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Euclid Leaf

Metamorphasis, Genesis, Metastasis
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Themes: Magic(Complicated), Sci-fi, Character Focus, Morality, Corruption, Dreams, Monsters, Sacrifice.

In honor of someone I respect and wish back; 'Asuras'
I. The Principle Particle.
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No one knows the year of when it happened anymore. It was so, very long ago. The state of the world back then was mundane, ordinary, and simple. We crafted tools to benefit ourselves since our very origins, and thousands of years later we still did the same. Though the size and scale changed, the concepts were just the same. It seemed there was a limit to change. We could only go so far before we were constrained by our core limitations. Essentially, we were locked into abiding by the stubborn laws of the universe. Perhaps, if not for a fateful discovery, this fact of insignificance would have never changed.

And it was made simply by gazing down at our very doorstep.
A discovery that sparked our wonder, one which threw our meager, ordinary destiny into chaotic flux.

By all means, it changed... everything.

To explain it in terms you might better understand; For all intents and purposes, what I speak of, is a form of magic as you might think of it today. To your kind, the word 'magic' elicits thoughts of fireballs, arcane spell books, and whimsical wands. But for this world, it was far more... cataclysmic. This ‘magic’ was not some idle analogue used as a medium for miracles. The likes used in novelty, to will forth bolts of lightning and whatnot, but a fundamental element of existence. This particle wasn't the force behind change, it was change. If the Big Bang was the theory of the birth of the known universe, then this must be the spark.

It is the Principle Particle.

Similar to piercing a bubble, the particle spilled forth from its hidden dimension uncontrollably. It responded to the greatest forces of change. This so happened to mean our very thoughts. As if it were attracted by our mind's conceit of infinite possibility and limitlessness. By all means, it was our imagination made manifest. By all definitions, this was Magic. This Thought-Magic allowed humans to truly engage in 'mind over matter', warping the world around them in any way they could imagine.

If only we could've stopped imagining.
And so, all it took was a thought. Reality unraveled before our eyes.

In mere hours, billions of years of universal equations and advancement across all of the universe was falling apart, coming undone. Creation and destruction of inconceivable magnitude tore across space and time and beyond. Even the stars themselves could not outshine Armageddon...
Boundless, the principle particle echoed our thoughts, carrying the stars in colossal celestial waves as change tore against all of existence. The fabric of reality was stretched and pushed until it could take no more. Everything just collapsed. No one can say for sure what the 'end' of the universe looked like. The dismantling of all universal constants and the laws of reality would be so incomprehensible that our minds would be unable to register anything of what actually happened.

But there was a flash of light. Followed by the deepest silence anyone can ever imagine.
However, just as the last star dimmed, the course of history changed.

In our final moments, as minds were destroyed, others collided and merged. In a divine flurry of thought, vestiges of humanity combined into a singular entity capable of reaching out and merging with the faltering foundation of reality. They would become one with all things, connecting to every facet of existence. As the last waves of planets and stars crashed at the edge of space, forming into rings of cosmic dust, this entity saw beyond the horizon of everything, past, present, and future. Feeling the pain and suffering of an entire universe, they knew they had only one option.

To rewrite everything.
And thus, a reimagined universe returned as it started. From nothing.

To prevent such unchallenged calamity again, the entity established the first arcane law.
Through sheer thought-power, the entity spread its dominating influence such that no lesser mind can will their own thoughts into existence.

Thus, this was how magic in the world of Threa came to be.

...


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III. Factions of Neos ß
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In a world where the stars have sunken into the infinite black oceans, the children of Humanity live protected from the unnatural world within the cities located within a super giant facility known as Neos ß. It is a place permeated by a plethora of unique cultures and peoples that are both far removed of our own and similar, being the very centerpiece of the known world.

This is where most of your story will take place.

