Tumgik
thegloomrp · 1 year
Text
SPECIAL ABILITIES
LIFE FORCE MANIPULATION
Some Magi have delved into ancient and dangerous magic, finding a way to trade their own life force for power, or power for life force. A Magi who has learned this ability may give away their age for more power, or give away their power to appear more youthful. 
SIGHT
The gift of foresight. Seers vary in every way, some seeing events quickly to come, and others with far off visions of a distant future. Some may only see death, birth, or what’s between. Some my have the ability to predict outcomes of Givings or even what you’ll say just before you say it. 
AURA SENSE
The ability to identify and track the unique aura signatures left in the Gloom by Magi and magical spellwork. This ability is similar to being a bloodhound, but the Magi is able to “sniff out” auras of other Magi. 
EXTRASENSORY PERCEPTION
The ability to access a sixth sense. This is a wide term used to explain many oddities and unique variations of different gifts, such as a fire elemental being able to sense the exact temperature of an object or flame. These small traits differ greatly, and many use this special ability to explain their individual gifts. 
0 notes
thegloomrp · 1 year
Text
BLOOD MALEDICTIONS
Blood Maledictions afflict some of the Magi population throughout the world. These blood curses do not alter the Magi’s magical ability, or core abilities, and does not turn them from being a Mage. For instance, a Fairborn who becomes a Vampire will still have all of their Fairborn abilities. A Bloodborn who becomes Scale Soaked would still heal more quickly and make out the heartbeat of other Magi (as well as retain their abilities). The only type of Malediction that alters the powers of a Magi is a Soul Trapped individual (information below). 
VAMPIRISM
A blood curse that has spread through Magi society for ages. Vampires have pale skin, gaunt features, and retractable fangs. Though the sun is not deadly to them, strong sunlight is harsh on their eyes which are more suited for seeing in the dark, and makes their skin appear almost translucent and hard to impossible their physical differences. 
Vampires drink blood can also eat and drink human food, but it is tasteless to them. Because of the Grand Treaty there are restrictions on what blood is okay to drink. Most opt for animal blood, or Blood Banks, where donor blood is available for purchase ( 
donors also receive compensation for their donations). However, it is possible to obtain a hunting license from the Watch. Licenses are given to those vampires who have shown they have a strong control over their thirst, and a certain respect for the Treaty. They are allowed to hunt humans within reason, often limited to three a year, those with no families, or those who pose a threat to general society. A Vampire would have to apply with the Watch’s Clerk's office to have their application reviewed by an investigator. First the vampire in question is investigated and interviewed. If they are deemed fit to hunt they move on to the next step. Next would be the vampire presenting their intended target's name and general information for an investigation to be done and have a target to be cleared for hunting. If all boxes are checked off, the vampire may carry out their hunt. No Watch may interfere with a licensed hunt. Vampires are given one year to finish the job, or else they must apply for a new license. A Fairborn vampire must apply with the Day Watch, while a Bloodborn vampire must apply with the Night Watch. Half-Codes must also apply with the Night Watch. In general, the Night Watch is not known to easily grant licenses, while the Day Watch is much more generous. 
Vampires have slightly extended lifespans, typically double that of a Mage. However, age progression often doesn’t begin to slow until after their magic has settled at the age of 17. After this time a vampire would start to age one year physically for every two years passed. 
Vampires possess the normal strength of a human their size, but are much more agile and dexterous. They also have the ability to use a “call”; something like a song that can compel a target or ally to come closer. Each call is unique, and the vampire often enters the Gloom unwittingly while in the trancelike state needed to perform it. This call is utterly irresistible if preformed correctly. Additionally, vampires tend to have an easier time entering and moving around within the Gloom. If well fed, feeding back energy to the Gloom is nearly effortless. 
Vampires are weak to fire and have an instinctive aversion to the flame. Though they have extended lifespans, they can be killed before their time. Burning and beheading are the best options, as vampires are able to heal even the most grave wounds very quickly by feeding. Vampires are not undead, they still bleed and have a heartbeat (though a very slow one). 
Vampirism can be spread through the bite of a vampire, however it is a dangerous process that can often lead to death. Because of this a license must be obtained by a Watch to turn any Mage or Mundane into a vampire. Those who turn without a license will be reprimanded by the Inquisition. Bloodborn Magi can ingest the heart of a leech bat to become a vampire. Additionally the blood malediction of vampirism may be passed onto offspring. Most often, but not always, children born to at least one vampire parent are also infected with the blood malediction themselves. 
