We understand that this is all new to you, what with all of you only recently discovering your magical potential, but we hope and know that you will excel in your studies and become successful mages in our interrealmal magical society.
We would like to ask that until you skilled in the arcane arts, you would not leave the Gateway, and under no circumstances use your magic before individuals not acquainted with the magical worlds.
The Background
Thirty years before the start of this SB’s events (which will be seen as the 13th of April 2017 in our realm ), a great Interrealmal magical war ravaged all the realms. Hundreds of mages, magical beings and non-magical individuals were killed, and several magical realms were severed from the others forever, as the liminal bridges between the realms were shattered, either by the choice of the mages from those realms to protect their realms from total destruction, or involuntarily, as a way of trying to contain several of the worst atrocities done and unleashed by the Adjudicators (the faction that started the war) from spreading.
Five years after the start of the war, a sorcerer named Deleagus challenged the three leaders of the Adjudicators. With the use of three ancient artifacts (a staff, leather bracer and belt to be precise), he defeated them, and in turn, ended the war. Unfortunately, unknowing to Deleagus, the three leaders had prepared a ritual before their deaths that would ring a magical bell and put all magic and those who wield it to sleep. The ritual thankfully was not entirely successful, since it stopped after twenty-five years.
The Tolling
The Tolling is the twin event that both start and ended the twenty-five years of slumber. Since the slumber was magical, all those affected did not age during this time, and most were shielded against non-magical threats (such as the weather, animals, other sentient beings not affected, etc) Thus, when the slumber ended, all the mages and magical beings who were affected woke up where they were twenty-five years prior, with no advancement in age.
The Gateway and IRMA
As has been hinted at in the above-mentioned information, this SB is set in multiple magical realms, including our own. In order to connect all these realms, a central magical realm simply known as the Gateway was formed, to and from which all other realms lead.
The Gateway is the location of most of the Wizard Academies, magical stores (such as Wandmakers, Potionmasters, General magical stores, etc), and the home of the Interrealmal Magical Administration (IRMA). Most mages (and non-magical individuals who have interaction/family in the magical world) reside in the Gateway in houses and estates (those who can afford those) or in the accommodation supplied by IRMA.
IRMA is the hub of all magical comings and goings. When mages register themselves and get classified (Wizards/Witches usually when they're nine, Sorcerers and other mages whenever they discover their magical potential), IRMA also supplies accommodation in the Gateway dome, a large magical building at the heart of the Gateway that has innumerable magical lodgings on all its floors. (I will explain the lodgings later)
The Classes of Mages
Now, unlike the Rowlingian magical world, mages aren’t just classified as Wizards and Witches, and terms such as Pure Blood, Half-blood and Muggle-born don’t exist. Instead, there are different classes of mages, with several main, over-arching classes and then the various subclasses.
Wizards/Witches
Spoiler! :
Sorcerers/Sorceresses
Spoiler! :
There is a third major Type of Mage, but I am keeping them a surprise (For now… ) This I am doing just to ensure that not everyone immediately jumps to be one of them. As the SB progresses, they will play an integral in the forwarding of the SB.
Also note that these are merely the types of mages, but the race is entirely irrelevant. You can be a humanoid elephant and still be a Wizard 1st Class, if you can prove your magical lineage, etc (Unlike the Rowlingian Wizarding World, no races are banned from using magic, only certain types of magic are banned)
The Magic
So, just like in the Rowlingian Wizarding World (You will see that I mention Rowling a lot, mostly because this SB’s world is more similar to her world than other famous fantasy worlds, and I don’t want any confusion between the two distinct worlds), the main form of magic is spell-based magic. The other forms are sigil-based, ritual and raw magic. Since I haven’t really refined the other forms yet, our characters will only be taught in and use spell-based magic.
Here is the link to the WFP with all the spells I have thus far (this list is still very preliminary, so excuse the low amount of spells ) This WFP will be where I will add all the agreed upon and thought of lore. That way you guys can also add your own ideas for contemplation and expansion of the lore. (The password is "oukleo") Click This Please
Just a note- killing a person is still illegal, but only one spell that does harm is illegal on living beings (that being the Tearing Jinx) Thus you might kill someone with the “Killing Curse” (until I have decided on a better name that is what I call it), if you can justify your cause for use (self-defence, etc) in front of a magical court.
