The Warlock King & The Witch Queen: The Grand Tourney

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AceSorcerer

Vi Veri Veniversum Vivus Vici
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  1. Male
  2. Primarily Prefer Male
Welcome to the OOC Chat for The Warlock King and the Witch Queen: The Grand Tourney!


This idea is modfan, the premise being that magic is hidden right beneath the noses of the public. The strongest male is dubbed "The Warlock King" and his counterpart is "The Witch Queen." There are also the Seven Paths, each Path having an elemental base. Fire (pyromancy), Water (aqua/cryomancy), Earth (geomancy), Lightning (astramancy), Wind (aeromancy), Nature (botanomancy) and Balance (which is a combination of the preceding six, but has no definite elemental basis and is referred to as sorcery). There also various subsections of magic affected by each Path (such as conjuring or summoning a golem), among which are the forbidden magics of necormancy and vitaemancy. The Witch Queen and the Warlock King also have tremendous authority in the world of magic, acting as rulers over organized groups of magic-users called "sects" if mainly warlocks or "covens" if mainly witches. To become the King or Queen, you merely need to defeat the current one in the field of battle. However, this is set so the King and Queens have mysteriously died and various candidates are being picked off one-by-one, and as such we zoom in a local coven, having taken in a few new warlocks and witches, is determined to have a pair of them become the next King and Queen while at war against their assailants...

--------------

THE MAGIC WHEEL

View attachment 89654
In the diagram above, black arrows show which magics defeat one another and white double arrows show what is enchanced by one another. It is also explained below:

-Lightning Magic (astramancy) trumps Nature Magic and is weak to Wind Magic. It is enhanced by Water Magic and Fire Magic.
-Fire Magic (pyromancy) trumps Earth Magic and is weak to Water Magic. It is enhanced by Lightning Magic and Nature Magic.
-Nature Magic (botanomancy) trumps Earth Magic and is weak to Lightning Magic. It is enhanced by Fire Magic and Earth Magic.
-Earth Magic (geomancy) trumps Water Magic and is weak to Fire Magic. It is enhanced by Nature Magic and Wind Magic.
-Wind Magic (aeromancy) trumps Lightning Magic and is weak to Nature Magic. It is enhanced by Earth Magic and Water Magic.
-Water Magic (cryomancy [ice] and aquamancy [liquid water]) trumps Fire Magic and is weak to Earth Magic. It is enhanced by Wind Magic and Lightning Magic.
-Balance Magic (sorcery) is not directly weaker than, stronger than, or enhanced by any other magics.

----Roads----

Roads are subdivisions universally shared by all paths, of which a typical spellcaster will have three specialties. Some of the more common Roads are:


-Alchemy (Potion-making)
-Alchemy (Transmutation)
-Awareness
-Conjuration
-Destruction
-Divination
-Healing
-Illusion
-Photomancy
-Telekinesis
-Telepathy
-Teleportation

Some Roads are forbidden due to either being too dangerous or too powerful. While some Grandmasters are granted permission to study and perform a few of the Forbidden Roads, such instances are extremely rare. The more notable Forbidden Roads are:

-Chronomancy
-Necromancy
-Spatiomancy
-Vitaemancy

----Other Magical Information----

The magic of this world is separated into seven major categories known as "Paths." These Paths then spread into universally shared subforms (such as destruction and conjuration) called "Roads."

In addition, although many spellcasters can channel magic without the need of a medium, all spellcasters have one or two melee weapons for certain forms of meditation, spellcrafting, and tournament combat.

----Ranks in Spellcaster Society----
(Descending Order, "X" represents a Path Title, such as "Pyromancer")

-Grandmaster/Grandmistress X
-Master/Mistress X
-X
-Adept X
-Apprentice X
-Initiate X

Note: Initiate through Adept are known as "Neophyte Ranks," marking that they are not full members of spellcaster society yet. [BCOLOR=transparent]It should also be noted that when addressing one by their rank, their Path rank follows (i.e.”Apprentice Pyromancer” or ”Master Pyromancer”). However, in informal situations, one can be addressed by rank or last name, such as when speaking to one the same rank as yourself but still choosing to be courteous. Regardless, one of a higher position than oneself is to be addressed by title and not by rank. [/BCOLOR]

----Spellcaster Hierarchy----

-The Grand Magisters
(The Warlock King & Witch Queen)

-The Seven Lords

-Thanes (Regional governors/administrators)
& Grandmasters

-Vassals
(Subregional/area governors/administrators)

