|
Post by Deleted on Jun 20, 2017 6:29:17 GMT -5
We Are Quiet No More We are powerful. They should fear us.
Magic is a natural commodity. Humans desire to believe in disillusions, they crave lies - enjoying the tricks by impostors such as Harry Houdini. They don't understand one inevitable truth. We exist. Magic is real. And we will make them see and understand.
We are stronger. We are in control.
|
|
|
Post by Deleted on Jun 20, 2017 6:30:01 GMT -5
There is no culture more uncivilized Than that of the ungifted.
1924, Switzerland
Human beings have always been vile creatures, dangerous to not only every other species in existence but even to itself. There is no explanation for what happened other than the flaws of humanity itself. The war to end all wars. Raging from 1914 to 1918, the effects of it still scar the land and countries involved. Luckily, Switzerland remained neutral through one of the bloodiest conflicts known to man.
Unlike the outer world, violent and grueling, Switzerland continued to thrive. There was a reason for this. Unknown to a majority of the population, Switzerland was the largest hub of magic in existence.
In a large net of magic connecting all the magical communities throughout the world, there were many infamous stops ranging from China to Russia to America. But none of those magical hubs compared to Switzerland - the respected home to the largest population of magic folk in existence.
Indifferent to the combat of the ungifted - non-magical folk - Switzerland grew in notoriety. Following the world, it became a popular place for magical tourists, scholars, and duelists alike. With highly warded cities and towns charmed to be invisible and inaccessible to the ungifted eye, Switzerland is home to the largest magical settlement.
There are many commodities available to magic folk including some of the world's most respected banks, magical observatories, dueling rings, and restaurants. It is also home to the renown organization of magical law enforcement and a prestigious school. As the popular saying goes, 'There is no fear to be found in Switzerland'.
|
|
|
Post by Deleted on Jun 20, 2017 6:30:52 GMT -5
Felt is in my fists, in my feet, in the hollows of my eyelids, shaking through my skull, through my spine and down through my ribs.
There are many different magical bloodlines, but the purest stem from ancient magic sources. Some are rumoured to even be related to gods, though it cannot be proven (and yet it cannot be disproven, either).
"Pure" bloodlines are born and bred into magic, marrying solely into other pure lines. They are usually scared to taint their blood, and they are also the most powerful among the magical community. Wordless magic is common among them, and they find it easier to learn more complicated magic. It is also more likely for psychics to come from these lines, due to the concentration of magic within them.
"Tainted" bloodlines are usually looked down upon. They are descended from either other "tainted" lines, or from a pure line and an ungifted line mixing together. Their magic is generally fairly average, and it can be very difficult for them to learn spells that take a harsher toll. Despite everything, tainted lines have recently been given less negative attention as some famous magical folk are from these bloodlines. There's even a petition to change "tainted" to "half-blood".
"Ungifted" bloodlines are the lowest of the low. Somehow, these people have managed to wield magic - even without any magic in their bloodline. They are not related to any other magic folk by blood, they just have it. However, their magic is generally considered to be weak, and unlike pure and tainted bloodlines, they are incapable of learning wordless magic as their blood isn't strong enough to channel it. They are often dismissed as being unable to do much, never paid much attention to because there's nothing special about them. They cannot learn some of the higher, more complicated magic - but they can be pretty good at basic spells, if they put their minds to it.
|
|
|
Post by Deleted on Jun 20, 2017 6:31:24 GMT -5
Magic Intelligence Service of Switzerland We are the protectors of the fine divide Between our world and thiers.
The most notorious unit of magicians ever known, the Magic Intelligence Service of Switzerland - better known as MISS - is feared and respected. Serving as the safety net for magic containment and conflict, MISS keeps magic from becoming revealed to ungifteds.
MISS is known for two divisions, the Office of Operations and the Office of Special Operations. Between the two, the Office of Operations is the more common and larger unit, but also the lesser one. The Office of Operations is an organization of patrol cops. These individuals are the beat cops, the ones who hand out tickets for small infractions of magic, who report in larger cases, and who handle the simple tasks.
