The Wizard's Tower
Come for the god-murder. Stay for the drinks.
After months of brutal, tiring travel through forest, mountains, and deserts alike, the soles of your feet ache from exhaustion and merciless blisters grow from your skin. You may be half convinced that mosquitoes are actively trying to eat you alive. But despite all this, in the end, you know it was worth the pain and sacrifice to finally approach the objects of your dreams: The Idolized Tower.
You've heard whispered stories about it from the time you were a young child, just starting to dip your mind into magic. Perhaps a few slow-wits accused you of witchcraft, or- if you are of the darker breed of magician- even attempted to "slay" you. It matters not now. You are on the eve of a new age, one of wonder and power. One of spells and curses. One of followers and leaders. One of enemies and alliances. One of magic.
As your trembling feet take those last few precious steps on the lightly-traveled path to the Tower, you glance upwards to see the stars shining in full glory right alongside the sun, a complete miracle.
You reach forward to knock on the great wooden door of the structure, but it opens before you so much as lay your hand on it, The Idolized Tower possessing a will all it's own.
You step in.
Welcome to the Tower.
xD Apologies for the dramatic 2nd person intro, I couldn't resist.
As the name and intro both suggest, this is an RP geared towards fantasy magic. All the players will be taking the role of an accomplished wizard who has been invited to the illustrious and fabled "Idolized Tower".
The Idolized Tower is a ridiculously massive structure where a great wizard named Primus first lived, who originally defined the Art of Magic. Granted, several forms of magic existed far before that, but he was the first to truly unlock it's full potential in an organized, useful way.
Using a power not yet fully understood, Primus survived for hundreds of years, but, on the eve of his seven-hundred-and-twentieth birthday, he vanished (cliche, I know). No expedition to search for him has found anything, no scholar has uncovered any information on his whereabouts, no wizard- not even his closest advisers- has been able to contact him. For all intents and purposes, Primus is dead and gone.
But now a new man has taken up residence in the fabled tower, a son and prince of the royal family. Using a combination of birthright, wealth, and pure magical ability, he has taken the building as his own.
You are an experienced wizard- a master of your chosen form of magic- who has been invited to join him there. He claims that you are to discuss an event that may change the fate of the world itself.
What is this event, you ask? What a good question! You are very intelligent for having inquired such of me.
Our plot will revolve around immortality and godhood. It would seem that Primus may have found the secret to achieving an absurd amount of power and long-life, and he was about to reach it's full potential directly before he disappeared. Our group will be attempting to discover this secret, and then we'll be deciding whether we should utilize it or leave it be. Is it too dangerous for a mere mortal to interfere with? Or...perhaps it is too tempting not to be interfered with?
-*_*_*_*_*_*_*_*-
Look, I'm not the type of person to try and make the whole RP about the main idea described above. It will center around that, but I'll still allow a lot of freedom for players to do whatever the heck they want in the meantime. I'm not strict. Now, of course, I'm sure there will be mini-plots and people doing their own thing, if this RP garners attention as I so hope it does, so you will be able to pick and chose among the smaller side-plots as you will. It's all up to you guys/gals. I just want everyone to have fun :)
One last note: Against the advice of someone who shan't be named, I tagged this as "Apocalyptic", because the idea of people achieving power and immortality (as this RP will be largely centered around) is a potentially world-destroying one.
So...are you interested?
Magic, religion and witch-hunters
Disclaimer: The categories are not set in stone, they are just outlines, and nothing else. No matter what category you choose, anything at all can be done. These are not limitations, only general guides.
Telepathy:
The Art of the Mind.
Telepathy is sensing and possibly changing the mind of another.
To title yourself a telepath is to lay claim to an absurd amount of creativity, off-the-charts learning, and, most importantly, the power to unlock one's own full mental potential. A telepath effortlessly observes every detail of everything they encounter, they are far more intelligent than any other mortal could hope to be, they know the inner secrets of thinking and sentience, and they remember all events in painstaking detail. Some even claim to remember being born.
But their unique talents are not limited to their own brain- no, that would not be enough. The greatest of telepaths have found ways to extend influence into the thoughts of others. They are able to cause hallucinations to the more feeble-minded than themselves (read: everyone), know what one plans before the plan is even set into motion, and see another's innermost feelings and beliefs. There are actually stories among the commonfolk that telepaths can control someone through mental prowess alone. But those are just rumors...
...right?
Alteration:
The antithesis to telepathy, alteration is the utilization of magic that taps into the physical essence of the world around it, and there by manipulates it to one's own accord. Explaining, in simple terms, how it's done is beyond difficult; suffice to say, it allows one to change the properties of the universe. It can be both the most practical and the most gaudy of magics, depending on how it is used.
A less-practiced Alteration Wizard could, with a bit of effort, change a single item in some way: making it softer, harder, larger, smaller, and other things of the such. While fully possible, the use of this process on living creatures is generally frowned upon.
Some in this school have devised ways to heal or harm through changing the body. If you have a gaping wound, the more learned among these could force your flesh to mend and fuse itself back together.
An advanced Alterist- as they are sometimes called- is capable of easily transforming the laws of physics, but only in a limited area and only for a limited amount of time. They could, for example, suddenly nullify gravity within a few feet of themselves- effectively allowing levitation.
Only a rare few can accomplish this last feat: summoning. Summoning is not the same as conjuring (we'll get to that later), mainly in that summoning only works for people and objects from this plane of existence, and it cannot create life. Like suddenly causing water to appear in mid-air, transmuting iron to gold, or teleporting a person or substance from one place to another instantaneously.
Destruction:
Some fools would argue that destruction is a simple, negative force, the sort of thing best practiced by goblins, orcs and other 'lesser creatures'.
They could not be more wrong.
Destruction is a beauty all it's own, one which has the power to un-make reality itself. It sets fire to wood, bends metal, disintegrates monsters, crushes bone and tears flesh asunder.
One starting to try destruction can probably create small fires, freeze things in a rather dangerous manner, or send nasty shocks.
Most mid-level mages of this profession are able to, along with the aformentioned powers, drain the life out of an enemy, sense what one is weakest to, and do other seemingly super natural feats. I could go on, but it would be a waste of time. All you need to know is that, at this point, one can harm in almost any way they desire.
Once someone has reached a point where they could be considered a "master", the transformation begins. They grow sharper teeth, nails like claws, eyes that burn red, gangly or brutish limbs, and the power to smell weakness like a wolf smelling fear. They have lost all touch with normal life, becoming little more than living war-machines. They are still intelligent, and still able to cast spells, but now they have an added arsenal of monstrous strength and speed.
That being said, a select few Destruction Masters have found ways around this effect, though it is uncommon to do so.
