@Polaris North If you like Electromancy then by all means adopt it for your character. However if there is something you have in mind that you want to try and develop then by all means bring it up here. What I showed you was simply off the top examples of possible magical schools and styles.
Electrum is a naturally occurring alloy of gold and silver, and it is fairly rare. However one of the professions on Earth are adventurers and explorers who go out in search if valuables in the form of forgotten Earthly treasure, pre-Rending technology, and texts and artifacts relating to Earthly magic.
Since your character works as a guard maybe he came across a dead adventurer with some bars of Electrum that he decided to keep for himself when he reported the body. He also could have gotten hold of a magical text the same way and learned how to use Electromancy from that.
A human throwing around destructive magic would probably raise a lot of concern. The Guard probably wouldn't mind too much beyond the initial shock(after all having someone amongst them that can hurl lighting bolts would probably be comforting), but other groups and townsfolk would be worried that a human knows such things.
It could potentially work either way. Though considering the chaotic nature of your character, maybe they're a corrupt guard? Breaking the rules and conspiring with some criminal elements, keeping his magic a bit of a secret and using it whenever he needs to get rid of someone who becomes problematic for him...
It's probably a bad example when my first two example characters are both human, but I have an Equestrian character or two in the works it is simply taking a while. I'm still recovering from surgery so I'm a bit of a mess and things are still going kind of slow for me. So be patient if things look disorganized or crappy. I'll clean them up when I stop feeling like crap.
Lycoris stands 5,7 with pale skin and a light, gaunt figure. At the start of her journey Lycoris had brown eyes and ratty brown hair. However a decade of practicing necromancy, as well as her initial exposure to ambient magical energies released during The Rending, her eyes turned a striking shade of purple and her hair grew into a dark lavender. Always sitting atop her nose are a pair of glasses for her near sighted vision. The pair she has now is her most recent pair, as Lycoris had to scavenge for new glasses over the years as she grew and her sight changed.
While at first glance Lycoris might seem like a somewhat sickly, if normal girl, the numerous scars on her body quickly draw the eyes and worry of others. Streaking across the left side of her forehead is a grievous burn scar that settled into the middle. At the center of the scar amidst the pinkish-red tissue is a clump of jagged black rock sticking up out of her skin.
This is a fragment of meteorite shrapnel that grazed her ten years prior, embedding itself into her skin and fusing to the frontal bone of her skull from the sheer heat it possessed. It was only thanks to the angle of its entry and sheer luck that it didn’t outright pierce her skull or cook her brains.
Her forearms also bare a number of scars, both old and fresh but all seemingly self inflicted. It isn’t what most would jump to the conclusion of however. Lycoris’s necromancy requires blood, requiring her to draw blood from herself. Originally Lycoris tried a couple different methods of getting blood. Needles kept breaking off in her arm, sterile IVs were difficult to find much less keep clean, and extracting and storing blood beforehand proved surprisingly difficult with limited resources.
Other solutions proved too time consuming forcing Lycoris to turn to simply cutting her arms to draw blood for spells in heated situations and battle.
While effective it’s left her arms horribly scarred and given her a rather unpleasant appearance as a result. Lycoris would enjoy covering her arms to avoid being mistaken for a lunatic or an emo edgelord, but doesn’t want to potentially die because she had to waste time rolling up her sleeves to cast a spell.
◇Personality Elements◇
Selfish
Neurotic
Power hungry
Callous
Eccentric
Inquisitive
Well Read
Intelligent
◇Biography◇
Lycoris was born in Australia, the only daughter of an eccentric historian. Growing up she spent most of her time either watched by friends of her father or alone and surrounded by books. From an early age she learned to read and turned to engrossing herself in books to find some kind of comfort. Lacking books for a girl her age Lycoris instead read the books and texts her father kept around the house for research purposes.
The books she delved into were all strangely worded, threatening tombs on magic and necromancy. Pages filled with images of dark deeds and esoteric principles of the spirits and demons that supposedly could bend the world to the practitioner's wishes.
At 7 years old Lycoris was reading translations of the 15th century Cambridge Book of Magic and The Heptameron, while her fellow 2nd graders struggled to read Charlotte’s Web. Her teachers were initially concerned by Lycoris's choice in reading material, but once they realized the girl simply wanted to follow in her father's footsteps they calmed down.
While overly verbose and intelligent for her age, Lycoris was still a little girl and craved her father’s attention and warmth.
Mr. Sparks was a historian, and an expert in the arcane practises of the past. Before Lycoris was born he held a number of theories suggesting that, at one point in time, magic rituals and spells actually worked.
This of course turned him into a laughing stock and brought him to the point of financial ruin. Bunched in with people who tried healing basketball sized tumors with crystals and con men who swore they could speak to dead relatives, it became a struggle to find work. Shortly after marrying the women of his dreams she died giving birth to a baby girl.
Her father did her best to support Lycoris. Going to great lengths to get work, even denouncing his previous theories and sacrificing what little reputation he had left in order to pay the bills.
Lycoris couldn’t help but feel somehow responsible for her father’s misery and misfortune. Wishing quietly that he would somehow be proven right.
It wasn’t until the discovery of Earth by the Equestrian’s that she got her wish.
Realizing magic was an actual powerful practice that could be accomplished with the right means, countless governments and individuals sought Lycoris’s father for his expertise and knowledge. In a short period of time he became incredibly wealthy and was able to spend more time with his daughter.
Though happy to finally have her father’s attention, Lycoris couldn’t escape the feeling her father blamed her for what happened. The man tried to explain he held no ill will towards her and that despite his success, was still somewhat melancholy about the past. He assured her that he would eventually move past the loss of his wife and the years he spent humiliated for his theories.
Lycoris did not believe him however and did not see why it was important to move past anything. Magic had been proven to exist and through magic any problem could be solved.
Breaking into her father’s office she stole an Equestrian tomb that had been lent to him for research purposes by a foreign government. Cross referencing the tomb with a book on necromancy Lycoris began secret preparations for a ritual.
With the influx of money Lycoris’s father had bought a new home and was able to pay to have his wife’s grave moved to their new property. The night it was moved Lycoris snuck out of her room and into the backyard where she dug up and cracked open her mother’s casket.
Guided by the moonlight and the foul oils of a long since rotted corpse, Lycoris drew a circle in chalk dust around the open casket. Clouds began to roll overhead and thunder rang out like screams as she stood over the grave and cut a wound into her arm with a kitchen knife. Her blood trickled down into the grave and Lycoris began to chant the words of an incantation.
Everything seemed to be going just as planned...when the ground shook and the sky lit up for a brief moment. The Rending happened in the middle of her ritual and terrible destruction began to rain down across the world.
Lycoris struggled to keep her incantations clear as the ground shook and terrible noises and flashes rang out in the distance. As cities disappeared and countless people died across the globe something began to go horribly wrong with her ritual.
Hearing the noise Lycoris’s father ran outside and rushed to her side, just as the festering corpse of his wife rose to its near skeletal feet. Animated by a foul force Lycoris’ mother reached out to grab her daughter’s wrist, only meet the hand of her still living husband.
Pulling him into the grave with inhuman strength Lycoris was forced to watch as her ‘resurrected’ mother tore her father apart. Paralyzed by fear and shock all Lycoris could do was stand there, still bleeding from the arm as her mother finished and stepped out of the grave towards her.
Lycoris’s life would have been taken then and there had a blistering light not streaked down from the sky.
A meteorite. One of many magically conjured to wreak destruction on the land, struck her house and obliterated it. Superheated fragments of rock flew out in all directions upon impact, ripping Lycoris’s animated mother apart and immolating her fragile body in a matter of moments.
Lycoris was thrown back by the impact, a small fragment of meteorite grazing her head and leaving a burn painful enough to rob her of consciousness.
She woke up hours later with the sun beating down on the smouldering crater that used to be her home. The dead remains of her mother and father still left strewn about the ground near the grave she dug up. With nowhere to go Lycoris simply turned away from the hellish scene and began to walk.
The traumatized little girl went looking for help only to find everyone in a panic, looking out for no one but themselves. Operating in a kind of dazed autopilot Lycoris scavenged for supplies as she continued to walk. The little girl walked until night fell and she collapsed upon a hillside outside her home town. It was there in the dark that she broke down in screaming tears as the realization of what happened finally registered.
Lycoris blamed herself. The magic had been fine, it should have worked. But it didn’t. And it didn’t because of her. Had she been more skilled in magic her father wouldn’t have died. Her mother would have been returned to life. Perhaps their house could have been saved from the destruction.
Haunted by countless possibilities Lycoris lay curled up under the moonlight, swearing between her sobs that she would do everything it took to become an unquestionable master of magic. She would not stop until every element and trivial force of magic bent their knee to her command.
Lycoris woke up the next morning exhausted and hungry. Where other children searched for food, shelter, and safety Lycoris searched for books. She broke into libraries and colleges looking for texts, tablets, scrolls, and artifacts. Only ever seeking out her needs when the demand became too great to ignore.
Even as the adults began to die and warp into hideous creatures Lycoris continued to travel and research what she could while struggling to survive. When the Equestrian’s arrived and began to round up children, Lycoris put what she learned to use and avoided their detection.
Alone Lycoris traveled wandering the outback, crossed the sea, and began a decade long journey across Asia and into Europe. Years went by and she learned more and more. Her body grew, but her heart remained as cracked and small as it was that night by her mother’s grave.
