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A conduit is the name given to any object a Magni chooses to wield in order to cast magic. Conduits have two requirements, firstly they must be made of a precious metal. Extensive research has found that the more conductive the metal, the better it channels magic making silver and gold some of the highest sought after materials for conduits. The second rule is that the wielder must have an attachment or sentimental value towards the conduit. Often they are heirlooms passed along by parents although this isn't a fast and hard rule.
The most common conduits tend to be objects that are either worn or easily directed. Rings and wands are among the preferred objects for conduits. A Magni doesn't need to use the same conduit their entire life and can perform a bonding ritual with a new conduit to replace a destroyed or lost one. Likewise, conduits can be re-cast into new objects. A ring could be melted and forged into a necklace or knife. Some Magni bond with multiple conduits, the greatest advantage to this technique is the avoidance of being disarmed in a duel however it does nothing to increase spell potency.
The most common conduits tend to be objects that are either worn or easily directed. Rings and wands are among the preferred objects for conduits. A Magni doesn't need to use the same conduit their entire life and can perform a bonding ritual with a new conduit to replace a destroyed or lost one. Likewise, conduits can be re-cast into new objects. A ring could be melted and forged into a necklace or knife. Some Magni bond with multiple conduits, the greatest advantage to this technique is the avoidance of being disarmed in a duel however it does nothing to increase spell potency.
D R A O I:
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Draoi are Magni who were born human and through a life long study of magic achieved a mastery of the arcane arts. This often has a severe toll on their body, ageing them rapidly and forcing them to find ways to lengthen their own lifespan in the pursuit of knowledge. This pursuit of mystic knowledge awakens an insatiable thirst within the individual often making them dangerously unpredictable. It's not uncommon for Draoi to find themselves in competition with one another. This competition is dangerous for all those involved as Draoi will ultimately murder one another in an effort to absorb their essence, knowledge and power.
There are Draoi who allow themselves to become completely absorbed in their pursuit of power, becoming nothing more than hungry, hollow husks. These Draoi are considered to be lost causes and the destroying of one is considered a public service.
There are Draoi who allow themselves to become completely absorbed in their pursuit of power, becoming nothing more than hungry, hollow husks. These Draoi are considered to be lost causes and the destroying of one is considered a public service.
F A M I L I A R S:
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Sometimes known as 'Guardian Angels' or 'Animal Guides', familiars are ancient arcane spirits which bond with some forms of Magni upon their birth. They watch over their newfound 'Master' from the first moment they draw breath, until the last. Familiars tend to favour Hexenbrut above all other forms of Magni, though it's not uncommon to find one that has been drawn to a Draoi or Venari upon either reaching their potential. Like Witches, Familiars came from another realm before the occurrence of 'The Joining'. Their true numbers are unknown but no Hexenbrut has ever been without a familiar.
When a Familiar bonds to a Magni, it absorbs part of that individual's soul. This is what allows a Magni to use a Familiar to cast magic but it comes at a great cost as well. If the Magni's familiar were to die, the pain would be near immeasurable and very few Magni survive the experience. A Magni, especially a Hexenbrut, without a Familiar is often nothing more than a shell of their former self, one barely holding on to its remaining humanity.
When a Familiar bonds to a Magni, it absorbs part of that individual's soul. This is what allows a Magni to use a Familiar to cast magic but it comes at a great cost as well. If the Magni's familiar were to die, the pain would be near immeasurable and very few Magni survive the experience. A Magni, especially a Hexenbrut, without a Familiar is often nothing more than a shell of their former self, one barely holding on to its remaining humanity.
J Ä G E R:
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Born from the union between mortal and angel, Jäger are enhanced humans containing supernatural abilities. Unlike other types of 'Magni', Jäger aren't actually born with all of their abilities and instead inherit them upon the passing of their predecessor. As such, much of the Jäger society is built upon lineage and family is very important. While Jägers lack the ability to cast spells, they more than make up for it in sheer durability. Infamously hard to kill, Jäger are much faster, stronger and more durable than the average human and possesses abilities and talents meant to counter other forms of Magni and Hellions alike. Despite this, the Jäger has an exploitable weakness in the form of Hexenbrut blood. Ingesting the blood of a Hexenbrut removes a Jäger's abilities and renders them Mundane.
