- Invitation Status
- Posting Speed
- 1-3 posts per day
- One post per day
- 1-3 posts per week
- One post per week
- Online Availability
- Whenever the fuck. What's a sleep schedule?
- Writing Levels
- Intermediate
- Adept
- Advanced
- Adaptable
- Preferred Character Gender
- Male
- Female
- Primarily Prefer Male
- Genres
- Fantasy, Modern Fantasy, Steampunk, Modern, Sci-Fi/Cyberpunk
IC
Magic. The impossible made possible, flashy pyrotechnics and wondrous feats conjured out of thin air or a magician's hat. Grand tales of wizards using inconceivable power to seal away ancient evil, and epic fables of mages overcoming near-impossible odds through sheer force of will and a bit of arcane assistance. Truly, magic is a wonder of the world, and a modern miracle.
Forget everything you thought you knew about magic. Magic is real, to be sure; in the depths of basements belonging to those branded as insane or heathens. In the hushed whispers of the fearful or superstitious. In the workshops of otherwise normal geniuses who harbor a secret dark side. Magic in this world is dark, gritty, and gruesome. No fairy dust or magic wands here, this world plays host to the shadows and dark underworld. Welcome to Pheraxis.
Pheraxis is a world governed by laws much like our own. The difference is that the occult and dark arts are real and hold real power. However, it is shunned by the society who misunderstands and fears the arts practiced by sorcerors, witches, and others who would practice the black magic of Pheraxis. Enter the Syndicate, a secret society full of practitioners of the so-called "Dark Arts". The misfits of the world, outcasts of civilization, shunned by a superstitious society headed by an overzealous religious organization. The Ivory Inquisition is the leading holy power in Pheraxis, and has led many crusades and witch hunts into villages the world over, smoking out and eradicating all that they deem "unholy". As is to be expected from a misguided religious organization, the "unholy" weren't the only ones that the Inquisition slayed. Several innocent families have been subjected to the iron judgement of the crusaders on the claim that they practiced the Dark Arts, whether these claims held no merit or not. The Syndicate, though shady and mysterious, did not condone the killing of innocents and so found a new purpose other than providing a place for practitioners to gather. Of course, some of the Inquisition's paranoias are justified; there are indeed evil practitioners who use their dark gifts to enslave, torture, sacrifice, or otherwise subjugate those they deem "lesser beings" - which happened to be every non-gifted individual in Pheraxis. These evil practitioners are always on the lookout for more power, and remove any who stand in their way with extreme prejudice. Some of them seek to bring dark gods and unholy masters into the mortal realm to wreak their havoc and believe they will be rewarded for their service to the Old Ones. Any way you spin it, Pheraxis is a dark place, host to dark designs and dark mentalities.
However, none encompass the whole of what makes Pheraxis a decidedly grim place than Garibaldi, a Lich who stared deep into the abyss, and laughed when it stared back. In the modern age, Garibaldi's power is vast and absolute, and he commands a veritable horde of demons, undead, and even other practitioners who joined Garibaldi in hopes of getting a slice of the pie. For the first time in the history of Pheraxis, a single individual had gained so much power that even the Ivory Inquisition feared him. The Syndicate aren't fond of Garibaldi either, and as such the two feuding organizations find themselves unwitting allies against the united threat of the evil practitioners. You're a part of the conflict, whether you want to be or not. A member of the Syndicate, or a crusader of the Ivory Inquisition. A hapless civilian, or a neutral party. Perhaps even another evil practitioner, either solo or as part of Garibaldi's army. Pick your side; the Dark Days of Pheraxis have come, and they will leave a mark on this land.
~~~
In Pheraxis, black magic is classified into several different categories, with a unique name for those who practice them. The blanket term for all users of magic is "Practitioner", while the derogatory term for them is "Shade", dubbed as such for their supposed shady practices and habit of not getting enough sunlight. Any practitioner who becomes powerful in all of the Dark Arts is called a "Lich", and is truly a force to be feared. Most Liches tend to be evil, but there are instances of... not-evil Liches in Pheraxian history. The classifications of magic as a whole can be referred to as "the dark arts", "magicka", "black magic", or by their more ancient moniker, "Arcanum".
Sorcery
Sorcerer / Sorceress
The closest one can get to traditional magic. Sorcerers call upon the life energy of the world and twist it into their designs, be it for destruction or creation.
Witchcraft
Warlock / Witch
Witchcraft relies on natural elements and is the main target of most superstitions. Witchcraft encompasses many strains of magic, including potion brewing, enchantments, and voodoo.
Necromancy
Necromancer
Necromancy is the ancient art of playing with death. Raising and speaking to the dead, traveling through the underworld, and dealing in plagues and disease.
Demonology
Diabolist
Demonology is the study of demons and the nether realm from which they come. Diabolists call upon demonic power to serve their purposes, often making deals and contracts with certain demons to serve as minions.
Hemomancy
Blood Mage
Hemomancy is the manipulation of blood and using the latent power held within it. Hemomancy is similar in form to Sorcery, using the energy of life to fuel their magic. Blood Mages are often confused for Vampires by the unintelligent due to their affinity for blood.
Alchemy
Alchemist
Alchemy is the fusion of magic and science, combining scientific theories and laws to the practicum of magicka. Alchemists follow the law of Equivalent Exchange: to gain, something of equal value must be given. It is the law that governs all Alchemists, but by following this law, they are capable of extraordinary things.