Despite its wealth and boundless entertainment, Neos ß is not the epicenter of free-will without inviting flaws. Shadowed figureheads are free to abuse the public, acts of terrorism, and rampant corruption and neglect plague the city's countless streets, so thoroughly ingrained into its culture and functioning that many question if it's worthwhile to even try fixing them. The factions of Neos ß spread far and wide, and there is opportunity for those who are ambitious enough to stand above the heads of their fellows. From the most disturbed and violent mages from the circles of 'Discord', the arrogant brilliant-minded hackers pulling influence through their data hoards and black ledgers, to the most valiant and brave officers of the militarized Sanctuary; characters come from every background imaginable in this city of cities.







Maegus Cirriculum

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Present since the dawn of humanity's new age, the Curriculum Accord serves as the authority for arcane law and order upon Threa. It is an all-powerful organization, in more ways than one. Both holding complete control over the way magic functions itself in one hand, and uninhibited jurisdiction when it comes to managing magicians across the world in the other.

The Kölner Dom is a place shrouded in absolute mystery, said to be reachable solely via magical means, and even then, only by invitation from an initiate within.

The hidden cathedral houses an untold wealth of knowledge and arcane secrets, serving as the primary base of operations for both licensed educators and enforcers of arcane law alike. Whilst the <Redacted> presides over maintaining and channeling the Edictum Arcana twenty-four hours a day, the task of intercepting those magicians who have found ways to disobey or circumvent the laws is left to aptly trained Maegus; talented magicians with a taste for hunting and combating other mages. While the Edictum Arcana is 'absolute', its effects are not all-encompassing. Their targets range from the most common street performer looking to wow a crowd with something rarely seen (and for good reason), to the worst of the 'Discordant', who weave powerful spells capable of leveling entire city blocks. Maegus are selected for their loyalty, impervious moral compass, and uncanny arcane skill. They are peerless among their peers on Threa, second only to those 'one in a million' prodigal mages hidden in the crowds of Neos ß.

-Though they often work by themselves, the Maegus are seldom ever truly 'alone'. Many have at have at their disposal magical beasts that are bound within special objects of distorted space known as 'Aspects'. These familiars are beings that, while lacking in the creativity of a real human, far than make up for it in other aspects.

The interception and sanction of magic is not the sole function of Curriculum Accord, however, as the organization also serves as a medium for magic education. Members of the Judiciary, their high ranking society, also serve as liaisons between the Sanctuary and other important figures of society, such as the Named Families. Often, these lords seek to change arcane law, for better or for worse. When certain types of magic usage are deemed too dangerous by the government, it is these liaisons that those of civil power turn to for change. So too is the case when something convenience is needed, but which is currently outlawed.
The Discordant

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Where there is law, there is defiance, and the magic circles and cults of 'Discord' represent such anarchist tendencies in this new world of magic. Loosely defined as any magician that purposefully seeks to undermine the Edictum Arcana, 'Discordants' range from curious teens sitting behind computers trying to figure out the massive Codex that, in itself, is a data stream of the Edictum Arcana as merely a thrilling hobby, to massive crime syndicates using dangerous magic to serve their needs. Anathema to Maegus Curriculum, being involved with 'Discord' culture is prohibited and punishable by two forms of law; that of Maegus Curriculum, and of the city government itself, the Sanctuary. The goals of individuals within the Discord culture vary widely, but no matter the severity of their activity, it is all highly frowned upon by the general populace. Considered taboo, one would be wise to hide their status as a 'Discordant' from friends and family.

This dark community primarily revolves around the exchanging of information; how to circumvent an arcane ruling, how to brute force your past a weaker one, among others. A notable location in Neos ß, the district of 'Babylon' is a prime example of the activity of 'Discordants'. Hidden within the vast subterranean train networks underneath the the boonies of Neos ß, the burrows of Babylon serves as a gathering place for outlaw mages to exchange magic spells. The secret entrances to the underground district are mapped out and marked within the sea of graffiti and graphic artwork splattered across. Both for function and form, these creative sorts use these special symbols to find buyers for things 'acquired' from their personal exploits. Since its recent surge into notoriety from an event known as Black Friday, Babylon itself has become a heavily patrolled zone for ERASED and Maegus alike. Nevertheless, the ever-defiant 'Discordants' find a way to exchange information there regardless, either out of spite for the corrupt government, or as an homage to the culture.

