each class can be chosen for this round. You can have them working together, or have your Servant and or master work with other participants, the choice is yours.
When making a Servant you can use any canon character you wish, and even any popular OCs you like, so long as you try to fit them into the historical narrative that’s been placed down so far, but don’t be afraid to make additions of your own. On that note, no Foreigners or Rulers.
True Name:
Class:
Era/Region:
Alignment:
Origin:
Appearance: (Can be a picture or a description)
Legend:
Personality:
Parameters
Strength:
Endurance:
Speed:
Magical Energy:
Luck:
Class Skills
Personal Skills
Noble Phantasm(s)
Class:
Era/Region:
Alignment:
Origin:
Appearance: (Can be a picture or a description)
Legend:
Personality:
Parameters
Strength:
Endurance:
Speed:
Magical Energy:
Luck:
Class Skills
Personal Skills
Noble Phantasm(s)
Name:
Age:
Aliases/Titles:
Family Backstory:
Personal Backstory:
Personality:
Magical Parameters
Foci: (NA if Black Sheep or Unicorn)
Magic Circuit Quantity: (E~A)
Magic Circuit Quality: (E~A)
Magecraft
Mystic Codes/Crest/Origin
Skills
Equipment/Resources
Age:
Aliases/Titles:
Family Backstory:
Personal Backstory:
Personality:
Magical Parameters
Foci: (NA if Black Sheep or Unicorn)
Magic Circuit Quantity: (E~A)
Magic Circuit Quality: (E~A)
Magecraft
Mystic Codes/Crest/Origin
Skills
Equipment/Resources