-Sect/Coven High Master/Mistress

-Average Spellcasters

----Regarding Maleficarum----

[BCOLOR=transparent] But, in time, the sect and covens could not regulate magic on their own, as many turned from the sects and covens and practiced horrible and unspeakable magics. It was these defectors, called maleficarum, believed in the practice of their own magics without restraint and without care for the populace.[/BCOLOR]

[BCOLOR=transparent]The maleficarum are notorious and extremely dangerous, often attempting to rebel against normal spellcaster society.[/BCOLOR]



THE COMMANDMENTS OF THIS ROLEPLAY
  1. Thou shalt adhere to the GM's word.​
  2. Thou shalt not auto-hit (with exception of some spells).​
  3. Thou shalt adhere to the Magic Wheel.​
  4. Thou shalt not perform smut, save in PM.​
  5. Thou shalt post a character sheet and have it approved before you post.​
  6. Thou shalt have a higher-level entrance post.​
  7. Thou shalt not post a one-line.​
  8. Thou shalt post at least two or three paragraphs per post in average scenes.​
  9. Thou shalt be able to have slightly smaller average posts in combat or dialogue-heavy scenes.​
  10. Thou shalt not reveal thyself to humans unless ye have a plan to kill the human.​
  11. Thou shalt not force romance or character actions, but thou mayst command universal NPCS.​
  12. Thou shalt not kill a character off without permission.​
  13. Thou shalt not have a "perfect" character.​


ACCEPTED CHARACTERS

-Sorcerer Simon Ragnar (played by the GM)
-Astramancer Shiori ( @Karakui )
-Geomancer Philemon Bard ( @potatotots )
-Pyromancer Xena Crane (@WeepingLiberty )
-Aeromancer Layth ( @Telfair )
-Maleficarum Crix ( @jeshem )
-Adept Botanomancer Ester ( @WanderingSpirit )​

PENDING CHARACTERS


Name:

Gender:

Age:

Path:

Favored Roads:

(Check with me on this, pick three)

Rank:

Appearance:

(Image and/or text)

Height:
(In SI units)

Personality or Alignment:
(Either/or, optional)

Weapon(s):

Notable Possessions:

(magic rings, ancient scrolls, etc)

Brief Bio:

Other:
 
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  • Nice Execution!
Reactions: WeepingLiberty
For people who might not know already, I've reserved the Lightning element since I won't have time to make the character for a couple of days.
 
Name:
Simon Ragnar

Gender:
Male


Age:
19


Path:
Sorcery


Favored Roads:
-Awareness
-Conjuration
-Illusion


Rank:
Sorcerer


Appearance:
Beo.jpg


Height:
1.77m


Alignment:
Neutral Good


Weapon(s):
14.png
A somewhat ornate longsword forged for Simon's unique style of swordplay. The gem in the pommel can receive and transfer magical energy while the gem attached to the guard can channel said magical energy into the blade.
Manikin-Oak_Staff.png

Thoron is a staff carved from oaken wood, enchanted not to break from the stress of magical power or be split by a mighty blade. In each of its three crevices at the upper half of the staff there is a citrine orb, which is capable of holding vast amounts of magical energy.

Notable Possessions:
-Pocket watch
-Enchanted Ring

-A copy of the Book of the Dead

Brief Bio:

[BCOLOR=transparent] A young man, one year out of high school, at nineteen years of age and fully entering into the world of spellcasters as a full Sorcerer, Simon was a member of the Blackfield Coven in Blackfield, Colorado. He had been a member of this coven for roughly ten years, having started his initial Neophyte status in his birth-state of Wisconsin. However, he was one of a more recent strain of spellcasters that emerged from the long hypothesized series of genes needed to activate the magic alleles in non-spellcasting families. By an unusual turn of fate, an eight-year-old Simon ran away from his first hometown after a fire swallowed the city. Somehow managing to hitchhike his way into Colorado over the course of a month, Simon was found by a few members of the Blackfield, shortly before his ninth birthday. He was taken in and eventually adopted by one of the elder Sorceresses of the coven, who raised him as her grandchild and acted as his instructor.[/BCOLOR]

Other:

Simon's favorite familiar is his spell wisp, which he named Radriar. Radriar is always around Simon, except for when he hides. The two have a deep bond, as they have been inseparable since Simon fist summoned Radriar, with the latter serving somewhat as a guide to the former while increasing his capabilities.​
 
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Awesome, I'll be around soon to create my fire witch.
 
