(Okay Round 2)
Magic, a five letter word that has so many differing meanings. For some, it's power...destruction at your finger tips. For others, it's illusion...trickery of the mind to bend to your will. For even more, it's the summoning of beings far to fantastical and wonderful for us to even imagine.
There are many uses of magic and over the centuries it has been a key part of life. However it was not always appreciated. Many feared magic's power, and many more abused for their ends. Such as the wicked Magiking, whose tyrannical rule lasted centuries. Until the Vestros Gambit...with it...not only came the fall of the Magiking, but ALSO a Second Wave of invention...of industrial revolution the likes of which we've never seen before.
Magic which was once horded by fantastical beings and rulers is now in the hands of the common man, and what was considered fantasy...is now reality. A unified world in a super country called Brumel
Creatures such as these make it possible:
1. Humans: The Homo-Sapiens, before the dawn of magic these were the most dominate creatures in the world. They stand on two legs, have opposable thumbs, adaptable IQ's, and are usually good with technology.
2. Supernatural Monster Races: Creatures of the Night that many say were spawned from Dark Magic from a terrible god. They come in many shapes and many forms.
Supernatural Sub Species 1. Vampire: The Vampire is considered one of the higher form of undead. Infamous from days of old where terrible Vampires used dark magic to quench their thirst for blood the Vampire has come a long way from its time of infamy. Now productive members of society, they feed off of blood packs and enjoy the night life in peace instead of fear.
Supernatural Sub Species 2. Lycanthropes: Like before the Lycanthrope had an infamous history. Seen only as mindless monstrous savages that shapeshifted into monstrous beasts at the full moon. Now a days the world knows better, and Lycanthropes are just everyday things. While yes they can still transform into their more beastly form,. it's mostly used as a party trick.
Supernatural Sub Species: The Zombie- Shambling corpses either brought back to life by dark magic or accidentally made in a science lab, Zombies the most prevalent Supernatural Sub Species. However they mostly jsut keep to themselves and live with the living in peace.
Supernatural Sub Species: The Ghost: Phantoms of the night, the Ghost is usually someone who can't cross over due to lack of willingness or being summoned and unable to escape or having unfinished business. Because of the advancement of magic many of the Ghost's more impressive feats (Walking through walls, Invisibility, Flying) has been rendered as...novel at best.
3. Elves: Human sized people with one distinct distraction, their ears are pointed like a knife.
Elven Sub Species: High Elf- Usually Nobility, and kind of pompous about it, high elves are usually put into the top magical schools to train them in the ways of magic. Their skins are usually more fair than most.
Elven Sub Species: Dark Elves: Darker in skin tone, the Dark Elf, of the racial epithet of Drow, is considered the black sheep of the elven magic. There is a lot of rumor that surrounds them...be it true or not.
Elven Sub Species: Snow Elves: Though rare these elves do exist. Back in times of old they were considred the best with Ice Magic, however since the adaptation of magic has grown. this is no longer the case. Their skin is far paler then other elves.
4. Dwarves: No we don't mean short humans, Dwarves are beings who are proud smithers and growers of technology. Some of the most brillant combinations of magic and technology have come from Dwarven build. The most distinct feature is the massive beard that every member of the race has, even the women and children.
5. Goblins/Hobgoblins: Green skinned people with giant heads and pointed ears the Goblin has had a bad history in the past. Due to some of their members being...off ill repute. Goblins are often sterotyped as little trouble makers, even shorter than dwarves. However that is far from the case, as some Goblins are highly trained Doctors. (The only difference between a Goblin and Hobgoblin is that a Hobgoblin is taller)
6. Merfolk: Sea fairing folk that can breathe both on land and under water. The mostly stay in places like lakes, oceans, and even small ponds. However lately there is a movement to living more land based even if it's mostly off the coast.
Subspecies of Merfolk: Webber (Place holder name) - Webber's are Merfolk who look more fishlike and walk around like men. They have blue scales and webbed hands and feet to help them swim better.
Subspieces of Merfolk: Mermaids- Mermaids have had a difficult time adapting to land life, mainly due to the fact that Mermaids don't have legs. However due to the advancement of magic, alteration spells are a dime a dozen. Though some just prefer peace and quiet in their water based homes.
Subspecies of Merfolk: Tritons.. More humanoid people with blue skin they have played a key factor in Brumel's history.
7. Dragon-Born: Dragon Borns are exactly what they are on the tin, they are people born from dragons in a magical nature (As rare as Dragons are). Dragon Borns usually have some of the powers of their dragon parent but...as is a theme, their unique birth power is kind of pointless now a days. Many seek magical based jobs or nature jobs
8. Cyclops: Human like people with one eye. Cyclops are usually bulky and taller then most poeplke. The most distinct feature is the eye which takes up a majoriy of the face.
9. Pixie Small trickesters, at least they were called. SOme are very sensitive about their size...
10. Fairy. those with fantastical mystical wings that looked like they were skulpted by mana itself.
11. Animal Folk (Just one big place holder for all animal like people like Lizard Folk, Cat Folk, ect ect): Unlike Lycanthropes, Animal Folk maintain a mix of a human and animal like nature all the time. The number of subspecies are various, but some maintain some of the more wild aspects of their species.
12. Minotaur- Bipideal Cow Like people, with massive muscles. The MInotaur, long feared, are usually the type to keep to themselves. However there has been a few social movements to change that as people see Minos are beings too.
13. Centaurs: Half human, Half Horse, Centaurs are considered one of the oldest magical beings. Their horse bodies are considred to be both a blessing and a curse if you ask the right centaur.
