The Known World
The Known World
In Fish_Named_Sei/Characters
STORY/SETTING TYPE
Fantasy | Alternate Earth | Magic SystemTHEMES
Magic Colleges, Conflict, Summons, Politics, Promises
A setting with a complete magic system, a different world map, and historical periods, in which mages are common amongst the population. Magic is learned in magic-focused Colleges, implemented directly into the education system and adapted to students in a somewhat case-by-case basis.
A first story follows Sybil Bloodwen, 42, teacher at the prestigious College of Sorrow Point, as he navigates politics after the passing of his mother. The story is also heavily focused on his past as a rowdy -but stellar- student at the same College many years ago. Includes romance.
The second is that of Hazzara Laggarh and Anrei Meridias, young adults with troubled backgrounds who holed up in a manor just outside of the city, where people who won't be missed tend to dissapear. Anrei dreams of becoming stronger to protect himself and his friend just wants it to end.
"Regardless of how your soul behaves and what you can do, we're all still the same, human."
- Sybil Bloodwen
Stories Overview
- LOCATION Sorrow Point, Askein
- NUMBER OF STORIES 2
- MAIN CHARACTER(S) Sybil Bloodwen, Hazzara Laggarh
- WARNINGS TBD
Story: ---
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Story: ---
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GENERAL INFO
A setting with a complete magic system, a different world map, and historical periods, in which mages are common amongst the population. Magic is learned in magic-focused Colleges, implemented directly into the education system and adapted to students in a somewhat case-by-case basis.
WARNINGS
- Scars
- Murder and murder mentions
- Mentions of PTSD and delusionnal psychosis
BASIC INFO
- TYPE Fantasy, Magic System
- THEMES Magic Colleges, Conflict, Trauma
- STORIES 2
WORLD OVERVIEW
"Regardless of how your soul behaves, what you can do, we're all still human - and all the same."
At the origin of the world, there were two distinct, powerful entities. Not exactly sentient, omniscient nor councious, Time and Space coexisted, until they both, in one breath, divided each into two further primal entities. Matter and Energy, both carrying the responsibilities of Space, kept the precarious balance with Magic and Static, each responsible for Time's role.
Each precarious entity the absolute embodiment of theirs and their orgin's role.
A carefully kept balance.
Magic, unlike its counterparts, developped sentience, and began resenting their position in the world order. Omniscient but outside a static, dead world, Magic volontarily cause a new split, separating itself into two new entities, Life and Death.
The delicate balance thrown out, the previous entities reacted accordingly, not out of sentience, but more out of instinct, forcing the two parts of Magic back together as close to the orginal as possible, although letting fragments of Life and Death drifting through the universe. Magic was then trapped in it's own plane of existence to reign over.
The two plane, the Abyss and the Material World, mostly follow the same rules. The brief existence of Life and Death allowed the worlds to be populated, and while Magic influence is faint in the Material World, it is still accessible by souls attuned to it. Meanwhile, the Abyss also endures a severed connection to the other Primal Entities, thus explaning some of the strange physics and landscapes it happens to be home to.
It is widely believed that Magic is still as sentient and counscious as ever, although unable to interact with its own creation, and slowly going mad.
COUNTRIES AND PROVINCES
- NORTH SHORE At the center of the Known World
Easily the most diverse country of the Known World, North Shore is home to numerous historical cities, a booming economy, a bustling art scene and numerous Shorian researchers. Easily the most populated country of the Known World, it stands to reason as well that North Shore hosts a large amount of reknown figures in political, magical, and artistic fields.
- EMMERY Overgrown and taken by Nature
Thick foliage, tall trees, lush undergrowths are the main scenery Emmery has to offer. Further south are vast expanses of marsh-land, and here and there are pockets of civilization. Emmerians, for the most part, revere Nature, and the country in unsurprisingly home to many Summonners. These mages trace their ancestry back to the Font of Staria, situated deep within the thickests parts of the jungle.