A greedy and ambitious bunch, not all 'Discordants' get along with one another. Sometimes a bad deal or double crossing causes two gangs to wage war, making such a dark and seedy place even more dangerous.
Invisible Nightmares / Disposers

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In the days of the apocalypse, destructive surges of creation and noncreation, were not the only source of strife for a barely lingering humanity. Where imagination took hold in ways mages intended, nightmares sprouted things unintended, and truly horrific. Truly vile and ineffable, creatures of true horror had formed in the chaos. When Threa was recreated by the One, we thought that they had erased this dark history out of reality and fixed the broken laws of the universe. As it turns out, once something is broken... it cannot be so easily fixed.

As much as the Principle Particle aided us, its volatile nature also introduced new problems.

Most people living in this world have at least a handful of stories involving unexplainable sightings, supernatural phenomena, or strange superstition.
Ghosts do haunt this world. But not as we imagine traditionally. This is merely the presence and influence of entities known as Static Children.

Whenever a human dies, they leave behind a vestige. A vessel of memories, thoughts, and desires. By all means, this is the collection of their experiences in life -- their soul.

Alone, Static Children are largely harmless. Ordinary humans cannot even see them, therefore cannot be disturbed by their antics. Only those with Ecliptic Reponses, an allergy in those who sensitive to manifestations of the Principle Particle. Usually this is a trait found solely in mages. As vessels of memories, S(tatic)C(hildren) are unable to form new memories alone. Thus, they re-enact past events over and over, or end up copying the motions of the living they bear witness to. Much like a curious child. Most times, they have very little physical influence over the waking world. But once in a while, for just the briefest instances, one can make a slight change to reality. An accident, really. Because they are invisible, instances of increased influence are what is often mistaken for the paranormal or supernatural as touched on previously.

But their danger comes when a SC is ever to encounter another. The more dominant one will instinctively fight and devour the other, longing for new memories.

Gradually, if left to continue these 'meals', this cannibalistic SC will collect more and more memories until they begin to develop a consciousness. One filled with desire, a capacity for awareness, and now coming to understand true loneliness. Unable to interact with the world around them, these SC fall into despair and warp into something terrible. They become E(clipse) E(ntities). Empty, they begin to crave for new memories to fill their gnawing void. They will tirelessly hunt and consume, until they reach a ravenous state. Unsatisfied with just the fragmented memories of SC, this EE will turn their eyes to a more delicious and fresh meal. By this point, their minds have developed to the point that an EE, while still very instinctual and animalistic, realizes it has increased influence over the world around them due to their mental awareness. It is from here, the spooky ghost story takes a dire turn for the worse.

All of its past practice in mimicking human emotion are put to use in a dark game now.
The boogeyman waiting in your closet at night is not such an empty statement anymore.

However, it is not as bleak as it may sound. There are preventative measures in place to ensure these esoteric terrors never reach such a dangerous point. The Arcana Curriculum have seen fit to devote resources into establishing a secretive organization dedicated to the disposal of Static Children, and their more dangerous counterparts, the Eclipse Entities. Hoping to prevent public outcry and panic, those involved in any such incident often have their memories erased, as a part of their 'cleaning' operations.

Referred to as, the Disposers, these ghost-hunting mages specialized in investigation, control, and combat of supernatural related events and phenomena.

Among the literal political battlegrounds between Name Families, the gangs of the underbelly fighting over territory, and the heavy-handed response the Ferrus Magistry has to signs of threat, the bodies stack high and their work of cleaning out old ghosts grows harder by the day.

The Sanctuary and The Rulers Within:

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Free-will treads on a fine line towards total anarchy, a mistake that once cost the entire world. The Sanctuary was intended to keep this fine line a bold mark. An administrative body that is supposed to be a neutral party between the people and the Curriculum.

But who is it that decides what is best for the people of Neos B? A parade of political strife and turmoil grips the city within cities, as whole districts the size of independent 'city-states' vie for constant resources and economic control. Acting in the place of governors, 'Named Families' are those who have risen into positions of undisputed political and economic power. They make 'suggestions' to the Sanctuary, who in turn presents them to the Judiciary. As removed and uninterested to the affairs of ordinary people as the Maegus are, one can already see where this is going.