Combat Magic:
As described by our very own Duthguy
An easy though not entirely correct way to describe combat magic would be to call it a mix of Alteration and Destruction as it uses some aspects of both while also including abilities unique to itself. Combat Mages are unable to alter the world around them, but they can alter their own bodies to limited extents. At later levels they will also use some of the mid level Destruction skills in their own way.
Novice Combat Mages are able to strengthen their own bodies in several ways. They could for example make their skin as tough as wood, or slightly extend their attack range, by making their limbs a few inches longer.
At mid level all of these abilities increase in power, for example a skin as tough as stone or limbs that grow a foot longer. At this point they can also increase their own speed and jumping height by decreasing their own weight though this weakens their strenght, . Simply increasing one's strength is also possible by increasing bone and muscle density which makes the user slower.
When a Combat Mage reaches the level of mastery they will not only be able to use all of the mid level skill at the some time, but also add in some Destruction Magic like Elemental kicks and punches or drain an opponent of the energy to fight
Alchemy:
The science of magic. It is simple in it's founding idea: if you mix magical items and materials in the right way, you can achieve far superior effects than the items/materials could on their own. A unicorn horn, ground up and melted in a pot with a dragon tongue, could achieve a greater mystic effect than either objects could alone.
But it is complex in it's execution: while the above example seems easy, it would usually involve very, very, very exact instructions or settings to work in any sort of beneficial way.
Alchemy can create potions to weaken, strengthen, heal, kill, revive, or do any other manner of things to the luck (or horribly unlucky) one who drinks them.
Alchemy is still an emerging study, however, as it only came about within the past fifty years.
Demonic/Occult:
First taught to mortals by the Archdemon Uklist. It is the only form of magic that has ever been proven to have originated from a non-mortal force, and thus doesn't follow the same rules as normal magic. Most spells can be traced back to some logical behavior, but Occultic magic instead seems chaotic and out-of-control.
It is primarily used for affecting the souls and lifeforce of living creatures in such ways that a normal mortal never could. This equates to necromancy, soul-stealing, and occasionally conjuring the servants of demons themselves.
Necromancy is the most recognizable result of Occultism, as it's hard to miss a shambling, still rotting corpse moving about. A necromancer is able to retrieve the body of a dead man and inject life-force back into it, returning it to this world as a servant and ghost of it's former self.
But as with all things, it is far from free. The first lesson of Occultism is that nothing comes without cost. To revive a body, a necromancer needs lifeforce that can be injected. Where do they get lifeforce?
Ironically, from other dead things.
When you die, your spirit lingers above your corpse for many days before ascending to the next world. All you can do during this time is pray that an Occultist does not find you, for if he does he may steal your soul. Once a soul is stolen, it can be divided into smaller pieces and used as a form of energy. A single spirit contains enough energy to raise dozens of zombies, skeletons, or any other manner of gross undead.
As for conjuration: when one has worshiped demons from other realms for many long years, they might find themselves gifted with forbidden knowledge. Conjuration is not the only secret they may learn from the Masters of Evil, but it is the most notable: it allows the summoning of demonic servants. As one learns, they will go from calling upon simple imps and hell-bats, to bring about the chaos of hulking battle creatures and world-destroying monstrosities. The best part is...the fiends are unable to break themselves away from the Occultist's grasp.
Mysticism/Far-seeing:
Seers are a rather strange and mysterious people. Their power is drawn, like Occultists, from demons, and they operate mostly from a distance - from within darkened rooms using brightly flashing seeing-stones. Seers are trained in both the arts of 'farsight' through seeing stones, and the multifarious skill of mystics. They learn, even at an early age, the arts of cursing and blessing.
Seeing-stones are small, crystalline objects (like a crystal ball) that enable the user to watch places from miles away. Looking into one, the Seer will be aware of whatever happenings they wish, anywhere around the globe.
Of course, it's not always that simple: to find a Seeing-stone, one must create it personally from a fallen star, by imbuing the meteor with magical energies. Furthermore, the Stone will only ever work for the man who created it- if you make yourself a nice little seeing-stone, it will never work for myself or anyone else.
But these Stones have uses beyond watching the world from a distance; they are also capable of inflicting curses or blessings on any poor victim the Mystic may will. When cursed, the whole universe seems to turn against someone: anything that can go wrong, will. The ultimate bad luck.
Blessings are, of course, the opposite. If there is a good thing that can happen, it probably will happen.
Now only the most advanced of Seers can pull of this last trick: Voodoo dolls. Though a complex series of rituals, it is able to magically enchant an wax doll and bind it to the body of your subject. From that point on, whatever happens to the doll shall happen to the body of the affected person, depending on the skill of the Seer.
If a less talented Seer rips the dolls arm off, the subject the doll is bound to will also feel a great pain, but otherwise suffer no adverse effects.
If a more practiced Seer does the same, their victim will be in absolute agony as their arm breaks, but it will most likely stay attached.
The most masterful of Seers are actually capable of severing a subjects arms or limbs by doing the same to the doll. This, (un)fortunately includes decapitation and disembowelment.
Planar Magic:
As described by Queen Tomato in a near-absurd amount of detail
Rune Magic:
As described, in detail, by ArenaSnow
The Schools of Magic
As according to Magist Primus
Telepathy:
The Art of the Mind.
Telepathy is sensing and possibly changing the mind of another.
To title yourself a telepath is to lay claim to an absurd amount of creativity, off-the-charts learning, and, most importantly, the power to unlock one's own full mental potential. A telepath effortlessly observes every detail of everything they encounter, they are far more intelligent than any other mortal could hope to be, they know the inner secrets of thinking and sentience, and they remember all events in painstaking detail. Some even claim to remember being born.
But their unique talents are not limited to their own brain- no, that would not be enough. The greatest of telepaths have found ways to extend influence into the thoughts of others. They are able to cause hallucinations to the more feeble-minded than themselves (read: everyone), know what one plans before the plan is even set into motion, and see another's innermost feelings and beliefs. There are actually stories among the commonfolk that telepaths can control someone through mental prowess alone. But those are just rumors...
...right?
Alteration:
The antithesis to telepathy, alteration is the utilization of magic that taps into the physical essence of the world around it, and there by manipulates it to one's own accord. Explaining, in simple terms, how it's done is beyond difficult; suffice to say, it allows one to change the properties of the universe. It can be both the most practical and the most gaudy of magics, depending on how it is used.
A less-practiced Alteration Wizard could, with a bit of effort, change a single item in some way: making it softer, harder, larger, smaller, and other things of the such. While fully possible, the use of this process on living creatures is generally frowned upon.
Some in this school have devised ways to heal or harm through changing the body. If you have a gaping wound, the more learned among these could force your flesh to mend and fuse itself back together.
