The year is A5-664. Magic, a long prevalent force in nature and mankind, is being threatened. Many men have turned away from magic, embracing a new force of power, technology. Powered by steam and science, this force wishes to eradicate all of magic and it's uses. Others, who adhere to the magical ways, desire to see an end to this new technology, claiming it to be an affront to nature itself. The growth and speed of this growing technology is great, as thousands of cities have been built over the last two hundred years using technology in this fashion. No one knows where the original ideas for this type of technology originated, but it has grown very popular throughout countries. Yet, unbeknownst to the populace, darkness is stirring. Something that may threaten both sides of this war, and eradicate all. Technology is relatively simple. They are clockwork-ish in design, and use steam and such to power machines. The machinists are called Artificers, and use complex controls to power machines. Collectively, they all fly the banner of the Steel Dragon, a relatively new and powerful House. Their greatest advancement has been the Metal Dragon, a complex machine that, for all intents and purposes, is an artificial Dragon, created through technology. It lacks sentience, and requires a pilot, yet is capable of "breathing" fire, and its body is designed for aerial and land combat, like true Dragons. Artificers are supplied materials by Geomancers, for the most part, though Geomancers oftentimes also become Artificers, if they have the talent for it. Geomancers find locations of metals and use their magic to extract it, then refining it and selling or using it. While the Steel Dragons don't like magic, they accept Geomancers as one of their own because of their strict metal-related magic. Magic, on the other hand, has many branches. Mages may choose to specialize in one or two types, while some may choose to study in a variety of magics. -Elemental Magic: The study of Wind, Water, Fire, Earth and Lightning. Each has it's own strengths and weaknesses, yet are relatively easy to learn. Fire is destructive in nature, consuming all in it's path. It succumbs to Water yet devours Wind. Wind is an invisible force, used to strike down enemies, yet is rarely fatal on its own, though powerful mages can lift their foes with a mighty gust and drop them from great heights. Wind is eaten by Fire and erodes Earth. Earth is strong and calm, yet can be a strong force when angered. One of the easiest forces to learn, Earth Mages are virtually useless in an environment completely surrounded by metals. Earth soaks up Water and is eroded by Wind. Water is a gentle force, and used for healing amongst Elemental Mages. However, Water can also be deadly. Water douses Fire and is absorbed by the Earth. -Celestial Magic: The exact nature and origin of this magic is unknown. As such, Celestial Mages are rare and true Celestial Archmages tend to be known throughout the land. The stars themselves seem to be the source for this magic, and Celestial Magic is known to be used for advanced healing. However, it can be used as a strong offensive force, and the magic itself appears as a shining silver light. Many believe Celestial Magic to be magic in it's purest form. -Shadow Magic: Some believe Shadow Magic to be the opposing force to Celestial Magic. The blackness in the sky, the void between the stars seems to be the source of this magic. Shadow Mages are often reclusive and associated with evil, though that is not always the case. Many armies attempt to employ as many Shadow Mages as possible, as they are one of the most offensively powerful Mages alive. However, their magic cannot heal, and in fact has been known to instead deteriorate the wounded person's body, if used as such. It appears as a glimmering black light. -Psyonics: The study of Mind Magic. Psyonics often use their magic to read other people's minds and gather information. As such, they are often employed as either spies or justicars for various governments. While there are ways to counteract Psyonic magic, such as building mental walls, truly powerful Mind Mages can break through such defenses, and Psyonic Archmages are capable of implanting false memories, or blocking some entirely. Unless also trained in melee combat, they tend not to be great in battle, though can attack with mental bolts. Mind Magic also encompasses illusionary magic, allowing a Mind Mage to fool one of many people into believing they are seeing something that isn't there, or distorting reality in their minds. The amount of minds a Psyonic Mage can fool with illusionary magic is defined by his or her strength in the art, and the complexity of the illusion. A mage can fool ten people into believing there is a rock in the way, but can only fool one into believing a monstrous demon is crushing everything in its path to kill the person, for example. -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. -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. -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. Well, this is an interest check. I will probably be more detailed with the Magic types later, and will clarify anything if anyone asks. We will basically be a group who becomes aware of the new threat to mankind, and will try to either form an alliance between the two warring sides, topple one side or force one side to succumb to the other. Let me know if you're into this in this thread, and I'll see about making a Sign-Up.