These families performing a deadly balancing act of trying to remain in power while abusing as much of it as they possibly can. Hiding behind their exuberant and noble demeanor is a truly sinister intention, leading those beneath them to do the very same. The administration and judicial offices of the Sanctuary is ripe corruption as it is piled high in a sea of meandering paperwork. Reforged records from the court dealings, transcribed audit reports, and sign-leased defaulted land claims, all trails of evidence left behind by those who are willing to pay the most a certain given day. Only once the mobs come bearing pitchforks and torches, as a figure of speech of course, do these indulgent aristocrats care to take any form of action. And even then, it is to the most minimalist of standards.

To resolve the issues of crime and terrorists threats, the Sanctuary have their own dedicated task force, a combined police/para-military foundation which aims to serve Neos ß 'best interest', the Elite Recon Assault Suppression and Extermination Division, or more commonly known as ERASED. These militarized forces deal with all matters of conflict and surveillance relating to the city itself, such as keeping constant monitor of the city through the 'Wire', a digitally interconnected network established by zeitgeist member Jung L'arc. Their control over private servers across the city has made it easy to use the public system to remotely moderate traffic for trade in and out of the city, apprehension of non-magi criminals, and the protection of its border against outside forces.

An incredibly vast arsenal is available to the ERASED armed forces, the least of which, includes a whole auxiliary unit of mechanized forces, which ranges from giant autonomous mecha, known as 'Hollow Angels', to independent swarms of scouting and hunting drones. The ERASED soldiers also possess a generous selection of anti-personal weaponry tucked in their armories, which comprises of a number of various mode-changing plasma heated rifles, transformable electric batons for melee, and beam-linked barricades built for emergency-disaster control, just to name a few.
With versatility in mind, the legions of ERASED police soldiers can handle nearly every situation within all realms of possibility, as touted, proudly so, by their representatives.
- These military forces even have access to a special division known as the 'Salem', whose special agents, known as 'Witch Hunters', deal with more supernatural cases unsuited by the core body. Populated by talented Maegus lent by the Maegus Curriculum itself, they are ruthless and extremely thorough in their execution of suspected offenders.

The force is organized in a basic rank-and-file, with clear escalation of danger between tiers. Wardens direct squads of basic Troopers, who themselves are assigned per city district, with the whole division headed by a single Force Commander. The head is known as the Director of Homeland Security.
The Academies of Thought

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Lead by the greatest minds of modern magic, the members of the 'Zeitgheist' collective have taken it upon themselves to focus on the education and research of magic. Because of their humanitarian attitude, these individuals are considered some of the most well-respected in the world of magic. Together, they run a number of independent 'thought academies' within the floating hive of Neos ß, in the interest of pushing the Schools of Thought to newfound places.
  • 'Paradigm' and 'Oculus' are the most renown of these academies, aside from primary schools, such as Conceptualization. The former specializes on the study of the Principle Particle in a physical space, and the latter, on energy-based systems based around the Particle Principle.
Their own research has led to the rapid development of magi-tech. A form of memorized effects, utilizing runes, similar in effect to a mage's feedback, to store reactions without the need for knowledge of magic to engage. Nowhere is this most exemplified than in the 'Franz Hart Catalysts', concentrated arcane crystals affixed into a mechanical base. These portable cores produce such a powerful positive polarity flux that a single core can be compared to a miniature nuclear power reactor. Without the obvious drawbacks. Because of the potency and flexibility of arcane energy types used in these runic diagrams, it has eliminated a major limiting factor found in former conventional methods of energy storage and efficiency factors and expenditure ratios. It is through this research into the Principle Particle that is the main cause for the massive technological boom in Neos B.

As educators, the schools founded by the Zeitgheist are rivaled by the regimented institutions of the Maegus Cirriculum. Though, they are more widely regarded as proper research institutions due to their focus on the subject, as apposed to the control and regulation of the arcane itself as seen by the Maegus Cirriculum. That is to say, the Maegus Cirriculum is fixated more on education and legislature, as their protocol systems shies them away from trying to find new ways to apply magic. Often, the two will work together when it comes to the protection of the Edictum Arcana, as they both view the necessity of a common grounds law.