An advanced Alterist- as they are sometimes called- is capable of easily transforming the laws of physics, but only in a limited area and only for a limited amount of time. They could, for example, suddenly nullify gravity within a few feet of themselves- effectively allowing levitation.
Only a rare few can accomplish this last feat: summoning. Summoning is not the same as conjuring (we'll get to that later), mainly in that summoning only works for people and objects from this plane of existence, and it cannot create life. Like suddenly causing water to appear in mid-air, transmuting iron to gold, or teleporting a person or substance from one place to another instantaneously.
Destruction:
Some fools would argue that destruction is a simple, negative force, the sort of thing best practiced by goblins, orcs and other 'lesser creatures'.
They could not be more wrong.
Destruction is a beauty all it's own, one which has the power to un-make reality itself. It sets fire to wood, bends metal, disintegrates monsters, crushes bone and tears flesh asunder.
One starting to try destruction can probably create small fires, freeze things in a rather dangerous manner, or send nasty shocks.
Most mid-level mages of this profession are able to, along with the aformentioned powers, drain the life out of an enemy, sense what one is weakest to, and do other seemingly super natural feats. I could go on, but it would be a waste of time. All you need to know is that, at this point, one can harm in almost any way they desire.
Once someone has reached a point where they could be considered a "master", the transformation begins. They grow sharper teeth, nails like claws, eyes that burn red, gangly or brutish limbs, and the power to smell weakness like a wolf smelling fear. They have lost all touch with normal life, becoming little more than living war-machines. They are still intelligent, and still able to cast spells, but now they have an added arsenal of monstrous strength and speed.
That being said, a select few Destruction Masters have found ways around this effect, though it is uncommon to do so.
Combat Magic:
As described by our very own Duthguy
An easy though not entirely correct way to describe combat magic would be to call it a mix of Alteration and Destruction as it uses some aspects of both while also including abilities unique to itself. Combat Mages are unable to alter the world around them, but they can alter their own bodies to limited extents. At later levels they will also use some of the mid level Destruction skills in their own way.
Novice Combat Mages are able to strengthen their own bodies in several ways. They could for example make their skin as tough as wood, or slightly extend their attack range, by making their limbs a few inches longer.
At mid level all of these abilities increase in power, for example a skin as tough as stone or limbs that grow a foot longer. At this point they can also increase their own speed and jumping height by decreasing their own weight though this weakens their strenght, . Simply increasing one's strength is also possible by increasing bone and muscle density which makes the user slower.
When a Combat Mage reaches the level of mastery they will not only be able to use all of the mid level skill at the some time, but also add in some Destruction Magic like Elemental kicks and punches or drain an opponent of the energy to fight
Alchemy:
The science of magic. It is simple in it's founding idea: if you mix magical items and materials in the right way, you can achieve far superior effects than the items/materials could on their own. A unicorn horn, ground up and melted in a pot with a dragon tongue, could achieve a greater mystic effect than either objects could alone.
But it is complex in it's execution: while the above example seems easy, it would usually involve very, very, very exact instructions or settings to work in any sort of beneficial way.
Alchemy can create potions to weaken, strengthen, heal, kill, revive, or do any other manner of things to the luck (or horribly unlucky) one who drinks them.
Alchemy is still an emerging study, however, as it only came about within the past fifty years.
Demonic/Occult:
First taught to mortals by the Archdemon Uklist. It is the only form of magic that has ever been proven to have originated from a non-mortal force, and thus doesn't follow the same rules as normal magic. Most spells can be traced back to some logical behavior, but Occultic magic instead seems chaotic and out-of-control.
It is primarily used for affecting the souls and lifeforce of living creatures in such ways that a normal mortal never could. This equates to necromancy, soul-stealing, and occasionally conjuring the servants of demons themselves.
Necromancy is the most recognizable result of Occultism, as it's hard to miss a shambling, still rotting corpse moving about. A necromancer is able to retrieve the body of a dead man and inject life-force back into it, returning it to this world as a servant and ghost of it's former self.
But as with all things, it is far from free. The first lesson of Occultism is that nothing comes without cost. To revive a body, a necromancer needs lifeforce that can be injected. Where do they get lifeforce?
Ironically, from other dead things.
When you die, your spirit lingers above your corpse for many days before ascending to the next world. All you can do during this time is pray that an Occultist does not find you, for if he does he may steal your soul. Once a soul is stolen, it can be divided into smaller pieces and used as a form of energy. A single spirit contains enough energy to raise dozens of zombies, skeletons, or any other manner of gross undead.
As for conjuration: when one has worshiped demons from other realms for many long years, they might find themselves gifted with forbidden knowledge. Conjuration is not the only secret they may learn from the Masters of Evil, but it is the most notable: it allows the summoning of demonic servants. As one learns, they will go from calling upon simple imps and hell-bats, to bring about the chaos of hulking battle creatures and world-destroying monstrosities. The best part is...the fiends are unable to break themselves away from the Occultist's grasp.
Mysticism/Far-seeing:
Seers are a rather strange and mysterious people. Their power is drawn, like Occultists, from demons, and they operate mostly from a distance - from within darkened rooms using brightly flashing seeing-stones. Seers are trained in both the arts of 'farsight' through seeing stones, and the multifarious skill of mystics. They learn, even at an early age, the arts of cursing and blessing.
Seeing-stones are small, crystalline objects (like a crystal ball) that enable the user to watch places from miles away. Looking into one, the Seer will be aware of whatever happenings they wish, anywhere around the globe.
Of course, it's not always that simple: to find a Seeing-stone, one must create it personally from a fallen star, by imbuing the meteor with magical energies. Furthermore, the Stone will only ever work for the man who created it- if you make yourself a nice little seeing-stone, it will never work for myself or anyone else.
But these Stones have uses beyond watching the world from a distance; they are also capable of inflicting curses or blessings on any poor victim the Mystic may will. When cursed, the whole universe seems to turn against someone: anything that can go wrong, will. The ultimate bad luck.
Blessings are, of course, the opposite. If there is a good thing that can happen, it probably will happen.
Now only the most advanced of Seers can pull of this last trick: Voodoo dolls. Though a complex series of rituals, it is able to magically enchant an wax doll and bind it to the body of your subject. From that point on, whatever happens to the doll shall happen to the body of the affected person, depending on the skill of the Seer.
If a less talented Seer rips the dolls arm off, the subject the doll is bound to will also feel a great pain, but otherwise suffer no adverse effects.
If a more practiced Seer does the same, their victim will be in absolute agony as their arm breaks, but it will most likely stay attached.
The most masterful of Seers are actually capable of severing a subjects arms or limbs by doing the same to the doll. This, (un)fortunately includes decapitation and disembowelment.