Name:
Xena Crane

Gender:
Female

Age:
19

Path:
Pyromancy

Favored Roads:
~Destruction
~Photomancy
~Telekinesis

Rank:
Pyromancer

Appearance:
1-hollow-witch.jpg

Xena is a slender girl with bright red, shoulder length hair. It isn't uncommon to find her dressed in slightly provocative clothing but there are a few things found in every outfit. She always wears a hood and her right forearm is always covered by cloth.

Height:
1.70 meters

Personality or Alignment:
{Chaotic Good}
It is Xena's belief that one must be as wild as the flame itself in order to have true mastery over the element. This makes her rather unpredictable at times, but she never means any real harm. She saves her anger for her opponents, and treats her allies with the utmost respect... even if they don't return the sentiment.


Weapon(s):
Scythe:
Her weapon of choice, Xena wields a long scythe made from materials resistant to the destructive powers of fire. On the hilt, near the base of the blade are a series of fire stones embedded into the weapon, their purpose to channel Xena's magical power through her weapon.


Talon Blades:
Xena constantly wears these, made of the same materials as the blade of her scythe. They are not used to channel her magic, but as a physical means to fight while using magic as well as not.


Notable Possessions:
Leather Braces:
Two leather braces with an insignia shaped like a dragon made of flame, each design an ancient inscription to make effortless channeling of her magic around her arms.


Necklace:
This is a necklace she took from her mother, she wears it as a reminder of her past and to drive her forward away from such darkness.


Brief Bio:
Xena's father died when she was still very young, leaving her to be raised by her mother who was also a witch. She, however, didn't know that her mother was a necromancer and had actually killed her husband for some magical experiment she was conducting. Unwittingly becoming a participant in her mother's plans, the dark magic corrupted her body, leaving swirling black tattoos on her right forearm and even turning the whites of her eyes black when around magic. When she was ten years old, the official magic covens found out what was happening and killed her mother, leaving Xena an orphan. Taken in by a coven Xena was raised by witches and warlocks, choosing to study the art of Pyromancy.

Despite having worked hard and proven herself as a full fledged member of the coven, other witches and warlocks look down upon her for her mother's crimes, the markings proof of past transgression. Eventually she began covering the markings as best she could, not that it ever really did any good.

Other:
 
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Name:
Philemon Bard
Gender:
Male
Age:
19
Path:
Geomancy
Favored Roads:
Alchemy (transmutation)
Telekinesis
Destruction

Rank:
Geomancer
Appearance:
9f02bdf2e2c8cdd9a0d4fddb308b744fc80e0325_hq.jpg

Height:

1.80 cm

Personality or Alignment:
{Chaotic Neutral}

Philemon has a laid-back attitude to everything unless it's about something that intrigues him. His carefree attitude often gets him into trouble and causes heated arguments with other members within the coven. But if he finds something that interests him, he'll do anything to have it, protect it, and learn more about it. Same goes whenever he finds someone that peaks his curiosity.
Weapon(s):
images

Leather gloves with engravings on it: A channeling item his father gave him back when he was teaching him the basics of geomancy. He could've bought another channeling item that works better than what he has, but decided to keep it anyway.

An Elven longsword: A weapon he stole back when he was traveling even though he prefers using magic and his bare fists. He stole it simply because 'it looked beautiful' and he didn't want just some random guy to be using it.
Notable Possessions:


Brief Bio:
Philemon Bard is the son of Samantha and Philip Bard who were both well-known geomancers in their coven. At the age of 11, he grew interested in the magical path his parents are taking so they decided to teach him the basics. They found out that he has some potential so they allowed him to enter the coven as an initiate to further extend his knowledge on the path. His knowledge increased day after day and he learned faster than the other initiates in the coven, but he found himself feeling bored. He wanted to use this knowledge for something exciting and not just for running errands and quests for the coven. And that's when he realized what he was looking for: he wanted adventure.

Despite his parents disagreeing on his decision, Philemon left the coven at the age of 14 and set out on his own 'adventure'. He joined different covens and sects while traveling and left soon after because he thought they were 'boring'. He has stayed with his current coven for 2 years, which is the longest he has stayed at any given coven. He liked the place where the coven was located so he decided to stay a little longer. But only God knows when he'll decide to pack up and leave again.

Other:
He named his longsword 'Id'.
 
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Name:
Shiori

Gender:
Female

Age:
14

Path:
Electromancy

Favored Roads:
Shiori's abilities tend to fall into the Destruction pathway, but she has many feats and tricks that don't really fit into any specific path.