DAEMONIC HOST
When shadow-like entities called Daemons, often taking the form of some beast or creature, attach themselves to the soul of a Mage, the Mage becomes a Host. These entities are of mysterious origins, and nobody is quite sure when the first Daemon attached itself to a magical user. 
Daemons appear like something of an umbra or three-dimensional shadow; a transparent, misty form that surrounds or attaches to the Mage in some way. Daemons are not always visible, some very small and easily concealed, others less dominant and able to be pushed back by their host. 
Daemons have powers of their own, often limited and weak, but fed by the ability of their Host. Some may have short range telepathy, some may increase the Host’s strength, some may be more vicious and controlling, taking energy and strength from their Host. Each Daemon is unique and the bond with their host is different. Some see it as a curse, while others find their demons to be a boon. Daemons and Hosts can communicate with one another, but others do not understand the voice of a demon. Additionally, Daemons become more solid within the Gloom, and often help their Host to feed it the Gloom in order to more easily pass through. 
Daemons can attach themselves to a Mage at any time, and this event is rather unpredictable. One day a Mage could be living their normal life, and the next they have a Daemon. In other cases, a Daemon can move from a dying Host into someone of the same bloodline, typically a sibling or child, even across great distances. There has never been a recorded case of an unhosted Daemons lingering around or a Host getting rid of their Daemon in any way other than death. 
SCALE SOAKED
An odd condition that mutates any Magi infected. They develop gills along each side of their neck, webbed fingers and toes, blue or green toned skin that becomes raised and scaled around the hairline and along the arms and legs, and enlarged eyes that have a third lid which extends when they are underwater. Mundane stories of merfolk sometimes referred to werebeast shifters, but most often they spoke of someone with the Scale. 
Infection spreads through a slime-like substance in the water (both salt and freshwater, naturally produced by sea serpents and hydras). It is most often ingested or inhaled accidentally. Mundane are completely unaffected by this odd slime, but it seems to be able to attach itself to the Magi gene. It is generally clearly visible in the water and easily avoided, but mistakes happen. This malediction is not passed onto offspring through the male parent, but a female parent with this malediction almost always gives birth to a child with the malediction as well. 
At first it feels like a bad case of sea sickness, but without treatment the malediction takes hold. The entire process takes about a month to complete, and is quite painful and taxing on the body. If not treated within the first 24 hours of infection there is no hope of recovery. 
Though Scale Soaked individuals have gills, they do not always need to be in the water. However they need to keep close by. Most with the Scale cannot be outside of the water for more than 8 hours. They must be able to at least submerge their gills and re-oxygenate their blood. Those who are Scale Soaked have some extended magical abilities, but their most prominent is obviously the ability to swim underwater, and at great speeds for long distances. In addition, they have the ability to use a supersonic scream, one that can travel through the air and harm those in ear shot, or even blast through the water creating powerful jet streams. 
Though they do not have pack instinct by nature, many who are Scale Soaked tend to stick together around designated protected and well shielded shorelines. Scale Soaked face heavy restrictions when swimming in open water, and must always be careful to not be seen by Mundane eyes. The Gloom is accessible in the water, though finding your shadow can sometimes be difficult if an individual with the Scale is too far underwater. 
SPIRIT MARKED & SOUL TRAPPED
Being Spirit Marked is a terrible and damning fate. No Mage understands where these marks come from, or why they choose the hosts they do. Much like it sounds, this malediction presents as a strange mark, often seen in the symbol of a skull, bone, or hook. This mark can appear anywhere on the body, and will burn whenever the Magi uses their magic in any way. 
A person who finds themselves marked knows one thing, their soul will become tethered to the Gloom upon their death. They do not lose any lifespan, nor can they tell when the end is near, but any person who is Spirit Marked will surely never rest easily. 
After someone who is marked passes on, they become known as Soul Trapped. Their soul will leave their physical body and become a detached entity, one able to float along through endless time. Soul Trapped are not corporal, and cannot make physical contact with the living world. However inside the Gloom they become tangible, solid just as they were when inside their body. Soul Trapped slowly lose access or control over their core abilities and magic over time, and sometimes drift on so long they forget who they are completely. They have a unique ability to move through the Gloom without needing to feed it any energy at all.
A soul that is Trapped has never been helped to move on, though some venture deep into the Gloom and are never seen from again. A Magi who is marked will surely become Soul Trapped, and there is no way to break this blood malediction. It is not transferable through having offspring. 
