As queen, Sylvetta brought a new era of peace. She focused on bridging the gap between nulls and magicians in the kingdom, as well as making the kingdom appear more welcoming to outside groups. She also implemented a mentoring system in the Order of the Magicians, in which young magicians are personally trained, starting at age twelve, until age sixteen. The order prospered with this new, far more efficient system, and in a short time, the kingdom's defenses were impenetrable.
Meanwhile, the wyverns—crippled by the heroes' attack—bowed to the kingdom, and have sworn never to threaten them again. In return, the kingdom will assist in rebuilding their numbers, land, and more. With the loss of their greatest enemy, and thus the conclusion of the greatest conflict, the island of Vyheria was brought into tranquility.
But things are changing. A group of rebels among the wyverns have amassed an army and are working in secret, preparing for an attack. No one, not even the wyverns still allied with the kingdom, know just how powerful they are. And even as that goes on, trouble within the kingdom itself is stirring. The council has reached several serious disagreements recently, and many question if they're really fit to help run the nation.
Vyheria is on the brink of a full-scale war, and no one will be able to escape it.
Vyheria
Vyheria is an island consisting of several ecosystems, and several nations. To the west is a large desert wasteland, with no large towns or civilizations. On the eastern coast is the kingdom, and just north of it is Wyvern Mountain, home to the wyverns. Farther north is a large forest, and only a handful of organized towns live there, fairy communities excluded. To the south, below the desert, is a prairie, and it has many small towns, several of which having no magic at all.
The most powerful forces on the island are without a doubt the kingdom, the wyverns allied with the kingdom, and the fairies. However, the fairies rarely get involved with the conflicts of the southern nations.
Twenty-one years ago, there would only have been two groups of people in the kingdom. The first and less prominent would be the nulls, humans born without any magical abilities. If they make a pact with someone who does have magic, they become an inheritor, and will be given the magic of the magician when he/she dies. Magicians with pacts slowly lose their magic, so it's often very weak by the time it's given to the inheritor.
The second group is the magicians, humans who have control of an element. There are several sub-classes of magicians.
Pyromancers – Magicians capable of controlling fire, in some capacity. Fire is an unstable magic, meaning that any fire they manipulate will not retain form after they stop. Pyromancers can still be burned, but are less prone to it. Fire magic is the most common form of magic across Vyheria, and inarguably one of the strongest.
Aquamancers – Magicians capable of controlling water, to an extent. Water is an unstable magic, and thus cannot retain form. Often, there is a limit on how much water can be manipulated at a time, but it is still a powerful form of magic.
Terramancers – Magicians capable of controlling the earth. Some control the dirt and stone of the ground, others control plant growth. Earth magic is a stable magic, meaning whatever is created by a Terramancer will remain in shape after they're done manipulating it. This form of magic has few limitations, but is difficult to use offensively.
Caelimancers – Magicians capable of controlling the air itself. They're limited to air near them, but it still has its advantages. Air is an unstable magic, but is nearly invisible, making it great for strategic maneuvers. The displaced air can be seen as a murky presence, but in the heat of a battle, it can go completely unnoticed.
Glacimancers – Magicians capable of controlling ice. They can freeze water to form ice, and then manipulate the shape of the ice. Often this water that's frozen is drawn from underground. Some question whether it's really a separate form of magic from water magic, but it has its differences. It is stable, and the ice itself is controlled, not the water. It can be used defensively and offensively, but doesn't excel at either.
Necromancers – Magicians with abilities not fitting into any of the above categories. They cannot have the same power as another, or they aren't truly a Necromancer. The name originates from the first's power, but not all have anything even related to necromancy. They are so rare, one has not been reported born in the kingdom since Branwen Blackthorne.
Aquamancers – Magicians capable of controlling water, to an extent. Water is an unstable magic, and thus cannot retain form. Often, there is a limit on how much water can be manipulated at a time, but it is still a powerful form of magic.
Terramancers – Magicians capable of controlling the earth. Some control the dirt and stone of the ground, others control plant growth. Earth magic is a stable magic, meaning whatever is created by a Terramancer will remain in shape after they're done manipulating it. This form of magic has few limitations, but is difficult to use offensively.
Caelimancers – Magicians capable of controlling the air itself. They're limited to air near them, but it still has its advantages. Air is an unstable magic, but is nearly invisible, making it great for strategic maneuvers. The displaced air can be seen as a murky presence, but in the heat of a battle, it can go completely unnoticed.
Glacimancers – Magicians capable of controlling ice. They can freeze water to form ice, and then manipulate the shape of the ice. Often this water that's frozen is drawn from underground. Some question whether it's really a separate form of magic from water magic, but it has its differences. It is stable, and the ice itself is controlled, not the water. It can be used defensively and offensively, but doesn't excel at either.
Necromancers – Magicians with abilities not fitting into any of the above categories. They cannot have the same power as another, or they aren't truly a Necromancer. The name originates from the first's power, but not all have anything even related to necromancy. They are so rare, one has not been reported born in the kingdom since Branwen Blackthorne.
Sylvetta worked towards making the kingdom more welcoming, and so in the past years, many new groups have come. The Lianths, humans with the abilities and minor physical traits of animals, as well as magic, have come to live there. There is also the Dove, people without any natural coloring in their skin and hair, making them appear extremely pale. They have essentially no magic. Lastly is the Desert-Dwellers, a group of nomads form the desert that control sand.
Characters
Your character is a magician in the mentoring program, age twelve to sixteen. They're meant to serve in the Order of the Magicians when they're old enough, but through various means, they get thrown into the conflict before completing their training. Below is the character template. Please delete the parentheses.
Spoiler! :
Note: This is a sequel to the storybook The Curse of the Wyvern (which is currently unable to be viewed... I will link it when that's changed). You do NOT need to have participated in the previous storybook, and in fact, you don't even need to have heard of it. They stand alone, and any information from the first that is important will or has been explained. Enjoy!
Tagging the previous participants, if they're interested. No pressure. @saentiel, @Lumi, @Omnom, @FalconryGirl9086, @XxXTheSwordsmanXxX, @Feltrix.
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