Planar Magic:
As described by Queen Tomato in a near-absurd amount of detail
The Basics: Planar Sorcery is an absurdly complicated and difficult field of Magic, which has been sought after by few, and achieved by even fewer still. In all the world, there can be said to only have been a few individuals who have truly mastered it, and it has been known to drive seekers of its completion completely insane in the process.
Making use of the Planar theory, first developed by an understudy claimed to have belonged to the great wizard Primus himself, Planar Sorcery uses complex magical formulas to alter the qualities of space, in such a manner that guided tunnels are opened in the local dimensional walls, effectively opening holes into entire new worlds besides our own.
Because of the incredible difficulty of this art, and often the time it takes to use, it is a very impractical and convoluted field of Magic, so much so, that for the longest time it was considered to not even exist. However, none can deny the potential academic, and magical advantages to it over other arts.
The Problems: The long, elaborate magical formulas required to use Planar Sorcery makes it a titanic pain in the posterior to use quickly, and wherever there are even slight distortions in space, these irregularities must be accounted for during the casting portion of the magic itself. While its power of tunneling through space itself allows the end-location to be theoretically an infinite distance away without it becoming any more difficult, the starting point must always be very close to the caster, and the magics can not accurately be cast remotely.
Additionally, the intense concentration and the difficulty of the calculations required for Planar Sorcery's usage mean that it is very exhausting to use, so much so that novice users often find themselves fainting when attempting to open even the smallest of rifts. This means that, in order for the magic to be used practically, a workaround must be developed to allow the user to remain conscious while preforming mental feats beyond a normal human's capabilities.
What's more, once one has finally reached the level of being able to accurately open holes to other dimensions, they have to figure out a way to apply this practically. There is little use in being able to open a door to a world inhabited by incredible, alien tentacle beasts comprised of concepts beyond human understanding, if one is unable to come up with a way of using it to gain some benefit, to themselves or to the world at large.
The Solutions: There are several solutions to these problems, which have been developed and recorded by Planar Sorcerers throughout the ages to deal with the crippling weaknesses of Planar Sorcery as it was in its inception. The two that are employed most heavily by Irina are,
-Thought Acceleration. Basic magical reinforcement of the brain, for the purpose of enhancing one's processing capabilities to handle the difficult calculations and formulas associated with Planar Magic.
-Magic Circles. Takes some of the strain off the caster by instead inscribing some of the magical formulas into the world itself. Probably the most simplistic of the approaches, but also very necessary for arriving at accurate coordinates, as the human mind is prone to making minuscule mistakes in interplanar calculations. Circles can be formed with any substance, but ideally one wants their circle to be as clean as possible, and free from any potential interference. Because of this, chalk on a smooth, hard material is ideal.
These solutions are not absolute, and do not make the intricacies of Planar Sorcery easy by any stretch, but they do make it possible to be used at least on a rudimentary level on the field. Needless to say, Irina is a master of applying both strategies to the height of their ability.
The Applications: Having overcome the pitfalls of Planar Sorcery, what exactly the sorcerer becomes capable of is limited mostly to their creativity. Commonly, its users have been known to open doors to worlds inhabited by terrible, monstrous beings, guiding them to our world to lay waste to the wizard's enemies. Long-distance travel becomes greatly expedited through the use of dimensional tunnels, as one can hop into another world quickly, and then hop back out anywhere in the world (providing they have accurate coordinates.)
Communication with beings on a higher plane is possible, but difficult. Irina herself claims to have come into contact with a Dark God from another world, although the truth in this statement can't possibly be proven without experiencing it yourself.
Along with interplanar travelling, there is a certain effect experienced relating to the caster's aging. It's noticeably slowed, more so in humans than in the longer-lived elves or dwarves. The reason for this isn't known, but theories state that a possible existence that has been dubbed a "Planeswalker" is possible if one truly reaches the ultimate secrets of Planar Sorcery.
Making use of the Planar theory, first developed by an understudy claimed to have belonged to the great wizard Primus himself, Planar Sorcery uses complex magical formulas to alter the qualities of space, in such a manner that guided tunnels are opened in the local dimensional walls, effectively opening holes into entire new worlds besides our own.
Because of the incredible difficulty of this art, and often the time it takes to use, it is a very impractical and convoluted field of Magic, so much so, that for the longest time it was considered to not even exist. However, none can deny the potential academic, and magical advantages to it over other arts.
The Problems: The long, elaborate magical formulas required to use Planar Sorcery makes it a titanic pain in the posterior to use quickly, and wherever there are even slight distortions in space, these irregularities must be accounted for during the casting portion of the magic itself. While its power of tunneling through space itself allows the end-location to be theoretically an infinite distance away without it becoming any more difficult, the starting point must always be very close to the caster, and the magics can not accurately be cast remotely.
Additionally, the intense concentration and the difficulty of the calculations required for Planar Sorcery's usage mean that it is very exhausting to use, so much so that novice users often find themselves fainting when attempting to open even the smallest of rifts. This means that, in order for the magic to be used practically, a workaround must be developed to allow the user to remain conscious while preforming mental feats beyond a normal human's capabilities.
What's more, once one has finally reached the level of being able to accurately open holes to other dimensions, they have to figure out a way to apply this practically. There is little use in being able to open a door to a world inhabited by incredible, alien tentacle beasts comprised of concepts beyond human understanding, if one is unable to come up with a way of using it to gain some benefit, to themselves or to the world at large.
The Solutions: There are several solutions to these problems, which have been developed and recorded by Planar Sorcerers throughout the ages to deal with the crippling weaknesses of Planar Sorcery as it was in its inception. The two that are employed most heavily by Irina are,
-Thought Acceleration. Basic magical reinforcement of the brain, for the purpose of enhancing one's processing capabilities to handle the difficult calculations and formulas associated with Planar Magic.
-Magic Circles. Takes some of the strain off the caster by instead inscribing some of the magical formulas into the world itself. Probably the most simplistic of the approaches, but also very necessary for arriving at accurate coordinates, as the human mind is prone to making minuscule mistakes in interplanar calculations. Circles can be formed with any substance, but ideally one wants their circle to be as clean as possible, and free from any potential interference. Because of this, chalk on a smooth, hard material is ideal.
These solutions are not absolute, and do not make the intricacies of Planar Sorcery easy by any stretch, but they do make it possible to be used at least on a rudimentary level on the field. Needless to say, Irina is a master of applying both strategies to the height of their ability.
The Applications: Having overcome the pitfalls of Planar Sorcery, what exactly the sorcerer becomes capable of is limited mostly to their creativity. Commonly, its users have been known to open doors to worlds inhabited by terrible, monstrous beings, guiding them to our world to lay waste to the wizard's enemies. Long-distance travel becomes greatly expedited through the use of dimensional tunnels, as one can hop into another world quickly, and then hop back out anywhere in the world (providing they have accurate coordinates.)