0 notes
thegloomrp · 1 year
Text
MAGI LEVELS
Magi Levels are very important when measuring the scale of what a Mage is and is not capable of. While Levels cannot be officially determined until the Mage is 17 years old (after their Giving and/or 17th birthday), preliminary testing can predict those with higher skill. To test for the level of a Mage is actually rather simple; magical abilities come from the Gloom, and the property within the Gloom that gives them their abilities is called Twilight. The amount of Twilight a person can produce within a spell is greater when the Mage has a higher level ability. At the age of 17 a Mage’s Twilight has “settled” and is ready to be measured. In order to test, a simple spell has become the standard measurement. A Mage moves a glass of water across a five foot wooden table, from one end to another, with a simple movement spell. This may seem a bit ordinary, but this is the base of the test. While the Mage performs this spell an agent of the Watch, or sometimes registered school official, enters the Gloom and reads the aura, mass, and efficacy of the spell. Intensive training to learn how to take these measurements and certification by Council is required to officially give a Level Determination. Magi without official Level Determinations may face serious consequences, as there are certain level Magi with great and dangerous access to Twilight, and using their magic without the knowledge of one’s Level could be seen as dangerous enough to be breaking the Treaty. 
Level Four- Generally a level reserved for those who have not had a Giving or are particularly unskilled Magi. Level Fours are not taught to access the Gloom, as it can be quite dangerous for them. They may learn on their own or in private lessons, but it’s frowned upon and thought to be a fine line before possibly breaking the Treaty.
Level Three- Most of the Magi population fall into this category. These are your average to above average Magi. These Magi are taught to access the first level of the Gloom. They can generally do so easily, and are able to maintain themselves inside. Deeper levels of the Gloom are highly dangerous for all Magi, and Level Threes and lower are expressly forbidden from delving deeper. If caught, they will likely face the Watch or Inquisition. 
Level Two- These are your more advanced Magi. These Magi are powerful, capable, and often pushed harder than most. They must learn control over all things, as Level Two and higher Magi have quite destructive capabilities. Level Twos are allowed to study deeper levels of the Gloom, but accessing any past the second is impossible and has always lead to death. 
Level One- Reserved for the top tier Magi. It is extremely rare to be observed as Level One, and only a few are born in every generation. Level One Magi are contracted by the Treaty to withhold the use of their core abilities unless in dire circumstances. They only fight if it’s the last option, as their magic is an impactful force. It is said that a very small number of Level Ones have accessed past the second layer of the Gloom, but those who have done so must be keeping the secrets of the horrors they have seen to themselves, as there are no official recorded instances of this happening. 
Level Zero- The most rare and virtually unheard of. A Level Zero is beyond all others, capable of not only tapping into the power given to all Magi by the Gloom, but empowered by it. Level Zero Magi must never meet in the field of battle, or else the apocalypse would surely follow. Technically a Level Zero would be able to access any level of the Gloom, but none has ever gone past the third and returned to tell the tale. Note; The only Level Zero Magi allowed on site will be canon characters.
0 notes
thegloomrp · 1 year
Text
CORE ABILITIES
GENERAL INFORMATION
Most Gifts are obtained naturally by either Fairborn or Bloodborn Magi. Some are limited to one type or the other, while some are simply lesser heard of in a certain community, and others are obtained through blood malediction or access to special abilities. 
While no natural gift can be expressly chosen, there are ways to direct the Giving Ceremony towards a desired outcome. Magi who have been scouted for a future with a Watch are often subject to these controlled Givings, their abilities needed to fill particular roles or missing elements within their units. It isn’t an exact science, but with the proper focus of the mind and body as well as the correct Gift item and Giving Location, a Magi may be able to have some influence over their core gift. 
Ingested Gifts are obviously much different. A Bloodborn Witch may choose exactly which heart and therefore ability they want. In addition, the practice of eating a magical creature's heart to gain a gift is a practice carried out only by Bloodborn Magi.   Note; While some abilities may be dominant to Fairborn or Bloodborn, they are still accessible to both. Only gifts labeled Fairborn Only and Bloodborn only are limited to the Mage type. 
ADVANCED GIFTS
Each naturally gained core ability has the chance to evolve over time. Some Magi spend their lives honing and fine-tuning each piece of their magic. The above listed abilities may evolve differently for each Mage. In general we would like to leave this advancement up to player creation. Some examples however could be; a Mage with plant manipulation abilities developing chloromancy or the ability to transform parts of their body into plants. A werebeast may find a balance between forms, being able to use their beast’s natural abilities as their own (such as a feline Were having heightened dexterity in human form).
