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Fantasy CHICAGO | LORE PAGES

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Avari

Four Thousand Club
MAGIC
In this RP, magic is a natural physical phenomenon such as gravity or magnetism. Everyone is born with the innate ability to manipulate and control a certain element - this affinity is usually passed down through the blood in a similar way to hair color and other genetic simulaties.


The Origin of Magic is hotly debated by scholars, but it is generally believed to have not always been part of the world - with records stating that some unknown cataclysmic event over ten thousand years ago in south-east asia brought magic to the world.


The strength of an individual's magic is dependent on their study and pursuit of it. In a similar way to learning another language, or studying a complex topic - mastery of magic is only available to those with the financial and personal drive to accomplish it. There is no natural affinity. It can take decades to even be considered “above average” in a field, although those that master an element are guaranteed a warm welcome by the absolute elite of society.


The poor, downtrodden or learning-impaired individual may never get to manage anything more than a weak splutter of magical ability.


Magic is broken down into different element, of which the individual is born with. It is not possible to learn other elements, no more than one could hope to grow an extra limb.

The Elements are as follows:


FIRE

A destructive and powerful element, Fire users are naturally strictly monitored and controlled by the government, and it is illegal to even attempt fire magic without completing strict tests and annual reexamination. Fire users make popular use within the military, but are often used as blacksmiths, forgers, house-warmers, cooks and other such respected enterprises. A more offensive orientated element.
NOVICE- Create a small, flickering flame in your hand for warmth and light. Can be used to burn others.
APPRENTICE- Can now launch streaks of flame from your hands, effective under 30ft. Can create small magical flames that do not require fuel or oxygen to burn.
JOURNEYMAN- Can shape fire. Whips, blades, rings of flame for offensive use.
EXPERT- Control over fire. Even large blazes can be subdued.
MASTER- Fire immunity. Can create Wildfire - a seething hot flame that spreads relentlessly and cannot be put out.​

WATER

One of the more common elements, water users are somewhat restricted in ability without access to bodies of water or other liquids, and some more advanced users always carry a flask of water with them for use should it be required. Unsurprisingly, water users are attracted to the sea and make excellent sailors and fishers. Though some unlucky ones find themselves working with Chicago’s sewage. However, those who truly master the element know how beautiful - and deadly - the Element can be. A more defensive orientated element.
NOVICE- Create small amounts of pure, drinkable water from your hands..
APPRENTICE- Basic water manipulation, can fire compressed bolts of water at foes.
JOURNEYMAN- Control over sizable bodies of water, able to bend it to your will. Able to create solid walls of water that stop bullets and other attacks. You can walk on water for a short time.
EXPERT- Can remotely create water - such as in the lungs of a foe.
MASTER- Can survive underwater indefinitely. Can cause storms, and rain within a small area. can transmute part of the body into sentient water.​


AIR

The most common element born to humans, Air users require an incredible amount of study to truly grasp their powers and as such, many of the poorer individuals in the city are air elementals who are unable to effectively use their powers. Air users used to make for popular sailors before the invention of the steam engine, but still see wide use within the military - especially the air force. A mobility orientated element.

NOVICE - Can create small, weak gusts of wind from your hands. Arguably a bit useless. Useful for dusting however.
APPRENTICE- Manipulate the wind, changing its direction and severity up to 30mph.
JOURNEYMAN - Can blast powerful gusts of controlled wind from your hands to knock over foes. Limited air walking, but can use wind to launch into the air and have a gentle landing.
EXPERT - Can now manipulate the wind to greater speeds. Up to 70mph. Can create focused razor sharp blasts capable of cutting flesh.
MASTER - Air walking. Tread on air as if on solid ground for a short period of time. effective gliding abilities without the need for special equipment.​


ELECTRICITY

A much sort after element. Wielders of electricity are responsible for almost single-handedly powering the city from within the large factories in the Docklands. Electrical users also make popular guards and police - thanks to their ability to stun and contain certain threats. Like fire users however, Electric users are strictly controlled and monitored. A offensive orientated element, but difficult to control.
NOVICE- Can create a small, erratic ball of electrical energy in your hand. Can be used to shock others, but difficult to control and can shock the user.
APPRENTICE- Can launch bolts of electricity - effective up to 40ft, that stun foes. Still shocks user, repeated use can render user unconscious.
JOURNEYMAN- Control of electricity, now immune to most shocks. Can manipulate electricity into a physical manifestation - IE, a whip or sword.
EXPERT- Can summon lightning, and launch powerful, constant waves of electrical energy from hands.
MASTER-
Immunity to lightning and thunder. Can teleport short distances with a clap of thunder.​


EARTH

One of the rarer elements, Earth Users are are often employed as builders and guards. Earth users have a rather unfortunate reputation for being brutish and dull, but actually require almost as much study as fire users to safely employ their powers. Moving parts of buildings and the ground itself is illegal without a permit. A defensive orientated element.
NOVICE - Can manipulate dirt and soil in a limited fashion, cannot be used offensively. Useful for making sandcastles however.
APPRENTICE - Can transmute fists into stone, for offensive/defensive purposes. cannot move fingers during transformation and user is slowed down significantly.
JOURNEYMAN - can fire chunks of stone at an enemy, manipulate and control chunks of rock with fair ease. Can transmute entire body into stone as a defensive shield, but are effectively paralyzed.
EXPERT- Step into stone. User can sink into the solid earth or walls as if wading through water. Can survive for 10-15 seconds before dying a very painful albeit quick death.
MASTER - Can turn foes into stone temporarily, Can bore through natural rock with ease, no longer negatively effected by transmutation.​