- GOLDEN MESAS Sparsely populated, but thick with culture
Rocky plateaus and sparse rivers are home to the diverse, festive and social Gilders. Harsher conditions than those of Emmery and of North Shore have shaped its people to be valiant and hard-working, dependable and amiable. The Golden Mesas is ever rocked by festivals and carnivals, each distinct and representative of a different clan living in the valley.
- THE FALLS The prettiest Land of the known World
A booming economy here tries to rival that of North Shore: Fallians are known throughout all countries for their workforce and their craftmanship. Technological advances are most often attributed to the Falls, North Shore and the Cold Lands, and with reason. With the end of the Second Era, many scholars of North Shore fled to the Falls, seeking refuge in the wake of the Mage Crusades; both mage and non-mage alike.
- COLD LANDS Home of hardy peacemakers
The Cold Lands harsh, snow covered landscapes are hardly hospitable, often deemed unworthy of invasion by the leaders of the old Eras, yet the land is the original home of many mage variants, most notably Oracles and Elementalists. Traversal of land here is rendered highly dangerous due to volatile weather, bitter colds, blizzards in winter and hail in summer.
- SUNDARA Jewels within the golden sands
Desertic lands and sandstorms are the primary menace here, if you ignore the highly toxic wildlife. Nevertheless, Sundara is the Known World second most populated region, boasting the largest amount of active Colleges still in the Fourth Era. Less disturbed than the other countries by Font-related incidents, Sundara is home to the oldest buildings still standing in all of the Known World.
- LAND OF ASHES Site of peligrimage
Hardly livable, the volcano-ridden waste of the Land of Ashes is however home to many temples of Faiths originating from the Cold Lands and Sundara, as well as a few permanent Font-related research stations. Few decide to make the Land their home, and most leave before the summer heat arrives.
- THERAKON ARCHIPELAGO Spiritual Haven of its people
Discovered towards the end of the Third Era, previously unhabited and untouched, the territory of future Therakon became the main motivator behind the Mage Crusades. Almost exclusively populated by Summoners, Elementalists, Wilders and the original wildlife, Therakon differs greatly from the rest of the Known World. It is home to its own, unique faith, and under multitude tribe-like leaderships, and sports no Magic College.
- SOLAIR Land of the Sun
Isolated from the rest of the Known World for over two millenias, Solair is also home to its own, extremely different culture, beliefs and leadership. Also being the only land to sport a language with no common root to those of the Known World, Solaires have a difficult time connecting with the vast, diverse land they now have access to. Solair rests atop the cliffs overlooking the Cold Lands, to the mercy of a bright but cold sun and unforgiving gales.
WORLD MAP
TIMELINE AND THE ERAS
Until Year 0 | FIRST ERA
The Birth of Civilization
- Marked by the first written recordings by humans.
- A mostly quiet age, during which humans explore and expand slowly.
- The Land of Ashes, Sundara, and the Cold Lands remain mostly untouched.
- The North Shore bears the name of Casa, and is divided in numerous small "kingdoms".
- Magic is unheard off, and the Veil is at the center of legends and religions.
Year 0-800 | SECOND ERA
The Birth of Magicks
- Begins with the tragic explosion at the Font of North Point.
- Punctuated by the apparition of most modern magic disciplines, following multiple Font accidents.
- Considered the "Golden Age" of Magic, mages are numerous and revered.
- Great expansions of territory towards the north, within the Cold Lands' territory.
- The first Great Colleges are built, namely Overlook Point, North Point's College, College of Askein, and Goldview's College.
Year 800-1700 | THIRD ERA
World led by Mages
- Age of the "Mage Crusades", an effort to exterminate Soul Callers (Summonners) and claim the newly discovered territory of Therakon
- The Land of Ashes welcomes its first settlers, originating from Sundara.
- Fusion and union of the Kingdoms into what will later become North Shore.
