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Long Live The King: A Tale of Necromancy

Magna Lore

a part of “Long Live The King: A Tale of Necromancy”, a fictional universe by VitaminHeart.

When a wicked necromancer resurrects a dead king to take over the kingdom of Magna and imprison its rightful ruler, rebellion is the only solution.

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This conversation is an Out Of Character (OOC) part of the roleplay, “Long Live The King: A Tale of Necromancy”.
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Magna Lore

Tips: 0.00 INK Postby VitaminHeart on Sun Mar 03, 2013 6:37 pm

This thread will cover any things about the world of Long Live The King that need elaboration, if you want any entries made up by myself, then feel free to request on the main OOC thread!

If you have anything to contribute yourself, just let me know!
The only verdict is vengeance; a vendetta held as a votive, not in vain, for the value and veracity of such shall one day vindicate the vigilant and the virtuous. Verily, this vichyssoise of verbiage veers most verbose, so let me simply add that it's my very good honour to meet you and you may call me Vit.

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VitaminHeart
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Re: Magna Lore

Tips: 0.00 INK Postby VitaminHeart on Sun Mar 03, 2013 7:28 pm

The Arts of Magic

Magic is a powerful force in the kingdom, and present in many species.

It exists as an inherited trait, often passed from parent to child, though can also show up spontaneously. Previously regarded with fear and suspicion, many mages have been welcomed into society.

Many people have latent magical ability, though not all choose to train it. Without intense study and training, individuals only have access to low level and passive abilities.

Magic is split into several 'Arts'.


Elemental Magic

The ability to manipulate physical elements.

Elemental magic has been considered one of the staples of 'battle magic' and elementalists have often been enlisted in the military for their skills. An elementalist tends to have an affinity with one particular element, and is able to manipulate it into following their command, as well as offering a certain degree of protection from its perils. Fire manipulators are resistant to flames, water manipulators can hold their breath for uncanny amounts of time, earth manipulators can consume potentially toxic plants without suffering, and air manipulators seen to fall slowly, lessening damage from falls.


Healing Magic


The ability to treat wounds in living creatures through spells. This ability was considered one of the most socially acceptable, even prior to King Aelthen's reforms.

A user of healing magic can concentrate their energies in order to accelerate the natural healing process in the living and allow injuries to heal at a much greater speed than normal. They can close most normal wounds, though larger injuries require multiple spells over a longer term. The healing process is a great strain for both the healer and the individual undergoing the healing, and as a result a patient suffering severe injury could be killed by attempts to heal them too quickly, and so generally it is spread out and combined with conventional medicine.

Healers, even those with no training, have the inherent ability of 'lifesense' which allows them to change their vision and 'see' the life energy of others. Like a sort of magical thermal imaging, it allows them to detect living creatures that are concealed, though they cannot see the undead. It can also allow them to see the source of injury or illness at a glance.


Illusion Magic


The ability to conjure up illusory entities.

Illusionists were often distrusted and outcast before the reforms, and many made their living as travelling magicians, using their powers in secret to trick and con audiences.

Illusionists are able to project things that appear real, but have no physical form. Those that are more experienced can focus on causing far more convincing illusions that appear in the minds of others, subjecting them to their worst fears or greatest desires, it can be used to very sinister ends in the wrong hands.

The ability also renders those with it immune to the illusions of others.


Alteration Magic
Alteration magic allows the user to change things into other things, the extent of the change determining how much difficulty the transformation would be. Generally, this ability applies only to inanimate things, however a subset known as 'Changelings', something of a misnomer, are capable of changing themselves into a species of animal, generally something they identify closely with. Changelings tend to be rather feral, volatile individuals, and do not settle well in society.

Necromancy
Known as the 'Darkest Art', necromancy was banned, even under the reign of King Aelthen. It is the art of raising the dead and binding them to the will of the caster, as well as bringing other monstrosities from the death realm. Necromancy is highly powerful and destructive, but takes a great toll on its user. Most magics are taxing, but in a way similar to physical exertion, necromancy literally sucks the life out of the user the more frequently they engage in it. Most live quite short lives.

Necromancers also have 'deathsense' a dark inversion of the sense healers have. They can 'feel' the death of beings in an area, and detect unliving bodies.

Pure Magic

Regarded as an oddity by some, an abomination by others, Pure Magic is a strange quirk held by those with family lines that descend from non-human sources, namely elementals, djinni, celestials and demons. The user is able to channel raw magical energy through their body. This power has theoretically no upper limit, as the power comes from an outside source and is simply channelled through the user, and can be massively destructive, the energy burning and destroying things it touches, however the power is indirect, and is something the human body cannot properly handle. A user chanelling it begins to hemorrhage and burn, and prolonged usage will cause them to die.

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Re: Magna Lore

Tips: 0.00 INK Postby VitaminHeart on Fri Mar 08, 2013 9:08 am

Magnan Bestiary


(Under Construction. We have our best scribes working on it.)


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Re: Magna Lore

Tips: 0.00 INK Postby VitaminHeart on Sat Mar 09, 2013 9:22 am

The Magnan Noble Houses

This section is under construction. Historical records are hard to come by in these dark times.

The Twelve Ancient Houses are twelve influential families which make up the backbone of Magnan nobility,as well as the house heads serving as key members of the military. Most attained their land and titles centuries before through acts of bravery in wartime perpetuated by their forebears. The heads of houses, when agreed together, have been afforded the power by the old laws to overrule the king in his decisions, but many houses were complicit with the return of the Undead King and refused to object. Those that did were dealt with forcefully.

Neverwinter

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Hailing from the northern provinces of Magna, the Neverwinter family, while a few centuries old, can be considered relatively 'new' nobility in the kingdom. The family was awarded a title, and given their translated surname when the northern reaches became part of the Kingdom, as a reward for military bravery.

The Neverwinter family were previously know as the Ulfkonr, and they were little more than barbarians, one of the numerous warring clans of the north that raided and pillaged and fought vicious territorial warfare between one another. Legend has it however that it changed when the head of the family lay with a woman who was possessed by an elemental of fire. She bore him a child, a child with bright red hair and astonishing strength. From then on the children of the family seemed to inherit these strange traits, and the ability to wield untamed magical energy. This allowed them to get an edge on their foes, gather followers and support, and eventually come to dominate the territories. From there they allied with the King and became magnan nobility, seeking a more respectable civilized life.

Some centuries down the line, the Neverwinters were still nobles, though were describes as 'aristocracy in the very loosest sense'. Their strange abilities tended to unnerve those in the more gentrified areas of the kingdom, and they were most unpopular at court. Rough, crude, and with a rather loose grasp on manners, they would descend upon the castle during their visits and consume large amounts if food and wine. Lord Neverwinter was far from a favourite with the Queen, who thought of him as a brute, and the three children of the Lord would often antagonize the royals.

Despite this upon the death of the King they were staunch supporters of the prince, and raised an enormous uproar when the dead king returned. The Neverwinter family vowed to fight the necromancer every step of the way, and attempted to rally other noble houses to the cause...but unfortunately they had already drawn too much attention to themselves.




Fairfax

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