Communication with beings on a higher plane is possible, but difficult. Irina herself claims to have come into contact with a Dark God from another world, although the truth in this statement can't possibly be proven without experiencing it yourself.
Along with interplanar travelling, there is a certain effect experienced relating to the caster's aging. It's noticeably slowed, more so in humans than in the longer-lived elves or dwarves. The reason for this isn't known, but theories state that a possible existence that has been dubbed a "Planeswalker" is possible if one truly reaches the ultimate secrets of Planar Sorcery.
Rune Magic:
As described, in detail, by ArenaSnow
Runes and Preparation
Runes require first a resource that has the runes drawn in them. The runes must be drawn perfectly, and so they cannot be relied upon by memory.
In general, one must make sure the area is clean; after all, trying to carve a rune on a bloodstained rock seems to not work quite as effectively (who knew?).
In specific, it requires a specialty ink. The good news is that the ink is very light and makes dark stains even with a drop of it, so large quantities can be placed into small vials and used. It can also be mass produced. The bad news is that it is almost as hard to collect the substance, and correctly, as it is to make a high-tier runeword. It takes either someone experienced in alchemy, a masochist or a Runic mage to do it.
The "Particulars"
Whether making a runestone or a rune tablet, or simply drawing runes into bricks or for those who have specialty runewords even air, one must take a good look at the position of the "central" rune. If there is only one rune, the matter is easy - find the center of a side and draw on it.
If it's a stone tablet with multiple runes, it is much more important to have things correctly placed. There needs to be a clearly defined center and any other runes must form some sort of a pattern. Slapping runes all over a slab will typically have unfortunate side effects. Yes, they do stack...
Runestones
Runestones are the simplest of runes to create and typically are used in conjunction with other runes or placed into objects. Larger does not necessarily equal more powerful, but if it's done right smaller does mean more convenient.
Two runes on a single runestone or in close proximity triggers side effects.
One rune type on one side and another on the other side, when complete, makes both sides explode. And have side effects.
If a shape is out of balance or not to scale, side effects will form.
If an unrelated marking is placed on the runestone, side effects will come out.
If the rune is not cleaned often enough, side effects will grow.
If <> is not done perfectly, something bad will happen.
If the rune doesn't like you it will explode.
On the bright side, if the rune put on the back is identical to the one in the front, it is twice as powerful.
Runic Tablets
Rune tablets require symmetry and some sort of logical system, or they will explode/have side effects.
In general, runewords are documented after many long, hard years of people going through side effects.
Every side effect possible on a rune on the tablet can form if everything is not done correctly.
If one rune is off on the other side, should it be used, the tablet will explode and every nightmare of a side effect will occur. On the bright side, if both sides are identical the power will be doubled.
If a runeword doesn't make some sort of word, it somehow figures that out and explodes.
If it doesn't like you, you know what happens.
Other Runewords
Runewords can be put on a lot of objects, from walls to swords to clothing.
Flying Runewords
Only chose that title because it sounded nice.
Anyways, if you have the right tablet for it, you can draw runewords in the air with all the same details as before. The difference is, using the same tablet, you can store them and cast them at will.
The Power of Runewords and Etc
-Runewords are almost unbreakable.
-For a rune to have its focus, it must be designed with the focus in mind. If the rune's specialty is fire, great. What about fire?
-It takes immense power to break a rune, but when the rune is broken... expect extreme side effects lasting for a while on all those in the area. And, of course, runes explode. Imagine the explosion of an indestructible rune?
Ok, enough with about the runes. What are the runes?
Runes require first a resource that has the runes drawn in them. The runes must be drawn perfectly, and so they cannot be relied upon by memory.
In general, one must make sure the area is clean; after all, trying to carve a rune on a bloodstained rock seems to not work quite as effectively (who knew?).
In specific, it requires a specialty ink. The good news is that the ink is very light and makes dark stains even with a drop of it, so large quantities can be placed into small vials and used. It can also be mass produced. The bad news is that it is almost as hard to collect the substance, and correctly, as it is to make a high-tier runeword. It takes either someone experienced in alchemy, a masochist or a Runic mage to do it.
The "Particulars"
Whether making a runestone or a rune tablet, or simply drawing runes into bricks or for those who have specialty runewords even air, one must take a good look at the position of the "central" rune. If there is only one rune, the matter is easy - find the center of a side and draw on it.
If it's a stone tablet with multiple runes, it is much more important to have things correctly placed. There needs to be a clearly defined center and any other runes must form some sort of a pattern. Slapping runes all over a slab will typically have unfortunate side effects. Yes, they do stack...
Runestones
Runestones are the simplest of runes to create and typically are used in conjunction with other runes or placed into objects. Larger does not necessarily equal more powerful, but if it's done right smaller does mean more convenient.
Two runes on a single runestone or in close proximity triggers side effects.
One rune type on one side and another on the other side, when complete, makes both sides explode. And have side effects.
If a shape is out of balance or not to scale, side effects will form.
If an unrelated marking is placed on the runestone, side effects will come out.
If the rune is not cleaned often enough, side effects will grow.
If <> is not done perfectly, something bad will happen.
If the rune doesn't like you it will explode.
On the bright side, if the rune put on the back is identical to the one in the front, it is twice as powerful.
Runic Tablets
Rune tablets require symmetry and some sort of logical system, or they will explode/have side effects.
In general, runewords are documented after many long, hard years of people going through side effects.
Every side effect possible on a rune on the tablet can form if everything is not done correctly.
If one rune is off on the other side, should it be used, the tablet will explode and every nightmare of a side effect will occur. On the bright side, if both sides are identical the power will be doubled.
If a runeword doesn't make some sort of word, it somehow figures that out and explodes.
If it doesn't like you, you know what happens.
Other Runewords
Runewords can be put on a lot of objects, from walls to swords to clothing.
Flying Runewords
Only chose that title because it sounded nice.
Anyways, if you have the right tablet for it, you can draw runewords in the air with all the same details as before. The difference is, using the same tablet, you can store them and cast them at will.
The Power of Runewords and Etc
-Runewords are almost unbreakable.
-For a rune to have its focus, it must be designed with the focus in mind. If the rune's specialty is fire, great. What about fire?
-It takes immense power to break a rune, but when the rune is broken... expect extreme side effects lasting for a while on all those in the area. And, of course, runes explode. Imagine the explosion of an indestructible rune?
Ok, enough with about the runes. What are the runes?
(Names all based off of here, as well as effects loosely based. First * is primary effects, second * is tier and third * is what is likely to happen happen if things are done wrong and that could happen to everyone exposed to the rune in question, more powerful with more bad runes.)
