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Fantasy OOC Everday Sunday Lore

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Oddly enough
Behind the Green Door

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Here is the extra page for Characters, Lore, and other references for Every Day Shall be Sunday.

Races:
Elves, Humans, Dwarves, Gnomes, Halflings, Trolls, Orcs, Goblins, Tieflings, Giants, Lizard Folk, (others up for discussion)
Different races can be found across the world and are alighted first and foremost by Nationality and Government. For example, if there is a bar fight between numerous nationalities, a Germanian Elf will side with a Germanian Dwarf and kick the absolute crap out of a Frankish Elf or Frankish Dwarf. Nationality supersedes race, this mindset developed as more borders were drawn across the globe and racial division became less obvious.

Following Nationality, the races do stick to their own kind as is traditionally displayed through most fantasy stories. Interracial relationships are very common, but following heritage, tradition, and sub-cultural norms, most families are Dwarves marrying Dwarves, Elves marrying Elves etc. Much like the traditions and social expectations in our own Roaring 20s, people often married a person of similar status, heritage, and descent. This being an awesome fantasy world and also the roaring 20's, there is a lot of social rebellion and general pandemonium happening. Make way for the flapper girls!

Magic:
Kitchen Magic, Gutter Wizard, Street Sorcerer, Stoop Witch, Batch Magic, Pocket Punches, Hedge Magician
Just about every family has their own book of family recipes, spells, incantations, and charms. Passed down from generation to generation, these closely guarded magical secrets are the pride of every household. A family's collection of spells can be vast, or pitiful, it all depends on how diligent or educated their ancestors were. If your great great grandfather was a paladin, chances are you have some pretty badass spells laying around in your father's library. But if you descended from a long line of thieving rogues, well maybe you have an incantation or two laying around. Your character's access to magic is almost completely reliant on their backstory and heritage, and their current level of education.

Examples of Kitchen Magic Etc, mildly useful healing, offensive, defensive, unique spells. Teleporting 20ft, increased speed, minor levitation, lighting fires, summoning a bolt of lightning, healing minor wounds, summoning small lights to illuminate a dark space etc...

High powered spells and complex magic are used strictly by highly trained individuals. Magic is taught in schools, universities, as a craft or a trade, but learning it requires years of hard work, dedication, and study. Quality magic also requires quality materials. The average grandmother healing a skinned knee won't use a magical wand or crystal unless it is a family heirloom/treasure. However a surgeon in a hospital will probably have access to just about any material you could ever want or desire. Materials CAN be purchased, stolen, bartered, hell even discovered, but you're going to have to work for it. (Can be discussed)

Otherwise, your character can have a knack or inherent racial abilities. Elves, dwarves, etc have dark-vision, keen hearing, all that, but imagine what it would be like living in a bustling city with those abilities. Knacks can be a weird magical twitch or residual magical talent. Lighting a flame in your palm, moving small objects with your mind, odd goofy party tricks. Your knack's strength and usefulness can be tuned and refined like a well worked muscle. Members of the military, police officers, civil servants, and dare I say very clever criminals will more than likely be proficient in Knacks and have access to more moderate magic, telepathy, telekinesis, minor offensive and healing spells. It all depends on your character.

This does not mean you CANT have a character with powerful magic. You simply need a backstory to back up your character choice.

Examples of major magic etc, powerful healing, offensive, defensive, unique spells, knocking over 20 people with a gust of wind, lifting a car with telepathy, transforming into a monster, resurrection spells, intense healing spells, transmutation, teleporting over long distances, etc...




MORE TO COME.
 
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CHARACTER SHEET

Name:
Age or Approximation:
Nationality and Race:
Description:
Brief Backstory:
Motivations:
Wet or Dry:
Noteable Gear:
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Imagery or Pinterest if Applicable
 
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Name: Clovis Maximilian Haas
Age or Approximation: late twenties or mid thirties
Nationality and Race: Germanian Elf
Description: Tall and imposing, Clovis is not exactly handsome, more interesting to look at. His stern, war hardened stare pierces out from sharp, chiseled features and a strong aquiline nose. He bears a small scar in his left eyebrow, and his smile has been described as more wolfish or politely forced than attractive or amused. Clovis wears his ash blonde hair in a closely cropped undercut, a medium length on top and close crop underneath and along the sides, he does not like hats. Carrying himself with a purposeful, militant pride, Clovis' stands with the impeccable posture of a former officer who has not shed the trappings of his rank. His ears are only slightly elongated and pointed, unlike the ears of older elven bloodlines.
Brief Backstory: Born to a respectable family of farmers and black smiths, Clovis was the first in his family to receive any formal education. After learning to read and write, he apprenticed in his uncle's forge and worked on his father's farm before he was conscripted into the first wave of Germania's military expansion. Romanced by patriotic propaganda, lust for adventure, and a life off the farm, Clovis willingly flung himself into the bloody war front, His love for battle grew and he proved to be a valuable soldier on the field. His natural discernment and tact won him numerous promotions. He became proficient in moderate forms of offensive and defensive magic. Clovis left Germania in search of a fresh start.
Motivations: Clovis left Germania following economic hardship. Restless, bored, and uneasy with his past, he immigrated to the Great Territories in hopes of finding some of what inspired him in the first place, adventure into the unknown, and progress. He has met a romantic interest who is largely unaware of his existence.
Wet or Dry: Wet to his own benefit.
Noteable Gear: A knife worn in his jacket, a small black book of spells, and a military issue wand called a Bayonet.
Knacks or Magics: Minor offensive, defensive, primarily telepathic and telekinetic, some healing spells.
 
