However, recently, a certain fact has come to life; children unable to use magic are increasing, and in dire numbers. No one knows where they come from, or why. What people do know about these "Abnormals" is that they drain a person of his magic entirely with a single touch, oftening rendering them completely senseless and in some cases, drained to comatose or death. Attempts to understand these children are fruitless; they themselves are usually without awareness, unable to answer anyone's questions.
There are also those who are simply called "vampires"; just like the Abnormals, the vampires drain other people of their magic. However, many of them are actually sane, and are able to control their ability to drain. Moreover, these people used to be sorcerers; very powerful ones, actually. Addicted to magic, but somehow having lost their ability to regenerate, some wander the streets, hurting inside but unable to attack anyone; others lurk in the shadows, relieving their pain by draining people entirely of their magic. Some hide in plain sight as normal people, pretending to have magic so as to mask their helplessness.
With this happening all over, the people have taken up arms against the Crown, believing that it is the work of the person who stepped up as Ruler of Aradia a few years ago - and certainly, they have reason to be suspicious. It is since his reign started six years ago that these occurences have started to pop up everywhere. Others are prophezing the end of all magic, and are advocating technology as a counter-measure - and as an answer to all the issues that have risen up. Interestingly, the Ruler himself is behind this movement, despite he being one of the most powerful sorcerors of the country.
Who are you: a normal, or a vampire? One of the members of the resistance or a regular ol' sorcerer? Are you someone who is close to an Abnormal? Are you a vampire, battling with you desire for magic and your sanity? Or are you just a bystander, watching the world go by, and not wanting to do anything about it?
Note: When thinking about technology, think steampunk. E.g., clockwork, gears, chains, wires.
Principles of Magic:
Spoiler
- As stated, people in this world have different magical systems, each to their own. Some may share types of magic, but the way they execute it is often different, and the way they use it is often different as well. For example, take two people of the Earth Magic type; one may be able to grow plants with the flick of a finger, but another person will be able to create cracks and even earthquakes in the ground. They won't, however, be able to replicate each other
- Magical power often depends on years and years of learning; and sometimes, it might be related to genetics. Someone from a family of powerful sorcerers is expected to have a good amount of talent. Magical power is judged by how many people you can affect with one fell swoop. (For example, someone who can grow plants might not be considered powerful; someone who can animate them, however, is quite a different thing.)
- The more magic you have, the higher your standing in society. This means that people with less talent in magic are stuck doing the lower jobs of society.
- Choose your spells wisely - oftentimes, a range of small castings can be more effective than a single strong spell.
- Magic is typified into five elements: Earth, Water, Wind, Air and Metal. However, don't confuse people of the same type as having the same advantage against another element. It differs from ability to ability.
- Almost everyone in this world has learned their magic since...well, kindergarten, you could say. It is a part of the basic curriculum. (Think, subject named Magic that takes place on Thursdays, for example.) After graduation, most sorcerers learn their craft by practice; and self-study.
- There are also those who can talk to animals; this is a very rare type of magic, and these sorcerers are naturally thought to be of the Earth type. However, most people tend to stay away from these sorcerers, since their magic is rather...odd, compared to the other abilities.
- Magical power often depends on years and years of learning; and sometimes, it might be related to genetics. Someone from a family of powerful sorcerers is expected to have a good amount of talent. Magical power is judged by how many people you can affect with one fell swoop. (For example, someone who can grow plants might not be considered powerful; someone who can animate them, however, is quite a different thing.)
- The more magic you have, the higher your standing in society. This means that people with less talent in magic are stuck doing the lower jobs of society.
- Choose your spells wisely - oftentimes, a range of small castings can be more effective than a single strong spell.
- Magic is typified into five elements: Earth, Water, Wind, Air and Metal. However, don't confuse people of the same type as having the same advantage against another element. It differs from ability to ability.
- Almost everyone in this world has learned their magic since...well, kindergarten, you could say. It is a part of the basic curriculum. (Think, subject named Magic that takes place on Thursdays, for example.) After graduation, most sorcerers learn their craft by practice; and self-study.
- There are also those who can talk to animals; this is a very rare type of magic, and these sorcerers are naturally thought to be of the Earth type. However, most people tend to stay away from these sorcerers, since their magic is rather...odd, compared to the other abilities.
Rules:
- All basic YWS rules apply.
- Minimum 500 characters for every post or you will find them energy-sucking vampires on your doorstep. Be afraid. Be very afraid.
- Keep cursing to a minimum, unless you want to find yourself as a tadpole when you wake up next.
- No sex scenes absolutely, but romance and kissing are allowed. Caution: If disobeyed, you will be obliterated by this storybook's guard bot. You have been cautioned.
- No godmodding. Refer to the former rule to see what will happen if this is disobeyed.
- Up to two characters per person.
- This SB is modded by Redfang18. Whatever she says, GOES.
-If anyone wants to portray twins, notify Redfang18 for permission first.
Character Slots
Normals (People of the Resistance also go in here)
-creativemuse1(Wind sorceress, Resistance leader)
-synnoev (Fire sorceress, Resistance member)
-Day (Earth sorceror, Resistance member)
-VuzzyCat (Wind-Water sorceress, Resistance member)
-DSF6647 (Dark-Water sorceror, Resistance member)
Vampires
-emotiocon220 (abnormal)
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Members of the Crown
-Redfang18 (Dark-Water sorceror, king of Aradia)
-Sandvich (Metal sorceror)
-AdventurerDaniel (Fire-Water sorceror, careographer)
-thecamilecalalas (Wind-Earth sorceress)
-Shakyll (human, captain of the guard)
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Profile Template:
- Code: Select all
[b]Name:[/b] (Both names. Or you shall be keeled.)
