true force
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Premise Thread Multiple Settings - Project Guf: An urban sci fantasy rp (18+)
Setting
-2028
-The setting takes place on the fictional artificial continent of Rodinia
- The world has the appearance of a lite sci fi setting. There are things such as monorails in the sky, teleportation devices, advanced medicine and so forth.
- The sci fi in the setting is actually magic. Magic has been in use for thousands of years, but it has been hidden.
- Magic has been introduced by a company called Tecnet, which was founded by an ancient magus family known as the Voldori family. They’re an ancient group of sorcerers with Romanian origins.
-The Voldori family presented their magic as technological breakthroughs with multiple government patents. They essentially jump started the “technology” of the world and have a new global hold
- This global hold has went against the Treaty of Two Worlds, an agreement between the human mages of the world and the Realm of Shadows
- Mythical creatures as well as biblical and various other religious lore exists in this world. It isn’t known who is in the right when it comes to the aspects of spirituality.
-Magic and what not is tied to the Realm of Shadows . In a calamitous event known as the War in Heaven, the two realms slammed together, resulting in the creatures that would come to inhabit the worlds various mythologies and folklores being transported to our world
-Its from these creatures that magic was taught to humans
-Following a raging war led by a Solomon, an agreement was reached between both species that would limit the magic given to humanity and hide the creatures from the world
- Solomon named any creature from the realm a “Nephil” a catch all term.
- From this, magic was relegated to a select few thousand families across the globe. And they’re society was established.
-Magic is as varied as can be and is typically taught within the family. Most big mage families tend to be aristocrats that can’t be found in a list of wealthy by the general public. Part of the Treaty was that mages cannot be within high positions of political power. The total population of mages is around 100-250 thousand
-Mages are typically born into families. Not all mages are born however, and any person may become a mage. Mage families tend to produce better sorcerers due to the latent Tenebris Energy flowing inside them.
-Most mages can sense Tenebris energy flowing off people. Everyone is constantly pulled on by this energy, and it’s easy to sense powerful mages given by how much either runs through their blood from birth or how much they affect the area around them
- Magic is not a weave or a force that can be called upon. It is a supernatural way of tapping into Tenebris Energy, a spiritual energy that wraps around the world. Tenebris Energy is extremely odd in how it behaves. Most mages have the ability to cast a Tier 1 or 2 Spell where they go. A skilled mage can cast a Tier 3, and a world class can cast a Tier 4.
-Tenebris energy has various places that it more strongly gathers allowing stronger spells. Graveyards, battlefields, holy sites and ancient ruins are some examples of places that it gathers stronger.
-Magic is divided into 6 tiers.
- Spells might be upcast in a certain way without requiring more energy or power. For instance, a blood magic user might make an explosion from blood as a tier 3, while if they had access to enough blood the spell might become a tier 4 with significantly more power.
- Magic is viewed in the same way as an energy transfer. The Tenebris energy is converted into spells. If the rules are broken there could be dire consequences for said mage.
-Spells can be stored into a spell scroll, which allows a onetime use by anyone, even lower skilled mages.
- There is another, more spiritual way of supernatural acts. Divine magic works more elusively. Specially trained clerics in the world are able to use the aid of their specific religion. A priest in a secret order of the Vatican for example might pray a rosary, and heal the sick, or be able to contend with a mage for a short while. This “magic” is not thought of as magic and is hard to predict what it will do. It can’t be accessed by anyone and takes many years of spiritual dedication to achieve. It requires no Tenebris energy.
- These acts are hard to Tier, as they aren’t things that be classified and more accurately described as Divine acts of God.
- There are various views regarding this, and it can either be highly praised or looked down on. It simply depends on the mage or family.
- When talking about the two, normal magic is referred to as arcane magic while divine magic is simply called divine
-Any attempt to inspect what has been going on with the tree has been barred. Tecnet keeps tier 5 runes across their headquarters at all times, rendering spells like teleporting and scrying useless. Any legal or illegal attempt has failed.
-The socially lowest on the totem pole are mages who weren’t born into but self-taught. These mates tend to be less powerful and are looked down upon. A good chunk doesn’t even integrate into mage society, and are just people who secretly practice magic
-Mage society is run by the Council of Solomon. A mysterious figure of 7 who make the laws and what not on magic and the society. They have been recently clashing with Tecnet, and are on the verge of sending assassins after them. There is also the Lower Council, with several hundred members who are easier to contact
-The pope is another player; he wields extreme sway in this world though he is not publicly allowed to speak about this. One might think of him has a shield to make sure the sorcerers are remembering their treaty and not exploiting the general public. Even the majority of his church has no idea, with only the highest cardinals and secret sects of priests and deacons being allowed to act as his sword.