Magi who are Level Three must work hard at their gifts to find them advancing. This is the usual for most Magi. By their later 20s/early 30s most Level Threes (who have spent time with their abilities) will find their powers advancing to a new stage. Magi who are Level Two and higher can sometimes find this advancement quick and uncontrollable. They must work hard to control their abilities, and Watches often keep eyes on younger Magi with growing abilities. 
ABILITIES
Equally Accessible Gifts
Elemental manipulation- basic creation and control of one of the four basic elements; earth, air, fire, and water. Advanced gifts may evolve into control of ice, lava, and other elements connected to the main element. 
Shapeshifting- the ability to shift your body to take the shape of another. Shapeshifters cannot transform into animals, but rather other humans. Advanced shapeshifters are often able to shift their voice boxes to mimic others. 
Astral Projection- the ability to project one's consciousness outside of the body. Advanced gifts may include the ability to move this consciousness through time and space or even project the consciousness of others to leave their bodies. 
Sound Manipulation- the ability to mimic, intensify, hush, distort, echo, speed up, and slow down sound. Advanced gifts may include being able to draw sounds to the ear from great distances. 
Alchemical Manipulation- an ability focusing on elemental transmutation (ranging from transforming base materials into purer (lead or iron into silver or gold), to making permanent changes on the state of matter (making glass malleable or durable, etc.), as well as various forms of elemental manipulation (especially electricity and fire). Advanced alchemist are known to be wealthy, respected, and are often great potion and currency handlers. 
Fairborn Dominant Gifts 
Healing Touch- the ability to heal another with a touch. Advanced gifts may lead a healer to be able to aid a small area and heal all within it. 
Light Manipulation- the power to create, negate, and bend light. Advanced users may be able to focus beams of light with destructive force. 
Bloodborn Dominant Gifts
Persuasion- the power to influence the mind of another with your own voice. Advanced persuasion could control anyone in earshot or even work over the phone or television broadcast. 
Werebeast- the ability to fully transform into an animal. Advanced gifts often include some inner connection with the animal, displaying some attributes in human form or keeping a more sound mind when in animal form. The type of animal is typically dependent upon the inner self of the Mage, however Bloodborn Magi may use ingestion of direwolf Essence to become a werewolf. 
Bloodborn Only Gifts
Energy Absorption- the ability to draw energy from another person onto themselves. Advanced energy absorption could lead to some temporary absorption of a targeted Magi’s ability. 
Pheromone Manipulation- the ability to produce pheromones that afflict anyone who breathes them in. The caster must often feel the emotions themselves to be able to produce a certain type of pheromone, but advanced gifts may help them keep the scent away from their own noses. 
Illusion Manipulation- the power to create and control illusions. Advanced abilities can create entire worlds from the imagination. 
Fairborn Only Gifts
Empathy- the power to feel the emotions of those around you. Advanced practitioners may also manipulate these emotions. 
Probability Alteration- the ability to change the probability something will or won’t happen. This ability is often small scale, but advanced users may be able to change the probability of a ball of fire appearing in their hand from zero to one hundred percent. 
Density Manipulation- the ability to expand or contract your molecules, allowing a user to become indestructible or intangible. Advanced gifts often extend this ability to objects beyond the user's persons. 
0 notes
thegloomrp · 1 year
Text
BLOOD STATUSES
FAIRBORN MAGI
Fairborn Magi make up the majority of the magical population. It is the Fairborn belief that they should use their magical gifts to help the world as a hole, both magical and mundane. Though they have always struggled to maintain it, the Fairborn hold a great deal of power over the world. Because it has always been their intent to help the Mundane along, many Magi have found themselves in positions of power within the Mundane world through the centuries. They often wield this power in both worlds, advancing Mundane achievements and technology and helping other Fairborn stake claim over vastly growing enterprises. However not all Fairborn have it so easy. As they do make up most of the population, they are the most varied in class, traditions, and prejudice against Blood Magi. Many families are deemed too “average” to be of concern by higher ups, and a lower status Fairborn is most likely to gain only notoriety through higher level magic abilities or service to the Night Watch. 
All Fairborn possess basic magical abilities. Their healing factor is a bit slower than that of a Bloodborn Mage, which is a key factor in noting the difference quickly between the two. They also tend to have easier times advancing their core abilities, thought to be unburned by the moral consequences of practice Bloodborn Magi face. 
