Spoiler
You guys would be doing me a great favor by joining, as this will eventually mature into the story I'm about to write, hence creating character and events will help me a lot 
Hello, everyone.
In this SB (set in present-day Earth), each player will be part of a Guild, training centers for wizards (although there is a guild for warriors). Each Guild has its politics and systems, and is fiercely individualistic, nursing long-standing rivalries with other Guilds. The time period is set shortly before the Great Guild Gathering (more commonly known as Triple G Event), where all Guilds meet for sharing of knowledge and sporting competitions.
However, there's something strange going on... members of the various Guilds with seemingly no connections to each other have been vanishing, never to return. The kidnappings are executed perfectly and without a hint to whom the attackers might be (I and only I can decide when these kidnappings occur. The rest of you should get on with your lives without giving this stuff undue consideration, though if your characters find out, they'd better act interested).
No more than five swear words per post (although damn and hell are allowed), though use them judiciously. Romance is allowed, but no graphic sex scenes. No god-modding, no sues. Normal YWS rules apply, of course. Although the Guild rules can be broken, otherwise it wouldn't be as much fun. Do expect consequences, though.
The magic systems
Spoiler
Technomancy- the ability to control technological devices, thus being very good at designing/using them. (For example, in this SB, the late Steve Jobs was a technomancer, as are most of the members of the hacker agency Anonymous). This ability usually goes hand-in-hand with artificing. Technomancers are usually braniac geeks. This is a skill which you’re born with, not learn.
Chronomancy- the ability to play time like a piano. To master chronomancy takes years if not decades, and even the simplest theory would make Doc Brown’s head spin. Skilled chronomancers are rare. This is an ability you’re born with.
Necromancy- The ability to, by means of spells, runes and rituals, raise the dead and bend them to your will. A powerful necromancer can summon zombies, wratiths, liches, and skeletons.
Artificing- the ability to create magical (usually –unless you’re a technomancer as well- non technological) artifacts with the power of your will and ingenuity, using aether, a primeval force from which your powers derive. However, you can only do this a few times a day, a little more if you’re very powerful. It is possible to learn this skill, although innate talent helps a lot.
Runemolding- the ability to create, control and use Runes. Runes are primordial symbols of magic. A rune is actually a symbol, but its efficiency also depends on the type of material the symbol is carved on. Runemolding can be learnt.
Psychics- you use mind powers. Duh. However, it takes great concentration. Powerful Psychics can also employ the principles of telekinetic forces, as well as magnetism and physics. All psychics are fiendishly cunning, most are chess grand-masters even without cheating, all are calculative, and many have a taste for criminality.
Manipulators- those who harness the elements. Depending on how powerful they are, they can do anything (eg. an expert water manipulator will be able to drain the water from a living being’s body, thus killing him/her, a fire manipulator will be able to craft glass, an air manipulator dominate lightning, and earth manipulator control minerals, and so on). Which element beats which is kind of an elemental rock-paper-scissors thing. Some manipulators (and I stress this, they’re very, very rare) can manipulate light or darkness.
Invocations- the ability to invoke the power of God (or Satan, if you’re a Satanist) by means of ritual and prayer. It takes time, practice and patience, but when results are achieved, BOY are they spectacular. Explosions and death spectacular. Or healing, if you’re more good-oriented.
Chronomancy- the ability to play time like a piano. To master chronomancy takes years if not decades, and even the simplest theory would make Doc Brown’s head spin. Skilled chronomancers are rare. This is an ability you’re born with.
Necromancy- The ability to, by means of spells, runes and rituals, raise the dead and bend them to your will. A powerful necromancer can summon zombies, wratiths, liches, and skeletons.
Artificing- the ability to create magical (usually –unless you’re a technomancer as well- non technological) artifacts with the power of your will and ingenuity, using aether, a primeval force from which your powers derive. However, you can only do this a few times a day, a little more if you’re very powerful. It is possible to learn this skill, although innate talent helps a lot.
Runemolding- the ability to create, control and use Runes. Runes are primordial symbols of magic. A rune is actually a symbol, but its efficiency also depends on the type of material the symbol is carved on. Runemolding can be learnt.
Psychics- you use mind powers. Duh. However, it takes great concentration. Powerful Psychics can also employ the principles of telekinetic forces, as well as magnetism and physics. All psychics are fiendishly cunning, most are chess grand-masters even without cheating, all are calculative, and many have a taste for criminality.