- Emmery, under it's own expansion boom, suffers from Civil War and divides into two smaller territories: Emmery, and the Falls
- Colleges are built in any town big enough to justify it; education becomes far more accessible and universal.
Year 1700-2250 | FOURTH ERA
Political Stability
- Following the "Mage's Crusades", Summoners and Elementalists leave the continent in droves to populate the "New Lands"; Therakon
- The eruption of Therakon's undersea font gives rise to Wilders, a new type of mage.
- Overlook Point and it's College is rebuilt from its ashes following the end of the Crusades, this time under the name of Sorrow Point.
- North Point becomes North Shore's capital instead of Overlook Point.
- Slow decrease in mage's potency.
Year 2250-Current | FIFTH ERA
Technological Boom
- Beginning marked by the discovery of a breach within the Veil, leading to the discovery of Solair.
- Marked by constant, rapid development of technology.
- Research led by mages once more forefront: this time developping alternative to paliate the rapidely decreasing number of mages.
- Explorations along the edges of the Veil far more frequent and well funded.
- The "New Death of North Shore", caused by attempts at "waking" the Fonts once more.
EDUCATION
- List the rules your organization members have to uphold as a member of said organization.
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TYPES OF MAGIC
Blood-Witches
Necromancers, Blood-casters, Black Blades, Curse Witches
FOCUS
Healing and Curses
MAGE MARKS
A blood witch’s hair turns white as they cast, changing faster the more they make use of their powers, until it reaches an even milky white shade. A potent mage will see their hair change color faster, usually, than a weaker blood-witch.
ORIGIN
North Point's Font, Early Second Era
LIFE EXPECTANCY
60-65 years on average. (-15 years to global average)
TEMPERAMENT
Inquisitive, Collected, Cartesian
Blood-Witches are, simply put, the healer mages of the Known World. Using their own blood infused with their power, wounds can be closed with a swipe of a finger, by applying the correct “blood spell” to the correct parts of the wound. Diseases can be cured by the same principle, when applied in key areas. Some of these healers make a living out of their magic, by becoming nurses or doctors. Some may choose to learn curses, and use them to put an enemy to sleep, paralyse them or strike them with unfathomable pain. These curses often need less than a drop to become active on their victim, making them formidable means of defense - and offense.
Casting
Traditionnally, casting a blood spell only requires the witch to allow themselves to bleed, and to focus their energy into a specific action, or "spell". Once out to the air, the blood remains potent for only a short period of time, needing to be applied to its target in order to take effect.
Enchanters and Blood-Witches of the Second Era created a process to forge "black blades", which help casters focus their intent better, by storing a part of their soul within the blades. These weapons can then serve an extension of the witch, and allows them to cast more powerful spells.
Outlook
As Blood Witches expand their repertoire through years of experience and studying, it isn’t uncommon to see some melding curses and healing spells to serve conflicting purposes; a typically positive and harmless blood spell becomes deadly when used in the wrong place, at the wrong moment, and a curse may become a blessing when used to numb out the pain of a patient. Generally revered as doctors and healers, witches are however easily welcomed into most communities.
Rune Casters
Fake mages, Enchanters
FOCUS
N/A
MAGE MARKS
None
ORIGIN
North Point's Font, Early Second Era
LIFE EXPECTANCY
Regular
TEMPERAMENT
Curious, Tinkerer, Dedicated
These mages can meld their magic with that of any other caster, without any barrier or limitation. They have the power to trap spent energy from another mage into their runes, enabling them to radiate energy of their own. Such runes may range from simple protections against decay (abjuration) and simple divination wards (illusion) to complex magic shields, traps, healing spells, curses, ledgers, light sources and invisible accessories.
Casting
Unable to actively cast like mages of other schools, enchanters usually feel most at home within a forge or an atelier, etching runes on everyday object or weapons. By etching specific runes they can trap energies pertaining to specific spells from any other type of magic within, allowing anyone to release the energy at a later date.