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Name: Margaret Hope Leicester "But please, just call me Hope."
Age: 21
Race & Nationality: Human endowed with the magical arts of sorcery; she's a witch. Born in the USA, of Scottish and English descent.
Description: You can tell that Hope likes to have fun, just by looking at her - even if her idea of fun is different than yours. Her face is long, which makes her button nose appear even smaller than it actually is. Her lips are thin, and she is hardly ever seen without scarlet red lipstick. Hope's black hair is naturally straight and worn in a cropped bob, stopping just above her chin. She loves wearing cloche hats, and her fashion-sense is very much inspired by the flappers that she sees roaming the streets at night. She is small, but she always stands up straight and walks with long strides; she wants to make her presence know to those around her. She refuses to go overlooked. Coming of age in such a time of liberation has caused Hope to go against everything her parents have taught her. Instead of going out and finding a man to marry right away, Hope is staying at home and spending her evenings out on the town - but not in the way you would think. She likes to sneak into her dad's office and dig through his files, hoping to find an adventure. She wants to prove to her parents that she can be anything that she wants to be, and she goes out every night looking for a way to do so.
Motivations: Hope wants to be taken seriously, more than anything. She's tired of being told what to do, just because it's the norm. Her main motivation is making her parents proud... in a non-conventional way. She'd also really like to figure out why they hell she got these powers on her 21st birthday.
Wet Or Dry: Strong believer in the Wet, but is personally dry due to taste.
Notable Gear: A grimoire that she purchased from a local bookstore once she discovered her powers; a double-sided dagger for self-defense; a small cloth bag of casting stones; her cat, Ambassador, whom she takes almost everywhere; and a silver goblet, for on-the-go potion creation.

Knacks Or Magics: (Unknowingly) channeling the spirit of a demon, pain infliction, mediumship, invocation, spell casting, spiritual sensing, and potion brewing.
 
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Bartholomew James Blevitt
Prnml. Inv.

32 • Human Male • Icelandic Orcish Heritage
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Not exactly Roaring 20's Swing music, but stuff that I have been listening to while writing. I can make a playlist...in the mean time here is a collection of links.



I thought this one was good for Hope :D








 
*Kitchen Magic*

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Kitchen Magic is exactly as it sounds. This practical, every day magic has been passed down through generations of knowledge and practice. Great-grandparents, grandparents, mothers, fathers, and later generations all contribute learned spells, past, present or future to a collection of family spells usually kept in a book, much like recipes. These time honored and cherished spells vary in strength, accuracy and usefulness. In the context of Kitchen magic, most spells are practical and help with everyday housework, home-making, first aid, wellness, medicine, healing, creative efforts, and entertainment. This is the most commonly practiced form of magic. Almost everyone has two or three spells they remember from childhood. A spell to loosen a stuck drawer, repair a shattered teacup, an incantation to enhance the healing qualities of Grandma's amazing chicken soup.

While many of these spells may have had much more potent or powerful origins, their strength has been lost with time, translation, and memory. Grandpa might not have written those runes down just right! And Grandma might not have used the exact words when transcribing her healing potion incantation to the only literate eight year old in the family.

Kitchen magic is rarely useful beyond the household and is considered a harmless, feminine type of magic. Many creatives or social elites will incorporate entertaining spells into their Kitchen magic. Casting fairy lights in a parlour, making the soup glow an ethereal blue, creating dancing shadows in the fireplace etc...
 
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°GUTTER MAGIC°
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Perceived as the most nefarious of the Heritage arts, this eclectic magic is no less practical than its more wholesome counterpart Kitchen Magic. Scrounged from remnant texts, stolen from libraries, invented by reckless uneducated magicians in workshops and sheds, Gutter magic is the troublesome and inventive magic of soothsayers, thieves, con-artists and performers. Used to jimmy open locks, cast horrific shadows in alley ways, shroud burglars in darkness, or summon lesson phantoms, Gutter Magic's occult tendencies have made it a popular source of entertainment among socialites and on the light end of the spectrum is often used in Seances, Fortunetelling, and Bribery. For more nefarious purposes is form of magic is also commonly used for scare tactics, torture, gas-lighting, or assassination.