This unit is composed of the tainted bloodline. They're paperpushers for the most part, doing the simple menial tasks. Among their ranks are half-baked psychics with nonsensical visions and the weaker of the magic wielders.
Then there's the Office of Special Operations. They're referred to as the tactical response unit, the glory seekers and the media's preferred crime busting unit. The members of the Special Operations are exclusively of pure bloodlines. These individuals are highly powerful magicians.
This division is made of some of the strongest psychics, the most talented daemon specialists, skilled curseworkers, and powerful duelists. There is no job that is far too big for MISS Special Operations unit.
|
|
|
Post by Deleted on Jun 20, 2017 6:31:57 GMT -5
Magic is a gift. It gives life and it takes life.
Domestic Magic Domestic magic is the easiest form of magic to learn. Many magicians learn it early in their life. These abilities are fettered down elemental abilities such as the ability to light a fire with the snap of a finger, to sense the shift in weather and be able to tell if it will rain or not. These abilities also include levitating objects, cleaning clothes, drying clothes, cooking food, teleportation, washing dishes magically, and the like. These spells require next to no effort and are very simple for those magically inclined.
Some more powerful domestic magical abilities more common in purebloods include the ability to sense disease in living things - plants, animals, and even in some cases, people. This is rarer and begins to lean in towards the realm of a psychic abilities. Telepathy is also a well known domestic spell. It requires a two-way link between two willing parties to form a telepathic connection.
Non-lethal Combat Magic Non-lethal combat magic does not sound like much. These spells, however, are actually highly diverse. Some are harder to learn than others. Weaker spells such as weak ability enhancements like an increase in strength is easy to learn, however, to master that spell and exhibit something akin to 'super strength' is difficult. These enhancements include but are not limited to strength, vision, stamina, hearing, and speed.
There are also elemental spells used in combat, though these spells are highly focused and generally due to them being non-lethal, not that powerful. A quick lightning strike to disable a target is a law enforcement favorite. There is also an earth spell that can ensnare a target's legs to keep them immobile. There are also disarming spells.
For those of rarer bloodlines, there are also telekinetic capabilities on human beings and living creatures and not just the inanimate. Though not exactly a combat ability, occlumency is also a magic exclusive to the pure lineages. Occlumency magic is used to keep llegilimens out and some of older bloodlines have natural barriers and walls.
Under this also includes abilities such as possession of another individual's body which only works on the ungifted, summoning abilities used to summon beasts to fight in one's stead, trap spells, and curse work.
Lethal Combat Magic These spells are not exactly killing spells. They do not grant instant death, but they are highly dangerous and can result in death - henceforth, lethal. These include stronger elemental magic including fire spells which have been known to incinerate individuals during duels, wind magic which has sliced individuals to death.
These abilities also include more lethal trap spells that are triggered by magical signatures and curses that have forcibly tried to wipe people blank of their memories, causing death.
Forbidden/Dark Magic Black magic is frowned upon by most - if not all - magical communities. As its name suggests, it is illegal magic that cannot generally be found easily. Necromancy is the most famous, as it is an influence over ghosts and it often holds ties to bringing the dead back to life (though all attempts fail; they bring back zombie-like creatures, instead). Though they are heavily forbidden, there are churches dotted around the world dedicated to necromancy, and it is near impossible to prove that they're actually practicing, and so they remain, much to law enforcement's annoyance.
Killing and torture spells lay within this, too.
Killing spells are spells that, obviously, kill someone. Most spells are instant death, some of them extremely painful and most of them painless, and there is no defense against them. They are slow to cast and non-magical heritage magical folk are completely incapable of casting them due to how complicated they are. Most killing spells require a mixture of magical herbs, too, and so they can be tedious. Torture spells run in a similar vein - slow to cast, hard to learn. They are usually extremely painful and cause severe psychological damage, though very few cause physical harm. Someone whom has been caught by a torture spell is likely to remain in hospital for the rest of their life, because there is little recovery from the damage they can do.