Manipulators- those who harness the elements. Depending on how powerful they are, they can do anything (eg. an expert water manipulator will be able to drain the water from a living being’s body, thus killing him/her, a fire manipulator will be able to craft glass, an air manipulator dominate lightning, and earth manipulator control minerals, and so on). Which element beats which is kind of an elemental rock-paper-scissors thing. Some manipulators (and I stress this, they’re very, very rare) can manipulate light or darkness.
Invocations- the ability to invoke the power of God (or Satan, if you’re a Satanist) by means of ritual and prayer. It takes time, practice and patience, but when results are achieved, BOY are they spectacular. Explosions and death spectacular. Or healing, if you’re more good-oriented.
The Guilds (each Guild is protected by a distractor shield impassable by non-magicians)
Spoiler
Guild of Assembled Mages
This Guild accepts all wielders of magic, regardless of race- so long as they don’t specialize in any other skill. This guild offers the widest opportunities for magicians, with plenty of different classes and options. It’s very easy to move to another Guild from this one if you show signs of specialization.
The Guild is located in lonely Wyoming, on a rock overhang above a freshwater lake and surrounded by picturesque forests.
Its main complex is a three story wooden Victorian-age mansion, with cabins scattered around it. Senior (not necessarily by age, prowess also applies) members live in the cabins.
First Floor Overview
Student dorms are most centrally located in the floor, by the mess hall and recreation rooms. The dorms are a series of two-people rooms, boys on one side, girls on the other (members of the opposite sex are strictly prohibited from being in one’s room at any time without the direct presence of a teacher). The rooms are large, with white-washed halls and waxed wooden floors, industrial lighting set in the ceiling. There’s a desk and a wardrobe in each room, and a bunk bed in the opposite corner. A single wide window looks out onto the lake below.
The rooms face each other, the doors equally spaced, separated by a hallway which leads to the mess hall (on the left), and the recreation area (on the right). There are no stairs leading up to the other floors.
The mess hall is huge (relatively to the amount of students, around one-fifty, easily containing up to five-hundred people), with long oak tables parallel to each other, facing the (very modern-looking) kitchens. One wall (the one looking onto the lake) is just crystal windows, the wall opposite the kitchens holds one massive stone fireplace. There are stairs leading up to the other floors at regular intervals.
The recreation room (or rec room, for short) is also very large, with a shag-carpet floor and a vaulted crystal ceiling. Spells keep the area at a pleasant room temperature, stirring up gentle breezes if necessary, or else warming it up during winter. One side has JumboTrons lining the walls, with PlayStations and Xbox’s hooked up to them, MacBook’s humming on a desk and a vast collection of CD’s complete with IPods (which you can keep, but only one). The other is an equally large library, with computers and homunculi ready and eager to assist you in any way.
Second Floor Overview
The second floor is just classes (and a cinema/theater), parallel to a corridor. The classes are the same, like most classes around the world, only much cleaner, but they’re adapted to whatever they need to teach. Each classroom has its own specialized library.
There are stairs leading up and down.
Third Floor Overview
The third floor is where all the teacher dorms and the president’s quarter are located. Students cannot enter without invitation from a teacher or the headmaster.
There’s also a set of greenhouses, horse riding stables and a gym a half-hour’s walk from the Guild.
A small airport (the only way you can get to the Guild) is also located in a plateau a further ten minutes away.
This Guild nurtures a particularly strong rivalry with the Guild of Warriors
This Guild accepts all wielders of magic, regardless of race- so long as they don’t specialize in any other skill. This guild offers the widest opportunities for magicians, with plenty of different classes and options. It’s very easy to move to another Guild from this one if you show signs of specialization.
The Guild is located in lonely Wyoming, on a rock overhang above a freshwater lake and surrounded by picturesque forests.
Its main complex is a three story wooden Victorian-age mansion, with cabins scattered around it. Senior (not necessarily by age, prowess also applies) members live in the cabins.
First Floor Overview
Student dorms are most centrally located in the floor, by the mess hall and recreation rooms. The dorms are a series of two-people rooms, boys on one side, girls on the other (members of the opposite sex are strictly prohibited from being in one’s room at any time without the direct presence of a teacher). The rooms are large, with white-washed halls and waxed wooden floors, industrial lighting set in the ceiling. There’s a desk and a wardrobe in each room, and a bunk bed in the opposite corner. A single wide window looks out onto the lake below.
The rooms face each other, the doors equally spaced, separated by a hallway which leads to the mess hall (on the left), and the recreation area (on the right). There are no stairs leading up to the other floors.