Gutter Magic is often confused with Street magic, and many foreign forms of Heritage magic are often accused of being Gutter magic. Romani Mystics or Heritage Artisans of any foreign origin are often accused of being Gutter Doctors or Gutter Magicians. Conjuring cheap and easy fixes for imaginary ailments, or poisoning their patients outright.

A true Gutter Magic user is probably not a person anyone would want to run into. Although this magic is largely physically harmless, it has been credited with driving spiteful Spouses insane and hastening a number of high profile divorces.
 
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-Street and Alley Magic-
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Similar in style and origins, Street and Alley magic are closely related, separated only by the code of ethics or morals that their user adheres to. Street Magic and Alley magic are both offensive and defensive, and have a broad range of uses and styles. Elemental, spiritual, physical, or focused entirely on the use of a Knack (inherent ability), these magics are designed for combat, defense, and survival but may offer an additional area of expertise depending on the user's need. Originating on the battlefield, these lesser spells, enchantments, and incantations are used in brawls, bar fights, protests, duels, disagreements, and riots.

Street Magic operates with the disadvantage of the law and a strict code of ethics. Compare Fistiuffs or a judged boxing match to an all out street fight. This utilitarian style of magic use is designed to keep officers of the law safe, out of legal trouble, while giving them the tools needed to break into buildings, subdue criminals, and enforce the law. This is the magical tool box of every law abiding citizen. Its magic ranges in strength and usefulness, from conjuring small flames in your palm to calling down bolts of lightning to kill a rampaging gunman. The strength of the magic depends on the practice, education, and strength of the user and their components or instruments. Incorporates many types of magic used by the military and clergy.

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ALLEY MAGIC
Like Street Magic, Alley Magic is a magic tool box of a broad spectrum of defensive and offensive magic. Unlike Street Magic, Alley Magic is unrestrained by the confines of the law, although it is often held accountable. Used by civilians and criminals alike, Alley Magic is used to settle bets, disagreements, or maybe break your rival's legs. Powerful users are often recruited by mobs, gangs, loan-sharks, or Law Enforcement. While it is also commonly used to enhance work conditions and lessen burdens, Alley Magic is most often used in combat. Most veterans, young soldiers, orphans, gang members, prostitutes, and shop keepers know some form of Alley Magic and use it freely as self defense or muscle against competition.

Often based on elemental use, Alley magic can also cause physical changes in a person, enhance strength, vision, hearing, although there is speculation on how long these effects will last.

The origins of both of these magics are from collected knowledge either from war, military training, or other means of education. While Street Magic may have a basic structure taught in the police academy, it is primarily reliant on the knowledge of the Officer using it. For example, if you know how to fight, you will make a great cop, if not, here is a starter kit of spells that are approved for government use.
 
Name: Marcel Bastian
Age or Approximation: Early twenties
Nationality and Race: Romani Half-Elf, Ruskia
Description: Average height and slender build, Marcel is swathed in the rural darkness of the Motherland or the cradle of civilization. His curly black hair is unevenly cut, falling past the ears or shoulders, and tangled with a multitude of different sized braids and colorful ribbons embroidered with spells and charms. The ends of his locks gradually become lighter or more chestnut in color. He has a 'pretty' oval face with a long, straight nose, worried dark grey eyes and a mouth that would be otherwise perfect were he not constantly grimacing from anxiety. His skin is a light copper, darker than most despite a lack of sun. True to most Romani traditions, his pointed ears are pierced, though it is rare that he wears any precious finery outside of his own community. Marcel dresses colorfully, though not garishly. On occassion he will sport a patchwork coat or more elaborate woven articles of clothing from his home land. He has an affinity for jewelry, rings, necklaces, bracelets, and a small diamond stud in his nose. His earrings and necklaces are made of glass or semi precious stones.
Brief Backstory: Marcel has a decorated past. He does not like to talk about where he is from or how he arrived in the Territories. He has implied that he had little choice when he Immigrated, possibly fleeing his homeland.
Motivations: Marcel seeks belonging. .
Wet or Dry: He works for Clovis, but otherwise has little concern for the political idiocy behind the Wet and Dry. He enjoys a glass of wine (or six) like every other sane person
Noteable Gear: Marcel wears a satchel on his belt containing just about anything needed for petty crime. Lockpicks, gloves, candles, matches, chalk, string, rocks. He has two small daggers which he keeps hidden in his vest. One of his necklaces is a string of clacite beads, which are said to be a necessary component for many invisibility and stealth spells.
Knacks or Magics: He has an uncanny talent for appearing where he is least expected, and also vanishing. Like most Romani, he is suspected of practicing Gutter magic. However Marcel does not tell fortunes or participate in any sort of public occult chicanery. He is a nervous, fidgetty young man, and sticks to other people's shadows whenever possible.
 

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