Outlook
Enchanters as a community constantly push the limits of their shared knowledge further and further away as centuries go by, making them a seemingly limitless source of innovation and power. By definition, such mages are bound to books and other sources of knowledge if they want to expand their horizons; and since they bear no mark, and suffer no drawbacks nor gain from their ability, knowledge truly is their only ally. Greatly doubted and disliked in the first three Eras, enchanters since then gained respect for their contribution and seamless adaptation with any other school.
Oracles
Divinators, Seers
FOCUS
Probabilities, Scrying, Mind Reading
MAGE MARKS
Every oracle end up blind, with their eye visibly clouding up as they get access to their powers. Typically the faster the eyes cloud over, the sooner the the caster reaches full potency. Incidentally, less powerful oracles become fully blind faster.
ORIGIN
The Cold Lands, Mid Second Era
LIFE EXPECTANCY
Regular
TEMPERAMENT
Closed-off, Prying, Detached
Relying on their powers rather than regular sight, oracles are feared yet respected. Their only foil seem to be Mesmerists, who incidently also fail to properly use their own power on these divinators. From simply reading surface thoughts of those surrounding them to forseeing the future, without ignoring their inate ability to locate and scry, oracles are hard to contain, and always one step ahead. While their mark may be one of the most feared by youths, it is one of the main pride of these accomplished mages.
Casting
In order to use their power, oracles enter a state of trance: the most demanding the scrying, the deeper the trance. More talented oracles may even keep up their activities while "trancing", allowing them to hide their casting and spy without raising suspicions.
Outlook
Throughout the ages, multiple methods of fortune telling have been developped by this lot, earning them prized places within governments, authority institutions, and the like. Often disliked, oracles tend to lead lonely lives, or are seen pairing up with other oracles and mesmerists who share their struggles.
Elementalists
Fire-Benders, Water-Benders, Wind-Benders, Elemental Mages
FOCUS
Fire, Water or Lightning, or a combination thereof.
MAGE MARKS
An elementalist’s mark appears as different type of burn marks growing up their arms the more they cast. The mark’s actual appearance depends on the caster’s main element, and the height of the mark depends on the potency and the amount of casting done by the mage. Powerful elementalists get deeper burns, and have a tendency to gain a bigger mark much faster than others.
ORIGIN
The Cold Lands, Early Second Era
LIFE EXPECTANCY
60 years on average. (-20 years to global average)
TEMPERAMENT
Volatile, Excitable, Intuitive
Elementalists harness the environment around them - ambient humidity, heat or lack thereof, static tension - to unleash devastating attacks or perform herculean acts. They are intuitive mages, as elemental magic responds to whims and desires like no other kind. Such casters have access to a nearly limitless pool of primal energy. Unlike other magic schools, elementalist are often divided into three different sub categories in order to be more accurately described.
Casting
Most elemental mages learn to master a single element, but use a secondary one to enhance their prefered type. For example, a water bender may be also fairly proficient with fire magic, and thus may be able to turn ice to steam or free running water, enabling them to use their prefered element in most situations. However, elementalists proficient with all three elements are rather rare, and still wear a single element’s mark.
Fire elementalists are more commonly known, and spread in nearly all inhabited region of the known world. They use the ambient heat around them, concentrating it in precise points in their environment to create sparks and flames. They are at their utmost potential in warm, dry environments, or around natural intense flames. Wind elementalists rely on the movement of the ambient air and the static potential within it; they can create sparks mid-air and may even influence natural lightning. They are also at their utmost potential in warm environments, but some may prefer heavier and stormier conditions, for static energy is more present in such cases. Water elementalists, for their part, prefer cold and damp conditions. They are the second most prominent group of elemental mages across the known world. Ambient water droplets are the source of their power, and they are the only elemental mages with a strong affinity with the cold.
