
Timeskip Divider Catalog
Dragon Option:
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[img]https://i.imgur.com/2yDY0BQ.png[/img]

Magic Option:
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[img]https://i.imgur.com/tgYraIc.png/img]

Wilderness Option:
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[img]https://i.imgur.com/q47oURW.png[/img]

Academy Option:
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[img]https://i.imgur.com/pbhVebe.png[/img]


Wielding is the act of drawing and shaping raw energy from the Channel (a living current). The Channel is extremely responsive and reacts to a Wielder's intent, emotional state, and discipline. Your character's "discipline" is their specialty and the type of magic they wield.
Some describe it as a river that flows in multiple directions at once, while others say it's a network of threads you pluck like an instrument. Wielders develop a "Core", or the focal point that lets them draw from the Channel without shattering under the strain. Overloading or damaging your Core leads to Channelburn, which includes loss of magic, physical collapse, or, in severe cases, a permanent psychic fracture (in other words, what happens to most Forbidden Magic Wielders when they fall victim to the extent of their powers).
Disciplines to Pick from (But feel free to suggest your own, too!)
Spoiler
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✦ Runecrafting: These Wielders create magical effects via runes that are usually inscribed into books and buildings.
✦ Storm Wielding: These Wielders can usually control and create storms and lightning. They are extremely unpredictable.
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✦ Healing: These Wielders are usually key in combat. They channel magic to repair physical major or minor injuries at the cost of their own Core energy.
✦ Seer: A very uncommon discipline, these Wielders have the ability of foresight, though it's not always correct. Blysthe Academy only as one student that possesses foresight.
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Forbidden and Dangerous Disciplines
- ✦ Cursebreaking (Forbidden): These Wielders can absorb, read, and awaken forbidden enchantments by reading their magical patterns. If one does this more than once in a 48hr period, the Wielder could be at risk of death or Channel burnout.
✦ Hollowing (Forbidden): The rarest Disicipline, these Wielders can strip another of their core, leaving them defenseless for moderate periods of time.
✦ Deathcalling (Dangerous, Shunned): A branch of Necromancy, these Wielders can mind-control while destroying someone's core in small amounts. This discipline has a very high risk of burnout and paranoia, because they are drawing magic from the dead (These Wielders are not direct Necromantics, they have no ability to bring back the dead).
✦ Necromancy (Forbidden): These Wielders can bring back and control the dead. Considered a direct violation of the Pact of Rest (law that protects the peace between the living and the dead).
✦ Spirit Discipline (Dangerous): These Wielders work with emotions, memories, and spirit energy. They can usually heal or destabilize any mental state. These Wielders can fall into psychosis easily, and if done too much, usually end up falling victim to their spirit encounters.
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Geography
Qutassaw rests on a jagged peninsula, between the Sea of Mourning and the Thassiene Inlet within the great continent of Junai. It's a mixture of sun-bleached highlands, green marshes, and sandstone ridges and caves. Pillars are raised in the Badlands -- locals call them the "Spikes of Amon" -- a landmark for travelers and scholars alike.
History
There are revolving theories about how Qutassaw became the most promising and powerful district within Junai. A scholar from Troye will tell you it began with the First Concord, the treaty signed between the coastal cities and the inland tribes after the War of Tides, roughly five hundred years ago. An elder from Hurra would tell you the "real" Qutassaw existed long before that, when the land was only occupied by fishing villages, traveling clans, and desert caravans who shared trade routes but no official name.
Over it all, everyone can agree on one thing: the land itself, and its politics, were shaped by arcane magic. A great example of this would be the Spines of Amon. Old texts claim they were raised in a single night by the last living Wielder of the Stone Tongue in a desperate bid to shield the northern provinces from evil forces. Whether the tale is true or not, the Spines still stand, and are monitored with guards and highly trained -- and powerful -- Wielders on the lookout for any threat.

Blysthe Academy
Blysthe Academy was not founded as a school. It was originally a fort, set on the Southern Coast to guard against raiders coming in from the west. Over time, as Qutassaw changed, the fort became a training ground for elite Wielders who defended Junai's borders. It wasn't until the Age of Death (around 270 years ago, when magic surged erratically and nearly split the capital into chaos) that Blysthe formally became an academy for young arcanists. It's considered prestigious, but also deadly. Blysthe has a reputation for producing both Junai's greatest protectors and its most dangerous outcasts.
Arcana Schools/Majors Within Blysthe Academy:
- School of Light Arcana: Illumancy, Seer, Healer
- School of Dark Arcana: Shadowmancy, Blood Wielding, Emotional Conducting, Mnemonic Binding
- School of Natural Arcana: Elementalism, Storm Wielding, Catacraft
- School of Aether Arcana: Mirrorcasting, Runecrafting, Enchanting, Cursebreaking
- School of Mortalum Arcana: Hollowing, Necromancy, Deathcalling, Spirit Discipline