[b]Gender:[/b] (Uh, duh?)
[b]Age:[/b] (Age range is from 16-34)
[b]Appearance:[/b] (Pictures are optional, words are absolutely necessary. Anime pictures are strictly prohibited.)
[b]Skills:[/b] (This is where your sorcerer's magic type and ability description goes. Minimum 50 words. If you are a vampire, erase this field completely.)
[b]Personality:[/b] (Minimum 50 words. Be descriptiiiive.)
[b]History:[/b] (Details, we want details. At least be one paragraph long, and none of this they don't remember nonsense. Even if they [i]don't,[/i] explain WHY they don't!)
[b]Up for love:[/b] (Yes, no, and what orientation.)
[b]Other:[/b] (Anything forgotten.)
Here are the elements. There's only room for 2 per element, so choose wisely.
Spoiler
There are six elements in Aradia that make up the land's magic
-Fire: very offensive and can be dangerous if not properly controlled. Fire can be genetic or earned but never stolen. Sorcerors/sorceresses with this element believe that fire comes from one's fury, therefore only the calmest could control fire without self-consequence. Fire sorcery consists of burning almost everything in one's path and other fire-related magic. This element, being genetic, can be made known by the user's anger.
-Water: more of a healing element than an offensive type of sorcery. Water can be genetic or earned but never stolen. Sorcerors/sorceresses with water are said to be healers, but some who learn from experience can also control ice if the occasion calls for it. Water sorcery consists of healing properties, cleansing, and any kind of magic water-related. This genetic element can be known either by the user's coldness or sorrow.
-Earth: one of the offensive types of sorcery and also a healing element. Earth is entirely genetic, which can also be stolen but never earned. Anyone with earth has different powers entirely- one could control plants and make them grow; the other could create landslides and other earth-related disasters. Earth sorcery consists of healing properties, earth-related magic, earth-related disasters, and plantlife-control. This element, when genetically gotten, is made known by the user's sheltering nature and calmness. When stolen, Earth makes the thief become nurturing for his/her fellow thieves.
-Wind: offensive, but not offensive enough to hurt anyone. Wind is mostly genetic, but can be stolen as well. Anybody with this element are known to have certain differences- some cause windstorms or hurricanes, others (when band together, depending on the group's size) can cause either a whirlwind or a tornado. Wind sorcery consists mostly of wind-related magic. This element is made known by either fury or calmness to those who have it genetically. When stolen, the thief is calm.
-Metal: offensive and defensive, depending on the class. Metal is the only element that is entirely genetic. Sorcerors/sorceresses of the lower class use this element for trade and are often masters of the trade. Metal sorcery is mainly consisting of smithing, but there's sometimes the occasional alchemy at some point. This element is made known by the user's body build- strong-muscled with rough hands.
-Dark: the most dangerous of sorcery and greatly discouraged by the other sorcerors of Aradia. Dark Sorcery is not genetic or be stolen, but can be earned by apprenticeship. Unlike most sorcery in Aradia, the element Dark can consume the user into darkness. Some future apprentices believe that Dark sorcery can cause immortality, some can't handle the strength of Dark sorcery and die before apprenticeship is complete. Dark sorcery consists of necromancy and curses (?). An apprentice of Dark sorcery is very rare since most who tried have died fighting to control such terrible magic.
-Fire: very offensive and can be dangerous if not properly controlled. Fire can be genetic or earned but never stolen. Sorcerors/sorceresses with this element believe that fire comes from one's fury, therefore only the calmest could control fire without self-consequence. Fire sorcery consists of burning almost everything in one's path and other fire-related magic. This element, being genetic, can be made known by the user's anger.
-Water: more of a healing element than an offensive type of sorcery. Water can be genetic or earned but never stolen. Sorcerors/sorceresses with water are said to be healers, but some who learn from experience can also control ice if the occasion calls for it. Water sorcery consists of healing properties, cleansing, and any kind of magic water-related. This genetic element can be known either by the user's coldness or sorrow.
-Earth: one of the offensive types of sorcery and also a healing element. Earth is entirely genetic, which can also be stolen but never earned. Anyone with earth has different powers entirely- one could control plants and make them grow; the other could create landslides and other earth-related disasters. Earth sorcery consists of healing properties, earth-related magic, earth-related disasters, and plantlife-control. This element, when genetically gotten, is made known by the user's sheltering nature and calmness. When stolen, Earth makes the thief become nurturing for his/her fellow thieves.
-Wind: offensive, but not offensive enough to hurt anyone. Wind is mostly genetic, but can be stolen as well. Anybody with this element are known to have certain differences- some cause windstorms or hurricanes, others (when band together, depending on the group's size) can cause either a whirlwind or a tornado. Wind sorcery consists mostly of wind-related magic. This element is made known by either fury or calmness to those who have it genetically. When stolen, the thief is calm.
-Metal: offensive and defensive, depending on the class. Metal is the only element that is entirely genetic. Sorcerors/sorceresses of the lower class use this element for trade and are often masters of the trade. Metal sorcery is mainly consisting of smithing, but there's sometimes the occasional alchemy at some point. This element is made known by the user's body build- strong-muscled with rough hands.
-Dark: the most dangerous of sorcery and greatly discouraged by the other sorcerors of Aradia. Dark Sorcery is not genetic or be stolen, but can be earned by apprenticeship. Unlike most sorcery in Aradia, the element Dark can consume the user into darkness. Some future apprentices believe that Dark sorcery can cause immortality, some can't handle the strength of Dark sorcery and die before apprenticeship is complete. Dark sorcery consists of necromancy and curses (?). An apprentice of Dark sorcery is very rare since most who tried have died fighting to control such terrible magic.


