Mosswine Leader
Leader of Pigs
Hey all! Mosswine Leader here. Looking to try out an idea I'd had for a while. I wrote a short story about it, but I'd like to get some more people involved to really flesh out the whole story and lore and whatnot.
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Modern day Earth, alternate reality. Most of the world is as we know it, with one crucial difference. Magic is real, it's known about, and it's relatively common. Approximately 15% of the world population is magically talented, with ability levels varying wildly from a hedge wizard who can only perform the most minor of cantrips all the way to Arch Magisters who shake the very foundations of reality. Of course the former are quite common, and the latter are mostly legends or myths.
While most of the population uses their talents for benevolent or neutral purposes, there will of course always be rotten apples who want to ruin it for everyone else. A secretive cult, known as the Freeing, has hatched a plan to bind a powerful deity to a human vessel, thereby enabling them to control a living weapon of mass destruction rivaling the nuclear bombs controlled by the 'normals'.
A member of the cult broke away once she'd discovered their true intentions, and now hunts for partners to help her put a stop to the Freeing's plan. She knows how to prevent the ritual from taking place, but she can't do it alone.
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Magical schools include, but are not limited to:
Evocation- Control over the raw elements of reality. Fire, water, ice, stone, lightning, air, gravity, light and darkness.
Blood- Control and manipulate blood. Able to convert raw life energy into magical energy. They support other mages.
Necromancy- Necromancers are manipulators of Life and Death. They can hurt people, but they’re also the most powerful magical doctors in existence.
Shamanism- Call upon various deities and spirits of nature to bless your allies and yourself.
Ritualism- Circle magic. Very powerful, but very time consuming and if you mess up one little bit of the sigil the whole thing can backfire. Used for many different purposes.
Enchanting- Can bless mundane objects with magical properties, usually with a limited amount of uses before they go dormant again.
Seer- Has the ability to see the future, and to a limited extent, manipulate events around them.
Artificer- Makes magic devices that anyone can use. Can create golems and bind magical items to people’s flesh.
Voodoo- You can have limited mind control over people if you have something of theirs, you can curse or hex them, you can inflict pain on them if you have several significant items of importance to the target.
Shapeshifting- Self-explanatory
Wild empathy- .Animal control/influence. No animal would ever voluntarily attack you, and would come to your aid in a fight.
Chloromancy- Control over plants. You can influence their growth, change things about them, alter their properties.
Luxiomancy- You can congeal light into a sort of gel. Different shades do different things, and the gels harden differently, so you could potentially build with them. I have a subset for this one, because it's the most complicated of the schools to explain. A versatile ability, if not particularly powerful.
Geomancy. Different terrains give you different abilities. Being in the open plains, you’d be able to do things like ground-swimming. In the mountains you can move the rocks around at your whim. In the city, you can manipulate concrete and such. Anything related to the earth is applicable.
Elementalism- Use the elements to augment your body. Touch fire and become immune to cold, also be hot and touch a thing and melt it. Touch ice, become slippery. Touch ground, get stoneskin.
Entropy- Control over the negative forces. A very evil magic that does nothing but destroy.
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Mages are born with three 'reservoirs' of magic. They start with one innate type, but can fill others by practicing other types. Once a mage practices those enough, the reservoir becomes attuned to that type of magic and fills with that type of energy permanently. Alternately, a mage may choose to sacrifice one or both of their secondary reservoirs to strengthen their primary or a secondary. This ritual takes time and is permanent, so most mages choose not to undergo such an extreme measure. Sacrificing versatility to gain in raw power may work for some, but for most it is more of a hindrance.
Learning other schools of magic isn't something that can be done alone. To do so requires a tutor or substantial literary material.
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Well, there it is. Let me know what you all think. If you have any thoughts or suggestions, I am open to them.
~~~~~~~~~~~~~~~~~~~~~
Modern day Earth, alternate reality. Most of the world is as we know it, with one crucial difference. Magic is real, it's known about, and it's relatively common. Approximately 15% of the world population is magically talented, with ability levels varying wildly from a hedge wizard who can only perform the most minor of cantrips all the way to Arch Magisters who shake the very foundations of reality. Of course the former are quite common, and the latter are mostly legends or myths.
While most of the population uses their talents for benevolent or neutral purposes, there will of course always be rotten apples who want to ruin it for everyone else. A secretive cult, known as the Freeing, has hatched a plan to bind a powerful deity to a human vessel, thereby enabling them to control a living weapon of mass destruction rivaling the nuclear bombs controlled by the 'normals'.
A member of the cult broke away once she'd discovered their true intentions, and now hunts for partners to help her put a stop to the Freeing's plan. She knows how to prevent the ritual from taking place, but she can't do it alone.
~~~~~~~~~~~~~~~~~~~~
Magical schools include, but are not limited to:
Evocation- Control over the raw elements of reality. Fire, water, ice, stone, lightning, air, gravity, light and darkness.
Blood- Control and manipulate blood. Able to convert raw life energy into magical energy. They support other mages.
Necromancy- Necromancers are manipulators of Life and Death. They can hurt people, but they’re also the most powerful magical doctors in existence.
Shamanism- Call upon various deities and spirits of nature to bless your allies and yourself.
Ritualism- Circle magic. Very powerful, but very time consuming and if you mess up one little bit of the sigil the whole thing can backfire. Used for many different purposes.
Enchanting- Can bless mundane objects with magical properties, usually with a limited amount of uses before they go dormant again.
Seer- Has the ability to see the future, and to a limited extent, manipulate events around them.
Artificer- Makes magic devices that anyone can use. Can create golems and bind magical items to people’s flesh.
Voodoo- You can have limited mind control over people if you have something of theirs, you can curse or hex them, you can inflict pain on them if you have several significant items of importance to the target.
Shapeshifting- Self-explanatory
Wild empathy- .Animal control/influence. No animal would ever voluntarily attack you, and would come to your aid in a fight.
Chloromancy- Control over plants. You can influence their growth, change things about them, alter their properties.
Luxiomancy- You can congeal light into a sort of gel. Different shades do different things, and the gels harden differently, so you could potentially build with them. I have a subset for this one, because it's the most complicated of the schools to explain. A versatile ability, if not particularly powerful.
Geomancy. Different terrains give you different abilities. Being in the open plains, you’d be able to do things like ground-swimming. In the mountains you can move the rocks around at your whim. In the city, you can manipulate concrete and such. Anything related to the earth is applicable.
Elementalism- Use the elements to augment your body. Touch fire and become immune to cold, also be hot and touch a thing and melt it. Touch ice, become slippery. Touch ground, get stoneskin.
Entropy- Control over the negative forces. A very evil magic that does nothing but destroy.
~~~~~~~~~~~~~~~~~~~~
Mages are born with three 'reservoirs' of magic. They start with one innate type, but can fill others by practicing other types. Once a mage practices those enough, the reservoir becomes attuned to that type of magic and fills with that type of energy permanently. Alternately, a mage may choose to sacrifice one or both of their secondary reservoirs to strengthen their primary or a secondary. This ritual takes time and is permanent, so most mages choose not to undergo such an extreme measure. Sacrificing versatility to gain in raw power may work for some, but for most it is more of a hindrance.
Learning other schools of magic isn't something that can be done alone. To do so requires a tutor or substantial literary material.
~~~~~~~~~~~~~~~~~~~~
Well, there it is. Let me know what you all think. If you have any thoughts or suggestions, I am open to them.