T H E J O I N I N G:
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The Joining was a union of realms that brought magic into the same plane that Earth exists on. However, the records and origins of the event are long lost to the sands of time. What is agreed upon is that the Joining nearly wiped out all life on Earth. But Earth was spared compared to the other realms that were completely destroyed when magic conjoined them into the same plane of existence.
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Also known as 'Fiends' or 'Hellspawn', Hellion is an umbrella term used to describe all manner of creatures and beings. Traditionally Hellions have been seen as threats to humans and therefore persecuted or hunted by the likes of the Jäger or Venari. Throughout time Hellions have included everything from mindless beasts to semi-sentient creatures like dragons or trolls to even cursed humans in the form of lycanthropes and vampyres. Unlike Magni who require a conduit to cast magic, most forms of Hellion have natural magic which manifests in the form of abilities such as a dragon's fire breath.
H E X E N B R U T:
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Roughly translated, Hexenbrut means 'Witch's Brood' and refers to the idea that the Hexenbrut are the children of witches. During the height of their history, the Hexenbrut outnumber the other members of the Magni community at a ratio of nearly three to one. Said to have originally been created due to the union between the hexemalefik Lilith and the human, Adam, the Hexenbrut have an innate, natural talent towards magic.
Magic calls to 'Children of Lilith' like fleeting whispers in the dark recesses of their minds. A Hexenbrut can feel the magic in the world around them the same one might feel the wind or a light rain upon their skin. But in order to use their abilities, they require a conduit. Unleashing magic from one's fingertips, while possible would be extremely harmful to the Hexenbrut, and repeated instances would almost certainly result in death.
Magic calls to 'Children of Lilith' like fleeting whispers in the dark recesses of their minds. A Hexenbrut can feel the magic in the world around them the same one might feel the wind or a light rain upon their skin. But in order to use their abilities, they require a conduit. Unleashing magic from one's fingertips, while possible would be extremely harmful to the Hexenbrut, and repeated instances would almost certainly result in death.
M A G N I:
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A collective term used by the magical community, the name Magni is a grouping that can refer to Draoi, Jäger, Hexenbrut or Venari. Variations are commonly heard include 'Maj' or 'mage. Some terms however such as sorcerer/sorceress or wizard are seen as more derogatory or demeaning. The term 'witch' is revered by the Hexenbrut, at least those educated in their culture and referring to oneself as a witch is seen as a major faux pas.
M U N D A N E:
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A collective term used by the magical community for humans. The term 'mundane' is seen as derogatory in most uses. Derivative terms such as 'mundies' are also commonplace. The human phrase 'a case of the Mondays' is actually a misnomer of a Magni expression 'case of the Mundies' referring to a Magni having a hard time producing magic. Other terms such as 'Norms', 'Normies' have been used to refer to a human. Given the popularity of some fiction, the term 'muggle' has also been adopted by the Magni community.
V E N A R I:
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The Venari are the offspring of Hexenbrut and Draoi who possess limited magical potential. This potential on its own is not enough to manifest any abilities, but through the use of amplification runes, similar to those used in enchanting, a Venari can boost their abilities and even embed specific spells onto their bodies.
Venari are considered to be a bit of a wildcard in the Magni community. Throughout history, they've aided everything from Draoi to humans to the Jäger and the Hexenbrut. Due to their dual nature, they feel no true allegiance and more often than not act in a way that is for self-gain. Once considered a rarity, Venari now make up the majority of the Magni community leading to a major loss in history and society.
Venari are considered to be a bit of a wildcard in the Magni community. Throughout history, they've aided everything from Draoi to humans to the Jäger and the Hexenbrut. Due to their dual nature, they feel no true allegiance and more often than not act in a way that is for self-gain. Once considered a rarity, Venari now make up the majority of the Magni community leading to a major loss in history and society.
W I T C H:
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The 'Mothers of Magic' or 'Sisters of Lilith', witches or 'Hexemalefik' were transported to Earth during an event known only as 'The Joining'. Originally from another domain of existence, witches are powerful higher beings and considered the originators of all magic on Earth. While descriptions vary from source to source, witches are exclusively referred to as being female, however, in actuality, a witch may take any shape she chooses.