Outlook
More common in areas of extreme conditions like the Cold Lands and Sundara, as well as in Therakon, elementalists are a more discreet part of society. They are, in most cases, only called upon during times of extreme weather or during catastrophic events.
Mesmers
Mesmerists, Illusionists, Trickster mages
FOCUS
Illusions and Charms
MAGE MARKS
The illusion mages’ eyes always take on a new color as they gain access to their powers. More often than not the color will hold a meaning to the caster at the time of transition. Those colors are always uniformly distributed, without corruption or bleeding, and often highly saturated. The actual shade and hue can vary a lot, but are very unusual, often ranging from bright yellow to an unflawed golden, pumpkin orange, or even a soft peach color. Pink, various shades of purple and whites are also common. In addition to the brightly colored iris, mesmer's face take on new markings in the same color.
ORIGIN
Sundara, Mid Third Era
LIFE EXPECTANCY
Regular
TEMPERAMENT
Tricksters, Impulsive, Prying
Mesmers poccess the ability to muddle the mind, either by making it believe in something absent, or by solliciting strong emotionnal reactions from their victims. Able to affect humans and animals alike, they are often found to be charismatic, magnetic people. In order to hone their skill, there is no other secret; the mage must pratice endlessly.
Casting
While mesmerist have a strong tendency to enjoy chaos, they require a certain order to be able to function properly. Confused, illogical minds make poor use of their mesmerist powers, while rational, calculating and strict ones create sturdy illusions for the common rabble around them. The calmer, more organized a mesmerist usually is in disposition, the more victims they may affect.
Outlook
Mesmerists manipulate the mind of those who surround them like other would model clay. Tricking people into believing their illusions and shaping their will through charm and fear, they are widely known for being a force to be reckoned with. It isn't uncommon for mesmers to have to work twice as hard to be recognized as upstanding citizens due to stigma surrounding their powers.
Abjurators
Shields, Guardians
FOCUS
Wards, Protections and Barriers
MAGE MARKS
These caster have a usually subtle mark, in the shape of a halo. This halo, however, get brighter as they cast. It may be centered on their head, whole body, hands, or whatever body part.
ORIGIN
Sundara, Mid Second Era
LIFE EXPECTANCY
70 years on average. (-10 years to global average)
TEMPERAMENT
Calm, Protective, Intuitive
Abjurators master the art of conjuring solid barriers of energy from seemingly thin air. While the process is particularly tiring for the casters, the wards and barriers of abjurators are nearly indestructible while they are maintained. Culture has conditionned most casters to view their art as sacred, as a precious skill to be honed and used for good and for the defenseless.
Casting
One of the most intuitive type of magic, "spells" of a guardian are hard to define and differ from caster to caster. Spells are viewed as an extension of their energy, reaching out to protect them or a protege of theirs. Typically, wards and barriers are hard to see, solid but mostly invisible, however some abjurators are known to put much more of their energy in their spells, causing such barriers to glow in sync with their halos.
Outlook
Guardians tend to be appreciated by healers and priests, and are often found in greater numbers in more spiritual communities, often becoming priests themselves. During the Mage Crusades, guardians were the front line of the Crusaders, and as such, are sometimes regarded with contempt by wilders, elementalists and soul callers.
Soul Callers
Summoners, Soul-casters, Wild Callers, Ghost Mages
FOCUS
Spirits and Physical Manifestations of the Dead
MAGE MARKS
As a soul caller gains a new summon, they also gain a marking on their body, in a style of representation specific to the caster. Each new marking has a size proportionnal to the strenght of the summon, and to the overall power of the summonner. The weaker the summonner, the larger the markings tend to be.
ORIGIN
Emmery, Late Second Era
LIFE EXPECTANCY
55 years on average. (-25 years to global average)
TEMPERAMENT
Wary, Asocial, Detached
Soul-callers manifest the dead bound to themselves back into the living world as spirits: semi-tangible and autonomous beings bent on protecting their summonners. While more simple-minded than their living selves, summons no longer fear death, and mirror their summonner's emotions closely.
