M
Moonlit Blade
Guest
Original poster
For as long as mankind can remember, Magic has been the source of prosperity and peace. Magic was always readily available, as many could learn to use it and work, either as Mages or as simple service providers. The Gran Arcadia, a city-school, was the largest source of this knowledge. It sat on the border of three countries, claiming to be wholly independent from all government. Those seeking to learn the art of Magic, or to hone skills they know, traveled to The Gran Arcadia. A central location of many of the greatest works on the subject Magic, it is widely known across the land. Almost every ruling body has at least one or two high-ranking Mages as an adviser. However, there are many who do not know how to use Magic, and can never learn. To accommodate those who are untouched by Magic, The Gran Arcadia allows the creation of Magical items, to be used by anyone. While there are certain policies on the creation of these items, they are generally largely sold in any city. However, several hundred years ago, there was dissent amongst the Magically untouched, as they claimed they were treated as second-class citizens. Small factions grew, but they weren't any true threat. Until Allomancy and the Artificers came into being.
Allomancy was a completely new form of Magic, and it was only useable by the previously Magically untouched, and the factions suddenly became more threatening. Several countries prohibited the Mages from attacking the Artificers and Allomancers, which allowed them to grow. Eventually, almost every Magically untouched joined the Banner of the Steel Dragon, a prominent family that had come to power. However, despite this, it wasn't a true war until the first strike. A small legion of Artificers attacked and destroyed a small Mage school in Borrun, killing all but a few Mages. Those who survived fled, retelling the tale to The Gran Arcadia. That was when war was declared, and The Gran Arcadia would no longer tolerate Allomancy.
However, unbeknownst to many, there is a dark force rising. Something wants this war to happen, yet no one is aware of it. Not yet.
Post for Races is next.
Allomancy was a completely new form of Magic, and it was only useable by the previously Magically untouched, and the factions suddenly became more threatening. Several countries prohibited the Mages from attacking the Artificers and Allomancers, which allowed them to grow. Eventually, almost every Magically untouched joined the Banner of the Steel Dragon, a prominent family that had come to power. However, despite this, it wasn't a true war until the first strike. A small legion of Artificers attacked and destroyed a small Mage school in Borrun, killing all but a few Mages. Those who survived fled, retelling the tale to The Gran Arcadia. That was when war was declared, and The Gran Arcadia would no longer tolerate Allomancy.
However, unbeknownst to many, there is a dark force rising. Something wants this war to happen, yet no one is aware of it. Not yet.
Elemental Magic is the study of Magic that controls the various powers of nature. Wind, Water, Earth, Fire, and Lightning each have their own uses, strengths and weaknesses, but they all fall under the Elemental Magic category. Fire is doused by Water, Water is absorbed by the Earth, Earth is eroded by the Wind, and Wind is devoured by Fire. Lightning is outside the circle, unstopped by any of these forces, yet Lightning cancels itself out.
Fire Magic is the art of combustion, allowing one to burn away anything in his or her path. By conjuring flames, they are able to destroy most obstacles in their path, and are very dangerous. Many Pyromancers who aren't very strong become smiths, using their Magic to heat metal. Others who aren't too powerful learn to enchant their weapons with fiery properties, and cut their enemies down with blazing weapons. The stronger a Pyromancer, the hotter and greater their flames become. How each Pyromancer uses their flames is entirely different, and as such, there are endless books on the subject.
Wind Magic is the art of creating a mighty gust, usually used for defensive combat, though it has offensive uses as well. Aeromancers are usually not so combat oriented, and serve as defensive Mages. They can create mighty gales to slow advancing enemies down, or use sharp, concentrated strikes of wind to cut into enemies. Wind Magic is also used for personal transportation, as some advanced Aeromancers are capable of firing themselves into the air with their Wind Magic, and truly strong Aeromancers can oftentimes keep themselves afloat, though with concentration. On its own Aeromancy is a good Magic school to study, yet many learn other schools, then learn the basics of this class.
Water Magic is the art of manipulating water vapor in the air, or controlling the water in a river. Aquamancers tend to be healers, as their Magic can heal most physical wounds. That is not to say it lacks combative abilities. Striking a foe with whips of water to break skin, or striking them with small bursts of water is a strong skill, and powerful Aquamancers can hit their foes with tidal waves capable of breaking bone. A common skill is creating a bubble of water and drowning a person in it, if they are immobile. Strong Aquamancers can often times manipulate the surface tension of water, allowing them to walk or run on it. A subschool of Aquamancy, Cryomancy is able to be mastered. Turning water into ice, Cryomancers are known to be very strong, as they can often freeze water particles in the air into groups, and cause icicles to rain down on their enemies.
