OPENIn this alternate universe, magic trumps might every time. The arcane has been assimilated into everyday life. Every citizen casts, coaxes, dabbles, or dares to dive into magic. Society is run by and for Wizards and Witches of all shapes and sizes, colors and creeds. The warriors of olden days have been replaced, or rather augmented. The scholars always have much to study. The leaders have more to delegate. This civilization extends to every edge of one continent, which is also the largest on the world.
The Radiant (not a compliment) Sarah Hemlock is a teacher of children whom are still growing into magical maturity. She is not their actual mentor, whom grants them their starting magical abilities through one-on-one tutoring. She is just an intelligent, and rather beautiful, women who has taken the responsibility of making the youth well-rounded as well as knowledgeable. Today, her lectures will aid you with the introduction of this world.
"By the end of the first millennium, Time proceeded down one of two dramatically different paths." Radiant Sarah announced. She extended her arms out to each side, soft palms toward the sealing. One was held in a tight fist, albeit a dainty hand. The other moved it's fingers through swirling blue smoke that slowly rose from it.
"Magic had always existed, though nowhere near as abundantly as it is currently. Fabled few could wield this alien power among the ancient nomads and original colonized societies. The physical strength of man, too, had existed forever. It was the slow progressive constant that began the construction of humanity's schemes. The increasing population embraced magic as it learned and communicated more. Then over time,"
She clasped her hands together. The impact increased the volume of the smoke marginally.
"Magic became our strength."
"This large mass of land that we live on is called Mythria. Inside of it are many wonderful places that have been explored and inhabited for centuries by many great witches and wizards. We live here," Radiant Sarah declared as she tapped her wand on an intricate map of the continent that hung from the ceiling and grazed the floor. The colors of the old parchment began to twist around where she touched. Fluidly, they changed into a scene painted from her memory. A scene showcasing tight, winding cobblestone streets that were imitated by many interconnecting balconies and bridges from the tall stone buildings. This was the city from the view of the Luminous Tower, it's tallest landmark. It stood in the northernmost part of-
"Osra. Oz-rah," she annunciated, "You, younglings, are lucky enough to live here as future magi. People travel great distances to Osra because it is the center of knowledge on the Arcane Arts. There is no better place to be to study magic. Inside of this great city are many people and places:
-Closer to the street are most of the shops and the homes of the Bright, which you will one day be! There is much good food and fun to be had as well as plenty of spaces with work to be found.
-There are the housing and workplaces of the Radiant off of the ground. Each is very specific to the person and less about business than practice.
-The Luminous occupy the uppermost part of Osra, clustered around the Luminous Tower. Adjacent to them is the barracks of the Light Knights who act as the prosecutors of criminals and defenders of Osra."
Ms. Hemlock continued, but neglected to mention the virtual "slums" found in the south of Osra. It was a place of buildings just as tall but decrepit and abandoned. It's denizens were the severed, who found few other places to go.
"There is a formal caste system setting the stage for the portrayal of civilized society:
-There are The Severed, whom have no connection to anything magical and therefore any part of normal culture. If you were unlucky enough to be born without any sort of magical affinity, you are part of the severed, you're probably toiling away with manual labor with tasks too petty for the higher classes. And you are hungry, so very hungry.
-The Bright, who are young and novice mages recently out of apprenticeships that last until magical maturity, around the ages of 16-18. They live in small spaces, sometimes 2-4 at a time for more space, like those of college students.
-The Radiant, who are journeyman mages of all kinds of trades from architects to zoologists, they have simply performed a function befitting a better place of keeping among the people. They live in less modest quarters than the Bright, equivalent of upper middle class.
-Next are the Luminous, whom are senior most and typically powerful. They have an influence over civilizations through political standings they hold. They live very well with many, sometimes questionable, comforts.
-There is one more unofficial class, Named the Exalted, whom have earned a place of honor through great deeds. They live in perpetual bliss in the most wealthy regions.
Just because someone is of lower caste, aside from the severed, does not mean they may be less wealthy or less powerful. Young members of rich nobility are still part of the Bright at the start, they simply can afford more but haven't earned a better tier of living. A person of the Radiant can be an expert is his field and easily surpass the magical power of someone in the Luminous, they are just not as influential in society.
These Caste names work as titles, preceding the name of each and every citizen in the kingdom. Those of the same caste don't have to extend that courtesy, though when speaking up or down to another it is expected. Let's Practice..."
"Welcome, Radiants Isaac and Jacob," Greeted Tabor.
"Luminous Tabor is thinning on top more than graying, wouldn't you say, Jacob?" Jeered Isaac.
"Mind your idle-headed incantations, Bright Arthur, Before you lose your other sleeve as well!" Scolded Radiant Sarah.
"No field of magic is banned. Only criminal action against other mages is demonized and punished. It is done so quickly by the words of the Luminous who govern different regions. The consequences can be (but not limited to) being removed from your caste, imprisoned, even made incapable of casting."