Summons retain most of the abilities they had in life, from physical prowess to magical powers when applicable. While maintaining a spirit's manifestation comes rather naturally to soul-callers, it is extremely draining and damaging to the health of the caster. The more powerful the summon, the more these effects become visible rapidly.
Casting
In order to gain a summon, a soul-caller must be closely bond to a dying being -human or animal- which is not only thinking of the soul-caller as they die, but also devoted to said soul-caller. As such, most first summons of soul-callers tend to be some of their previous pets, or close family members who died in tragic accidents.
Outlook
The stigma against soul-callers remains well into the Fifth Era, causing most of these caster to hide their ability once discovered. Most human summons are frowned upon, and as a result, most summonners remain outcasts of the society by choice, in an effort to not gain any human summons and try to befriend animals instead. Chased away during the Mage Crusades, summonner are now rather rare on the main landmass, while they are abundant in Therakon, were they are incidentaly treated much better.
Wilders
Wild Mages, Verdant Casters
FOCUS
Plants, Growth and Wilt
MAGE MARKS
Wilders pocesses patches of skin that are rough, even barky, most often their hands, arms and faces. Wilders have an affinity with vegetation, and many will let flowers grow off them, letting the vegetation feed off of them and their energy.
ORIGIN
Therakon, Early Fourth Era
LIFE EXPECTANCY
45-50 years on average. (Barely more than half the global average)
TEMPERAMENT
Impulsive, Unpredictable, Wary
Rare mages able to bend the nature to the whims of their emotions are called wilders. Nature reacts to their energy by either growing or wilting. Master wilders can use this power to their own will, but most young wilders are instead victims and prisonners of their own powers.
Casting
Wilders usually struggle to come to terms with themselves, and what they are. However, the more scared a wilder is, the more likely they will become exactly what they are scared of; an unstoppable force of destruction through the bending of vegetation. Wilders need mental balance and positivity if they wish to influence the world in a positive way; negative emotions, for their part, radiate wilt and destruction of living things. In either case, strong emotions makes it hard for a wilder to reign in their power, and they more often than not accidentally affect the world around themselves.
Outlook
Wilders in Therakon often live as shamans and hermits deep in the few forests the islands have to offer, and are regarded as benevolent elders than must be respected. They often prevent famine by expending their energy to grow crops in times of bad weather.
In the mainland, however, they are often hated, rejected, shunned, and feared. Taught from a young age to fear wilders, most inhabitants of the Known World grow up to, sadly, inspire distrust in the heart of these young wild casters
Light Benders
Light Shapers, Shades, Shadow-caster
FOCUS
Illusions and Light Manipulation
MAGE MARKS
These mages typically do not cast any shadow of their own, and light sometimes seem to wrongly illuminate them, as light does not interact with their entire body the way it usually should. They may appear darker, or shrouded in shade, even in the broadest of daylight.
ORIGIN
Unknown
LIFE EXPECTANCY
Regular
TEMPERAMENT
N/A
hey manipulate light in unique ways, sometimes allowing it to pass through them unhindered, sometimes redirecting or reflecting in with unparalleled precision. Blinding foes with rays of light isn’t uncommon nor unheard off, and they are usually masters of infiltration and quick escapes. Able to veil their appearance, turn invisible, flood entire areas with light and other similar visual tricks, they challenge the mesmerists’ title as masters of illusion.
Casting
Light benders may bend light as easily as they move their own body, making it extremely hard to tell for the untrained to notice their casting. Light benders' illusion are purely visual, and as such, may not affect everyone.
Outlook
Hailing from Solair, Light Shapers do not flood the rest of the known world until late within the Fifth Era. Theory has is that these mages belong to the same lands, given powers from the same source as other mages, as the people of the Wastes probably share their own origin with the rest of the Known World.