Thought to be near ageless, most of them were hunted down and killed by the Jäger though, the witches' bloodline survives on through the 'Hexenbrut'. The 'Hexenbrut' or Witch's Brood are descendants of the original witches and contain within them magical potential inherited from the ancient beings. The first Hexenbrut was said to occur when the most powerful of the Hexemalefik, Lilith, laid with the human 'Adam' and bore his children.
Thought to be near ageless, most of them were hunted down and killed by the Jäger though, the witches' bloodline survives on through the 'Hexenbrut'. The 'Hexenbrut' or Witch's Brood are descendants of the original witches and contain within them magical potential inherited from the ancient beings. The first Hexenbrut was said to occur when the most powerful of the Hexemalefik, Lilith, laid with the human 'Adam' and bore his children.
M A G I C:
Known by many names across numerous cultures, magic is an invisible arcane force which flows through all living creatures and things across the entire globe. Magic first occurred on Earth after the event known as 'The Joining' when a convergence of domains brought beings and creatures of an unknown origin into the same plane of existence. This brought the beings known as 'Witches' to Earth and along with them the source of their powers; magic.
All magic requires either a conduit or a familiar to be cast and a price to be paid. A spell must be cast through a conduit or familiar the same way either must be used to imbue a potion with its magical essence. Despite the use of a conduit or familiar, there are still further requirements for casting magic. Potion based spells require ingredients and careful preparation methods, other spells may require incantations or rituals before being performed. Some may require specific movements during the casting of the spell making the caster dance or move their hands in a particular manner. Others still may require all of the above in some capacity. Any of the above may also simply be a focusing method by the caster and may not be universally applicable
The price of magic varies from individual to individual and act to act. It's most easily seen in the Draoi where their pursuit of arcane knowledge causes their bodies to rapidly deteriorate. However, the price is not always paid by the individual directly and instead may be paid in the loss of a loved one. Payment will always be taken in full, but may also be pre-paid in the form of sacrifice or ritual.
Due to its nature, magic has a wide variety of applications. They've been categorized into the following:
A L C H E M Y:
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C H A R M S:
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E N C H A N T M E N T S:
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H E X E S:
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Magic has a specific set of rules.
R U L E S O F M A G I C:
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All magic requires either a conduit or a familiar to be cast and a price to be paid. A spell must be cast through a conduit or familiar the same way either must be used to imbue a potion with its magical essence. Despite the use of a conduit or familiar, there are still further requirements for casting magic. Potion based spells require ingredients and careful preparation methods, other spells may require incantations or rituals before being performed. Some may require specific movements during the casting of the spell making the caster dance or move their hands in a particular manner. Others still may require all of the above in some capacity. Any of the above may also simply be a focusing method by the caster and may not be universally applicable
The price of magic varies from individual to individual and act to act. It's most easily seen in the Draoi where their pursuit of arcane knowledge causes their bodies to rapidly deteriorate. However, the price is not always paid by the individual directly and instead may be paid in the loss of a loved one. Payment will always be taken in full, but may also be pre-paid in the form of sacrifice or ritual.
Due to its nature, magic has a wide variety of applications. They've been categorized into the following:
A L C H E M Y:
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Alchemy is the process by which a Magni creates potions, elixirs and other concoctions.
C H A R M S:
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Charms are spells that alter perception or allow for influence over others.
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Cures are restorative spells meant to heal and soothe wounds.
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Curses are dehabilitating spells and are often lethal.
E N C H A N T M E N T S:
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An enchantment is the act of applying magical properties to an item or object. This can be accomplished using several different techniques but most commonly through the inscription of runes.
H E X E S:
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A hex is any offensive spell.
R U N E S:
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A rune is an inscribed magical symbol. They can be used for a variety of purposes.
S U M M O N S:
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A Summons is a type of spell that conjures an object or being to the caster.
W A R D S:
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Wards are protective spells.
Magic has a specific set of rules.
R U L E S O F M A G I C:
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Magic always comes with a price.
The price must be paid in full.
The price will vary from person to person or act to act.
The ultimate price is your life.