Despite learning necromancy and surviving years on her own in a world polluted with hellish creatures and magical weapons gone rampant, Lycoris still felt weak and unwise. She wondered if she would ever gain mastery over magic when, while passing by an Equestrian settlement, she heard a rumor about a fabulous power rumored to be in a place called ‘Bellbrooke’.
Intrigued Lycoris set out for the former British Isles and eventually arrived at the settlement...
◇Skills and Talents◇
Multilingual: Lycoris has learned to speak, or at least read and write in a number of different languages. Several of which are archaic and connected to magical scripts and texts on Earth. It isn’t a perfectly grasp of the languages, her pronunciation and translation are off at certain points.
Speed Reader: Books are Lycoris’s meat and potatoes. She loves to read books and can go through them pretty quickly. However her speed reading only applies to scholarly and academic texts. When it comes to story books or works of fiction she can actually be very slow in getting through them. Mostly because Lycoris has to take her time to really grasp the weight of narrative elements and the plights of the characters.
Survivalist: Spending a decade trekking across the ruined, monstrosity polluted world has given Lycoris a tremendous amount of first hand experience in surviving harsh situations. She knows how to scavenge for food, hunt, cure hides, preserve foods, treat harsh injuries on her own, make shelter, and much more.
Rended Expert: Expert is probably too strong a term, but Lycoris considers herself one on the subject of the Rended. The adult humans who didn’t outright die from the magical energies released from the countless weapons during The Rending, slowly lost their humanity and turned into twisted creatures. These beings became known as the Rended and proved a threat to the survivors and the Equestrians who came to help them.
Years of witnessing, fleeing from, and fighting such creatures has allowed Lycoris to accrue a large degree of knowledge on the Rended, their behaviors, and workings.
Intermediate Magic User: Lycoris has worked hard while surviving to learn as much as she can about magic. Though she’s made impressive progress she is still just an intermediate user with a lot to learn. She has some interesting, if not outright dangerous theories for a magic user however...
◇Relics, Spells, and Techniques◇
Necromancy
The arcane practice of understanding and manipulating the forces that separate life from death. Through Necromancy spirits may be understood, powerful forces may be harnessed, and the dead themselves can be turned into tools or outright weapons.
Lycoris is a practitioner of Necromancy but does so in a style she developed on her own with some experience. Typically traditional necromancy is very stationary and time consuming, but by using blood as not only a sacrificial medium but a focus Lycoris can dramatically simplify spells.
By spilling her blood (or the blood of another) and using it in her castings she hastens otherwise time consuming practices. Allowing her to use her Necromancy more offensively and on the fly. While powerful, Lycoris's approach has it's weaknesses. Like most magic associated with the 'dark' her spells are left vulnerable to magic connected to the divine or the light. Her use of blood in her spells also takes a toll on her health as Lycoris must draw her own blood, often through cutting into herself, which risks infection, greater blood loss then intended, and a number of other horrid things.
The spells and rituals Lycoris currently know are:
Create Scroll: Using paper, parchment, or anything sturdy enough to be written on and rolled, Lycoris can prepare certain spells ahead of time by scrawling out the necessary runes in blood to make a scroll. Once made all that is needed is to unfurl the scroll, add additional blood, and recite a brief incantation to activate the scroll. The scroll is destroyed with the activation of the spell, making them single-use only.
Will-O-Wisp Fire: Blue, menacing fire made from concentrated magical essence drawn from the surrounding environment. Though it will not harm the user it burns with an intensity that can flash-heat metal and blacken flesh on contact. To cast the spell Lycoris inscribes runes in blood up the ventral side of one of her forearms until they reach the bottom of her wrist.
Once completed Lycoris utters the following incantation; “Oh unspoken flame allow me to grasp you now so others may suffer at the sight of your light!” and a blue flame ignites in her hand.
Holding the Will-O-Wisp Fire generates bright blue light and gives Lycoris a certain degree of control over its intensity. When confronted by an enemy or obstacle the fire can be thrown. Once the flame leaves the user’s hand another will ignite to take it’s place. This can be done up to four times before the spell must be re-done.
Raise Lesser Zombi: Through necromancy it is possible to restore the body and soul of an individual who has passed from the world. At least in theory. Doing so requires tremendous effort, preparation, and vast arcane knowledge. Even when done correctly a ritual can be utterly ruined by difficult to sense or otherwise unseen factors.
The more offencive abilities of necromancy were born largely out of easy to recreate ‘mistakes’ of trying to return the dead to true life.
One of the most basic, yet difficult spells in necromancy, is raising the dead. There are a number of ways to raise the dead and many forms they can take. The most basic of which is a “Zombi”.
The oversaturated Human media of the 21st century depicted zombies as disease created abominations, brain dead husks driven by instinct to feed. This is largely incorrect as proper Zombis are not merely biological entities but temporary spiritual ones.
To create a Lesser Zombi, Lycoris places a corpse (either fresh or dessicated) inside a blood circle adjusted to the size of the body being used. Once inside the circle she clasps her hands and uses the circle as a focus, chanting an incantation several times to draw the ambient magic from her surroundings to a single point inside the corpse.
There a sort of Promethean flame is lit. A crude, temporary, artificial ‘soul’ is created that animates the zombi. Doing so actually restores some flesh and mass to the zombi’s dead body. Ensuring it is sturdy enough to carry out the wishes of it’s master and weather the blows it will suffer trying to do so.
Lesser zombis are sluggish, motivated only by the weak magical energy binding their body and the will of their master. However they are capable of great feats of strength and unable to feel pain. Unlike what the human movies suggest, destroying the brain of a lesser zombi will not kill them or even slow them down. Only a few things can properly put a zombi down which include:
The total destruction or immobilization of their physical form (blowing them to a red mist or chopping off and then pulverizing each extremity.
Dissipation of the magic binding them through other kinds of magic or magic dispelling seals or items.
Feeding the zombi salt or covering in it.
Lesser zombis may carry out simple tasks given to them but lack the intelligence or consciousness to handle anything too complex. They are easily dispatched by those knowledgeable in the creature’s weaknesses and are repelled by a number of means (salt circles, charms, wards, etc).
Once a circle is down Lycoris can repeat the process of raising lesser zombis in relatively little time. Allowing for her to make and deploy Lesser Zombis in numbers (provided she has a supply of bodies). Unless steps are made to ensure otherwises Lesser Zombis will only remain animated for a few hours under typical circumstances.
Raise Totenkopf: In legends and stories there are different tellings of skeletons, stripped of flesh, rising to attack the living. In Necromancy these creatures are sometimes called Totenkopfs and are a kind of undead. Where Lesser Zombis are reanimated corpses bound by temporary souls, Totenkopfs are far darker and malicious creations.
They are the bones, the mere core of a living creature, held together and strengthened by the residual feelings of hatred and anger left behind by their death. A Totenkopf is more akin to a demon then a simple undead and can be just as dangerous to the necromancer themselves as their enemies.
To make a Totenkopf, Lycoris requires the skeleton or the bones of a creature. If a skeleton is not available Lycoris can take a corpse and start from there. Starting a fire Lycoris casts the bones (or corpse) into the flames and makes an incision in her arm, drawing blood and letting it run into the fire.
As her blood and the flames mix she chants, calling upon the negative energies and wounded spirits to take refuge in the bones so that they may do her will. After a few moments a skeleton rises from the flames. Bleached and tempered by the heat. Ready to serve and to kill at her command.
With no dead tissue to weigh them down Totenkompfs are incredibly agile will still possessing formidable strength. They have no vital organs to destroy, no blood to lose, or muscle to tear. Reduced to what amounts to a wire frame of bone Totenkompfs become difficult to hit with precision ranged attacks. Arrows, crossbow bolts, or bullets often miss or go right through them. as they have less hit surface then a full flesh and blood zombie.
They are highly resistant to injury and will only ‘die’ if their form is shattered. This is most easily accomplished with powerful physical blows with a blunt weapon or rending damage accomplished through explosives or powerful magic.
When armed with a melee weapon Totenkopfs become terrifying close quarters combatants, slicing and pulling apart their adversaries as they suffer mere chips and cracks in their body. A Totenkopf is faster and more motivated than a mere zombie, able to attack quickly and with more ferocity due to the hatred that controls them. However it is this hatred that also threatens the necromancer, as a Totenkopf can potentially escape their control and go wild. Killing everything in sight.
Spirit Sight and Speech:Drawing blood Lycoris spreads it around her eyes and down her throat in runic patterns. Once applied she closes her mouth and eyes and recites an incantation. “Spirits gone forever more whose sight and words escape my own. Rend this veil that separates us so I may see and share your words.”
Upon opening her eyes Lycoris will be able to see spirits and manifestations of the dead who still haunt the material world. She can hear them and they can hear her, allowing Lycoris to communicate and extract information from the dead. Of course this isn’t without it’s dangers but it is a useful spell that lasts an entire day once cast.
Invisibility Ritual (Crude): When one cannot fight, they must hide or die. To disappear from sight is a skill Lycoris found the value of very early on in her career as a Necromancer. Seeking invisibility she discovered what she was looking for in ghosts. Spirits cannot normally be seen by the naked eye unless they wish to be seen or the seeker has magical assistance.
Through practice and several instances of disastrous trial and error, Lycoris developed the means to emulate the makeup of a spiritual entity. Spilling blood and using it to draw runs across her forearms, Lycoris presses her arms together and slowly spreads them apart while chanting. Ambient magical energy is pulled from her surroundings and focused through her arms, creating a thin magical membrane of sorts as her arms spread apart.