Earth Magic is the art of manipulating the very ground mankind walks on for various uses. Terramancers are known to strike their foes with the very earth, hitting them with boulders that were flung at them. Other Terramancers are known to create armor made of earth, and move fluidly as they strike their foes down. Terramancers also act defensively, creating giant walls of earth that enemies must scale, all the while striking them down with the very wall they are trying to get around. Many Earth Mages train in Magic and body, becoming physically strong as well. Truly powerful Terramancers are capable of forming and using strong crystal prisms, as opposed to just solid earth.
Lightning Magic is the art of calling down lightning from the heavens to strike down one's foes. While this is known to be a difficult method, one is also able to conjure lighting from within one's self, though this is notably dangerous. Keravnomancers are known to be among the most powerful of the Elemental Mages, as their strikes of lightning can pierce through flames, cut through earth, evaporate water in an instant, and is unstopped by wind. However, it is also one of the most dangerous to be used, so few dare try to master Keravnomancy.
Fire Magic is the art of combustion, allowing one to burn away anything in his or her path. By conjuring flames, they are able to destroy most obstacles in their path, and are very dangerous. Many Pyromancers who aren't very strong become smiths, using their Magic to heat metal. Others who aren't too powerful learn to enchant their weapons with fiery properties, and cut their enemies down with blazing weapons. The stronger a Pyromancer, the hotter and greater their flames become. How each Pyromancer uses their flames is entirely different, and as such, there are endless books on the subject.
Wind Magic is the art of creating a mighty gust, usually used for defensive combat, though it has offensive uses as well. Aeromancers are usually not so combat oriented, and serve as defensive Mages. They can create mighty gales to slow advancing enemies down, or use sharp, concentrated strikes of wind to cut into enemies. Wind Magic is also used for personal transportation, as some advanced Aeromancers are capable of firing themselves into the air with their Wind Magic, and truly strong Aeromancers can oftentimes keep themselves afloat, though with concentration. On its own Aeromancy is a good Magic school to study, yet many learn other schools, then learn the basics of this class.
Water Magic is the art of manipulating water vapor in the air, or controlling the water in a river. Aquamancers tend to be healers, as their Magic can heal most physical wounds. That is not to say it lacks combative abilities. Striking a foe with whips of water to break skin, or striking them with small bursts of water is a strong skill, and powerful Aquamancers can hit their foes with tidal waves capable of breaking bone. A common skill is creating a bubble of water and drowning a person in it, if they are immobile. Strong Aquamancers can often times manipulate the surface tension of water, allowing them to walk or run on it. A subschool of Aquamancy, Cryomancy is able to be mastered. Turning water into ice, Cryomancers are known to be very strong, as they can often freeze water particles in the air into groups, and cause icicles to rain down on their enemies.
Earth Magic is the art of manipulating the very ground mankind walks on for various uses. Terramancers are known to strike their foes with the very earth, hitting them with boulders that were flung at them. Other Terramancers are known to create armor made of earth, and move fluidly as they strike their foes down. Terramancers also act defensively, creating giant walls of earth that enemies must scale, all the while striking them down with the very wall they are trying to get around. Many Earth Mages train in Magic and body, becoming physically strong as well. Truly powerful Terramancers are capable of forming and using strong crystal prisms, as opposed to just solid earth.
Lightning Magic is the art of calling down lightning from the heavens to strike down one's foes. While this is known to be a difficult method, one is also able to conjure lighting from within one's self, though this is notably dangerous. Keravnomancers are known to be among the most powerful of the Elemental Mages, as their strikes of lightning can pierce through flames, cut through earth, evaporate water in an instant, and is unstopped by wind. However, it is also one of the most dangerous to be used, so few dare try to master Keravnomancy.