Magic must be cast through a conduit or familiar.
Magic can not be cast using another's conduit or familiar.
All conduits must be comprised of precious metal.
All conduits must hold sentimental value.
A familiar can take any form, but its default state should be an extension of its master.
A familiar must remain loyal to its master unless its master deems it free.
A familiar shall not take the form of a human.
The price must be paid in full.
The price will vary from person to person or act to act.
The ultimate price is your life.
Magic must be cast through a conduit or familiar.
Magic can not be cast using another's conduit or familiar.
All conduits must be comprised of precious metal.
All conduits must hold sentimental value.
A familiar can take any form, but its default state should be an extension of its master.
A familiar must remain loyal to its master unless its master deems it free.
A familiar shall not take the form of a human.
P R E F E R R E D N A M E
"Witty Quote"P L A C E H O L D E R First Middle Last ______________________________________________________ D.O.B. | Age | Ethnicity ______________________________________________________ Sexuality | ♀/♂ | Relationship Status ______________________________________________________ Grade | Conduit | Familiar Animal | D E T A I L E D A P P E A R A N C E: A detailed description of how your character looks and dresses. Please be sure to include details other players would need to reference or describe them. These details should include height, build, eye colour and hair colour. You may also detail any scars, birthmarks, piercings or tattoos. Feel free to be as decriptive as you wish here. M O T I V A T I O N S & G O A L S: Why do you want to play this character, what is the driving motivation behind both this desire and the character themselves. What do you hope to accomplish and where do you want the character's story/stories to go? |
C H A R A C T E R C O N C E P T:
This is where you outline your vision for the character. This should be a short summary that provides insight into where the character is in terms of their overall progress and development. Don't think of it as a biography, this isn't meant to be a play by play of the character's life up until this point. This is supposed to be a short summary into who they are and what their world is like.
C H A R A C T E R N O T E S:
Any additional notes you want to put either for yourself, the GM's or other players to help clarify your vision or continuity. Your conduit and familiar can be fleshed out here if you so choose.
P R E F E R R E D N A M E
"Witty Quote"☯ Neutral ☯ | ☮ Friends ☮ | ♫ Best Friends ♫ | § Tense § | ♥ Crush ♥ | ☠ Enemies ☠
placeholder ☯ | Brooks, Felix | ☯ ______________________________________________________ "Quote About Characters' Relationship." | R E L A T I O N S H I P D E T A I L S: This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character. |
placeholder ☯ | Brunswick, Marie | ☯ ______________________________________________________ "Quote About Characters' Relationship." | R E L A T I O N S H I P D E T A I L S: This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character. |
placeholder ☯ | Foster, Kayla | ☯ ______________________________________________________ "Quote About Characters' Relationship." | R E L A T I O N S H I P D E T A I L S: This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character. |
placeholder ☯ | Kaynes, Adam | ☯ ______________________________________________________ "Quote About Characters' Relationship." | R E L A T I O N S H I P D E T A I L S: This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character. |
placeholder ☯ | Osbourne, Rosalyn | ☯ ______________________________________________________ "Quote About Characters' Relationship." | R E L A T I O N S H I P D E T A I L S: This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character. |
placeholder ☯ | Pershing, Myles | ☯ ______________________________________________________ "Quote About Characters' Relationship." | R E L A T I O N S H I P D E T A I L S: This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character. |
placeholder ☯ | Roth, Aiden | ☯ ______________________________________________________ "Quote About Characters' Relationship." | R E L A T I O N S H I P D E T A I L S: This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character. |
placeholder ☯ | Sawyer, Emily | ☯ ______________________________________________________ "Quote About Characters' Relationship." | R E L A T I O N S H I P D E T A I L S: This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character. |
placeholder ☯ | Spletzer, Adette | ☯ ______________________________________________________ "Quote About Characters' Relationship." | R E L A T I O N S H I P D E T A I L S: This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character. |
placeholder ☯ | Woods, Demeter | ☯ ______________________________________________________ "Quote About Characters' Relationship." | R E L A T I O N S H I P D E T A I L S: This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character. |
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A I D E N R O T H "Snarky Quote."▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Location - Crestwood Hollow, NH, United States of America | |
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