The mess hall is huge (relatively to the amount of students, around one-fifty, easily containing up to five-hundred people), with long oak tables parallel to each other, facing the (very modern-looking) kitchens. One wall (the one looking onto the lake) is just crystal windows, the wall opposite the kitchens holds one massive stone fireplace. There are stairs leading up to the other floors at regular intervals.
The recreation room (or rec room, for short) is also very large, with a shag-carpet floor and a vaulted crystal ceiling. Spells keep the area at a pleasant room temperature, stirring up gentle breezes if necessary, or else warming it up during winter. One side has JumboTrons lining the walls, with PlayStations and Xbox’s hooked up to them, MacBook’s humming on a desk and a vast collection of CD’s complete with IPods (which you can keep, but only one). The other is an equally large library, with computers and homunculi ready and eager to assist you in any way.
Second Floor Overview
The second floor is just classes (and a cinema/theater), parallel to a corridor. The classes are the same, like most classes around the world, only much cleaner, but they’re adapted to whatever they need to teach. Each classroom has its own specialized library.
There are stairs leading up and down.
Third Floor Overview
The third floor is where all the teacher dorms and the president’s quarter are located. Students cannot enter without invitation from a teacher or the headmaster.
There’s also a set of greenhouses, horse riding stables and a gym a half-hour’s walk from the Guild.
A small airport (the only way you can get to the Guild) is also located in a plateau a further ten minutes away.
This Guild nurtures a particularly strong rivalry with the Guild of Warriors
Spoiler
Guild of Specialized Skills
This Guild accepts all specialized wizards (the Guild has an area for each branch of magic). It occupies three skyscrapers in center New York (interconnected by Teleportation Runes), disguised as an office building and a career development building.
The first skyscraper is dedicated to those specialized in technomancy, chronomancy, artificing, runemolding, and psychic powers. The second and third skyscrapers to everything else.
The dorms are on the first series of floors, the classes on the top floors. Elevators make access easy. Everything’s very technological-looking and up-to-date.
This Guild accepts all specialized wizards (the Guild has an area for each branch of magic). It occupies three skyscrapers in center New York (interconnected by Teleportation Runes), disguised as an office building and a career development building.
The first skyscraper is dedicated to those specialized in technomancy, chronomancy, artificing, runemolding, and psychic powers. The second and third skyscrapers to everything else.
The dorms are on the first series of floors, the classes on the top floors. Elevators make access easy. Everything’s very technological-looking and up-to-date.
Spoiler
Guild of Warriors
Located near Lyon in France (not really, though, as they actually are closer to the coast), it extends underground for a decent set of kilometers. As well as being protected by distractor spells (though there aren’t many magicians other than combat magicians), it’s also protected by the French Secret Service, labeled as a private, no-entry zone.
Above ground, it looks like a military base (complete with turret-mounted Gatling guns and fences topped with barbed wire). The only compounds are the mess hall and the recreation rooms, as well as the president’s quarters. There’s also a firing range and an armory (Uzi’s, Kalashnikov’s, RPG’s, camouflage armor, night vision goggles, and medieval weapons.
Underground (the underground can be accessed by large, disguised man-holes), there are the classes and dorms, as well as a small but very detailed (if specialized) library. The corridors and walls are made of titanium, and lit by powerful white neon lights.
Discipline is enforced rigorously; the teachers and headmasters have a strict mentality. It is a military camp, after all.
They have an airport (complete with France’s most high-tech vehicles… that does mean planes too), a bus station and a port (with speedboats, yachts, etc).
There’s also an advanced research center for techies and geeks, where genetic, weapon and gadget experiments are conducted.
Incidentally, the president is also the head of the French Secret Services (not the real one, of course).
Located near Lyon in France (not really, though, as they actually are closer to the coast), it extends underground for a decent set of kilometers. As well as being protected by distractor spells (though there aren’t many magicians other than combat magicians), it’s also protected by the French Secret Service, labeled as a private, no-entry zone.
Above ground, it looks like a military base (complete with turret-mounted Gatling guns and fences topped with barbed wire). The only compounds are the mess hall and the recreation rooms, as well as the president’s quarters. There’s also a firing range and an armory (Uzi’s, Kalashnikov’s, RPG’s, camouflage armor, night vision goggles, and medieval weapons.
Underground (the underground can be accessed by large, disguised man-holes), there are the classes and dorms, as well as a small but very detailed (if specialized) library. The corridors and walls are made of titanium, and lit by powerful white neon lights.