ICE

An odd element, Ice Users are only ever born to water elementals, and even such occurrences are rare. While rare, Ice users enjoy lucrative employment opportunities - especially in bars and the food industry with their natural affinity for keeping things cold. Many Ice users also gravitate towards law enforcement thanks to their ability to freeze criminals in their tracks. As to be expected, Ice Elements do not deal very well with heat.
NOVICE- Can create a small chunk of ice or snow in your hands. Good for cooling a hot drink.
APPRENTICE- Can quickly freeze small bodies of water (Up to say, a bathtub) quickly. Able to spread a thin sheet of ice over a surface by remaining in contact with it.
JOURNEYMAN- Cold resistance. Can chill the air itself and create a layer of frost on the skin of targets. Can create banks of freezing mist. user can end up with frostbite if used recklessly.
EXPERT- Can create a hail of rock hard ice which pounds to the ground within a 20ft radius.
MASTER- Cold immunity. Can freeze huge areas and anything within it with fair ease. Can create hailstorms.​


LIGHT

The rarest element, and one that guarantees living rights in Gold Wood. Believed by many to be blessed by God. A Light elemental is able to heal wounds, create light and even - in some cases - become invisible. Naturally, Light Users are almost entirely of the upper class and their are barely a dozen born every decade. Even a Light Elemental parent has no increased chances of having a Light child. Healing specialists.
NOVICE - Can create light from the hands, which warms and comforts those in the area. Capable of blinding enemies.
APPRENTICE - Your inner light now bolsters the resolve of those around you. You are able to heal small wounds through physical touch.
JOURNEYMAN - Can heal greater wounds such as those caused by knives or gunshots. can manipulate light to become invisible.
EXPERT - Can effectively suppress the magic of others within the area for a short time, can heal wounds even of a magical nature.
MASTER - They say a master of the Light can bring back the dead...​
 
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Facts of Life (Thanks to _Line 213 _Line 213 )

RP Alternate Life facts are highlighted in red.
Inflation, Wages and Prices
$1 in 1929 is equivalent to $14.65 in 2018. Purchasing power was far higher in the 1920s than it is today, though this is compensated for by numerically lower wages in multiple senses of the word; the average weekly wage for a manufacturing job in 1929 was $25.03 ($366.60 in 2017), leading to about $1301.56 a year ($19,063.34 in 2017). A loaf of bread--one of the cheapest food goods in 1928--was 9 cents; by contrast, butter (visible on the same table) was nearly 60. In Chicago, Food prices are dramatically increased due to the refugee crisis and the destruction of Europe cutting off a substantial amount of trade. Water, Earth and Air Elementals are often conscripted into Farm work with harsh fines and even prison sentences applied to those who refuse.

Most tradesmen (brick-layers, construction workers, craftsmen, carpenters, print and newspaper workers, etcetera) made about 1-2 dollars per hour; drivers made about 70 cents per hour, and service jobs, such as laundry and factory workers, made 50 cents or less. The average work-week was around 40 hours, leading to an average working-class weekly pay of $20-$80 dollars, or $2,080-$4,160 a year for tradesmen, and the aforementioned $1,300-$1,500 for service and factory workers. Similar to real life, a Elemental can negotiate a decent wage if their skills are hard to come by. However, must are paid poverty wages due to the overwhelming amount of unemployed currently trying to survive.

In March of 1929, the average monthly electric bill ranged from $1.66 to $4.15. By 1930, 70% of American homes were electrified, with many of these homes being in metropolitan areas; indeed, in the 1920s, America became a predominantly urban country for the first time. Chicago's infrastructure for electricity is far more advanced than that of the real world - as electricity has been easily accessed for over a millennia. Many Electrical Elemental are permitted perks and bonuses for doing shift work in the power plants.

Personal Transportation
In 1929, there were 23,060,421 cars on the road in the entirety of the United States. In 1924, the price of a Model T was $290, contrasted against a nation-wide "average" yearly earning of $1,303 (roughly in line with what's stated above), according to the Gilder Lehrman Institute of American History. It would take the average service worker 15 weeks to save up to buy a car on $20 weekly wages, assuming that they spent no money whatsoever on food, utilities, or rent during that time. Public transport is far more prevalent in Chicago. There are trams and an underground train network that has been active since the late 1700s.

Education:
Progressive reforms took place during the 1920s in regards to education, resulting in the widespread construction and attendance of public schools, particularly high schools, as well as an uptick in college attendance. Though the American public was rapidly becoming a more educated one, college attendance remained a rare prospect for most families, and most students in both high schools and colleges were Caucasian. Education in Chicago is the lifeblood of the economy, as a significant amount of time must be given in order to effectively wield magical powers. Free public Education from ages 3 to 16 has been common place for almost as long as America has existed - although Public schools only teach to an Apprentice level. Elementals who wish to study further require the assistance of a tutor, or the incredibly expensive Magical Universities that have been prevalent across the globe for centuries.

Important colleges in 1929 Chicago included the University of Chicago on the southern end, Northwestern University in the northern suburb of Evanston (accessible primarily by car or by L), Loyola University on Chicago's northern end, DePaul University, north of Loyola, yet south of Northwestern, and the City Colleges of Chicago. Important museums include the Art Institute of Chicago, the Museum of Science and Industry and the Museum of Elements both housed in buildings initially constructed for the 1893 World's Columbian Exposition.

Politics
The World of Chicago is not a Democracy, but rather a strict meritocracy. For almost as long as Magic has existed, those who have learnt to wield their powers with mastery have ruled over the working and middle classes. There is no President, but currently an Empress by the name of Celeste who has ruled America for the past 17 years. The City of Chicago is managed from the illusive elite in Golden Wood - and only those who exhibit great magical ability are allowed to step inside.
 

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