Body modification spells are also a form of black magic, though sometimes they're overlooked. This doesn't mean temporary mods, but permanent ones - such as turning someone's feet into hooves, giving someone a tail and/or animal ears, or giving someone another animal's body while they keep their torso. These modifications have been around for many, many years - even going as far as to make ungifted people believe in satyrs/fauns and centaurs. They are believed to be cruel and unnatural, as the spells cannot be cast on one's self. There's a mild form of shapeshifting that leaks into this category, but the spell for that has been lost to the winds, and so is now unheard of.
Passive Magic Passives are inherited and extremely rare; they're only found in pure lines and are generally useful. There are smaller, more common passives such as breathing underwater or being able to withstand certain types of magic. However, the more sought-after passives are things such as truthseeking (the ability to distinguish lie from truth), being psychic (seeing the past/future), legilimency (reading minds), influencing emotions, and mimicry. It's thought that lines with passive abilities within them are connected heavily to magical creatures.
The usefulness of passive abilities tends to depend heavily. Some people with passive abilities cannot control it and so they either have it trigger at random or it's there all the time. Some people have manage to shut it down for good, and some people are able to control it to a degree. It is impossible to steal away someone's passive ability as it lays so firmly within their blood, and it is also impossible to tell if someone has a passive - for example, if you were to lie, you could only hope that the person you were speaking to were not a truthseeker. If one person in a family has a passive, there is guaranteed to be another, though the abilities are prone to being passed to only one child of a family (hence why passive families tend to be huge - just to ensure that the passive remains). A family will be very territorial over their passive, though larger-scale passives (such as psychics) are not as territorial, as they know there will be more. It's known that if a family with a certain passive isn't related, they either know each-other well or they hate each-other.
It's thought that the only form of magic a Daemon can do are some passives - breathing underwater, truthseeking, or legilimency, usually. Some can utilise mimicry, but none of them are psychic (unless their human is a terrible psychic; in which case they may hold some of that ability). It's best not to rely on a Daemon for a passive, as they can be highly unpredictable and will never be able to control it, but it's certainly useful.
|
|
|
Post by Deleted on Jun 20, 2017 6:32:45 GMT -5
We are one, you and I. We are like the earth and sky.
No-one really knows where Daemons came from. They are deep within our history, and they are not strictly tied to magic. The ungifted have them, too - they're a physical manifestation of the soul, able to communicate freely. Most Daemons do not talk to other humans, but they do reflect how someone feels about another; they may snarl at people that their human does not like, or become fond with the Daemon of someone their human dotes on.
It is not this, however, that makes them interesting. Within the magical community, Daemons are known to sense magic. Many are trained to detect magical traps or powerful people, and, though the Daemons themselves cannot do magic, they seem rather resilient to it.
Daemons appear directly after a human is born, though their forms are not settled when they appear. It is common for parents' Daemons to name the young Daemon. For the first sixteen to eighteen years of a human's life, the Daemon can shift their appearance depending on mood or circumstances - or based on what their human tells them to shift into. They're fluid and unpredictable. However, once the soul has settled and the human has matured (in a way), the Daemon will settle. This form will not be based from likes, but from the personality of the human.
It is highly likely for "bad" people to have carnivores as their Daemons. Wolves, foxes, wildcats, hyenas - you name it. They're heavily associated with darkness, and so it is common for them to be distrusted. Not all bad people have carnivores, however. It's just a belief due to a majority. Likewise, it is common for "good" people to have herbivores and omnivores, such as sheep, squirrels, rabbits, and so on. Again; good people do not always have herbivores/omnivores.
Daemons cannot usually wander far from their humans - the bond is too strong and can often cause physical pain in both if they're forced too far apart. It is extremely rare for someone to be able to withstand any length of time without their Daemon within their sights, but it can happen.