Like a bubble blown from a bubble wand, the membrane is eventually freed from her arms becoming a nearly invisible shroud she can drape over herself. While overtop of her Lycoris is almost completely invisible, able to move and operate out of sight. However the shroud isn’t perfect and refracts light in odd, awkward ways at times. Meaning if someone looks hard enough they can spot the faintest of silhouettes as she moves.
On top of that that shroud is very easy to damage and can become covered in dust or sand in unsanitary environments.
◇Gear◇
Wild Clothes: Having spent the majority of her life traveling Lycoris has burned through quite a lot of clothes over the years. Wear and tear, not to mention growing out of clothes, has left her rather accustomed to finding or making new things to wear. During her journey to Bellbrooke she did scavenging and found articles of clothing from before The Rending to make an outfit.
Lycoris’s current attire is made of a purple hole ridden undershirt, shorts that once used to be jeans, panty hose, tattered steel toed military boots, and a dirty white overcoat with the sleeves cut or fallen off completely.
They provide the minimal warmth needed for the season and the region while being lightweight and comfortable. Lycoris’s wild clothes possess no protective properties from physical or magical attacks, and aren’t even that sturdy.
Leather Backpack:A sturdy leather backpack that has served Lycoris well over the years. It can hold quite a lot and its leather, although old and worn, is still surprisingly strong. The straps that go over her shoulders also have a knife sheath for her ritual blade and a short chain to attach books to so she doesn't drop and potentially ruin them.
Ritual Knife: Originally an everyday kitchen knife, the steel blade eventually broke after a few years of heavy use. Lycoris managed to replace the blade with a smaller, but sturdier knapped obsidian blade that she fixed and lashed to the handle of the kitchen knife. It works almost like a scalpel, excellent for use as a weapon and for rituals.
Sterilized Bandages: Crude, but sanitized bandages made from old cotton cloth sterilized in an even older oven. Lycoris learned to make them when she was young and currently has a roll on hand for stopping any excessive bleeding she may experience.
Personal Tomb: A large leather bound pook with hundreds of parchment pages. It’s filled with countless entries dating all the way back from the start of her journey. The book has a number of details, notes, theories, spell instructions, and information on countless magical schools that Lycoris has recorded over her travels. Some of the information is very dark and holds great potential for abuse in the wrong hands.
Bag of Salt: Inside a crude hide sack with a leather drawstring Lycoris keeps a healthy supply of salt on her person at all times. Just in case...
Bag of Rat Bones: Lycoris goes to great lengths to hide a bag full of rat bones in the event that she is ever captured. With the bones she can raise a small, skeletal rat and send it out of any cell she might be thrown in to free her.
Falling Down is a young, human, teenage girl who reeks of adolescent rebellion. Standing 5,7 with a cocky smile and messy unkempt brown hair styled in a crude pixy cut of sorts, she's never far from trouble. Her maroon colored eyes, turned an unnaturally red shade after exposure to the radiant wave following the release of mankind's magical doomsday weapons, either gleam with her typical boisterousness or grow dull in her far more common boredom.
Her constant constant activity has left her with a light athletic build and light but healthily toned skin. Though fair her skin is course and calloused in places, mainly her knees and the palms of her hands. Scars and remnants of recent cuts and scrapes can often be found dotting her hands or legs.
As of her recent transfer between Reform Schools, Falling is dressed in beaten red and white sneakers, battered jeans with the knees worn out and patched, a white t-shirt with a design that's long since faded from vision, and a denim jacket that's got ragged at the sleeves and threatens to fall apart at the slightest provocation.
◇Personality Elements◇
Mistrusting
Disloyal
Lacking Confidence
Lonely
Adventerous
Curious, but easily bored
Passionate
Brave
◇Biography◇
Iris Strich was born in Ontario, Canada to a young upstart police officer and a sleepy eyed office worker. From her seven-year old viewpoint her life was nothing short of idyllic. A pleasant haze of 1st grade elementary school, sugary breakfast cereals, stuffed animals, and nights watching television alone downstairs as her parents failed to show up from work on time to feed her dinner.
Then in a single hour Iris's happy, predictable life was shaken to it's core as her country was thrown into blind panic at the terrible destruction around it.
The Rending had happened.
Law and order dissolved like gasoline soaked paper put to the match as countless people attempted to flee from the chaos and into the wilderness. Transports were taking people to safety, but there was only so much room and so much time.
Her parents rushed on foot from their house to meet one of the last transports, dragging Iris behind them as she went. Being just seven years old Iris slowed them down and seeing they were about to be left behind her parents did something that was forever burned into her mind.
They let go of her hand and ran.
Without a single sign of hesitation Iris parent's abandoned her and hurled themselves onto the transport just as it took off, leaving the little teary eyed girl behind as they disappeared into the clouds above.
Left alone Iris was forced to fend for herself, wandering the lawless streets still in a daze at what had happened. It wasn't long before she met others like her and found what she believed to be friendship. Iris put her trust in those she met, only for them to betray her as soon as she became an inconvenience for them. Embittered and hurt, Iris soon treated everyone she met as if they were inevitably going to throw her away.
However a seven year old who didn't trust anyone wasn't well equipped for survival and Iris was left on the verge of starvation when the Equestrians came. They rounded her and countless other surviving children up, taking them to a secure camp where they were fed and had their injuries mended.
Though she was saved by them Iris only expected the worst from the Equestrians, like she had begun to do with everything else. Eventually the Equestrians began to lead the children away from the group, one by one. Iris grew suspicious but didn't sense any danger as she was lead to a small room with just a chair inside.
Sat down in the chair Iris was told to wait and begrudgingly she did. Time passed and Iris began to feel strange. She began to lose focus, it became hard to think, and the urge to sleep became overwhelming. Closing her eyes Iris fell asleep and when she woke up, she remembered nothing.
Having her memory erased, Iris was given the name "Falling Down" and was happy for a time. As happy as she had been before the chaos, maybe even more so. Yet a few days after the erasing she began to experience odd nightmares. There were times during the day when she was struck with the overwhelming fear of being abandoned. She felt as if everyone was going to cast her aside and turn their backs on the promises they made to her if she became a burden. Though Falling’s memory had been erased she still remembered that someone had betrayed her before…
These memories colored the rest of her life from that point. Falling grew mistrustful of the other kids, distancing herself from them for fear of being hurt. Falling had difficulty doing what she was told and following the advice of the teachers, feeling they would mislead her. She no longer felt safe around them, around anyone. Once she became a teenager Falling became overtly rebellious, disobeying rules, starting fights, and causing a number of problems.
Falling was moved from Reform School to Reform School. Each time she was moved in the hopes of her being able to get a new start and finally get the help she needed to start living her life, instead of simply living in fear. Yet Falling proved uncooperative and her behavior ended up becoming self sabotage.
She’s only recently been transferred to Bellbrooke a week ago. Though Falling isn’t happy with the transfer, it feels like this may be her last chance…
◇Skills and Talents◇
Athletic: Falling is highly athletic. Though she dislikes sports because of the teamwork inherently involved in many of them, her less then acceptable activities around the Reform Schools she's been in have kept her physically active in a multitude of ways. As a result she possesses quick reflexes, enough strength to lift herself, and a superb running speed with stamina to match.
Brawler: Constant mistrust, fear of abandonment, unbridled emotional issues, and delinquent tendencies have gotten Falling into plenty of fist fights and brawls. Though they were usually between other children her age, she's taken enough hits and thrown enough punches to gain a general idea of how to wield violence effectively against her enemies and obstacles.
Sleight of Hand: While Falling has done many unpleasant and inappropriate things, she's largely avoided outright thievery for fear of what the repercussions could be. However she's made a habit of finding and keeping things she really isn't supposed to have. As a result the girl has had some practice with hiding knickknacks, books, sharp objects, and various other things from watchful eyes. Making it seem like she's gotten rid of something when she hasn't has become second nature to her.
Daydreamer:While not exactly a great student Falling is an avid reader. Of fiction. She's read countless adventure stories and is rather knowledgeable on them. Not that knowing the tales of a fictional hero in a fictional world have ever been much used to her, but it makes her a vivid day dreamer who often slips off mentally when bored out of her gourd.
◇Relics, Spells, and Techniques◇
Iris is ignorant in the ways of magic and possesses no magical artifacts or items, but that doesn't mean her interest in such things is by any means low. She searches high and low in the hopes of finding some wondrous thing that will solve all of her problems...
◇Gear◇
Regular Human Clothes: Clothes made before the fall of humanity. On the verge of becoming threadbare in places, but fitting and comforting. Offers little if any protection from ranged, magical, or melee attacks. May attract moths.
Iron Pipe: A four foot length of iron piping with a heavy duty ball valve at the end. Falling picked it up with the intent of making something out of it, but quickly began to use it for hitting things she didn't like while exploring outside the school.
Bolo: Seeing the strange weapon in a half-burnt book she found while exploring outside the school, Iris replicated the weapon using a length of rope and a pair of round brass weights. Swinging the weapon over her head Iris can, supposedly, hurl the weapon and entangle her enemies legs. Provided she can actually hit them.
One-Half a pair of Binoculars: A pair of broken binoculars, made decades ago. Snapped in half Iris uses the remaining mostly functioning half she has as a spyglass of sorts.
Backpack: A teal, medium sized backpack littered with all manner of pockets and straps. It's where Iris stashes everything she finds on her unauthorized trips outside of school.