In general Fairborn are seen as Light Magi. They are said to be the “good guys”, but where power is held corruption can be found. The Fairborn Councils have recently begun to take extreme measures to not only advance their knowledge of the magic around them, but prepare for a looming battle each one can feel on the horizon. Though Half-Codes and Sleepers have always been strictly monitored by the Fairborn Council, they have recently upped their tactics. Testing is becoming more frequent and extreme, and experimentations are occurring on those deemed unfit to reside in the free world. Of course these experiments are kept very quiet, and only Council workers and Night Watch members may currently be privy to this information. 
BLOODBORN MAGI
A Bloodborn Mage is a uniquely powerful  and dangerous being. It is said that the first Bloodborn Mage was born Fair, but saw a new way to take control of the magic within them. They were unafraid of the moral consequences, and sought only to better themselves. Bloodborn Magi reject perceived duties to the Mundane, and instead choose to look out for their own. While Fairborn argue this to be selfish, a Blood Mage may tell you it’s simply more practical (and fun honestly). Bloodborn Mages are the minority in the Magi population, but they remain feared and respected throughout the world. A Bloodborn Mage sees no limitations to their ability to grow and gain more power for themselves, and the Treaty protects this way of life, within reason. 
The key difference between a Bloodborn Mage and a Fairborn Mage (besides the quicker healing factor of a Bloodborn Mage) is the ability to absorb the powers of others. A Bloodborn Mage possesses the ability to ingest the Essence of another Mage or certain magical creature (using an elixir made of a donated or obtained heart), to gain a new ability. While this practice may not be viewed as humane by Fairborn, it’s simply a way of life for them. In general, an average level Bloodborn Mage may only be able to physically sustain two absorbed abilities. Going over the limit leads to terrible and painful consequences, and eventually death. Higher level Bloodborn Magi may absorb more abilities, but each one becomes more unstable than the last. The only Bloodborn Mage to ever absorb more than five abilities and survive is Marcus Edge. 
In addition to ability ingestion and a quicker healing factor, all Bloodborn Magi are able to clearly make out the heartbeat of Magi in earshot. A Mundane heart will be silent to their ears, but centuries of evolution for hunting hearts has given them the ability to identify others with magic. 
Because the Treaty states that no Mage may unjustly kill another Mage, acquisition of hearts can be difficult. Some families preserve the hearts of passed members for future generations, some elderly sacrifice themselves for the young, some rely on the hearts of magical creatures that grant abilities, and some turn to the booming but shady underground market. Powerful hearts are a hot commodity, and those willing to pay can find themselves with the best abilities. 
HALF-CODE
Put simply, a Half-Code is half of a Mage. These Magi are either partially Mage and partially Mundane, or in the very rare instance, partial Fairborn and partial Blood Mage. The latter is very uncommon, as most children born of one Fairborn and one Bloodborn Mage parent are Mundane. Half-Codes are strictly monitored from both sides by the Fairborn Council, who say they seek knowledge from these unique individuals. A part Mundane gets off rather easily, minor testing two to three times a year until they reach 17. However for part Fairborn and part Blood Magi that is not born Mundane, it is a lifelong occurrence, one filled with brutal testing to see which side will manifest. 
No partial Bloodborn-Fairborn Mage may have a Giving Ceremony. A partial Mundane-Mage may have a Giving. This law was amended into the Grand Treaty nearly 50 years ago. Some Half-Codes may have made it before the cutoff, but current generations must accept that life will only contain their general abilities.  Note; We will only be allowing Half Fairborn-Bloodborn characters on site who are canons. That being said, there will be many available to choose from, some with specific canon information and some with just a surname placeholder.
SLEEPER
Every now and again an old spark of magic will light backup within a family line. A Sleeper Mage can be of Fairborn or Bloodborn. They are Mages who were born to two Mundane parents. This happens because the family lines gave up their magic long ago. In the past families would reject their Giving and abilities, eventually losing the access all together. However it isn’t dead, just dormant. It is possible for one or more children of Mundane parents to suddenly have access. The reasons behind this awakening are still unknown, but both the Fairborn and Bloodborn Councils study and test these Magi hoping to find answers. 
Overall, Sleepers make their way in society just fine if they receive their Giving or alternative awakening in time. Those who do not awaken their core abilities may struggle to find decent job opportunities and sometimes find themselves rejected by Magi of their own blood. 