Discipline is enforced rigorously; the teachers and headmasters have a strict mentality. It is a military camp, after all.
They have an airport (complete with France’s most high-tech vehicles… that does mean planes too), a bus station and a port (with speedboats, yachts, etc).
There’s also an advanced research center for techies and geeks, where genetic, weapon and gadget experiments are conducted.
Incidentally, the president is also the head of the French Secret Services (not the real one, of course).
Spoiler
Guild of Manipulators
Located in Motuo County, China, the Guild of Manipulators is actually a small city– the houses being Buddhist-style temples. The only way you can access it is through teleportation runes.
Located in Motuo County, China, the Guild of Manipulators is actually a small city– the houses being Buddhist-style temples. The only way you can access it is through teleportation runes.
Spoiler
Guild of Holy Rituals
The whole Vatican is actually an elaborate cover story for this Guild (the Pope- again, not the real one-, being the president). They practice Religious Invocations. The structure is similar to those of the Church itself (bishops being senior teachers, priests being assistants). The Guild is HUGELY rich, having all the resources of the IOR bank to count on.
They have a rivalry with all the other Guilds, and are one of the oldest.
The whole Vatican is actually an elaborate cover story for this Guild (the Pope- again, not the real one-, being the president). They practice Religious Invocations. The structure is similar to those of the Church itself (bishops being senior teachers, priests being assistants). The Guild is HUGELY rich, having all the resources of the IOR bank to count on.
They have a rivalry with all the other Guilds, and are one of the oldest.
There is one other group you can join... a super-secret, super-hidden Guild. The bad guys. WARNING!- if you PM me seeking information, that'll mean you've automatically joined, or else you won't be able to join this SB (if I send you information). You also won't be able to post much, as these guys only come in much later. Any discussion relating to sensitive information about this Guild or the whereabouts of characters concerning this Guild or major events, or any information related to the plot (as the members of this Guild are privy to the most inner workings of the SB events) must be discussed with me in the PM, or else you shall be expelled form the SB, all your posts must be deleted, and so on. I deeply apologize about being so strict, but these people are, effectively, the plot, and therefore I don't want any other character to get wind of what's going to happen. Remember, Guild rivalries are a principal theme in this SB. On the plus side, you get a wicked sweet base, inside knowledge, and amazing powers, also plot armor, and you can get away with a little god-modding. There can only be a very limited number of these guys, though.
EDIT: all decisions regarding this SB must be first confirmed by me (PM me). Anything I say goes (do pay attention to the Triad Members as well). I'll not be posting as a character, but I will post occasionally.
EDIT: all characters above the age of, oh, 30-35, unless qualified by other reasons, should be either teachers or freelance wizards.
Triad Overseer: yours truly.
Triad Leader1:JordanPierre2000
Triad Leader2
Triad Leader3
Character Profile (note- all characters must be as realistic and detailed as possible)
Name:
Age:
Gender:
Appearance(picture and description, anime is fine):
History(as long and detailed as possible please):
Personality(again, as realistic as possible, with flaws and good sides):
Magical Ability:
Other:
Spoiler
Guild of Assembled Mages headmaster:
" " " " teachers:
" " " " students:
" " " " head of student council:
Guild of Warriors headmaster:
" " " teachers:
" " " students: SidereaAquila;
' " " head of student council: UpandOut15
Guild of Specialized Mages headmaster:
" " " " teachers:
" " " " students: Redfang18; MariaRowlands
" " " " head of student council:
Guild of Manipulators headmaster:
" " " teachers:
" " " students: Zohali93
" " " head of student council:
Guild of Holy Rituals headmaster (yes, you do get to be the Pope, if you want to) : Guineapiggirl
" " " " teachers:
" " " " students:
" " " "
" " " " head of student council:
" " " " teachers:
" " " " students:
" " " " head of student council:
Guild of Warriors headmaster:
" " " teachers:
" " " students: SidereaAquila;
' " " head of student council: UpandOut15
Guild of Specialized Mages headmaster:
" " " " teachers:
" " " " students: Redfang18; MariaRowlands
" " " " head of student council:
Guild of Manipulators headmaster:
" " " teachers:
" " " students: Zohali93
" " " head of student council:
Guild of Holy Rituals headmaster (yes, you do get to be the Pope, if you want to) : Guineapiggirl
" " " " teachers:
" " " " students:
" " " "
" " " " head of student council:
I'll come up with more Guilds, magic systems and anything in time, though your help would be appreciated.