El - Clarity
*Understanding, vision.
*Low End
*Short-term blindness, confusion.
Eld - Vitality
*Stamina, reflexes, etc. with a possible side effect not favorable to the undead.
*Low End
*Reduced endurance, shortened temper, in large quantities the rising of dead.
Tir - Spiritual Endurance
*Improved magical capabilities, draining mana upon dealing spiritual damage.
*Low End
*Drain of all magical energies in the area.
Nef - "Strongman"
*Increased physical strength, blocking ability.
*Low End.
*Frailty, blindness to what's coming...
Eth - Unfair
*Combat focused, with opponents of the rune/runeword's wielder (usually for weapons) taking more of a blow than usual from the weapon in question if the weapon strikes flesh.
*Low End
*Sluggish movement of wielder.
Ith - Strike
*Similar to above, but focused on just the weapon or other item's durability (ie, making the answer obvious to the question of "which weapon breaks first?")
*Low End
*Item becomes stupidly easy to break.
Tal - Viper
*A rather strong, acidic effect that leaves whoever is unlucky enough to be at the receiving end feeling like crap for hours, never mind the first minute with acid eating away slowly but painfully...
*Low End
*Entire area becomes coated with acid. Including the one making the rune...
Ral - Flame
*A fiery coating around the item in question..
*Low End
*"Where'd that fire come from?"
Ort - Shocking
*Affects the energy field around the item to have more of a "bite" to it...
*Low End
*Deep fries the maker is what tends to happen.
Thul - The Bite of Death
*Cold, cold and more cold... it can make nice air conditioning in a runeword, though.
*Low End
*Certain "things" (aka, the maker) seem to be a little frozen. Might not want to be near a fireplace...
Amn - The Essence of Life
*Either steals or regenerates life.
*Low-Mid End
*Aging suddenly becomes a real... birchwood.
Sol - "Can't feel it!"
*Short term defensive rune reducing damage.
*Mid End
*That paper cut just turned into a fountain.
Shael - Speed
*Pretty much what it says above.
*Mid End
*Can't...... frick.....in....mooooo...vvvvv....e....
Dol - Fear Me
*That nightmare just got a little more real. In your mind, of course.
*Mid End
*You remember that bloody floating skull that looks like it wants to eat you? It's back...
Hel - Noob Friendly
*One suddenly realizes they know exactly how to use it.
*Mid End
*"What is this bowstring you speak of?"
Lum - Plentiful
*Energy reserves just got deeper.
*Mid End
*Take the last one that related to energy, and double it.
Ko - Samurai's Friend
*Reflex specialty.
*Mid End
*"I know that chair was coming at me, I just couldn't move!"
Fal - Brawn
*A cheap zod. Not indestructible but pretty powerful anyways...
*Mid End
*Go ahead, punch that feather. Don't complain to me when you mash your fist into powder...
Lem - Fortune
*Fortunes just got better.
*Mid End
*"You mean to tell me you hunted for gold in a mine where it grows off the ceilings and didn't find one piece? And you tripped five times?"
Pul - Demons Beware
*Wards against demons - demons in its radius get burned... badly.
*Mid-High End
*Demon magnet and they get a nice buff when they're around. I hear the blood lust isn't helping...
Um - Oh Dear..
*Breaking things in a civilized way. From paper cuts to fountains, from protected walls to a new gateway-sized hole.
*High End (noted for extreme difficulty in making)
*"It seems that another runic mage was found in pieces..."
Mal - Not So Fast
*Healing becomes non existent. Healing effects short of extremely powerful ones are like watching paint dry.
*High End
*"Wasn't that scar already healed?"
Ist - Lem 2.0
*Enchanted items become easier to find. Your old rotting blade just got a makeover...
*High End
*You'll find them, alright. Embedded in the wrong place...
Gul - Elements Beware
*The elements, natural and magical, suddenly don't seem so dangerous.
*High End
*Might not want to step outside, the wind might have something in store for you.
Vex - Gul's Magic Twin
*Magic in that magical effects are much less effective.
*High End
*That knock back turned into a knock-through-six-walls.
Ohm - y
*A romantic rune that really has no practical reason to exist. Or does it?...
*High End (noted for extreme difficulty in making)
*You suddenly get urges, growing stronger and stronger until you wake up the next morning in a bed with 20 former virgins.
Sur - Illusionist
*Create illusions at will..
*High End
*"Uh oh, it's a- oh, it wasn't real? Wait! There's another one!"
Ber - Nullify
*Voids the effects of runes, a rule that can be twisted, that are not higher than this one.
*High End
*Every rune in the room starts getting extremely powerful side effects...
Jah - The Slayer
*Your defenses are now void. Unless they are godly, the Primus himself or a Zod.
*High End (2nd most difficult)
*Their defenses aren't void. Yours are. From even those flies buzzing overhead...
Cham - Never Feel Cold Again
*At least, the above is one of its uses. The other is to make the other fellow feel cold the rest of eternity. Think of a Gorgan's effect. Another use could be Stasis...
*High End (3rd most difficult)
Zod - Unbreakable meets... nobody.
*^Nobody worth mentioning. If it's zodded, you aren't going to break it. A nuke won't blow it up. Unless you're the Primus at his maximum power with an army behind you, a god or 10,000 Um's...
*Top (good luck making it)
*The mansion somehow vanished. Must have been one of those damn zod-makers.
El - Clarity
*Understanding, vision.
*Low End
*Short-term blindness, confusion.
Eld - Vitality
*Stamina, reflexes, etc. with a possible side effect not favorable to the undead.
*Low End
*Reduced endurance, shortened temper, in large quantities the rising of dead.
Tir - Spiritual Endurance
*Improved magical capabilities, draining mana upon dealing spiritual damage.
*Low End
*Drain of all magical energies in the area.
Nef - "Strongman"
*Increased physical strength, blocking ability.
*Low End.
*Frailty, blindness to what's coming...
Eth - Unfair
*Combat focused, with opponents of the rune/runeword's wielder (usually for weapons) taking more of a blow than usual from the weapon in question if the weapon strikes flesh.
*Low End
*Sluggish movement of wielder.
Ith - Strike
*Similar to above, but focused on just the weapon or other item's durability (ie, making the answer obvious to the question of "which weapon breaks first?")
*Low End
*Item becomes stupidly easy to break.
Tal - Viper
*A rather strong, acidic effect that leaves whoever is unlucky enough to be at the receiving end feeling like crap for hours, never mind the first minute with acid eating away slowly but painfully...
*Low End
*Entire area becomes coated with acid. Including the one making the rune...
Ral - Flame
*A fiery coating around the item in question..
*Low End
*"Where'd that fire come from?"
Ort - Shocking
*Affects the energy field around the item to have more of a "bite" to it...