PLEASE NOTE THAT THIS TOPIC IS FOR ACCEPTED CHARACTER SHEETS ONLY. PLEASE POST ALL CHARACTER SHEETS IN OOC FOR APPROVAL. I WON'T BE PLEASED IF SOMEONE POSTS THEIR CHARACTER HERE BEFORE IT CAN BE LOOKED OVER AND APPROVED ACCORDINGLY
Character Name here, or get a banner from 1001fonts.com
Age (feel free to be vague with canon character ages) | Race | Sex
◇Physical Description◇
Give a detailed written description regarding your character's appearance. Make sure to go over skin/coat color, eye color, hair style and color, body type, body height, notable marks or scars, and aspects specific to their race (tails, horns, scales, claws, est).
◇Personality Elements◇
No need to write a thesis on your character's personality
That you'll likely forget half of
Just list out general traits
Here
And let their personality show through your writing
In the actual roleplay
◇Biography◇
Tell us the events in your character's life that shaped who they are. We don't need to know what they ate for breakfast every single morning or how many times they collectively wiped their rears. Go over the important aspects while guiding us through the events that lead them where they are at the start of the roleplay.
◇Skills and Talents◇
What your character is knowledgeable and practiced in. If they are a pony then specify their Cutie Mark and the special talent is allots them, provided of course they're not a blankflank.
◇Relics, Spells, and Techniques◇
Write out and detail any magical spells, relics, special techniques (accomplished through martial skill or other means), or natural abilities your character has access to. When it comes to magic (be it Equestrian or Earthly magic) magic users have to specify what spells they know, so they can't continually pull new spells out of their butts at their convenience.
Using magic effectively doesn't mean having a spell for every occasion, it means having a handful of spells you can apply creatively to solve a wide variety of problems.
◇Gear◇
Go over and specify each noteworthy piece of gear your character starts off with. This covers firearms, melee weapons, clothing, armor, books, equipment, medicines, potions, ammunition, medical supplies, and the like. If your character starts with money you are limited to a certain amount.
[center][img]Character Name here, or get a banner from 1001fonts.com[/img][/center] [center][img]wpfreeware.com/wp-content/uploads/201… [center][center][h2] Short summarizing character title here [/h2][/center] [b]◤≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡◥[/b][/center][center][h2][b]Age (feel free to be vague with canon character ages) | Race | Sex[/b][/h2][/center] [h1][center][b]◇Physical Description◇[/b][/center][/h1] Give a detailed written description regarding your character's appearance. Make sure to go over skin/coat color, eye color, hair style and color, body type, body height, notable marks or scars, and aspects specific to their race (tails, horns, scales, claws, est).
[h1][center][b]◇Personality Elements◇[/b][/center][/h1] [list] [*] No need to write a thesis on your character's personality [*] That you'll likely forget half of [*] Just list out general traits [*] Here [*] And let their personality show through your writing [*] In the actual roleplay [/list] [h1][center][b]◇Biography◇[/b][/center][/h1] Tell us the events in your character's life that shaped who they are. We don't need to know what they ate for breakfast every single morning or how many times they collectively wiped their rears. Go over the important aspects while guiding us through the events that lead them where they are at the start of the roleplay. [h1][center][b]◇Skills and Talents◇[/b][/center][/h1] What your character is knowledgeable and practiced in. If they are a pony then specify their Cutie Mark and the special talent is allots them, provided of course they're not a [i]blankflank[/i]. [h1][center][b]◇Relics, Spells, and Techniques◇[/b][/center][/h1] Write out and detail any magical spells, relics, special techniques (accomplished through martial skill or other means), or natural abilities your character has access to. When it comes to magic [i](be it Equestrian or Earthly magic)[/i] magic users have to specify what spells they know, so they can't continually pull new spells out of their butts at their convenience.
Using magic effectively doesn't mean having a spell for every occasion, it means having a handful of spells you can apply creatively to solve a wide variety of problems. [h1][center][b]◇Gear◇[/b][/center][/h1] Go over and specify each noteworthy piece of gear your character starts off with. This covers firearms, melee weapons, clothing, armor, books, equipment, medicines, potions, ammunition, medical supplies, and the like. If your character starts with money you are limited to a certain amount.
Where the Roleplay is Set: This roleplay is set in the Equestrian settlement of Bellbrooke, located in the former British Isles in the area once known as "Wales". It is a medium sized settlement by the sea surrounded by protective stone walls manned by guards and crude automated defenses. The town is located near a large lake, a deep forest that surrounds most of the towns outer walls, a tremendous crater of unknown origin to the west, an abandoned human town built from before The Rending, a strange mansion located somewhere in the woods, and countless other places yet to be discovered.
Bellbrooke is a wealthy settlement, attracting adventurers, explorers, and countless individuals due to the abundance of un-salvaged wealth and technology littering the area.
Within the towns walls are homes, businesses, bazaars, inns, pubs, small factories, docks where fishing is done and ships are taken in, and even a small air field where airships come and go with varying frequency. One of the most notable things in Bellbrooke is the Reform School, built out of an old renovated castle perched atop a hill near a cliff overlooking the town and the sea.
While welcoming Bellbrooke has its share of problems. There is a criminal element inside the city and Rended, along with raiders, attack the walls every now and then. Going outside the walls allows for the chance to find all kinds of things, including an early death.
Rumors have recently begun spreading that a fabulous power is hidden somewhere near Bellbrooke...
*Note: I was originally going to draw a very elaborate map of Bellbrooke and its surroundings. However I ended up needing surgery which I'm still recovering from. I can't sit down to use my tablet so the map will have to come another time.
Setting Information
The Rending: Given basic magic spellbooks by the Equestrians in a goodwill trade, the Humans of Earth used the information they gleaned to rediscover Earthly Magic. It wasn’t long before they began to use magic to create weapons out of fear of one another. Massive rituals, constructs of destructive power, terrible artifacts, and even monster like bio-weapons capable of rending soldiers limb from limb.
The build up was so fast that it spiraled violently out of control. Soon everyone had some manner of doomsday weapon or terribly powerful magic. Countries ignored their old arsenal of weapons as they came to possess the means to rain meteors down on one another. Banish entire chunks of landmass to far off dimensions of death. Crush cities flat with massive telekinetic generators. And even awaken the dead…
Though with all the power there was no sense of deterrent as the diversity of the weapons and their many intricacies made it possible that they would survive, and that someone could potentially win.
Then without warning everything went off at once.
Millions died and the simultaneous usage of so much destructive magic unleashed an unstable ambient energy across the world. Every square inch of the world was covered affecting every living creature, down to the last women and child. At first it seemed to do nothing and then...
The Rended: Following the cataclysmic event known as “The Rending” the vast majority of human adults on Earth died of catastrophic organ failure within a week. Those who didn’t parish underwent ghastly physical and mental changes from the unstable magical energies that had been spread across the globe. Loving parents and friendly neighbors became monsters with no recollection of who they once were.
Some animals and wildlife also began to change. Turning into near mythical creatures or disgusting monstrous abominations that only lived to kill
The changes triggered by the Rending differed widely from creature to creature, leaving the Rended very diverse and largely unpredictable. Some would remain similar to their original form, highly disfigured and totally deranged. Others changed so drastically that telling what they were originally became immensely challenging. Others still changed greatly, but gained or retained a form of intelligence that set them above the rest. Plenty of the Rended developed strange powers and fearsome adaptations that made them difficult to combat.
However the diverse the Rended may be however they are linked in their shared, almost instinctual drive to kill anything that isn’t like them. Equestrian settlements come under attack from the Rended frequently and those outside the walls of the settlements, Equestrian explorers or unreformed humans, must content with them in their travels.
The Equestrian Military: Before the contact with Earth and the occurred of The Rending, Equestria didn’t have much of a military. Their armed forces were a force of guards meant to watch the borders and keep the peace within Equestria. However seeing the destruction on Earth the Equestrians were forced to take action and organize a proper fighting force. They did so and created four separate branches with unique purposes.
The Grand Guard: Also referred to as the “Sol Invictus” or “Unconquered Sun” the Grand Guard’s purpose was to restore order and protect the survivors of The Rending. After Equestria began to establish walled settlements on Earth the Grand Guard was assigned to protect them from monsters, lawless raiders, and criminals in and out of the walls.
The Grand Guard features a mix of old and new technologies and mentalities. Training wise the Guard still instructs those who join in the use of swords, spears, and other ‘archaic’ weapons with firearms training being largely secondary. Equipment is typically made up of a spear or shortsword, a crude Equestrian made firearm, and light plate armor with a matching helmet. The armor is a mix of old medieval design practices with modern materials, lightweight alloys, ceramics, and potent aramid fibers. Allowing the guards to weather slashes and blows just as much as they can bullets.
Unlike most other fighting related groups, the Grand Guard accepts humans within its ranks. This is because the Equestrians see a difference between ‘defencive’ fighting and ‘offencive’ fighting. They fear humans becoming overly destructive if exposed to offencive fighting, but fighting to protect others in the guard will better them.
The Harmony Corp: A largely nonviolent humanitarian group made up of doctors, researchers, and volunteers. During the Rending they were tasked with saving the lives of the survivors and preserving their sanity during such trying times. They also researched the human technology recovered, giving the Equestrians better ways to protect themselves and others. After the establishment of the Reform Schools and settlements on Earth, the Harmony Corp took a more passive role in things. Stationed in areas of need while doing research and responding to local emergencies.
