Wyosch
The Demonic Wolf
History/Premise:
The country of Aridona has fallen to the Dark Warlord, an invader from the south. The capital city of Deleant in the region of Priema has been brought to its knees at the hands of the Warlord's familiars. By air, the Wyvers, monstrous archaeopteryx-like creatures breathing black fire, began the attack by breaking down the castle walls and burning the residential areas. The Darklings, humanoid servants of the Warlord, then came in as infantry to invade the castle. The Dark Warlord rebuilt the castle and keep but a dark cloud now hangs over the newly-restored castle ramparts. The majority of the royal family has been removed, with exception of the heir to the throne, who managed to escape.
Time has passed since the fall of the royal family and a rebellion has slowly built up, a rebellion to take back the country from the Dark Warlord. The key to restoring the country and banishing the Warlord is to collect talismans from each of the seven regions and combine them to create a magical light capable of banishing the evil force inhabiting the castle. Priema is a region in the south with temperate forests. The other six regions are Iviant, the south-eastern mountains, Rioule, the eastern coast of the country, Keppa, the north-eastern boreal forest, Seval, the north-western desert, Extan, the Western coast, and Deiret the southwestern moors. The relics are located in the cities of Alacoire in Priema, Viabola in Iviant, Mariatus in Rioule, Jaiya in Keppa, Qalataine in Seval, Genmalla in Extan, and Ulturaine in Deiret and each is guarded by a monster of the Dark Warlord's invention. He will do anything to stay in power and keep the people of Aridona under his thumb.
Only the heir to the throne can utilise the artefact and recover the country. In the past, each region created a talisman with the special magic of the region and in conjunction, the talismans would combine to form an artefact that would create a divine light and cast out the Darkness. For centuries, the country was prosperous and we grew complacent. The artefact was left in the highest tower of the castle but over time was forgotten. At some point in history, the artefact was taken and scattered once again to the different areas of the country. It could have been mere days before the Warlord came or it could have been decades, no one can say.
The rebellion is working to both find the true heir to the Aridona throne as well as to gather a party of talented people to find the seven talismans. A variety of members will be chosen with various strengths such as magic, weapon handling, or even Dragon-based powers.
The country of Aridona has fallen to the Dark Warlord, an invader from the south. The capital city of Deleant in the region of Priema has been brought to its knees at the hands of the Warlord's familiars. By air, the Wyvers, monstrous archaeopteryx-like creatures breathing black fire, began the attack by breaking down the castle walls and burning the residential areas. The Darklings, humanoid servants of the Warlord, then came in as infantry to invade the castle. The Dark Warlord rebuilt the castle and keep but a dark cloud now hangs over the newly-restored castle ramparts. The majority of the royal family has been removed, with exception of the heir to the throne, who managed to escape.
Time has passed since the fall of the royal family and a rebellion has slowly built up, a rebellion to take back the country from the Dark Warlord. The key to restoring the country and banishing the Warlord is to collect talismans from each of the seven regions and combine them to create a magical light capable of banishing the evil force inhabiting the castle. Priema is a region in the south with temperate forests. The other six regions are Iviant, the south-eastern mountains, Rioule, the eastern coast of the country, Keppa, the north-eastern boreal forest, Seval, the north-western desert, Extan, the Western coast, and Deiret the southwestern moors. The relics are located in the cities of Alacoire in Priema, Viabola in Iviant, Mariatus in Rioule, Jaiya in Keppa, Qalataine in Seval, Genmalla in Extan, and Ulturaine in Deiret and each is guarded by a monster of the Dark Warlord's invention. He will do anything to stay in power and keep the people of Aridona under his thumb.
Only the heir to the throne can utilise the artefact and recover the country. In the past, each region created a talisman with the special magic of the region and in conjunction, the talismans would combine to form an artefact that would create a divine light and cast out the Darkness. For centuries, the country was prosperous and we grew complacent. The artefact was left in the highest tower of the castle but over time was forgotten. At some point in history, the artefact was taken and scattered once again to the different areas of the country. It could have been mere days before the Warlord came or it could have been decades, no one can say.
The rebellion is working to both find the true heir to the Aridona throne as well as to gather a party of talented people to find the seven talismans. A variety of members will be chosen with various strengths such as magic, weapon handling, or even Dragon-based powers.
