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War of Mancers

War of Mancers

0 INK

Chronomancers, Necromancers, Fuegomancers. All of them have a powerful control over their respective elements. The Order has been broken by a rogue youth, and now prices must be paid.

567 readers have visited War of Mancers since MapleDragon14 created it.

Introduction

Millenia into the future, the old ways have been forgotten, so long forgotten that it is as if the new ways have been kept forever.

Humanity has both devolved and evolved. Technology has been mostly forgotten, replaced by magic. There are those that do not control magic, and those that do. These people are known as the Gifted, and there are numerous sections of these people.

The most prominent and powerful section are the Mancers, powerful demi-element controllers. They have long held a code, to which all Gifted must abide by. They overlook offenses performed by allied sections and non-magical people, but instead use it selectively, against enemies to persecute them unfairly. This system works for them until a youth, a Mancer, breaks the most important aspect of the Code, by planting a magical seed into a non-magic human. Both were killed, but the wheels of war and change are already turning, and a war is imminent between the rifts of the Gifted. Sections no longer matter. Mancers will fight Mancers, alongside Witches and Druids. It all depends on change or tradition.

Three Factions: Liberalist Gifted Alliance (LGA)-those that want change and abolishment of the antiquated code
Old Knights of the Code (OKC)-those that wish to remain in power, and the order of the code
Protectors of the Real Men (PRM)-non-gifted humans that wish to ethnically cleanse humanity of the gifted

Races: Nogifters: Normal, no magic human beings.
Mancers: Control a single, unorthodox element. Undead, time, space, etc. Very powerful, but limited to one power.
Benders: Control natural elements. Usually only one type, but multibenders exist.
Druids: Control paranormal spirits, those that are evil and ancient. Connected to nature, usually ancient magic.
Witches: Wizards as well. Control magic as a base element. Charms, hexes, etc.
Shaman: Controls natural spirits. Nature roots. Spiritual and attached to the land.

The center of the war lies on the Old Mancer Ruins, an old castle used as headquarters of the Original Mancers. Cities and towns lie about it, as well as the centers of the other sections.

Pick: -a race, a faction, sex, name, age, power- then fill in the normal skeleton. you can go all out.

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Taking place in...

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Events

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Game Master Controls

Welcome home, Promethean. Here, you can manage your universe.

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Once an Item has been created, it can be spawned in the IC using /spawn Item Name (case-sensitive, as usual) — this can be followed with /take Item Name to retrieve the item into the current character's inventory.

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Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!

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Re: War of Mancers

I so want to join this, but no one seems to be joining this lately =\

Re: [OOC] War of Mancers

that's alright, people have lives, get it in whenever you want. this isn't a reserve based thing anyways :D

Re: [OOC] War of Mancers

I think I'll submit a character; I'll it up by tonight...possibly tomorrow.

[OOC] War of Mancers

This is the auto-generated OOC topic for the roleplay "War of Mancers"

You may edit this first post as you see fit.