Sorcerer / Sorceress
The closest one can get to traditional magic. Sorcerers call upon the life energy of the world and twist it into their designs, be it for destruction or creation.
Witchcraft
Warlock / Witch
Witchcraft relies on natural elements and is the main target of most superstitions. Witchcraft encompasses many strains of magic, including potion brewing, enchantments, and voodoo.
Necromancy
Necromancer
Necromancy is the ancient art of playing with death. Raising and speaking to the dead, traveling through the underworld, and dealing in plagues and disease.
Demonology
Diabolist
Demonology is the study of demons and the nether realm from which they come. Diabolists call upon demonic power to serve their purposes, often making deals and contracts with certain demons to serve as minions.
Hemomancy
Blood Mage
Hemomancy is the manipulation of blood and using the latent power held within it. Hemomancy is similar in form to Sorcery, using the energy of life to fuel their magic. Blood Mages are often confused for Vampires by the unintelligent due to their affinity for blood.
Alchemy
Alchemist
Alchemy is the fusion of magic and science, combining scientific theories and laws to the practicum of magicka. Alchemists follow the law of Equivalent Exchange: to gain, something of equal value must be given. It is the law that governs all Alchemists, but by following this law, they are capable of extraordinary things.
Appearance: What your character looks like. Can be text description, picture, or both.
Name: Your character's name. Be creative!
Race: Your character's race. Stick with supernatural-inspired races: Human, Vampire, Werewolf, Skinwalker, etc.
Age: Your character's age. Remember to keep it faithful to the race you're playing. Vampires are immortal, Werewolves live much longer than humans, etc.
Calling: Your character's "class", if you will. Crusader, civilian, mercenary, etc. If a practitioner, use the title specific to the classification of magic you practice.
Equipment: Your character's tools of the trade. Includes weapons, focuses, and other implements used in your character's Calling.
Affiliation: Your character's faction or allegiance, if any. Are you a crusader for the Ivory Inquisition or a practitioner with the Syndicate? Perhaps you're a free spirit, relishing your neutrality, or maybe you're even a member of Garibaldi's evil army. Or you might just be plain evil, with no affiliation at all.
Personality: How your character acts. Any quirks, tics, pet peeves, and traits go here.
Biography: Your character's life story. Be as detailed as you want, but remember to keep it a practical length.
Name: Your character's name. Be creative!
Race: Your character's race. Stick with supernatural-inspired races: Human, Vampire, Werewolf, Skinwalker, etc.
Age: Your character's age. Remember to keep it faithful to the race you're playing. Vampires are immortal, Werewolves live much longer than humans, etc.
Calling: Your character's "class", if you will. Crusader, civilian, mercenary, etc. If a practitioner, use the title specific to the classification of magic you practice.
Equipment: Your character's tools of the trade. Includes weapons, focuses, and other implements used in your character's Calling.
Affiliation: Your character's faction or allegiance, if any. Are you a crusader for the Ivory Inquisition or a practitioner with the Syndicate? Perhaps you're a free spirit, relishing your neutrality, or maybe you're even a member of Garibaldi's evil army. Or you might just be plain evil, with no affiliation at all.
Personality: How your character acts. Any quirks, tics, pet peeves, and traits go here.
Biography: Your character's life story. Be as detailed as you want, but remember to keep it a practical length.
Also known as "Our X are different"
Vampires
Vampires are beautiful, seductive undead who require sustenance in the form of blood. Be it from animals or humans, they require blood in some form to live. However, the blood of a human is much preferable to animal blood; it's like comparing a gourmet meal to table scraps. Daylight sears the flesh of vampires, and prolonged exposure will result in death. The shadows are a vampire's friend during the day, though covering up completely in clothing will allow them to walk freely during the day. Their bite alone will not necessarily turn a human, but the bite is the first step in turning them. Vampires can release a venom in place of saliva, which infects wounds and attempts to hijack the victim's bloodstream. If the victim lives through the pain of having all of their bodily fluids removed from the inside, they are reborn as an immortal vampire. If a pregnant woman is turned before giving birth, her child will be born a Daywalker, a special kind of vampire that has no weakness to sunlight. Popular myth states that crosses, holy water, and silver weapons are lethal to vampires. These myths are false. To kill a vampire, one must expose them to sunlight for long enough or drive a stake through their heart. The material of the stake does not matter, only that it has a sharp enough edge to pierce through a vampire's heart.
Werewolves
Werewolves are poor souls who have been bitten, clawed, gored, or otherwise wounded beyond a scratch by another werewolf. The most effective way that werewolves turn humans is through biting, as it leaves their claws open to pin down their prey, leaves the smallest mark on the victim's body, and the werewolf has the most control over their bite than anything else. Werewolves appear like normal humans, though more than likely a bit more feral looking, with enlarged canines and unkempt, shaggy hair. Natural Werewolves, or werewolves born from the coupling of a human and werewolf, can shift into a wolf-like form at will. Cursed Werewolves, or humans that were turned directly by another werewolf, are forced to turn into a humanoid wolf beast every night, regardless of the moon's phase. Werewolves have a healing factor that allows them to regenerate any wound as long as it isn't a fatal blow, although wounds from silver weapons stay and heal at the rate of human regeneration. Severing the head, piercing the heart, or otherwise removing the brain or heart from the body will kill a werewolf outright. Killing a werewolf also cures all werewolves turned by that werewolf of their curse.
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