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[GLOW=white]In Life's name and for Life's sake, I say that I will use the Art for nothing but the service of that Life. I will guard growth and ease pain. I will fight to preserve what grows and lives well in its own way; and I will change no object or creature unless its growth and life, or that of the system of which it is part, are threatened. To these ends, in the practice of my Art, I will put aside fear for courage, and death for life, when it is right to do so -- till Universe's end.
-The Wizard's Oath
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They say the youngest wizards are the most powerful. As time goes on, knowledge and specialty take the place of raw power. The youngest do not know a spell is impossible, and thus they do them anyway. And, since a spell always works, this freedom and innocence, this ignorance, is their greatest source of power.
Each potential wizard is offered a great gift-- wizardry-- from the Powers that Be. Should they accept, should they speak the Oath they come across, they will be gifted with this power. They will also be given a great challenge: The Ordeal, a confrontation with one of the oldest powers in existence: The Lone Power, whose gift was entropy. To gain their full strength, to become fully fledged wizards, they must defeat the Lone One. But it is never that simple, and always dangerous.
This time, the stakes are raised, the danger higher, and, should the newest wizards fail, life on Earth as they know it will be irrevocably altered as the very meanings of the night sky are rewritten...
Summary: You will be playing a young wizard new to their wizardry. You are about to be sent on an Ordeal to undo a plan of the Lone Power. This will involve sacrifice and change. The plot will be centered around horoscopes, so yes, when I ask for your character's sign, that is important to the plot. This game requires you to have knowledge of the YW universe and have read at least the first book (So You Want to Be a Wizard). This is why this plot area is so sparse. History and setting will be drawn directly from the books, with a few adaptations. The game will start in early September. Be ready!
-The Wizard's Oath
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We are born at a given moment, in a given place and, like vintage years of wine, we have the qualities of the year and of the season of which we are born. Astrology does not lay claim to anything more.
~Carl Gustav Jung
~Carl Gustav Jung
They say the youngest wizards are the most powerful. As time goes on, knowledge and specialty take the place of raw power. The youngest do not know a spell is impossible, and thus they do them anyway. And, since a spell always works, this freedom and innocence, this ignorance, is their greatest source of power.
Each potential wizard is offered a great gift-- wizardry-- from the Powers that Be. Should they accept, should they speak the Oath they come across, they will be gifted with this power. They will also be given a great challenge: The Ordeal, a confrontation with one of the oldest powers in existence: The Lone Power, whose gift was entropy. To gain their full strength, to become fully fledged wizards, they must defeat the Lone One. But it is never that simple, and always dangerous.
This time, the stakes are raised, the danger higher, and, should the newest wizards fail, life on Earth as they know it will be irrevocably altered as the very meanings of the night sky are rewritten...
Summary: You will be playing a young wizard new to their wizardry. You are about to be sent on an Ordeal to undo a plan of the Lone Power. This will involve sacrifice and change. The plot will be centered around horoscopes, so yes, when I ask for your character's sign, that is important to the plot. This game requires you to have knowledge of the YW universe and have read at least the first book (So You Want to Be a Wizard). This is why this plot area is so sparse. History and setting will be drawn directly from the books, with a few adaptations. The game will start in early September. Be ready!