"So let us say that the gesture, dialogue, and the will of the caster make up the three major components of spellcasting." Sarah suggested to the class while dragging a line with a tender finger to each of three circles. Each had a symbol describing her lesson's subjects: Gesture, Dialogue, and Will. The entire display was made of vivid light that laid flat against a plain wall at the front of the room. Most were attentive to it, though eyes of some students fell to her shapely hips and legs as she faced away.
"In theory, this triangle of power allows the mage to perform most magical actions. Without one," she detailed with a flick of her wrist, expelling a line between Will and Dialogue.
"there is still a connection that can draw up and expel power of all sorts. If two of these are missing," her hand twirled a finger slowly, and steadily lines appeared and disappeared according to her speech.
"you are doing nothing but dancing, talking too much, or daydreaming." The class rippled with quiet laughs. She waved the sigil away. That was the first time she looked at the wall since drawing it. Once it was quiet again she turned to the stoically.
"The most important and obvious aspect of this is that whatever you may do, never cast without Will. Be certain. Nothing could be more reckless and dangerous than that."
Radiant Sarah proceeded to cite examples of criminal mages whom upon being captured would be gagged and have there hands bound to each individual finger. She then included that the simpler, and much more infamous method, was to cut off the hands and tongue. The class collectively scowled.
Spells have been around since before the beginning of recorded history. They are incredibly ancient and vastly numerous. They cannot be quantified, and only sometimes categorized. Each and every spell, after all, is entirely a projection of it's caster and therefore original. Children are raised to understand and learn spells of increasing complexity. While some things are general knowledge, like the simple cantrips of light or picking up small objects that are learned at a young age, Aspiring wizards learn from mentors and develop their own interests or inclinations in practice. Nothing is definite, defined, or limited in a true mage's eyes.
There is nothing out of reach for a mage to take interest in.
Heavy armor does not hinder an able-bodied mage. Poisons and Poultices will break down or bolster those who drink, as will alcohol. There are many magical devices that also are a common sight. Who would be able to get between work and play without a flying broom or carpet or anything else? Staves, wands, and other arcane apparatuses are not necessary tools. They are used to either augment a wizard's inherent capabilities or they are charged with spells that may not be in a mage's repertoire. Some are even known throughout history to not need to use certain fundamental casting actions, such as magical gestures or verbal incantations, but never has there been someone without both.
"Clothes come in a huge variety for the benefit and comfort of each individual magician. If your style is robes that conceal or simply help you comfortably sleep anywhere, so be it. If you need lots of pockets all over for various things, go ahead and get it! Wear the armor that lets you get close to any adversary without fear. Just please wear something. "
"Reputation breeds opportunity. Your prowess as a mage may be seen by your eccentric fashion, your rather bold words, or your rather destructive/constructive qualities. Friends are important to make, as are enemies sometimes."
There are tasks for all castes all over the continent. There are plenty of opportunities to gain knowledge, power, or fame out there. Guilds, Politics, Law, Crime, Good and Evil forces calling out. Just be careful you aren't that opportunity for someone else.
"There are few social faux pas in the wizarding world. It has not yet been deemed impossible to become immortal, bring someone back from the dead fully, or change lead into gold. These are all stuff of legend. The ridicule should be expected from normal folk for your attempts though."
You will start as a Novice mage, or Bright, Newly independent and living in the city of Osra. Here will be the start of your legend, or the interesting story people laugh about at the bar, either or.
The first
six to be accepted will be our starting lineup in this hopefully long-term story. They will be the only ones to choose their basic abilities at the beginning. They will have to provide information about their mentor and background.
After we have 6, no more will be introduced for a time. At the point where characters are ready to take on apprentices, they may look through the OOC and select other potential players through PM. If connection is established and details are worked out, then they will be accepted.
Caste:
Name:
Gender:
Age:
Appearance:
Personality:
Spellbook:
1.
2.
3.
4.
Inventory:
Clothing:
Other:
Caste: (Bright, Radiant, Luminous)
Name: (your name, any titles or aliases that come into play will be added later.)
Gender: (I don't care what you identify as)
Age: (16-18, the general age of magical maturity)
Appearance: (Good descriptions are the best! This is to clarify physical traits.)
Personality: (how do you act at your best, your worst, or when you see someone drop their coin purse and nobody is around to see what you do with it.)
Spellbook: (Small feats of magic are acknowledged without writing. Your spells are advanced techniques that are mastered through study. There is a maximum of 4 at start. These can evolve as well as more can be added.)
1.
2.
3.
4.
Inventory: (Any objects you carry, tools of a trade, cash on hand, etc.)
Clothing: (Wizard/Witch wear. Certain styles they fancy. Pictures or descriptions.)
Other:
1. Dud aka. Dudgeon
2. The Roman07 aka. Drahcir Onamor
3. Greenhorn aka. Odilia Holt
4. Daird aka. Trabyn Hurrant
5. Ruronihs aka. Kelden Orlio
6.