Magic:
The types of magic that can be found in this world are elemental magics, summoning magics, healing magics, cursed magics, miscellaneous spells, both advanced and basic, and sacred beast magics.
Elemental mages have become quite rare, fearing capture and exploitation at the hands of the Warlord. The Warlord covets mages of all elements, especially those with mastery of multiple elements. Elemental mages were once common, those able to control one or two could be found everywhere. Even those able to control three elements could be found easily enough, even if one had to go a town over. The rare breed of mage with mastery of all four natural elements have either been captured, have escaped, or have been killed for resisting the Warlord. Elemental magics are innate and cannot be learned by one without Potential or Affinity. Elemental magics are not inherited by blood but there is a slight increase in likelihood of the child having Affinity if both parents are multi-element mages. Elemental Mages cannot use Cursed magics.
Healing magics are very specialised and are passed down by blood, although there is a very slight chance that and outsider to the bloodline can learn the magic, 1 in 1,000,000. Some healing magics are in the form of regeneration spells and direct application while others come in the form of potion mixing. Families that have mastered healing magics almost always keep their work hidden from prying eyes, despite the fact that the likelihood of one outside the bloodline being able to utilise the magic is very slim. These families also specialise in shielding and hiding magic to protect their secrets. A mage cannot have Elemental and Healing magic as the two in conjunction overload the user and consume life force in exchange for the power. Those who have both the Affinity or Potential and a Healing bloodline can only hone one or the other skill and leave the remaining skill dormant. Any mage who attempts to hone both will die either the day the mage turns 12 years of age or, if older than 12, the instant the mage attempts to use the other type of magic. Cursed magics are also incompatible with those with healing magics.
Cursed magics are magic that has been attained through a pact with a higher power, be them seraphs or demons. These beings create pacts with the users of cursed magics. The details of the pact is that the being will lend the mage their power in exchange for life force. The mage is marked with the symbol of the being with which the pact is made and the symbol grows as it consumes life force. At the same time, as the curse progresses, the mage's power increases. The power of the mage peaks around the time when three quarters of the curse is complete. Upon completion of the curse, the mage will die. Those with a greater Nature, innate power and life force, are able to harness a curse to its full potential, able to support the curse for longer and gain more power from it, taking in more of the curse than those with a smaller Nature.
Magic of the Old Religion is a runic magic that uses written words as a base for its spells. This is passed down through bloodlines but full utilisation of the power requires a series of crests to be engraved on the body. Mages of the Old Religion are unable to use common magic or curses but can use their own spells to amplify the effects of spells of another mage. Overall, the power of this magic is stronger than that of common magic magicians, but the casting time is not instant. Mana is used in order to invoke the spell but if the writing is stopped before the spell is finished, the mana expended will not return.
Summoning magics can be used on any sort of object or creature, excluding sacred beasts or humans. Most mages who specialise in summoning magics either master creature summoning or weaponry and armour summoning as years of study are required to master either type. Creature and armour summoning have completely different methods of summoning despite the fact that they are technically in the same magic family. While theoretically anyone can learn summoning magic, it requires minimal latent ability to perform effectively. Summoning magic is not inherited.
Sacred beast magics can be utilised only by the beasts themselves and their descendants. Unlike Healing magics, these magics cannot be utilised by those outside the bloodline. The purity of the blood in such a mage must be very high in order for the mage to utilise the magic. Dragon magics are fire based and mages do not have Potential or Affinity. If a mage is from a Healing bloodline and a Dragon bloodline, both magics can be utilised by the mage, but this is quite the rarity. Unicorn magics are earth based. Griffin magics are air based. Leviathan magics are water based.
Dragons can create hybrids with mages called Dragors. They are unable to create human-Dragon hybrids. Dragors have wings and tails and are able to access a dragon form for limited periods of time alongside being able to use dragon magic. ½ Dragors have wings and tails but cannot take on dragon forms and are able to use dragon magic. ¼ Dragors only have access to dragon magic. The more the dilute the bloodline, the less powerful the individual. There is a similar pattern among the other hybrids, with the Gryphins (griffin hybrids), Leviaths (leviathan hybrids) and Unicornia (unicorn hybrids).