Rank:
Electromancer

Appearance:
4335673-6598018652-Black.jpg


Height:
158cm / 5'2''

Personality or Alignment:
Shiori is a calm and collected person, but is rather antisocial - she doesn't form proper friendships and she doesn't feel guilt. As far as she's concerned, the world exists for her sake and hers alone. This would, I suppose, make her alignment Chaotic Evil. She exists only for herself only ever does something if she feels it will be of direct benefit to her, or if she's bored and thinks it will be fun. She is very cynical and won't hesitate to point out someone's shortcomings.

Weapon(s):

CERN-SHC: Her cannon, which is essentially just a large empty cylinder. Around the edge of the inside of the barrel is an incredibly long coil of wire, which is stretched out would span several kilometers. When electricity is forced through this coil, a colossal amount of heat is generated as well as a very strong electromagnetic field which melts the loaded ammunition and fires it at around 600 meters per second. It's essentially an electricity powered fireball cannon. The projectiles have a small area of effect and a maximum range of 25 meters, making it something like a magma-grenade launcher. She doesn't normally use it except when against an opponent who can negate her direct electrical attacks, and since it's made of metal she can use magnetic fields to levitate it effortlessly.

Notable Possessions:
The cloak she wears is apparently a magical relic which masks the user's presence. Specifically, it is impossible to gauge the magical potential of the one wearing the cloak and their existence feels like that of a normal human. She stole it off the unfortunate corpse of a primitive magician who had turned to thievery.
She also wears another magical relic, which resides inside her left eye. While active, it reveals to the wearer a number of various details about their environment, such as the composition of objects. It also remembers and projects extra images of the environment, giving her a 360 degree model of the world. This only updates bits that she sees, so if someone were to teleport behind her, she would know the position of everything that hadn't moved, and she would be able to see that the person wasn't in their original position, but she would need to turn around before she could see their location after teleportation. This relic generates quite a bit of unnecessary noise while active, and will force shutdown after a short time, allowing it to wipe its memory and prepare for the next use.

Brief Bio:
Shiori's parents were the kind of parents that had a clear life path planned for their kids and forced them along that path without choice. Not knowing she had magical affinity, they home-schooled her in physics from the age of 4, and by the time she was 12 she had a university-level understanding of it. She also then had 4 years of practice with her ability to manipulate electricity and a very high output. In a "freak storm", the house was burned down, with Shiori as the only survivor. She escaped and spent 2 years on the streets, where her abilities left her completely untouchable, before happening upon rumours of a gathering of magicians in the local area, which she decided to attend on a whim.

Other:
 
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Roads have been added to the Overview! Otherwise, other than Roads:

@Karakui Shiori is called an "Astramancer."
@potatotots Try to add images of his weaponry.
@WeepingLiberty You're good, just need the Roads.
 
You know what I meant though, so I probably won't change it.
 
What are Auramancy, Spatiomancy and Photomancy referring to in this circumstance? I know the meanings of the words but the way they might be meant could vary greatly.
 
Auramancy in this context is the manipulation of the caster's life force. A dire Road, meant for emergencies. Spatiomancy would be control over the fabric of space, and photomancy is the manipulation of light.
 
Doesn't that make Auramancy the same as Vitaemancy then?
I was expecting Auramancy to be manipulation of auras, so telepathy, manipulating your apparent presence, stuff like that.
 
I'm on the fence with them. I'm working on a new variation of auramancy, but if I can't think of something it'll get the ax soon enough.
 
Also are there any specific requirements for being allowed to play a character who can use one of the forbidden paths? I'm contemplating having Shiori be able to control her own life force (but not that of others)
 
Also, I'll need to watch how you use the cloak and it may need a nerf it proves to powerful, but for now it's fine.
 
Characters who use the forbidden magics either need to be maleficarum or Grandmasters. You could easily have her be a secret malificarum seeking to get the crown to bring ruin to spellcaster society.
 
Also, we have every "Chaotic" alignment so far.
 
The cloak is nothing but an item that makes her presence feel like a normal human's. They can still be seen, and it will still be obvious they're a magician if they go around blasting things with magic, but it would be impossible to gauge their strength on first glance as you might by reading the aura of another mage. If you looked at them with the DBZ eye thingy, it would read a power level of 0. If they were a boss in an MMO, they would look to be level 1, even if the skills they demonstrated were more in the region of 3000 or even 30,000.
 
Shiori learned magic entirely by herself by reading old books and thinking "I wonder if I can do that?". If she could learn it through a book that told her it existed plus practice, then thats fine but if it's something that you can only learn from being taught by a maleficarium member then she won't have it.
 
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