Wands and Staffs
Seeing as this information is required when you make your characters, I have to add it here for ease of access. (I apologize in advance for the massive Spoilers. Please don’t have all open at once) I will first explain each of the two vessels, so you can know which two spoilers to open (depending on whether you wish to be a Sorcerer or Wizard)
Wands
Wands are the main magical vessel of Wizards and Grifts. They consist out of three components: The wand wood, the core rune, and the pulse rune (no core, like Rowling…) Length and flexibility are of no concern when choosing a wand. Wizards/ Witches are usually only able to use wands with similar pulse runes, however, depending on the wood, this may vary.
Staffs
Staffs are the main magical vessel of Sorcerers. They consist out of three components: the shaft wood, the lode stone, and the core rune. Sorcerers can use any other staff, if the staff allow them to use them. With staffs, the lode stones act like the pulse runes of wands.
Since the descriptions of the woods, core and pulse runes and lode stones is over 3000 words in total, I couldn't possibly add them to this intro post to scare you all away before this SB began . That is why I uploaded them as a Google Drive document (I will place it in a WFP too if someone can't access the Drive link) For your own sakes, you will only have to go through this info when determining your character's wand/staff (unless you're a Wandmaker or Staffcrafter, since they don't use wands or staffs) From then on this info will not be overly necessary, so no need to be to dissuaded.
Here is the link to the info in my Google Drive. If you can't download the file to your computer, I will add it to WFP for you Over Here Please
The Main story arc
So, this is the basic run-down of the main story arc.
Our characters are new mages in the magical realms who have to learn to use magic and do other magical stuff (like Potionry and Poisoncraft, Beast-care/-hunting, enchanting, etc) We will all be living in the Gateway dome (along with hundreds of other mages going about their daily lives) (also, even if you are a Wizard 1st Class or have rich parents, all first year mages have to live in the Dome, close to the academies or their various masters from whom they receive apprenticeships.
Also, the Tolling and the Adjudicators (who have dispersed/reintegrated themselves into society) will play a crucial role in the story/ development of our characters, but that I leave up to your own imaginations (maybe you're the child of an Adjudicator, or get contacted by one, or your mentor/masters get you involved, etc)
Regarding our lodgings in the Dome- Each lodging starts off essentially like a straightforward room (bed, closet, bathroom, chair, desk, candle light, etc), but is somewhat like your own personal room of requirement, as it will adjust its size and fit-ins according to your desire (like if you want a bookshelf, it will appear after a while, etc) However, only basic items/ rooms get added; any books or special or expensive items must be brought in by yourself.
Each lodging also has an enchanted mirror portraying the "personality" of the room itself (as your reflection, since you and the room are linked) This persona is just there to oversee your room (or argue with you, go visiting other mirrors in other rooms, relax in the mirror image of your room, be annoying, be helpful, etc) I just thought it'd be interesting to have your lodgings react to you and act "normal" with the other lodgings.