Humans are welcomed to the Harmony Corp due to its largely non-combative and non-violent nature.
The Outriders: When the Rending occurred not all the weapons the humans made had been used or were destroyed in the ensuing destruction. Many still remained active, taking on a life of their own and beginning to travel across the blasted Earth. In order to stop these menaces before they could claim more lives a special group was formed by the Equestrians with the express purpose of hunting dangers to them and the human survivors.
The Outriders.
Armed with the best weapons and equipment available they were sent out to eliminate monsters, malicious artifacts, out of control weapons of doom, and countless other threats following the Rending. They were an elite group with condensed numbers, carefully and specifically picked for their skills, bravery, and resolve.
Thanks to their hard work many major threats were quelled and the Earth became safe enough to settle. However it was not without cost as the Outriders had suffered heavy loses and were reduced significantly in number. A decade later and the remaining Outriders, along with the few new ones accepted into the fold, are stationed in Settlements of interest or travel around searching for dangers.
Nowadays they mainly take bounties on dangerous criminals and specific Rended causing trouble for settlements. Occasionally getting missions or simply hunting down forgotten weapons of doom on their own volition.
Humans are largely barred from the Outriders due to the offensively focused nature of the group and their work with the more unpleasant and dangerous elements of humanity's past actions.
The Wonderbolt Special Forces: Originally just a prestigious airshow and emergency rescue team, the Wonderbolts were transformed into a Special Forces group following the occurrence of the Rending. Hand picked and meticulously trained Pegasi took to the air with special equipment, flying secret missions of the utmost importance. During the Rending they were sometimes called the “Shadowbolt Special Forces” due to how their missions were always cloaked in shadow.
Ten years after the Rending the Wonderbolts are still operating, though do significantly more open work than before. Small teams of Wonderbolts are assigned to Settlements with lots of Rended activity and intrigue, like Bellbrooke. They are tasked with assisting the guard, rescuing individuals, and carrying out any special orders given to them by their superiors.
However the Wonderbolts have been undergoing a lot of internal strife as of late. Power shifts are underway as certain actions taken during the Rending have come to light that have colored the reputations of otherwise loyal and heroic members.
Only Pegasi and to a lesser extent Griffons, are admitted to the wonderbolts. All none flying races, especially humans, are barred from joining.
Current Technology: Originally Equestrians had very limited technology. Quills, thatched rooftops, carriages, medieval style architecture and weapons, and a general reliance on magic over advanced technology. Though they had things like automotives, electricity, and the like they didn’t focus too much on their development or widespread usage.
However when the Rending occurred and they rushed to Earth’s aide, they began to reverse engineer some of the technology the humans had for their own purposes.
Ten years later and things have changed.
The Equestrians now have a greater understanding of various technologies and employ them more readily on Earth. They produce rudimentary firearms, motorized carriages similar to automobiles, alloys and potent synthetic materials, electrical power generation, readily available fluorescent lighting, and crude computer systems enhanced with magic that allows for automated defenses and even clunky robotic automatons.
However for all the technical wonders they have, from airships, to robots, to firearms and medicines, they still have much to learn. Much of the technology the humans had before the Rending still surpasses that of what Equestria has now, especially the more experimental technology being worked on shortly before the end of civilization.
Because of this salvaged human technology is very valuable. An old VHS player might not seem like much, but to an Equestrian buyer it is a wealth of unpatented technologies and still yet untapped technology that could make them rich. Countless shops and bazaars in settlements revolve solely around the buying, selling, and exploiting of recovered human technology as well as various treasures and valuables found alongside them.
Human firearms are practically a market all to themselves. Equestrian firearms are nice, but nearly a century behind modern human weapons. Falling block rifles, tubed shotguns, and single action revolvers are mass produced and sold in shops. However things like assault rifles, grenade launchers, missile weapon systems, and compact machine guns are largely beyond what the Equestrians are knowledgeable of.
Thus surviving human weapons fetch a high price, sought after by many people due to their power and efficiency, even though there are few means to readily maintain them and proper spare parts are hard to come across.
Magic
On Magic
Equestrian Magic
Magic is very prevalent in Equestria and its surrounding lands. Many of the races that dwell within Equestria have some inherent magical nature to them. Ponies specifically have a very strong innate magic and possess abilities specific to their race.
Channeling magic in Equestria is done through the use of a body part as a conduit for magical energy. Earth ponies focus their magic through their hooves, Pegasi focus it through their wings, and Unicorns, Alicorns, Changelings, and other spell casting races use their horns.
In order to use magic these races draw from an inner magical reservoir of sorts for the energy to fuel their spells. As long as the caster has the knowledge, focus, and technique necessary to properly cast the spell they can do so almost instantly. Lifting objects without touching them, unleashing sprays of firework-like light, and even projecting protective barriers are all possible with enough practice.
As a result Equestrian magic is fast and convenient, able to achieve results almost instantly. While potent however this form of magic has its own flaws and drawbacks.
The first and most obvious is that, under normal circumstances, only certain races can use Equestrian magic. Unicorns, Alicorns, and even Changelings to a degree possess the means to cast spells and perform magic. However vigilant or studious, an Earth pony or Pegasus will never be able to cast spells like a Unicorn unless very special circumstances are in place.
The second issue is that Equestrian magic is fast, but this is because it draws energy directly from the caster. The inner magic of any being is limited and while it can be increased, amplified, and restored through various means it is still finite. Even a Unicorn with a vast inner magical reserve will rapidly deplete themselves if they simply spam spells with no rest or time to recover.
An Equestrian magic user who pushes themselves too far or tries to cast spells while their inner magic reservoir is low can suffer injury, reduce their lifespan, or outright die depending on the circumstances.
Last but not least Equestrian spell casters are totally reliant their horns (or equivalent appendage) to channel magic.
If the horn of a Unicorn, Alicorn, or Changeling is damaged in anyway it can have catastrophic consequences on their ability to cast magic, crippling or outright stripping it from them. To have their horns severed is a terrible, wicked fate not spoken of even for the most heinous of criminals and deviant magic users.
A Note on Cutie Marks: One of the most distinctive features of any of the pony tribes is their Cutie Mark. It is a symbol of their magic and their talent. It marks their coming of age, and getting one is a milestone in any pony’s life. They appear when a pony discovers their special talent, their passion in life, their raison d etre. Most celebrate this event with a celebration known as a Cutecinera. A common point of small talk is asking a pony what their cutie mark means and how they got it.
As for their actual appearance, cutie marks range from common everyday objects to more abstract symbols. The common thread is that they mean something for the pony who bears it. Of course, a pony’s cutie mark often applies to their profession in some way. Earthly Magic
The magic originating on Earth differs significantly from Equestrian magic. Human beings, unlike Equestrians, have no inherent magic to them. Modern human history is utterly devoid of magic in any way, shape, or form outside of the occasional whisper of the supernatural sensationalized into garbage media.
However at one time magic did exist on Earth. Early man learned how to wield magic using his eldritch understanding of the world around him. Ancient tales of magical creatures, enchanted blades, and grand spell casters were more than mere fiction, they were once the truth.
As time pressed on the ways of magic were forgotten and in their place the more conventional manipulation of the world was picked up by humans. Upon their arrival however the Equestrian’s inadvertently reintroduced magic to Earth and gave the humans just enough of an inkling on the workings of magic to rediscover the old ways of their own arcane history.
Human, or Earthly Magic as it's commonly referred to, relies not on the internal but the external.
Earthly magic revolves around harnessing the latent magic from a source typically outside the user. Either from the environment around them, strange planes of existence, beings of greater power like demons, or other countless alternatives.
Where a Unicorn can cast any spell almost immediately with concentration and knowledge of the spell in question, Earthly magic takes either time, effort, sacrifice, or some combination of the three. You can’t just brandish some phalic wand and shout the name of a spell and expect to immolate someone on the spot.
Symbols and runes must be scrawled, words must be chanted, rituals must be done, and sometimes sacrifices must be made.
Equestrian magic is faster in most instances and less complex by comparison. However Earthly magic is arguably more potent and flexible. Anyone from a human to an earth pony can use the magic with the right knowhow and practice. Earthly magic is also unusual from other forms as they require certain things done (chants, rituals, focus, sacrifices, est) but the exact form those necessities take can differ from individual to individual.
With Unicorn spells there is typically one correct way to cast a spell. Earthly spells however can be cast a variety of different ways, allowing for many and unique styles of casting.
The aspects of Earthly magic casting are:
Verbal: Spoken words, often deliberate with specific timings. They can take the form of chants, shouts, whispers, songs, or virtually any other action with the mouth.
Somatic: Use of the body and it’s movements. Specific gestures with the arms, symbols made with the hands, dances, or even staring at the target a certain way.
Material: Physical components. Herbs, flowers, roots, a flask of distilled water, a charge of gunpowder, a mirror in a bag, and countless other oddities.
Focus: A deliberate or specific item or object used to concentrate the spell around, often used as a channel for the magical energy itself. A Focus can take the form of idols, rods, circles and runes scrawled across a surface, and more.
Catalyst: Something expended or sacrificed to cast or accelerate and enhance the casting of a spell. A catalyst can be physical or abstract, but it just has to be meaningful and potent in it's own right. Spilling your own blood, sacrificing a memory, destroying an irreplaceable item of sentimental value, ect.