-It was erected and constructed in 2026
—The continent is between North America and Asia in the northern hemisphere
-No single has claim to the continent, it’s owned solely by Tecnet. Land and cities have been rented to various nations at ludicrous prices, and it’s quickly propelled tecnet into the most ludicrous country on earth.
-Currently there are 5 cities in Rodinia.
- Drezzen in the northeast is owned by the US, and is where the RP will start
- China owns the city of Lóng in the east
- The European Union owns New Versailles in the southeast
-Russia owns the city of Yug Gorod in the south on the left peninsula
- Gran Columbia currently owns the southern city on the right peninsula
- The US has around 5-8000 troops stationed here equipped with high “tech” arms bought from tecnet
-There is a dark under current to the city in the southeastern part. Here there are various black markets both mage and non-mage
-The city is divided into east and west borough with little distinction
Mage Laws
The Council of Solomon has dictated various rules that all mages globally are required to follow
-No mage shall hold political power to anything more than a mayor. Business and corporations are a fuzzy topic, with many accusing the Voldori of using their wealth to lobby for certain policies, circumventing this rule
- Unless without strong reason or in self-defense, no mage shall harm or kill a Nephil.
-No mage is allowed to expose the secrets of the arcane world. This was attempted once before, and result in said mages name, identity, descendants and ancestors being wiped from history.
-Any magic of 5th tier and above must be openly stated and accounted to the Council. Creation of such spells must be delivered, sealed and approved by the council.
-Any attempt to travel to the Realm of Shadows is strictly forbidden and punishable by erasure.
-Crimes against mages by mages must be settled in an arcane court
- The council also has a list of criminals/Nephil who are ranked based on how big of a threat they are and how wanted
Division 1: Approach with caution, report to authority
Division 2: 3+ mages required, report immediately
Division 3: 6+ mages required, back up will be on standby as well as mavericks
Division 4: 3+ Mavericks sent in, bounty hunters and normal mages barred from any contact
Division Apex: run on sight
- The law enforcement consists of the equivalent of mage detectives. These detectives make up the Majority of the “police” force and are the ones assigned to most cases. Most divisions have anywhere between 10-20 of these officers
-Bounty hunters also exist and are their own freelance workers
- Mavericks are the special agents of the Council. They are elite warriors capable of up to tier 4 spells. Much of what is known about them is mostly rumor, however very few mages have gone up against a squad of these enforcers and lived.
Currency-Gold is the currency of mages. It is usable both in arcane society and normal settings. Gold is an extremely valuable resource as it can be used in place of energy for spells, requiring a longer casting time but without side effects. Gold is thus seen as both a currency to buy things and a physical representation of power. The energy to hold ratio is enormous and even a second spell can cost tens of thousands of gold coins
-Many Nephil use gold as currency as well, and in exchange for knowledge gifts or servitude will take this currency
Nephil
-Nephil is the catch all term for creatures from the Realm of Shadows
-Any type of creature from folklore or religious lore or mythology can be found here. Sphinx, vampires, the leviathan and the Minotaur are just a handful of examples
-Ghosts and demons are not classified under here and are their own thing
-Nephil are considered extremely dangerous even for a skilled mage, and even powerful ones would be wary to cross their path with help, let alone by themselves. Even if not powerful, they are extremely cunning, and have millennia of experience and trickery at their disposal.
-Some Nephil have been known to mentor mages from particular families, or those lucky enough to stumble across them.
Setting
-2028
-The setting takes place on the fictional artificial continent of Rodinia
- The world has the appearance of a lite sci fi setting. There are things such as monorails in the sky, teleportation devices, advanced medicine and so forth.
- The sci fi in the setting is actually magic. Magic has been in use for thousands of years, but it has been hidden.
- Magic has been introduced by a company called Tecnet, which was founded by an ancient magus family known as the Voldori family. They’re an ancient group of sorcerers with Romanian origins.
-The Voldori family presented their magic as technological breakthroughs with multiple government patents. They essentially jump started the “technology” of the world and have a new global hold
- This global hold has went against the Treaty of Two Worlds, an agreement between the human mages of the world and the Realm of Shadows
- Mythical creatures as well as biblical and various other religious lore exists in this world. It isn’t known who is in the right when it comes to the aspects of spirituality.
-Magic and what not is tied to the Realm of Shadows . In a calamitous event known as the War in Heaven, the two realms slammed together, resulting in the creatures that would come to inhabit the worlds various mythologies and folklores being transported to our world
-Its from these creatures that magic was taught to humans
-Following a raging war led by a Solomon, an agreement was reached between both species that would limit the magic given to humanity and hide the creatures from the world
- Solomon named any creature from the realm a “Nephil” a catch all term.
- From this, magic was relegated to a select few thousand families across the globe. And they’re society was established.