The Character slots, profiles and stuff
I am keeping this team relatively average sized, and not just for management purposes. In the case of not enough people joining, you may ask for another spot (max of 2 per user)
1) Arabelle Laciturne (TheSunderedSorcerer)- Witch 1st Class
2) Pharah Zahra (Omnom)- Sorceress 2nd Class
3) Ari Lodinnsson (Vellichor)- Shifter 2nd Class
4) North (ChildOfNowhere)- Sorcerer 2nd Class
5) Jake Harrison (XxXTheSwordsmanXxX)- Staffcrafter 1st Class
6) Uriah Nedelle (AstralHunter)- Shifter 1st Class
7) Karasam (TheSunderedSorcerer)- Griftomage 2nd Class
8 ) Edrea Turquot (XxXTheSwordsmanXxX)- Witch 1st Class
9) Cara Dimaentis (ChildOfNowhere)- Witch 2nd Class
10) Jennifer Olineo (Vellichor)- Witch 1st Class
11) Dagon Kalula (AstralHunter)- Sorcerer 1st Class
Major NPCs
- Gateway Academy
- - Headmaster- Arcaeail Ignatis (Grift 1st Class)
- Standard Spellcasting-
- Enchanting and Illusions-
- Potionry-
- Poisoncraft- Professor Raven Bonnelle (Witch 2nd Class)
- Magical Creatures-
- Magical History-
- Astrology-
- Sigilweaving-
- Non-magical Education-
- Masters
- - Master Liana D'guenes- Sorceress 1st Class- Sigilweaving
- Grawie Locar- Sorcerer 2nd Class- Enchanting & Illusions
- Gregor Altan Mathis- Sorcerer 1st Class- Standard and Advanced Spells
- Thirrin Astlyrra- Shifter 3rd Class- Potionry
Character template
- Code: Select all
[b][u]Name:[/u][/b]
[b][u]Gender:[/u][/b]
[b][u]Age:[/u][/b] (note, if you choose to be a Wizard, you do not have to be a first year and thus 9. Max year of education may be 7th year though... Sorcerers' age must please fit with their Classification though, so...)
[b][u]Mage Class:[/u][/b] (please be specific, ex. Wizard 1st Class, Shifter 2nd Class, etc. the number always comes after the type)
[b][u]Race:[/u][/b] (note- if you decide to be a non-human that could not easily conceal themselves in our world's population, like goblins, fae, centaurs, etc, please supply from which realm they come)
[b][u]Realm of Origin:[/u][/b] (You may make up your own realm, excluding our world, but please add a brief description of 1-4 lines so we know a bit about your RoO)
[b][u]Appearance:[/u][/b] (attire not acquired, since that obviously changes, except if you have any specific accessories you always wear/ keep with you)
[b][u]Wand/Staff specifications:[/u][/b] (for this, please carefully decide using the Drive link I provided at the Wand/Staff description. Also a description of how it looks please, since they aren't just straight, boring sticks)
[b][u]Brief Background:[/u][/b] (Note- All Wizards were born pre-Tolling, since they could not have been born after all Wizards/Witches fell asleep. For Sorcerers and their ilk, a description of your life pre-magic please)
[b][u]Personality of your Lodging Mirror:[/u][/b] (Note- I don't ask for your personality, since no one knows another person's personality when they first meet. However, since the Lodging Mirror is unique from you and thus not always like you, I would like to know how your Lodging Mirror would be like)
[b][u]Random Question!:[/u][/b][i]Which of these best describes the ambition/driving force for your characters actions?[/i] (Leave only the one applicable) 1)a hunger for power, 2)a thirst for knowledge, 3)a search for love, 4)a quest for fame, 5)a desire to protect
The Other stuff you need to know
- - Even if this SB is taking place in modern times in our world, some realms may still be medieval/ renaissance,etc. Everything in the Gateway is like our 18th Century Europe was, so that clothing style, architecture, etc
- Due to the above-mentioned point, no technology from more advanced periods (ours), may enter the Gateway (lest you face the magical court), or leave to less advanced periods (like pocket watches to a medieval realm, etc)
- Spells are not Latin-rooted like Rowling's, but Classic Greek-rooted. Thus, if you wish to suggest a new spell, and you wish to name it yourself, that is preferably the angle you should take
- I will later add the Potionry and Poisoncraft WFP, but this one will be free to be edited and added to by all as inspiration strikes. Other team members can still veto a new plant/ creature/ reagent though, so don't go to zany.
- Just a note about Wandmakers and Staffcrafters- they may seem the weakest, but another benefit of having most of their magic focused in their hands is that 1) the can sense magic in any item with their hands, 2) not be overwhelmed when picking up magical items with dangerous magic cast/ enchanted on them.
- In the Gateway Dome,each floor has an identical cleaning lady, albeit each with a different personality. These are that floor's personality, and are best left not insulted or pranked, lest you want surprises to appear in your lodgings.
Q&A about specifics
Spoiler! :
Gender:
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