0 notes
thegloomrp · 1 year
Text
GIVING CEREMONIES
At the age of 17 every Magi has the chance to come into their “core ability”. This is possible by performing a Giving Ceremony, where a Magi is given a physical gift that manifests their magical gift. The ceremony is always performed by Fairborn, while Bloodborn Magi sometimes choose to awaken their core gifts using other methods.
The ceremony holds different traditions for each family. Some have lavish “coming out parties”. Some may experience this almost like any other day without much fuss at all. Ultimately the outcome will be the same though.
The ceremony is very simple and is performed as follows; the receiving Mage stands while a circle of stones is placed around them by their respective Giver (the Mage performing the ceremony). Once the last stone is placed a yellow ribbon is tied around the left wrist of the Mage. In the right hand the Gift (the physical object) is given. These objects can be anything, often (but not always) family heirlooms or items of significance to the family or parents. Lastly the Giver places a blade or sharp object to the bottom lip of the receiving Mage and presses lightly until one drop of blood is drawn. As this drop falls into the circle the ceremony is completed. Many Magi explain different feelings that come over them, ranging from joy and excitement to feelings that spring from the suddenly awakened power within them. Within 24 hours of the Giving a Mage’s core ability will manifest. These abilities are unique to each Mage, though their Gift item can also influence what ability manifests. For example, if given a personal item of someone with the ability of fire manipulation, it is likely the Mage awakening will also receive this ability.
If a Fairborn Mage does not have a Giving ceremony on the day of their 17th birthday they will never naturally manifest a core ability. They will retain their general magic, but there is no turning back past that point. For those without family or means to have Givings, there are organizations, private parties, and often Fairborn Council appointed officials who will perform the ceremony. For Fairborn who are evaluated to be of higher magical level at a young age are most likely to get assistance, and sometimes even with families to provide for them other parties will seek the honor (or political pull) that comes along with Gifting a Fairborn Mage with a promising future.
If a Bloodborn Mage does not have a Giving Ceremony on the day of their 17th birthday they also lose the ability to access any natural gift they may have had. In addition, Blood Magi are known to experience physical and mental deterioration for each year beyond 17 they go without a Giving or alternative ability awakening. Unlike the Fairborn however, Bloodborn Magi have other options. They don’t need to wait until they are 17, nor do they have to have a proper Giving Ceremony. The base ability that sets a Bloodborn Magi apart is their ability to absorb the power of another. To achieve this, a Bloodborn Mage ingests the Essence of another Mage. The Essence refers to the heart of a Mage. In times long ago, the Bloodborn began to create something more of a potion than partaking in the ingestion of the organ itself. Hearts of family members, willing donors, and sometimes particular magical creatures were preserved, powered, and brewed into a powerful elixir. If a Bloodborn Mage has missed their Giving or alternative awakening deadline the deterioration will be stopped by ingesting the ability of another. Just like in Fairborn society, there are programs and people willing to offer Givings and alternative awakening ceremonies to young Bloodborn Magi, however it isn’t seen as a right so much as a privilege for those willing to work with the system. Those with higher levels are favored, and some Blood Magi who don’t show promise are left to fend for themselves.
A Mage cannot perform a Giving alone, but a Bloodborn Mage can have an alternative awakening on their own.
0 notes
thegloomrp · 1 year
Text
GENERAL MAGIC
All Magi have basic magical abilities. These include potion making, charms and enchantments, the ability to access the Gloom, and an advanced healing factor. Magi are born with these abilities, though most don’t actually display anything outside of a healing factor before the age of 10. After this time Magi are often in private and/or family lessons to control and learn about their abilities and the history of their world. 
Beyond their basic magical abilities, Magi also have core abilities that differ vastly depending on blood status, magi level, and training. Core abilities are accessible through the Giving Ceremony each Magi participates in on the day of their 17th birthday. Both Fairborn and Bloodborn Magi may have Giving Ceremonies, but Bloodborn Magi also have access to alternative awakenings and added core abilities due to their own unique, innate abilities. 
In addition to general magic and core abilities, some Magi suffer blood maledictions or have unique special abilities beyond that of a typical Mage. 
Potions are much like you would assume, a mixture of ingredients that produce a desired effect. They vary from elixirs to poisons, beautification to horrification. Any Magi has the ability to make potions, though some are more gifted than others. For example, a Mage with the Gift of healing may have particular skill with healing potions. 