It’s possible for Earthly Magic to purely utilize one of these aspects. Pure ‘material’ magic for example would be akin to Alchemy, focusing on mixing, brewing, synthesizing, creating, and bottling all manner of useful and dangerous things. However other styles of Earthly magic use splinkings of each aspect. For example:
Rod Magic -Focus and Verbal- The caster carries a bag of iron rods which have the equivalent length and thickness of golf clubs. Each rod has a deliberately shaped tip to it with each individual rod being required for a specific spell. Drawing the rod the caster speaks, deliberately and passionately, gathering magical energy at the tip of the rod before swinging it at the target. Earthly magic is brave new field of study as texts on the subject are relatively scarce and there were very few Earthly spell casters before The Rending, and even fewer after it.
Artifacts, relics, and enchanted objects from Earth are highly prized because they don’t tax the user thanks to drawing magic from elsewhere. They’re convenient and often very potent, making them highly sought after.
Eqestrian Species
] Common Pony Tribes: Earth Ponies: Born without wings nor a horn, these ponies still make up about one third of the population of Equestria. Having been born and raised in a world made to accommodate them and their hooves, they are quite proficient in using them and their mouths to manipulate objects.
Their magic takes the form enhanced strength, endurance, and an affinity towards plants compared to other kinds of pony. While this makes them ideal farmers, many more pursue careers in everything from fashion to finance.
Pegasus: Using magically assisted wings, these ponies are known for their flight. Like Earth ponies, they are adept at using their hooves and mouths to manipulate objects. They too are found all over Equestria, though they are known for their cloud settlements.
Pegasus magic is largely weather based. They can manipulate clouds, going as far as being able walk on them and build entire structures out of them. They are also able to disperse clouds, push them around, force them to precipitate, and other forms of weather manipulation. Entire squads of pegasi are assigned to each town, controlling the weather. Unicorns: Like the unicorns of Human myth, these ponies have a single horn upon their head. They are also the most overt users of magic. Every unicorn knows how to cast a telekinesis and light spell, and likely know more spells related to their Cutie Mark. Compared to the more physical form Pegasus and Earth pony magic takes Unicorn magic is more mental, usually requiring some degree of concentration for anything beyond the most basic spells. While they theoretically have the most flexibility due to their magic, in practice most only know a few spells by heart unless their passion involves magic.
Uncommon Pony Tribes: Zebras: Much like zebras from Earth, these ponies are known for their black and white stripes. A minority in Equestria, they are still considered full citizens. However this doesn't stop them from being viewed with some distrust, especially since many of the more notable members practice alchemy, which has its own reputation for being prone to unforeseen consequences
Thestrals: Another minority race, thestral are known for their leathery wings, fangs, ear tufts, and slitted pupils. The former two traits are what gives them the nickname "Bat Ponies". They largely share the powers of their pegasi brethren, but their enhanced night vision and echolocation makes them culturally more inclined to nocturnal lifestyles, which has also been reflected in their prevalence in Luna's Night Guards. However there is nothing physically stopping them from living a diurnal lifestyle. Alicorns: Stand before an alicorn, and know you stand before royalty. Each and every one is a member of Equestria's royalty, and each is a sovereign in her own right. Alicorns are the embodiment of the three main pony tribes. They each have the horn of a unicorn, the wings of a pegasus, and the strength of an Earth pony. On top of this they are immortal and wield power over their own particular domain similar to a Greek god.
Other Equestrian Races: Changelings: For once a species that follows human myth in only the broadest of strokes. Because of their nature, little is known about their biology and society. What is known is that they can magically change their appearance, but they are vaguely insectoid in their true appearance. They have both horn and insect wings, possessing the means of flight and spell casting. Another distinctive feature is their limbs have holes in them, and a chitinous 'saddle' and belly bands.
However it is how they feed that makes them so feared. In short, they are a G-rated succubus. They feed off of positive emotions directed towards them. The most common way is to kidnap and secretly replace a victim. Their Queen has shown the ability to hypnotize others, and forcefully extract love from them. It is this combination of traits that make them paranoia incarnate.
Diamond Dogs: Loud, stupid mutts. That is the stereotype of Diamond Dogs. Walking on their knuckles like gorillas, these creatures are known for living underground, carving tunnels out of the earth with their large, spade-like paws. As one of the few carnivorous Equestrian species, they are often viewed with suspicion and more than a little fear. This is not helped by the fact that they are known to kidnap surface dwellers to work in their mines.
Dragons: Exhibiting some of the most extreme variety in physical description of almost any known species, two Equestrian dragons can often appear to be completely different species. Some walk on four, others have two legs. Some have wings while others don’t. However they are all vaguely reptilian in nature, breathe fire, and show extreme resistance to heat. They can swim in lava much like other species enjoy hot tubs. They are also known for their hard claws and teeth; and for them gemstones are a delicacy.
Much like their mythical counterparts, Equestrian dragons are known for their greed. While not much is known about their life cycle, it is known starting their own horde is often enough to trigger a sort of puberty for them, causing growth spurts. If they do not start a horde, or the horde is taken away from them, they can stay fairly small for decades. At least one has been raised alongside a pony family from birth and is still the size of a prepubescent human child despite being in their late 20’s.
Griffons: Like the human myth, these creatures are a combination of a big cat and a bird of prey. While they have a reputation for rudeness and greed, friendships between griffons and ponies are not unheard of. After recent events in their homeland of Griffonstone, more and more are traveling outside their borders to Equestria. Their forepaws are birdlike, allowing them to manipulate objects with human-like dexterity, as well as possessing flight.
Minotaurs: Matching yet another human myth, this species appears to be a cross between a human and a cow. They are the only Equestrian species to walk on two legs, and as such are able to use most human items with minimal fuss. The bulls are especially known for their boisterousness and strength.
Invasions of changelings. Long slumbering conquerors. Relics of untold and heinous power. The cruel humor of a mad god of chaos. While countless dangers had befallen the magical land of Equestria in the past it was always the honest hearts of the ponies, pegasi, and unicorns that ensured it's prosperity time and time again.
One such unicorn, Twilight Sparkle, had begun experimentation on a new form of teleportation spell. It was during a bright and sunny morning that her eagerness finally outstretched her normally meticulous precautions. During her first proper casting of the spell she made a mistake.
In a flash of blinding, overpowering light Twilight found herself in a strange alien place. Cold, colorless rock seemed to cover every inch of the ground around her as constructs of glass and steel stretched into the sky above her head. It was only after casting her spell for the first time did Twilight realize it didn't simply take her to another location, but another realm entirely.
Within moments of arrival she spotted the residents of the world. Strange creatures unlike the ponies she was used to seeing. Though she wished to return home without incident her curiosity got the better of her.
After a series of long panicked misunderstandings regarding her nature Twilight was able to return home, having started a dialogue between Equestria and the strange new world of “Earth”. For a time everypony in Equestria was abuzz with talk of the new world, the new race, and the wondrous potentials that seemed to await them.
The creatures who lived on the new world, ‘Humans”, had a lot to offer. While they were ignorant and incapable in all things magic they had a wondrous grasp over the non-magical manipulation of the world around them. Trade was incredibly enticing to the humans and had the potential to be immensely lucrative for the Equestrians.
The first exchange was simple. Basic magic spell books in exchange for human science and physics textbooks. It seemed like a harmless, almost childish trade. Like students trading reading material between classes. Though Unicorn magic was largely useless to the humans, the spell books still acted as an introduction to an art long since dead and buried on Earth.
Just the mere possibilities the books presented were enough to ignite something in the humans.
Something dangerous.
It wasn’t long before human researchers managed to extrapolate the means of harnessing magic for themselves and a glorified magics arms race exploded between opposing human groups. Basic magical knowledge was used to engineer grotesque weapons that immediately made mankind’s previous arsenal of mass destruction utterly obsolete.
The Equestrians were left gaping in shock as the Humans twisted basic, almost mundane magic into horrifying engines of doom.
Plans were quickly made by the Equestrians to intervene. To warn the humans and do everything in their power to dissuade them from abusing magic any further before it was-
T̞̪o̜ͅo҉̳̫͕͈͍̹ ̡̹̪̙̗̮͖̮l̻͖̼a̢͔̜̝͎̪͖t̹̪̞e҉̹͚̖̞̞ͅ.
Tensions boiled over and with weapon and ritual in hand the humans rent the world asunder.
THE RENDINGbegan.
The Earth shuttered as it was smashed by the ungodly might being unleashed. In the blink of an eye countless people died. Cities, entire chunks of landmass vanished as fire, light, and freezing cold splintered through the sky. In a matter of minutes all of human civilization, from governments and organizations, to the very law itself crumbled into nothingness as chaos swept over the land.
Though the violence ended quickly the deaths did not. The simultaneous use of so much destructive magic spread an unstable residue energy across the entire Earth. At first it seemed to do nothing. Then after a few days it began to effect the adult humans in ghastly ways. Millions began to die from mass organ failure. Those who didn't die lost themselves as were gradually warped and twisted into horrific monstrosities.
Younger adolescent humans were seemingly unaffected by the energy, but many found themselves alone as their parents died or tried to claim their lives in fits of inhuman madness.
By the time Equestria stepped in to give aid the entire adult population of the Earth had either been killed through fighting and illness, or rendered inhuman by the aftermath of their own weapons. They arrived to a smashed world filled with nothing but monsters and frightened, confused children and teens.
Equestria was confronted with an utter nightmare and began to devote a great deal of resources to resolving the crisis.
They formed an ‘army’ of sorts made up of guards to establish order, volunteers to treat and care for the massive amounts of young human survivors, and brave individuals tasked with getting rid of the remaining magical weapons both living and inert made by the humans.