Magic
-Magic is as varied as can be and is typically taught within the family. Most big mage families tend to be aristocrats that can’t be found in a list of wealthy by the general public. Part of the Treaty was that mages cannot be within high positions of political power. The total population of mages is around 100-250 thousand
-Mages are typically born into families. Not all mages are born however, and any person may become a mage. Mage families tend to produce better sorcerers due to the latent Tenebris Energy flowing inside them.
-Most mages can sense Tenebris energy flowing off people. Everyone is constantly pulled on by this energy, and it’s easy to sense powerful mages given by how much either runs through their blood from birth or how much they affect the area around them
- Magic is not a weave or a force that can be called upon. It is a supernatural way of tapping into Tenebris Energy, a spiritual energy that wraps around the world. Tenebris Energy is extremely odd in how it behaves. Most mages have the ability to cast a Tier 1 or 2 Spell where they go. A skilled mage can cast a Tier 3, and a world class can cast a Tier 4.
-Tenebris energy has various places that it more strongly gathers allowing stronger spells. Graveyards, battlefields, holy sites and ancient ruins are some examples of places that it gathers stronger.
-Magic is divided into 6 tiers.
Tier 1:
Tier 1 spells are small minor spells. These are spells that could heal small cuts or break a table for example. Most mages have access to tier 1 spells, and they aren’t very hidden.Tier 2:
Tier 2 spells are spells that start to be defined by the family that practices their area of magic. These spells might create water out of thin air, destroy a small room or heal internal damage. These spells are common, and this is where the bottom quarter of mages stop. These spells might be learned but typically come at a costTier 3:
Tier 3 spells are where the defining magics of a mage come into play. A mage who specializes in blood magic for instance might have the majority of their spells in here. These spells are enough to destroy a house, regenerate a limb, or teleport across global distances. This is the area where spells become closely associated with a family or a particular mage and aren’t readily available for sale.Tier 4:
Tier 4 spells are where magic starts to become more esoteric. These are spells where good mages will need at least 3 or more to cast a spell, or an extremely strong area of Tenebris Energy. Spells in this level might level skyscrapers, completely reshape the land in a small area, or heal complex mental disorders. The vast majority of mages would only be able to be here a couple times in their life. Spells of this nature might sap an average mages life span by a few years. This is the area where spells start to be created rather than taught. Any spells in this area and up in a family are closely guarded secrets.Tier 5:
Tier 5 spells are spells that start to enter into light reality warping levels of power. Spells in this area might mass warp the memories of hundreds to thousands of people or explosions big enough to level a small town. These spells require at least 7 elite mages to cast in a strong area of Tenebris energy. Spells of this level are only obtained by the very elite of magus world, and many of these mages have multiple magic locks in their memory so as to not be stolen. If any mage of lower skill or a smaller group tried to cast this, they might lose limbs from the sheer overflow of power.Tier 6:
Tier 6 is a theoretical area. Only 1 spell has been cast in this setting and it was to construct the artificial continent of Rodinia. This tier was previously thought impossible. It required the use of hundreds of unwilling mages drawing power from the tree of Guf. Previously thought of spells for this tier might include causing earthquakes, tsunamis, nuclear level explosions, or even calling a comet down. No known spells of this level exist, and the single spell that has been casted has been a source of controversy and shock across the entire magic world- Spells might be upcast in a certain way without requiring more energy or power. For instance, a blood magic user might make an explosion from blood as a tier 3, while if they had access to enough blood the spell might become a tier 4 with significantly more power.
- Magic is viewed in the same way as an energy transfer. The Tenebris energy is converted into spells. If the rules are broken there could be dire consequences for said mage.
-Spells can be stored into a spell scroll, which allows a onetime use by anyone, even lower skilled mages.
- There is another, more spiritual way of supernatural acts. Divine magic works more elusively. Specially trained clerics in the world are able to use the aid of their specific religion. A priest in a secret order of the Vatican for example might pray a rosary, and heal the sick, or be able to contend with a mage for a short while. This “magic” is not thought of as magic and is hard to predict what it will do. It can’t be accessed by anyone and takes many years of spiritual dedication to achieve. It requires no Tenebris energy.
- These acts are hard to Tier, as they aren’t things that be classified and more accurately described as Divine acts of God.
- There are various views regarding this, and it can either be highly praised or looked down on. It simply depends on the mage or family.
- When talking about the two, normal magic is referred to as arcane magic while divine magic is simply called divine
The Tree of Guf
-The Tree of Guf is a mythical artifact that Tecnet have erected in the middle of Rodinia. To the public it appears as a technological marvel of genetic and civil engineering. Taking the form of a of luminescent, midnight blue tree, it stands thousands of meters tall and can be see even at the ends of Rodinia. It is an extremely powerful source of Tenebris Energy, and Tecnet has moved their headquarters to it. Powering the whole of Rodinia, cities on the continent have turned into “technological” marvels and look nothing short of science fiction concepts. Mages know the truth about this though and are extremely hesitant of it.-Any attempt to inspect what has been going on with the tree has been barred. Tecnet keeps tier 5 runes across their headquarters at all times, rendering spells like teleporting and scrying useless. Any legal or illegal attempt has failed.