Spellwork in general is all about the force of will and intent of the caster. Spoken words can manifest, strong feelings can create tangible forces, and each Mage feels the call of magic in a different way. Some may use wands, often made of wood or precious metals with charmed gemstones housed at the tip working as a conduit. Wands may not always appear as such though, and through the years Magi have learned to be more secretive, hiding their wands in plain sight as more mundane objects. Some produce magic with their hands or minds only, controlling objects and creating something new from something else. There is a give and take with spellcasting. Great energy and focus is required to produce powerful or on-going spells. Things such as protective and cloaking charms are constantly maintained. 
Curses do exist in the world, but the cost of casting one is high. If a curse is placed on another, the caster often suffers great personal loss, be it from those around them or something more physical or mental. A curse is known to be more effective on the intended target. Every curse has a target, even subconsciously the caster will have a singular person or place in mind. This means an ancient cursed object was likely intended for someone long passed, and a Magi cursed now wouldn’t feel the full effect. That isn’t to say the curse would work or be damning, only that it’s easier to lift or manage. While it does not technically break the Treaty to place a curse on another, if their life is endangered a Mage may be reprimanded by the Watch or Inquisition. 
0 notes
thegloomrp · 1 year
Text
MAGI GOVERNMENT
Both Fairborn and Bloodborn Magi have their own Councils. Each is largely made up of the same hierarchy. There is one Supreme Councilor, who has control over the entirety of their designated Magi population throughout the world. Within each country (or sometimes state depending on the size of the area) there is one designated Head Councilor, three to five (depending on population of citizens and needs of the community) lower Councilors. Each of the lower seats sees over a certain department of their administration, reporting back to the Head, who reports back to the Supreme.
Each side also has their own investigation and patrol force. Those Fairborn Magi who protect and uphold the Treaty are called the Night Watch; watching over the darkness to be sure they stay in line. Bloodborn Magi who act as their counterparts are called the Day Watch; keeping eye on the light to be sure they don’t overreach. If a Watch catches any Mage breaking a law of the treaty or respective territory they have the authority to arrest said Mage and bring them to trial before either Council. A Fairborn caught breaking the law will be tried by the Council of the Bloodborn, while a Bloodborn Mage would be tried by the Fairborn Council. Neither Watch is allowed to interfere with the work of the other, and any necessary interference must be approved by and carried out by the Inquisition.
The Inquisition is made up of both Fairborn and Bloodborn Magi. They are an equal team, a force to keep the true balance between the sides. The Inquisition holds the highest authority in the land, above even Supreme Councilors, though they are only allowed to act on their own in the case of extreme acts against the Treaty. Otherwise Inquisitors are only called upon by the Watches to settle disputes between one another and dispatch of those marked for execution.
There are many moving pieces when it comes to both the work of Council and Watches. Administration divisions exist for most departments, and many Magi choose the desk work over the field work of the Watch.
0 notes
thegloomrp · 1 year
Text
THE GRAND TREATY
Established nearly two thousand years ago, the Grand Treaty stands as the barrier keeping Fairborn and Blood Magi from war. Each side agreed to terms to protect their world and their way of life, giving and taking where they could. Fairborn often place themselves as the “good” and Bloodborn Magi as the “bad”, but there can’t really be one without the other. While practices of Bloodborn Magi can seem harsh to some, it’s their way of life, and the Treaty granted them protection to continue traditions, within reason.
The main ideals of the Treaty have always remained the same, though provisions to meet the times have been made.
No Mage may expose, or act in a way that would threaten to expose, the magical world. Any Magi seeking to bring Mundane “in the know” must apply with their respective authority and be approved or they will be breaking this law.
No Mage may unjustly take the life of another Mage, regardless of blood. Executions are only to be carried out by authorized government personnel (The Inquisition).
No Fairborn Mage may enter territory zoned solely for Bloodborn Magi.
No Bloodborn Mage may enter territory zones solely for Fairborn Magi.
No opposing Mage may interfere with the workings of Councils or Watches.
In general, the idea is for everyone to keep the peace, stay in their own areas, and respect one another.
0 notes
thegloomrp · 1 year
Photo
Tumblr media
0 notes
thegloomrp · 1 year
Text
DISCORD OPEN!
We have now opened our Discord to begin site buzz! Please hop in to the server to place all reservations! You may follow the tumblr for updates, which will be shared in both the discord and on the tumblr! https://discord.gg/PHuyttMvJ9
0 notes
thegloomrp · 1 year
Text
THE GLOOM
The Gloom is a realm of existence beneath the human or ordinary world that indiscriminately absorbs energy from whomever enters it. A Mage enters the Gloom by stepping into their own shadow, it then starts to drain their strength. The only way to survive in the Gloom is to slowly feed it energy. The skill required to stay (or even enter) into the Gloom for an extended period of time is acquired through formal training. Magi who lack this skill yet still manage to enter the Gloom are at an increased risk of being completely drained of their life and energy.