It was difficult, dangerous, threatening work but the Equestrians achieved great success for their efforts. Yet they were still left with the survivors of a civilization that had no way of leading or rebuilding itself properly.
Countless debates were held and a torrent of concerns were raised. Many felt it wasn't right to expect the traumatized masses of young humans to fend for themselves after what had happened. Some feared that if left to themselves they would simply repeat what they had done, either on themselves or Equestria.
In an atmosphere of uncertainty a solution was presented...
Equestria would take Earth into its territorial domain as a kind of colony. Special facilities called ‘Reform Schools’ would be built on Earth. Here the young humans would be taken and have their memories erased with powerful magic. Freeing them of the burdens and traumas of their pasts. Allowing them to start their lives anew and be re-raised and re-educated under Equestrian values.
The plan concerned and deeply worried some. Yet few could argue with the results. Human children, who days before were left nearly catatonic from grief, were smiling and playing with others. Seeing the pain gone from their eyes made it difficult to object to the plan...
Ten years has passed since then and the world has changed.
The Earth has healed remarkably fast thanks in part to the assistance of the Equestrians. Forests grow, fields rise, and the wilderness has rapidly reclaimed much of the once overpopulated Earth. Abandoned towns, blasted cities, and the forgotten remains of facilities are now overgrown with the creeping tendrils of nature.
In the years since the construction of the reform schools Equestria has built it’s own settlements on Earth which has come to be seen as a new frontier. A wilder, more dangerous place of adventure and opportunity. Increasing numbers of ponies, griffons, dragons, and other races have immigrated to Earth in search of employment and a new start.
Only the settlements built or rebuilt by the Equestrians are readily lived in and considered safe. Outside of the new businesses constantly opening up there is a demand for explorers, scavengers, and adventurers on Earth. A hidden wealth of technology, riches, and secrets wait to be found in the otherwise abandoned areas of the world.
Along with the rush of opportunity the Equestrians have benefited immensely from adopting various elements of human technology. Firearms, radios, modern materials, motor vehicles, advanced electronics, robotics, computers, and more have been reverse engineered and given a unique twist by the Equestrians.
While Equestria itself remains just as rural and rustic as it’s always been, the settlements on Earth employ a mix of old and new technology. Crank operated cash registers are used in stores that sell motorized carriages while guards in knight like armor made from ‘modern’ materials patrol the streets with the assistance of vacuum tube filled surveillance robots. (Think something similar to Fallout Equestria in a sense)
The humans meanwhile live happy lives. Those who 'graduated' from reform school work and live in the settlements. While the children and teens still in the reform schools receive regular meals, education, and care with some even being adopted by Equestrian families.
However all is not well.
Dangerous creatures inhabit the wilderness of the Earth. The magical energies that ended the adults seemingly altered many of animals of the world. Turning them from simple beasts of instinct to highly aggressive, invasive, and murderous monsters. Other, far older dangers were seemingly awoken by the release of magic on Earth as things once only heard of in legend began to appear.
Some humans have also begun to remember things. Complete restoration of their memories was supposed to be impossible and it was. Yet that didn't stop fragments of memory from surviving. Phrases, locations, faces, names, bits and pieces of things without much if any context.
Even during the first year of the reform schools some children weren't as happy as others. They experienced nightmares, retained phobias and biases from before their memory wipes, and developed problematic personality traits. After ten years they've grown into rebellious 'problem children' that cause issues within the otherwise harmonious Reform Schools and in the Equestrian settlements on Earth.
On top of all that strange rumors have begun to spread as of late. Whispers say that somewhere on Earth is an artifact. An artifact of fabulous power that can grant any wish. Accomplish any task. Bring to life any desire. Accomplish even that which is unobtainable even through magical means.
And the rumors whisper that it is somewhere near the Equestrian settlement of Bellbrooke, located in the former British Isles...
Most assume it is nothing more then a story, but there are those who have taken a deep interest in the rumor. Even now schemes are being hatched and a shadow has begun to loom over both Equestria and Earth...
@Polaris NorthAll I ask is that players put effort into their posts. If you have a lack of experience then the only way to improve that is by roleplaying more. So welcome aboard Polaris! I really love the eagerness and sense of enthusiasm in you're writing.
And to answer your question there are plenty of spells your human character could possibly know depending on their background and the school of magic they wield.
However you have to understand Earthly magic isn't typically taught to humans.
In fact Equestrians under normal circumstances try to keep humans away from learning or handling magic. Given the whole 'damaged their world and nearly killed off their whole race' thing. However just because you want to keep something out of someone's hands doesn't mean it is going to happen.
So you'll need a good justification for how they learned magic (given you described wanting a violent, chaotic character that shouldn't be too difficult.) but outside of that you should be fine.
I was saving this for when I put up the roleplay, but I wrote down how magic works and the two types of magic in the setting at the bottom of the post in a hider.
To quickly summarize: Human or "Earthly" magic takes longer to cast then Equestrian magic. It normally requires effort and preparation to use, but it can be sped up through clever(or sacrificial) means. There is no single way to cast Earthly magic so your character can practice a common school of magic while using a style unique to themselves.
Try to think of the magic in this roleplay a little like the magic from Dark Soul, if you've ever played that game. Just with more chanting, scrawling, and various things done before the spell is actually usable.
It is powerful and immensely beneficial. However it isn't instantaneous. Even fast spells have some kind of delay or wind up to them. I you don't set yourself up correctly or begin to cast a lengthy spell when some hulking monstrosity is two feet from your face, you're going to get thrown off a ledge to your screaming agonizing demise.
I'll write out some examples of some possible Earthly Magic schools and spells to try to give you an idea of how things work. Then we can talk over any specifics you had in mind. As long as you follow the general feel of what is presented and remember the rules of the magic in this setting, you can be as creative as you wish.
White Magic
Verbal- Focus The reliance on miracles and divine favor to achieve prosperity is not a new concept. In the past people would pray, chant, and sing to receive boons from strange unseen things. White Magic is the more refined practice of such methods. Drawing magic not from the environment, but beings of great power that do not exist in the visible realm.
Though many White Magic users attribute their magic to beings of their choosing, they don't actually see, hear, or sense them. All they know is that when they call on the magic for their spells somethinganswers them. It could be one entity, it could be many different entities, the lack of concrete knowledge of the origin of their magic demands faith and a strong sense of belief in practitioners of White Magic.
However many debate the safety, or sanity of using White Magic. Receiving boons and favors from some unidentifiable far off force carries with it tremendous risk. Surely something of such power must want something in return or has some ulterior motive to it? White Magic is generally associated with light and life, but its origin could be more maddening and malicious then even the most heinous of demonic magics.
Traditional White Magic is cast using a small focus (an idol, a necklace, etc) and carefully recited words typically taking the form of prayer or mantra. The emotion behind the words and the feelings of the caster play an important part in whether or not the spell works as intended if at all.
Healing light: Holding a palm sized idol or symbol the caster considers 'divine' or 'holy' the caster kneels. Head bowed, symbol gripped tightly, they begin to chant in the form of a prayer or mantra to an unseen force. Upon finishing a bright light radiates down onto the. Warm and welcoming the light soothes their pain and heals any moderate injuries they have while lessening others.
This spell must be cast while stationary, leaving the caster vulnerable. A light source of some kind, preferably natural and overhead, is required for the spell to work. As the divine light cannot shine on them in true darkness...
Necromancy
Verbal- Focus - Catalyst The arcane practice of understanding and manipulating the forces that separate life from death. Through Necromancy spirits may be understood, powerful forces may be harnessed, and the dead themselves can be turned into tools or outright weapons.
Lycoris is a practitioner of Necromancy but does so in a style she developed on her own with some experience. Typically traditional necromancy is very stationary and time consuming, but by using blood as not only a sacrificial medium but a focus Lycoris can dramatically simplify spells.
By spilling her blood (or the blood of another) and using it in her castings she hastens otherwise time consuming practices. Allowing her to use her Necromancy more offensively and on the fly. While powerful, Lycoris's approach has it's weaknesses. Like most magic associated with the 'dark' her spells are left vulnerable to magic connected to the divine or the light. Her use of blood in her spells also takes a toll on her health as Lycoris must draw her own blood, often through cutting into herself, which risks infection, greater blood loss then intended, and a number of other horrid things.
Raise Lesser Zombi: Through necromancy it is possible to restore the body and soul of an individual who has passed from the world. At least in theory. Doing so requires tremendous effort, preparation, and vast arcane knowledge. Even when done correctly a ritual can be utterly ruined by difficult to sense or otherwise unseen factors.
The more offencive abilities of necromancy were born largely out of easy to recreate ‘mistakes’ of trying to return the dead to true life.
One of the most basic, yet difficult spells in necromancy, is raising the dead. There are a number of ways to raise the dead and many forms they can take. The most basic of which is a “Zombi”.
The oversaturated Human media of the 21st century depicted zombies as disease created abominations, brain dead husks driven by instinct to feed. This is largely incorrect as proper Zombis are not merely biological entities but temporary spiritual ones.
To create a Lesser Zombi, Lycoris places a corpse (either fresh or dessicated) inside a blood circle adjusted to the size of the body being used. Once inside the circle she clasps her hands and uses the circle as a focus, chanting an incantation several times to draw the ambient magic from her surroundings to a single point inside the corpse.