When injured, Daemons do not bleed red like normal animals, but instead they bleed a shimmery golden substance. It sets them apart, but it is also because their injuries are not really there, but rather a reflection of damage that would have been done. Daemons can feel their human's pain and vice versa.
Neither human nor Daemon can live without each-other, either. If a Daemon dies then so does their human, and if a human dies then so does their Daemon. When killed or when their human dies, a Daemon will crumble into dust.
Daemons are the only similarities that magical folk and ungifted have. It is impossible to tell a magical Daemon apart from an ungifted one, and it is only their ability to sense magic that sets them apart. While ungifted Daemons may be able to have a "sixth sense" for "ghosts" or something similar, they cannot detect or scent out magic like their magical counterparts.
Taken Daemons: Panther, Wolf, Fox
|
|
|
Post by Deleted on Jun 20, 2017 6:33:23 GMT -5
When there is nowhere left to run, And no one left to trust, You will turn to us for guidance.
Allegiance Key ❖ supports ungifted ignorance ❖ neutral ❖ supports ungifted knowledge of magic Office of Special Operations
❖ Alphonse Fournier - 51 - panther - Chief Inspector Intelligent. Dangerous. Duelist, skilled occlumens.
❖ Gale Amari - 34 - silver fox - Inspector Honest. Loyal. Easy to miss. Truthseeker, skilled summoner.
❖ Quinn O'Sullivan - 42 - gray wolf - Inspector Volatile. Wild card. Daemon specialist, psychic.
❖ Name - Age - Daemon - Rank Short description Office of Operations
❖ Name - Age - Daemon - Rank Short description
❖ Name - Age - Daemon - Rank Short description
❖ Name - Age - Daemon - Rank Short description
❖ Name - Age - Daemon - Rank Short description Teams
Phoenix Division - Alphonse Fournier Gale Amari Quinn O'Sullivan
Team Name - Team Members
|
|
|
Post by Deleted on Jun 20, 2017 6:33:40 GMT -5
save
|
|
|
Post by L’Éᴛʀᴀɴɢᴇʀ on Jun 20, 2017 6:34:58 GMT -5
save
|
|
|
Post by Deleted on Jun 20, 2017 9:34:30 GMT -5
gonna post
|
|
|
|
Post by Deleted on Jun 20, 2017 16:21:27 GMT -5
ey lemon is nice to see u again are u gonna be staying this time? <: we have intentions for this to be moving as much as humanely possible lul
|
|
|
|
Post by Deleted on Jun 20, 2017 18:51:25 GMT -5
hallo!
|
|
|
|
Post by Deleted on Jun 20, 2017 19:05:57 GMT -5
im decent, im decent <:
nah. it would be stupid for someone to have a fish/water-only daemon, but otherwise, you're free to do what you want - as long as they're not the same as someone else's (we don't want a hundred of the same u feel) and as long as it matches the person, nbd (':
|
|
|
|
Post by The Blue Adept on Jun 20, 2017 19:41:38 GMT -5
henlo...
|
|
|
Post by ☾ Cʀᴇsᴄᴇɴᴛ ☽ on Jun 20, 2017 19:56:00 GMT -5
Aw, well looks like the spots for this have been filled. It looks pretty cool, though! Kinda Harry-Potter-esque, at least that's the vibe I'm getting .
|
|
|
|
Post by The Blue Adept on Jun 20, 2017 20:06:20 GMT -5
ur still in school? that seriously sucks! godspeed till ur free, dude
|
|
|
|
Post by The Blue Adept on Jun 20, 2017 20:15:20 GMT -5
thats honestly wild, i've been out for like 2 months? the north needs to chill but ey at least next year you'll be free on your own terms, that's pretty sweet!
|
|
|
|
|
Post by The Blue Adept on Jun 20, 2017 20:20:55 GMT -5
lol well at least your boyfriend is probably happy about that!
i need some quality rp to fill the void
|
|
|
|
Post by The Blue Adept on Jun 20, 2017 20:25:29 GMT -5
i feel u, art has been rough for me lately too
|
|
|
|