The types of magic that can be found in this world are elemental magics, summoning magics, healing magics, cursed magics, miscellaneous spells, both advanced and basic, and sacred beast magics.
Elemental mages have become quite rare, fearing capture and exploitation at the hands of the Warlord. The Warlord covets mages of all elements, especially those with mastery of multiple elements. Elemental mages were once common, those able to control one or two could be found everywhere. Even those able to control three elements could be found easily enough, even if one had to go a town over. The rare breed of mage with mastery of all four natural elements have either been captured, have escaped, or have been killed for resisting the Warlord. Elemental magics are innate and cannot be learned by one without Potential or Affinity. Elemental magics are not inherited by blood but there is a slight increase in likelihood of the child having Affinity if both parents are multi-element mages. Elemental Mages cannot use Cursed magics.
Healing magics are very specialised and are passed down by blood, although there is a very slight chance that and outsider to the bloodline can learn the magic, 1 in 1,000,000. Some healing magics are in the form of regeneration spells and direct application while others come in the form of potion mixing. Families that have mastered healing magics almost always keep their work hidden from prying eyes, despite the fact that the likelihood of one outside the bloodline being able to utilise the magic is very slim. These families also specialise in shielding and hiding magic to protect their secrets. A mage cannot have Elemental and Healing magic as the two in conjunction overload the user and consume life force in exchange for the power. Those who have both the Affinity or Potential and a Healing bloodline can only hone one or the other skill and leave the remaining skill dormant. Any mage who attempts to hone both will die either the day the mage turns 12 years of age or, if older than 12, the instant the mage attempts to use the other type of magic. Cursed magics are also incompatible with those with healing magics.
Cursed magics are magic that has been attained through a pact with a higher power, be them seraphs or demons. These beings create pacts with the users of cursed magics. The details of the pact is that the being will lend the mage their power in exchange for life force. The mage is marked with the symbol of the being with which the pact is made and the symbol grows as it consumes life force. At the same time, as the curse progresses, the mage's power increases. The power of the mage peaks around the time when three quarters of the curse is complete. Upon completion of the curse, the mage will die. Those with a greater Nature, innate power and life force, are able to harness a curse to its full potential, able to support the curse for longer and gain more power from it, taking in more of the curse than those with a smaller Nature.
Magic of the Old Religion is a runic magic that uses written words as a base for its spells. This is passed down through bloodlines but full utilisation of the power requires a series of crests to be engraved on the body. Mages of the Old Religion are unable to use common magic or curses but can use their own spells to amplify the effects of spells of another mage. Overall, the power of this magic is stronger than that of common magic magicians, but the casting time is not instant. Mana is used in order to invoke the spell but if the writing is stopped before the spell is finished, the mana expended will not return.
Summoning magics can be used on any sort of object or creature, excluding sacred beasts or humans. Most mages who specialise in summoning magics either master creature summoning or weaponry and armour summoning as years of study are required to master either type. Creature and armour summoning have completely different methods of summoning despite the fact that they are technically in the same magic family. While theoretically anyone can learn summoning magic, it requires minimal latent ability to perform effectively. Summoning magic is not inherited.
Sacred beast magics can be utilised only by the beasts themselves and their descendants. Unlike Healing magics, these magics cannot be utilised by those outside the bloodline. The purity of the blood in such a mage must be very high in order for the mage to utilise the magic. Dragon magics are fire based and mages do not have Potential or Affinity. If a mage is from a Healing bloodline and a Dragon bloodline, both magics can be utilised by the mage, but this is quite the rarity. Unicorn magics are earth based. Griffin magics are air based. Leviathan magics are water based.
Dragons can create hybrids with mages called Dragors. They are unable to create human-Dragon hybrids. Dragors have wings and tails and are able to access a dragon form for limited periods of time alongside being able to use dragon magic. ½ Dragors have wings and tails but cannot take on dragon forms and are able to use dragon magic. ¼ Dragors only have access to dragon magic. The more the dilute the bloodline, the less powerful the individual. There is a similar pattern among the other hybrids, with the Gryphins (griffin hybrids), Leviaths (leviathan hybrids) and Unicornia (unicorn hybrids).