There, a sort of Promethean flame is lit. A crude, temporary, artificial ‘soul’ is created that animates the zombi. Doing so actually restores some flesh and mass to the zombi’s dead body. Ensuring it is sturdy enough to carry out the wishes of it’s master and weather the blows it will suffer trying to do so.
Lesser zombis are sluggish, motivated only by the weak magical energy binding their body and the will of their master. However they are capable of great feats of strength and unable to feel pain. Unlike what the human movies suggest, destroying the brain of a lesser zombi will not kill them or even slow them down. Only a few things can properly put a zombi down which include:
The total destruction or immobilization of their physical form (blowing them to a red mist or chopping off and then pulverizing each extremity).
Dissipation of the magic binding them through other kinds of magic or magic dispelling seals or items.
Feeding the zombi salt or covering in it.
Lesser zombis may carry out simple tasks given to them but lack the intelligence or consciousness to handle anything too complex. They are easily dispatched by those knowledgeable in the creature’s weaknesses and are repelled by a number of means (salt circles, charms, wards, etc).
Once a circle is down Lycoris can repeat the process of raising lesser zombis in relatively little time. Allowing for her to make and deploy Lesser Zombis in numbers (provided she has a supply of bodies). Unless steps are made to ensure otherwises Lesser Zombis will only remain animated for a few hours under typical circumstances.
ϟElectromancyϟ
Somatic- Material Pyromancy. The magic of the flame. Primal and Promethean in nature. This means of manipulating and creating such a base element influenced countless other schools of magic throughout the ages. One of which was Electromancy.
Countless gods have been associated with thunder and lighting. Zeus hurling thunderbolts down from the heavens being one of the most widely known. Fire may be deeply primal, but the fear of the menacing clap of thunder and the brilliant flash of lightening is almost just as old. Drawing on this Electromancy is built around harnessing, wielding, and creating lightening, electricity, and the things connected to them.
Instead of symbols, figures, words, or blood, Electromancy is cast through the practiced gestures of the body and the use of precious powdered metals. Electrum is extremely vital to Electromancy, though gold, copper, and other yellow-ish/orang-ish tinted metals and minerals and be used as substitutes with varying degrees of inferiority (gold being the next best thing to proper Electrum). As a general rule an Electromancer must have their feet firmly planted on the ground or something solid in order to cast their magic, making it difficult to cast on the move.
Lightning Bolt: After giving their hands a dusting of powdered electrum or gold the caster plants their feet firmly on the ground. Widening their stance they clench their fists and move their arms to their sides. They make a series of specific, timed gestures before reaching skyward. Opening their hand they stretch their arm as far as they can raise it and grasp something.
Suddenly sparks begin to fly as a shaking, brilliant coil of lighting becomes trapped within their grasp straightening out into a threatening spear. Once in hand the user may rear back and throw the bolt at whatever they desire. Though the lightening bolt provides some propulsion to itself, the accuracy and distance it goes is dependent largely on the user.
The bolt is capable of blowing holes through buildings, singeing muscles and flesh, or outright stopping the hearts of living creatures with its intense power.
While powerful however the Lightning Bolt spell is somewhat telegraphed and since the user must plant their feet, they cannot move and cast the spell.
On Magic
Equestrian Magic
Magic is very prevalent in Equestria and its surrounding lands. Many of the races that dwell within Equestria have some inherent magical nature to them. Ponies specifically have a very strong innate magic and possess abilities specific to their race.
Channeling magic in Equestria is done through the use of a body part as a conduit for magical energy. Earth ponies focus their magic through their hooves, Pegasi focus it through their wings, and Unicorns, Alicorns, Changelings, and other spell casting races use their horns.
In order to use magic these races draw from an inner magical reservoir of sorts for the energy to fuel their spells. As long as the caster has the knowledge, focus, and technique necessary to properly cast the spell they can do so almost instantly. Lifting objects without touching them, unleashing sprays of firework-like light, and even projecting protective barriers are all possible with enough practice.
As a result Equestrian magic is fast and convenient, able to achieve results almost instantly. While potent however this form of magic has its own flaws and drawbacks.
The first and most obvious is that, under normal circumstances, only certain races can use Equestrian magic. Unicorns, Alicorns, and even Changelings to a degree possess the means to cast spells and perform magic. However vigilant or studious, an Earth pony or Pegasus will never be able to cast spells like a Unicorn unless very special circumstances are in place.
The second issue is that Equestrian magic is fast, but this is because it draws energy directly from the caster. The inner magic of any being is limited and while it can be increased, amplified, and restored through various means it is still finite. Even a Unicorn with a vast inner magical reserve will rapidly deplete themselves if they simply spam spells with no rest or time to recover.
An Equestrian magic user who pushes themselves too far or tries to cast spells while their inner magic reservoir is low can suffer injury, reduce their lifespan, or outright die depending on the circumstances.
Last but not least Equestrian spell casters are totally reliant their horns (or equivalent appendage) to channel magic.
If the horn of a Unicorn, Alicorn, or Changeling is damaged in anyway it can have catastrophic consequences on their ability to cast magic, crippling or outright stripping it from them. To have their horns severed is a terrible, wicked fate not spoken of even for the most heinous of criminals and deviant magic users.
A Note on Cutie Marks: One of the most distinctive features of any of the pony tribes is their Cutie Mark. It is a symbol of their magic and their talent. It marks their coming of age, and getting one is a milestone in any pony’s life. They appear when a pony discovers their special talent, their passion in life, their raison d etre. Most celebrate this event with a celebration known as a Cutecinera. A common point of small talk is asking a pony what their cutie mark means and how they got it.
As for their actual appearance, cutie marks range from common everyday objects to more abstract symbols. The common thread is that they mean something for the pony who bears it. Of course, a pony’s cutie mark often applies to their profession in some way. Earthly Magic
The magic originating on Earth differs significantly from Equestrian magic. Human beings, unlike Equestrians, have no inherent magic to them. Modern human history is utterly devoid of magic in any way, shape, or form outside of the occasional whisper of the supernatural sensationalized into garbage media.
However at one time magic did exist on Earth. Early man learned how to wield magic using his eldritch understanding of the world around him. Ancient tales of magical creatures, enchanted blades, and grand spell casters were more than mere fiction, they were once the truth.
As time pressed on the ways of magic were forgotten and in their place the more conventional manipulation of the world was picked up by humans. Upon their arrival however the Equestrian’s inadvertently reintroduced magic to Earth and gave the humans just enough of an inkling on the workings of magic to rediscover the old ways of their own arcane history.
Human, or Earthly Magic as it's commonly referred to, relies not on the internal but the external.
Earthly magic revolves around harnessing the latent magic from a source typically outside the user. Either from the environment around them, strange planes of existence, beings of greater power like demons, or other countless alternatives.
Where a Unicorn can cast any spell almost immediately with concentration and knowledge of the spell in question, Earthly magic takes either time, effort, sacrifice, or some combination of the three. You can’t just brandish some phalic wand and shout the name of a spell and expect to immolate someone on the spot.
Symbols and runes must be scrawled, words must be chanted, rituals must be done, and sometimes sacrifices must be made.
Equestrian magic is faster in most instances and less complex by comparison. However Earthly magic is arguably more potent and flexible. Anyone from a human to an earth pony can use the magic with the right knowhow and practice. Earthly magic is also unusual from other forms as they require certain things done (chants, rituals, focus, sacrifices, est) but the exact form those necessities take can differ from individual to individual.
With Unicorn spells there is typically one correct way to cast a spell. Earthly spells however can be cast a variety of different ways, allowing for many and unique styles of casting.
The aspects of Earthly magic casting are:
Verbal: Spoken words, often deliberate with specific timings. They can take the form of chants, shouts, whispers, songs, or virtually any other action with the mouth.
Somatic: Use of the body and it’s movements. Specific gestures with the arms, symbols made with the hands, dances, or even staring at the target a certain way.
Material: Physical components. Herbs, flowers, roots, a flask of distilled water, a charge of gunpowder, a mirror in a bag, and countless other oddities.
Focus: A deliberate or specific item or object used to concentrate the spell around, often used as a channel for the magical energy itself. A Focus can take the form of idols, rods, circles and runes scrawled across a surface, and more.
Catalyst: Something expended or sacrificed to cast or accelerate and enhance the casting of a spell. A catalyst can be physical or abstract, but it just has to be meaningful and potent in it's own right. Spilling your own blood, sacrificing a memory, destroying an irreplaceable item of sentimental value, ect.
It’s possible for Earthly Magic to purely utilize one of these aspects. Pure ‘material’ magic for example would be akin to Alchemy, focusing on mixing, brewing, synthesizing, creating, and bottling all manner of useful and dangerous things. However other styles of Earthly magic use splinkings of each aspect. For example:
Rod Magic -Focus and Verbal- The caster carries a bag of iron rods which have the equivalent length and thickness of golf clubs. Each rod has a deliberately shaped tip to it with each individual rod being required for a specific spell. Drawing the rod the caster speaks, deliberately and passionately, gathering magical energy at the tip of the rod before swinging it at the target. Earthly magic is brave new field of study as texts on the subject are relatively scarce and there were very few Earthly spell casters before The Rending, and even fewer after it.
Artifacts, relics, and enchanted objects from Earth are highly prized because they don’t tax the user thanks to drawing magic from elsewhere. They’re convenient and often very potent, making them highly sought after.
@redbaron1234Good to have you on board! I intend this to go up in the next day or so. Still dealing with my recovery from surgery and having loud relatives over.