The Gloom is composed of different levels, and each layer requires geometrically more power to enter and remain in. Each layer is quite different from the layer above it. Even the most powerful Magi can't make it past the 2nd layer. There are restrictions on who may safely train to enter deeper levels of the Gloom (specified in the Mage Levels information). Stories are told of Magi who have been lost to the Gloom, either because they exhausted their energy within the Gloom, or because they were careless. Novices have also been lost to the Gloom because they have allowed it to take too much energy; as they lack the skill to "feed" the Gloom.
"Regular" laws of physics, that is, the laws of physics present in the ordinary (human) world, do not apply in the Gloom. Unless enchanted, physical objects can only affect beings on the first level. The Gloom itself is divided into several levels. Each level is harder to get to and more dangerous than the last; this is due in large part to the fact that the Gloom drains energy much more quickly and greedily in deeper levels. In order to access the other levels of the Gloom, a Mage must step through their shadow at each successive level.
At the first level the Gloom is a gray or sepia-toned version of the human world where time runs much more slowly than in the human world; this means that you can do more in the Gloom in less time than it would take in the human world. In this level remnants of the human world still exist and can be seen. For instance, humans can be seen but they are sepia-toned and are moving at a much slower rate due to the time difference between the two realms. This level is inhabited by a parasite, a blue moss feeding on energy, which doesn't seem to do any harm to those who enter the Gloom, and is easy to eradicate.
The second level is even less like the human world—all human buildings and people disappear, but all magically built buildings change into a different version of itself. It is described as being darker, and having a consistency that is comparable to clouds. There are also three moons. This level is not thoroughly explored, and is rarely entered.
All levels beyond the second remain a mystery, as they say no Mage that has ever entered has returned.
Magi auras have color in the Twilight as do their emotions and the magic that they manifest. The colors present in or around an Other in the Twilight can be read in order to gauge their feelings.
0 notes
thegloomrp · 1 year
Text
GENERAL SETTING
Magi exist all over the world, and the Grand Treaty is recognized by those in all corners of the globe. Some laws and regulations may differ from nation to nation, but overall the rules remain the same, and all Magi must adhere. Most Mundane (non-magical humans) remain unaware of Magi, and their existence and communities are closely guarded by both sides under the laws of the Grand Treaty. Some humans who have become part of Magi families know certain magical workings, persons, and locations, but overall the Magi keep themselves and their world hidden. Though the Fairborn do often choose to aid Mundane society, they still must obey the laws of the Treaty and keep their magic hidden.
Throughout England, Ireland, Wales, and Scotland a number of Magi villages and markets can be found. In the past, almost all Magi lived and worked within designated magical areas, however as years churned on, the need to grow increased. They were able to expand, finding ways to move unseen through the human world and hide among the Mundane in plain sight. This was achievable partially with advancements of cloaking spells, but also with deeper research into the Gloom; a parallel realm that is said to be the source of all magic. The Gloom is leveled, and accessible to all Magi, who use the mysterious dimension to move unseen by humans.
Though there is a Treaty in place, separation of Fairborn and Bloodborn Magi is the norm. Some magical areas are open to all (who follow the rules of course), while Magi are closed to anyone seen as “different”. In general the Fairborn make up most of the Magi population in the world, and hold most of the power. Equality and common ground is often preached by those at the top, but old prejudices from both sides remain.
1 note · View note
thegloomrp · 1 year
Text
Tumblr media
1 note · View note
thegloomrp · 1 year
Text
Tumblr media
1 note · View note
thegloomrp · 1 year
Photo
Tumblr media
1 note · View note
thegloomrp · 1 year
Text
PREMISE
The Gloom is a 1950s noir magical world. Our main setting takes place throughout the UK and Ireland,  exploring Magi life; living in secret among the Mundane and keeping in line with the laws laid out for them by the Grand Treaty. 
The overall plot will focus on antagonist Marcus Edge, the Wolf, who has spread fear through years of brutality and ill-intended practices, as well as the Magi government and investigators attempting to uphold the Grand Treaty, and a little known prophecy that could turn the tides against their world's most dangerous aggressor yet. 
The Mundane world has hit a new age of technology, fashion, and ideals. The Magi welcome this progress, and even in their darkest times find new ways to survive an ever-growing world.
1 note · View note