*Low End
*Deep fries the maker is what tends to happen.
Thul - The Bite of Death
*Cold, cold and more cold... it can make nice air conditioning in a runeword, though.
*Low End
*Certain "things" (aka, the maker) seem to be a little frozen. Might not want to be near a fireplace...
Amn - The Essence of Life
*Either steals or regenerates life.
*Low-Mid End
*Aging suddenly becomes a real... birchwood.
Sol - "Can't feel it!"
*Short term defensive rune reducing damage.
*Mid End
*That paper cut just turned into a fountain.
Shael - Speed
*Pretty much what it says above.
*Mid End
*Can't...... frick.....in....mooooo...vvvvv....e....
Dol - Fear Me
*That nightmare just got a little more real. In your mind, of course.
*Mid End
*You remember that bloody floating skull that looks like it wants to eat you? It's back...
Hel - Noob Friendly
*One suddenly realizes they know exactly how to use it.
*Mid End
*"What is this bowstring you speak of?"
Lum - Plentiful
*Energy reserves just got deeper.
*Mid End
*Take the last one that related to energy, and double it.
Ko - Samurai's Friend
*Reflex specialty.
*Mid End
*"I know that chair was coming at me, I just couldn't move!"
Fal - Brawn
*A cheap zod. Not indestructible but pretty powerful anyways...
*Mid End
*Go ahead, punch that feather. Don't complain to me when you mash your fist into powder...
Lem - Fortune
*Fortunes just got better.
*Mid End
*"You mean to tell me you hunted for gold in a mine where it grows off the ceilings and didn't find one piece? And you tripped five times?"
Pul - Demons Beware
*Wards against demons - demons in its radius get burned... badly.
*Mid-High End
*Demon magnet and they get a nice buff when they're around. I hear the blood lust isn't helping...
Um - Oh Dear..
*Breaking things in a civilized way. From paper cuts to fountains, from protected walls to a new gateway-sized hole.
*High End (noted for extreme difficulty in making)
*"It seems that another runic mage was found in pieces..."
Mal - Not So Fast
*Healing becomes non existent. Healing effects short of extremely powerful ones are like watching paint dry.
*High End
*"Wasn't that scar already healed?"
Ist - Lem 2.0
*Enchanted items become easier to find. Your old rotting blade just got a makeover...
*High End
*You'll find them, alright. Embedded in the wrong place...
Gul - Elements Beware
*The elements, natural and magical, suddenly don't seem so dangerous.
*High End
*Might not want to step outside, the wind might have something in store for you.
Vex - Gul's Magic Twin
*Magic in that magical effects are much less effective.
*High End
*That knock back turned into a knock-through-six-walls.
Ohm - y
*A romantic rune that really has no practical reason to exist. Or does it?...
*High End (noted for extreme difficulty in making)
*You suddenly get urges, growing stronger and stronger until you wake up the next morning in a bed with 20 former virgins.
Sur - Illusionist
*Create illusions at will..
*High End
*"Uh oh, it's a- oh, it wasn't real? Wait! There's another one!"
Ber - Nullify
*Voids the effects of runes, a rule that can be twisted, that are not higher than this one.
*High End
*Every rune in the room starts getting extremely powerful side effects...
Jah - The Slayer
*Your defenses are now void. Unless they are godly, the Primus himself or a Zod.
*High End (2nd most difficult)
*Their defenses aren't void. Yours are. From even those flies buzzing overhead...
Cham - Never Feel Cold Again
*At least, the above is one of its uses. The other is to make the other fellow feel cold the rest of eternity. Think of a Gorgan's effect. Another use could be Stasis...
*High End (3rd most difficult)
Zod - Unbreakable meets... nobody.
*^Nobody worth mentioning. If it's zodded, you aren't going to break it. A nuke won't blow it up. Unless you're the Primus at his maximum power with an army behind you, a god or 10,000 Um's...
*Top (good luck making it)
*The mansion somehow vanished. Must have been one of those damn zod-makers.
First thing you need to understand is that demons and gods are, when you get right down to it, not so different. In fact, they're siblings.
In the time before the universe had been made, before there was light or substance, and all the world was void, there was but one almighty being: Impes. He is the flame that burns at the heart of all existence, and the force that makes such existence realized. There was nothing before him, and there will be nothing after him. He is alpha and omega, the beginning and the end.
He spoke, and the world birthed and shook itself into reality. All the stars of the sky were formed, every planet, and, indeed, all galaxies were miraculously crafted in that single moment, with that single command of Impes.
Then the gods were made.
Impes took a bit of his own divine essence and split it into three greater pieces, and seven lesser pieces. The tree greater pieces became the gods, and the seven lesser became demons.
At first, when the world was yet young, the demons and gods worked alongside one another for the good of all. The demons gifted fire and ice to the world, and first introduced the young earth to nighttime and darkness.
The gods made mountains, and daytime, and water, and oceans, and most other natural things. They were the primary creators, the leaders.
The conflict between demons and gods did not begin until the first sentient life came about. Firla, the goddess of water and balance, created elves and humans to walk the earth. But then the greatest of the demons, Uklist, saw these creations and was filled with jealousy at the privilege and power of the gods, so he altered them into other life to do his own bidding.
The wars begin.
When the gods saw how the demon had twisted their fair elves into hideous orcs, goblins and trolls, they took council with eachother- for the first time not inviting any demons to join- as to what should be done. At the start, the two gods beside Firla wanted to simply forgive and forget. Firla, however, cried out with a vengeance. She demanded blood.
The two other gods- Vera and Serte - finally submitted to her request, and reluctantly declared war on all demons who with stand with Uklist. That turned out to be all of them; the demons saw this as an infringement on their rights as equals to the gods, and fought back with a bloodlust stronger than a mortal could even comprehend.
Of course, the demon's fate was sealed from the moment they tried to slay their betters. No demon, even with his six brethren, could hope to destroy a god- such a thing may not even be possible.
It would take years to describe the God Wars in full detail, time we certainly don't have. So, instead I will simply tell you the ending:
The gods won. The wars between the Children of Impes lasted for hundreds of years, where the early races cowered in caves, ever-fearful of flashing lightning and the wrath of demons scourging the earth; for when a demon is aroused in it's immortal anger, entire continents can fall to it's wrath.
But, still, the gods managed to hold back the demons, and eventually banish them from this universe. They were sent to live in the "Outer Realms"- a world of constant abyss and chaos. But even now, the demons are still plotting a return.
The demons can no longer influence this world directly or physically manifest themselves on earth. Instead, they must work through followers. They taught Occult and Mystic magic to lure mortals into their service, and they created fiends to enter the world and wreak havoc when called upon by a great Occultist.