Mage Society
-Most mages come from wealthy families. This doesn’t mean however that they are high in the world of mage society.-The socially lowest on the totem pole are mages who weren’t born into but self-taught. These mates tend to be less powerful and are looked down upon. A good chunk doesn’t even integrate into mage society, and are just people who secretly practice magic
-Mage society is run by the Council of Solomon. A mysterious figure of 7 who make the laws and what not on magic and the society. They have been recently clashing with Tecnet, and are on the verge of sending assassins after them. There is also the Lower Council, with several hundred members who are easier to contact
-The pope is another player; he wields extreme sway in this world though he is not publicly allowed to speak about this. One might think of him has a shield to make sure the sorcerers are remembering their treaty and not exploiting the general public. Even the majority of his church has no idea, with only the highest cardinals and secret sects of priests and deacons being allowed to act as his sword.
Rodinia
- Rodinia was hailed as the ultimate technology of the ongoing age. Due to it being a magical construct, the biomes are all over the place, with the north being high forked and grassy planes, while the south is humid deserts and mountains. It is roughly the size of Australia-It was erected and constructed in 2026
—The continent is between North America and Asia in the northern hemisphere
-No single has claim to the continent, it’s owned solely by Tecnet. Land and cities have been rented to various nations at ludicrous prices, and it’s quickly propelled tecnet into the most ludicrous country on earth.
-Currently there are 5 cities in Rodinia.
- Drezzen in the northeast is owned by the US, and is where the RP will start
- China owns the city of Lóng in the east
- The European Union owns New Versailles in the southeast
-Russia owns the city of Yug Gorod in the south on the left peninsula
- Gran Columbia currently owns the southern city on the right peninsula
Drezzen
Drezzen is the current hub of activity. Current CEO of Tecnet, Alexia Voldori recently gave a speech as well as a grand opening of the city. The city is a thriving mega city around the size of New York with plenty of space to breathe. People from all around the world have gathered to take part in this new oppurtunity. It currently boasts a population of around 1.7 million, with around 5-7000 mages currently active, and a dozen or so clerics running around. The city is described as clean, futuristic and a shining example of the future.- The US has around 5-8000 troops stationed here equipped with high “tech” arms bought from tecnet
-There is a dark under current to the city in the southeastern part. Here there are various black markets both mage and non-mage
-The city is divided into east and west borough with little distinction
Mage Laws
The Council of Solomon has dictated various rules that all mages globally are required to follow
-No mage shall hold political power to anything more than a mayor. Business and corporations are a fuzzy topic, with many accusing the Voldori of using their wealth to lobby for certain policies, circumventing this rule
- Unless without strong reason or in self-defense, no mage shall harm or kill a Nephil.
-No mage is allowed to expose the secrets of the arcane world. This was attempted once before, and result in said mages name, identity, descendants and ancestors being wiped from history.
-Any magic of 5th tier and above must be openly stated and accounted to the Council. Creation of such spells must be delivered, sealed and approved by the council.
-Any attempt to travel to the Realm of Shadows is strictly forbidden and punishable by erasure.
-Crimes against mages by mages must be settled in an arcane court
- The council also has a list of criminals/Nephil who are ranked based on how big of a threat they are and how wanted
Division 1: Approach with caution, report to authority
Division 2: 3+ mages required, report immediately
Division 3: 6+ mages required, back up will be on standby as well as mavericks
Division 4: 3+ Mavericks sent in, bounty hunters and normal mages barred from any contact
Division Apex: run on sight
- The law enforcement consists of the equivalent of mage detectives. These detectives make up the Majority of the “police” force and are the ones assigned to most cases. Most divisions have anywhere between 10-20 of these officers
-Bounty hunters also exist and are their own freelance workers
- Mavericks are the special agents of the Council. They are elite warriors capable of up to tier 4 spells. Much of what is known about them is mostly rumor, however very few mages have gone up against a squad of these enforcers and lived.
Currency
-Many Nephil use gold as currency as well, and in exchange for knowledge gifts or servitude will take this currency
Nephil
-Nephil is the catch all term for creatures from the Realm of Shadows
-Any type of creature from folklore or religious lore or mythology can be found here. Sphinx, vampires, the leviathan and the Minotaur are just a handful of examples
-Ghosts and demons are not classified under here and are their own thing
-Nephil are considered extremely dangerous even for a skilled mage, and even powerful ones would be wary to cross their path with help, let alone by themselves. Even if not powerful, they are extremely cunning, and have millennia of experience and trickery at their disposal.
-Some Nephil have been known to mentor mages from particular families, or those lucky enough to stumble across them.