14. Lamias: Half Human, Half Snake, Lamias are either beloved or feared depending on the type of snake they are. (Like a Naga is feared). Lamias are considered extremely loyal lovers if their hearts are won.
15. Ogre/Orc: Green Skinned tall beasts, the Ogre (or Orc) is usually steryotyped as a brutish monster. However there has been a massive movement to change this as of late.
16. Spider Folk: HUman and top and Spider Like on the bottom, because of arachnophobia these people are often feared and usually come out during night. There is usually a movement to change the perception but...sadly...it's hard to do.
17. Harpy: Human like people with bird like limbs, Harpies are considered the rulers of the skies. Harpies are usually very out going and like to party.
18. Dryad (Plant Folk): Magical Beings born from the very nature itself, Dryads are considered an odd mix of human and plant. It is said they don't eat, rather sunbathe for food...and suntan on cloudy days.
19. Slimes: Beings that have a corpous gooey forms that can alter their shape but not their structure. Slimes are...considered odd even in the magical words.
20: Half Breeds: WIth advancements of magical fertility it is quite common to see a mix between races of all types of combinations. These can often have their own type of names but most are just called Half Blank and Half Blank. The most common combo is Half Blank and Half Human due to humans having a vast majority on the planet
And so many others (There are more I just can't list them all XD)
With the rise of magic also came magical schools that teach young minds on how to use it responsibly: These are the spells divided into seperate classes. They are taught like traditonal education as well that had blended with magical education seemlessly
HIGH CLASS: Need a College Degree which will get you a license to practice this.
Cryomancy
Ecomancy
Temperature control (fire+ice)
High level study jobs in healing/necromancy (think doctors and virologists)
Shape shifting
VARIETY CLASS (Depends on its use): Need at least a high school diploma
Weather manipulation (Could be for farms, could be for vacation spots)
Aeromancy (Same as above)
Magic as an art (Depends on the art and the magic involved)
Enhancement (Depends on what's enhanced and what it's being used for)
NOT HIGH CLASS: Everyone can use these legally.
Pyromancy (Everyone knows it, it's super basic)
Hydromancy (Water isn't healing, it's just water. You can move and create water. That's it.)
Geomancy (The dirtiest of dirty work, no self respecting high class person would be caught playing in the dirt.)
Ferromancy (Metal work is literally factory-level. Elites don't work in factories, they run them.)
Key Cities of Brumel:
Mystic Mountain: Ex-headquarters of the Magic Reconquest - This mountain once held the "Magistros Portal", a rift in reality that poured out magic and created new lifeforms as the Magiking desired for his war against civilization. Still housing incredible amounts of lingering magic in every inch of stone, this mountain is where many less civilized magical creatures still reside.
Sandfalls: Once a fortress under the Magiking... - This location was the forward advancement of the Magiking's army, leading to a series of clashes in various locations between here and Ascension. After the war, it was expanded to become a massive trade city, though its people aren't the nicest. It's a rather rough place to live at the best of times.
Renery: Once known as Refuge... - Once established during the war, this location was a hot spot for creatures that broke free of the Magiking's control and wished to cease throwing their lives away in a horribly bloody war. After the Treaty of Unity, this location was recognized as a proper town and renamed itself to be Renery so it represented a place for everyone, no longer simply a place for those fleeing war or oppression.
Caelloch: A new kingdom for the under-water living species of the world, this land is behind Ascension in terms of trends and progression due to their tendency to mimic what the land dwellers do, but they are none-the-less modern in their own aquatic way.
Impass: A large arctic village built along a mountain range, this land is rife with farmlands to support their economy through plants and animals that only survive in the freezing landscape of the Frigid Hinterland
Ascension: The Capital of Brumel, home to the elite of the elite, its a prosperous massive super city that has fused magic and technology seemlessly.
Unique Jobs of Brumel: (There are of course the standard jobs)
Enchanter: They enchant various objects for a price. Depending on the enchantment of course.
Rune Crafter: They make Runes for various reasons
Necromancer: Obeying strict laws, these people can reunite families with the livign and the undead.
Cleric: A section of the police force that is designed to keep seals on demonic locations to keep them out.
Magical Laws (Other than the obvious laws) :
1. Magical Spells that bend time, space, or reality will be detected and the spell crafter will be arrested
2. Necromancy requires a permit and strict guidlines...using Necromancy illegally is a serious felony.
3. Casting a spell on another without permission is a crime. The severity of the crime will determine if it's a Misdemenor or a Felony
4. You are required by law to have your mana signature copied for the record.
5. Attacking someone based on their apperance or race is a hate crime.
6. Magically created drugs must be approved by the Brumel society...illegal creations are considered a serious felony.
7. Some Magic does need a license to use, refer to magical education for that fact and Class.
Government of Brumel:
Brumel is a Republic with 13 senators that vote on majority rules. Ironically all 13 senators are a represenitive of a race.
Humans, Elves, Dwarves, Fairies, Supernatural, Merfolk, Centaur, Lamia, Orc, Goblin, Dragon-Born, Animal Folk.
There has been concerns that tthis should be expanded even further however the system is working fine.
They are also elected by the people every 4 years..
Thread Rules:
1. The Obvious
2. You have to make 3 characters min it's a big world XD
3. There is a map of Brumel provided by Equi. Please refer to it in the lore
4. There is a history of Brumel in the Lore as well
5. Magical Laws are taken seriously...don't mess with the cops
6. Your race does not make you special. You can have extra abilities as part of a race but there are magic spells that do what you do and they are super common to get.
(This good?)