The Gods:
Firla:
The Goddess of Water, Love, Life, Nature, Change, Cycles and Duality
Vera:
The God of Earth, the physical realm, Reason, Morals, Logic, Permanency and Immortality
Serte:
The God of Air, Spirit, Heaven/Hell, Magic, Wisdom and Knowledge
The Demons:
Uklist, the Archdemon: Demon of Power, Lust, Goblins/Orcs/Trolls, Occult Magic
Kriz: Demoness of Fire, Anger, Vengeance and Ambition
Riklak: Demon of Lust, Greed and Personal Gain
Veras: Demon of Ice, Planning, Murder, Cunning, Subtly and Mysticism
Serxa: Demoness of Death, Sadness and Suicide
Solea: Demoness of the Stars and Watching
Itula:
Itula was once the Demon of outcasts and strangeness- as he was always different and alienated from his brethren- but his is no longer. Itula died in the God Wars, and his remains have been lost to time. What has become of them can only be speculated.
In the time before the universe had been made, before there was light or substance, and all the world was void, there was but one almighty being: Impes. He is the flame that burns at the heart of all existence, and the force that makes such existence realized. There was nothing before him, and there will be nothing after him. He is alpha and omega, the beginning and the end.
He spoke, and the world birthed and shook itself into reality. All the stars of the sky were formed, every planet, and, indeed, all galaxies were miraculously crafted in that single moment, with that single command of Impes.
Then the gods were made.
Impes took a bit of his own divine essence and split it into three greater pieces, and seven lesser pieces. The tree greater pieces became the gods, and the seven lesser became demons.
At first, when the world was yet young, the demons and gods worked alongside one another for the good of all. The demons gifted fire and ice to the world, and first introduced the young earth to nighttime and darkness.
The gods made mountains, and daytime, and water, and oceans, and most other natural things. They were the primary creators, the leaders.
The conflict between demons and gods did not begin until the first sentient life came about. Firla, the goddess of water and balance, created elves and humans to walk the earth. But then the greatest of the demons, Uklist, saw these creations and was filled with jealousy at the privilege and power of the gods, so he altered them into other life to do his own bidding.
The wars begin.
When the gods saw how the demon had twisted their fair elves into hideous orcs, goblins and trolls, they took council with eachother- for the first time not inviting any demons to join- as to what should be done. At the start, the two gods beside Firla wanted to simply forgive and forget. Firla, however, cried out with a vengeance. She demanded blood.
The two other gods- Vera and Serte - finally submitted to her request, and reluctantly declared war on all demons who with stand with Uklist. That turned out to be all of them; the demons saw this as an infringement on their rights as equals to the gods, and fought back with a bloodlust stronger than a mortal could even comprehend.
Of course, the demon's fate was sealed from the moment they tried to slay their betters. No demon, even with his six brethren, could hope to destroy a god- such a thing may not even be possible.
It would take years to describe the God Wars in full detail, time we certainly don't have. So, instead I will simply tell you the ending:
The gods won. The wars between the Children of Impes lasted for hundreds of years, where the early races cowered in caves, ever-fearful of flashing lightning and the wrath of demons scourging the earth; for when a demon is aroused in it's immortal anger, entire continents can fall to it's wrath.
But, still, the gods managed to hold back the demons, and eventually banish them from this universe. They were sent to live in the "Outer Realms"- a world of constant abyss and chaos. But even now, the demons are still plotting a return.
The demons can no longer influence this world directly or physically manifest themselves on earth. Instead, they must work through followers. They taught Occult and Mystic magic to lure mortals into their service, and they created fiends to enter the world and wreak havoc when called upon by a great Occultist.
The Gods:
Firla:
The Goddess of Water, Love, Life, Nature, Change, Cycles and Duality
Vera:
The God of Earth, the physical realm, Reason, Morals, Logic, Permanency and Immortality
Serte:
The God of Air, Spirit, Heaven/Hell, Magic, Wisdom and Knowledge
The Demons:
Uklist, the Archdemon: Demon of Power, Lust, Goblins/Orcs/Trolls, Occult Magic
Kriz: Demoness of Fire, Anger, Vengeance and Ambition
Riklak: Demon of Lust, Greed and Personal Gain
Veras: Demon of Ice, Planning, Murder, Cunning, Subtly and Mysticism
Serxa: Demoness of Death, Sadness and Suicide
Solea: Demoness of the Stars and Watching
Itula:
Itula was once the Demon of outcasts and strangeness- as he was always different and alienated from his brethren- but his is no longer. Itula died in the God Wars, and his remains have been lost to time. What has become of them can only be speculated.
Two prominent forms of magic were both born from demons. Occultism being taught directly by Uklist himself, and Mysticism coming about from mortals learning on their own to steal demonic power.
Most humans and elves, along with about half of orcs, goblins and trolls, are worshipers of the Three Divines- the gods- and this simple fact can make things rather difficult for those trying to practice Occultims or Mysticism.
There are certain fanatics who will take up arms against those who practice demonic magics, hunting them down and slaughtering them like cattle. They most often use silver swords, which they believe are more harmful to wizards (they aren't)
Beware of these people.
Most humans and elves, along with about half of orcs, goblins and trolls, are worshipers of the Three Divines- the gods- and this simple fact can make things rather difficult for those trying to practice Occultims or Mysticism.
There are certain fanatics who will take up arms against those who practice demonic magics, hunting them down and slaughtering them like cattle. They most often use silver swords, which they believe are more harmful to wizards (they aren't)
Beware of these people.
Name:
Aliases:
Gender:
Race: (Orc, Goblin, Human, Elf or Dwarf. The basic fantasy races. To create your own race, ask me and I'll hook you up with all the needed information. If you wish to be a Fenneca, you'll have to ask both me and SepticGentleman first.)
Appearance: (Don't put a picture unless absolutely needed, please.)
Backstory: (Don't skimp on this!)
Weapons: (not counting magic, obviously)
How did you find out about the tower?: (Most wizards will be invited to the tower by the owner, named Prince Seadus, but some will have gotten there by...more creative means?)
Personality:
Magic School and Skill: (The more forms of magic you know, the less specialized you are in each)
Aliases:
Gender:
Race: (Orc, Goblin, Human, Elf or Dwarf. The basic fantasy races. To create your own race, ask me and I'll hook you up with all the needed information. If you wish to be a Fenneca, you'll have to ask both me and SepticGentleman first.)
Appearance: (Don't put a picture unless absolutely needed, please.)
Backstory: (Don't skimp on this!)
Weapons: (not counting magic, obviously)
How did you find out about the tower?: (Most wizards will be invited to the tower by the owner, named Prince Seadus, but some will have gotten there by...more creative means?)
Personality:
Magic School and Skill: (The more forms of magic you know, the less specialized you are in each)