[GLOW=blue]Celestial Magic is a Magic that draws it's power from the stars themselves. It's origins are unknown, and few Mages can even draw Celestial Magic into them. It is widely used for healing, though Celestial Magic is capable of being used for combat. Celestial Magic seems to be pure Magic, and it's Magical properties seem to be unchanging. It appears in the form of a silvery white light. It is to be noted, however, that throughout history, females tended to be Celestial Mages more often than men. Why this is is not known, but is an accepted theory. [/GLOW]
[GLOW=silver]Shadow Magic, also known as Void Magic, is an ancient Magic. It's source seems to be the space between the stars themselves, and, as such, are believed to be the opposite power to Celestial Magic. Shadow Magic is rarely learned, as there are few books on the subject. However, it is known that Shadow Magic cannot be used to heal, as it only turns the wound into a more fatal magical wound. It is used only for battle, and has no other uses aside for bringing death. It can be used defensively in battle, but it is used more often in all-out attack.[/GLOW]
[GLOW=azure]Psyonics, or Mind Magic, is the Magic of Mind manipulation. Mind Mages are able to read the thoughts of others, usually with ease, although some non-Psyonics learn to place blocks in their mind. Mind Mages are also able to move objects with Telekinesis, and speak to those nearby with their minds. It is also used for placing illusions in one's mind, tricking them into believing something exists or is happening that is not. The stronger a Mind Mage, the more detailed the illusion can be. Strength also determines how many minds a Mind Mage can read or trick at once, thus creating greater illusionary mayhem. Mind Mages tend to be spies and informants, rather than Battle Mages, yet some have learned to use Psyonics for battle.[/GLOW]
Necromancy: Being able to fallen enemies to your side in battle is very powerful. And also, as many believe, morally wrong. The practice of Necromancy is outlawed in many countries, and, as such, pure Necromancers are a very rare sight, aside from those who are evilly aligned. Necromancy has two options, when attempting to reanimate bodies. One possible way is the reanimation of the physical bodies though means akin to a puppeteer's technique. The body has no soul or mind, and cannot act on it's own. If a Necromancer releases the physical hold on the body, it will drop and be useless. This method is more or less legal in many countries. The other method is the binding of a soul into a body, or the bringing of a spirit onto the mortal plane. Unless the soul bound to a body is the soul of some animal that was killed (and even still, many find this morally wrong), many countries that allow Necromancy will ban this method. The benefits of this are greater, as the Necromancer need not have constant control over the undead, and may make many others and rest in between. However, the soul or souls used may decide to rebel against the Necromancer, attempt to break free of his or her magical control, and if they succeed, are no longer his minions and may attack. Generally, only evilly-aligned Necromancers use this method. While many countries do not persecute Necromancers for being in their country, they will do so if the Necromancer is actively practicing Necromancy against their laws, or if that Necromancer is a known criminal.
[GLOW=cyan]Holy Magic: Magic gifted to the Devout who follow a specific deity. Each form of Holy Magic varies from deity to deity, yet are all classified as Holy Magic. Unless a special agreement is made between Devout and deity, those who leave their religion will lose their connection with their deity.[/GLOW]
[GLOW=orange]Unholy Magic: Magic granted to mortals by Demons. Generally, contracts are made between man and Demon, and the man is given Demonic or Unholy Magic. Their abilities vary depending on the contract and individual Demon that the person contracted with, yet Unholy Mages are very uncommon. Many Unholy Mages do not live long before the Demon comes for his end of the bargain.[/GLOW]
[GLOW=orange]Unholy Magic: Magic granted to mortals by Demons. Generally, contracts are made between man and Demon, and the man is given Demonic or Unholy Magic. Their abilities vary depending on the contract and individual Demon that the person contracted with, yet Unholy Mages are very uncommon. Many Unholy Mages do not live long before the Demon comes for his end of the bargain.[/GLOW]
Allomancy is the art of finding metals within the earth, drawing them upwards, and then magically mixing them into alloy spheres. Allomancers then shape these spheres into various shapes and often sell them. Allomancers may sometimes only be able to find various metals in the earth, while some can find any metals. Their strength determines how far down they can sense the metals, and how much of it. Allomancers are not combat oriented, and tend to be shopkeepers and such.
Artificer is a term used to describe a person who is capable of operating various forms of technology. Artificers are capable of being Allomancers, and those who are tend to save much more money by finding and shaping metals themselves. Artificers have been described to innately know how machines work at a glance, and can often use larger golem-like machines with their minds. While many believe it is Mind Magic, it is false. Psyonics use another's mind to work, whereas Artificers simply seem to become a part of the machine they control, giving it various commands. It is an entirely different Magic. An Artificer's strength determines how many machines he or she is able to control at once, and how far away. The more there are, and the further away, the greater strain it puts on an Artificer's mind. As of now, Artificers as a whole have developed various clockwork guns, golems, horseless carriages, and other such machines. Artificers working directly for the Steel Dragon are creating and improving the Metal Dragons and the Metal Angels. Details on these are greatly protected, and many don't even believe in their existence.
Artificer is a term used to describe a person who is capable of operating various forms of technology. Artificers are capable of being Allomancers, and those who are tend to save much more money by finding and shaping metals themselves. Artificers have been described to innately know how machines work at a glance, and can often use larger golem-like machines with their minds. While many believe it is Mind Magic, it is false. Psyonics use another's mind to work, whereas Artificers simply seem to become a part of the machine they control, giving it various commands. It is an entirely different Magic. An Artificer's strength determines how many machines he or she is able to control at once, and how far away. The more there are, and the further away, the greater strain it puts on an Artificer's mind. As of now, Artificers as a whole have developed various clockwork guns, golems, horseless carriages, and other such machines. Artificers working directly for the Steel Dragon are creating and improving the Metal Dragons and the Metal Angels. Details on these are greatly protected, and many don't even believe in their existence.
Post for Races is next.