Due to their more regimented and law-abiding systems, the Maegus Cirrculum offers the Zeitgheist and their students more leeway in 'bending' Arcane Decree (as opposed to breaking it or otherwise circumventing laws).

Another famous invention are 'Ampere's', vehicles capable of moving based on will alone.
The Named Families

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Being the center of technology and intuition, great and ruthless minds have risen within Neos ß hoping to create a legacy.
When there are countless millions of names out there, it is almost impossible to make any one stand out among the others. Though many have tried, only to disappear into the droning dreaming masses of nothings -- Those who have shone a stark talent have emblazoned their name and turned it into more than just a word. These Named Families have become so integral to life in Neos ß, that children are taught their association and meaning in schools as part of mandatory education. Being as many of them control major parts of industrialization, research, manufacturing, and/or distribution of common, to even more advanced, products all across Neos ß. It takes a daring soul to break boundaries, and those willing to take risks enjoy the lax laws found here in the hub for scientific and magical innovation.

Due to the natural ebb and flow of demand-based economics, just as how Neos ß cannot exist first-right without the Curriculum, the history and upbringing of the city of cities is tied directly to the existence of Named Families. Their grand manufactories dominate the landscape within a district to such a degree, that they have established its own social and economic ecosystem, similar to that of an independent city. As such, districts are territories that have garnered enough political power enough to be recognized as a 'state' within Neos B. In part of possessing their own internal systems, each district may operate within a set of internal law radically separate from other districts.

- The Lieval are at the forefront of energy and hardware systems, their state-of-the-art helix power plants generating the majority of energy distributed across the Neos ß. Against the wishes of her advisers, rumor has it that the newest head of the family, Reina Arc Lieval, has displayed strong philanthropic backing towards reformation movements. She has campaigned for pushing funding for recreational projects across the city.

- Specializing in military-grade technology systems, from vehicles and automatons, to firearms and explosives, the Carste family is the warring giant of Neos ß. Within their district territory, it is said they are experimenting with arms which may or may not breach rules of safety and conduct. But the ERASED forces tend to turn a blind eye to such matters. Seeing as their Hollow Cores and troopers possess greater firepower found nowhere else, it can easily be seen why.

-Though known for its intense programming campaigns to deliver countless applications to the city and abroad, Arndell serves as a market adversary to Onshi Holdings, dealing in computer systems from CPU's and networking, to gaming and entertainment.

- Sylda presents itself as the true scientists of Neos ß's mega-corporate families, continuing an age-long practice of putting research progress at the forefront of its dealings. Biology, chemistry, physics; from its discoveries stem countless product applications to be sold on the market.

- Dealing with imports and the harvest of raw resources, the titanic Ferrus control the refining factories and mining outposts that fill the outer districts and beyond. Anyone wishing to acquire foreign products must go through this family.

Places Beyond;
Neos ß, other than its more glamourized name being the city of cities, much in part due to the size of the district-states housed within the mega facility, it also known as the crown of humanity.

Afforded by its star-powered core, the fortress-like super facility floats between an area of the void sky -- Known as the Horizon Layer. This puts Neos ß in relative safety, beneath the colorfully cataclysmic storm-wrought nebulas of the Aurora Veil above, while also well above the Ashen Sea where Leviathans roam. Various privateers, entrepreneurs, and political envoys engage in high-risk expeditions to the distant lands below, dispatching massive ships equipped with an Astrotechnicians in order to navigate the Ashen Sea. Utilizing highly specialized 'diving crews', these teams are sent on a deep dive to survey and locate potential nodes of raw resources among the planetoids, islands, and planetary fragments bundled within nestling branches of the World Tree. Being as these places are plagued by natural disaster, It is not uncommon for vessels of thousands of personal are lost overnight, but the necessity and profit more than outweigh this loss, in the minds of investors and Named Families.

Perhaps the most strange of storms, aside from the flaming rainfall, the clouds of boiling bubbles, and the shifting quakes, are the storms known as Spirals. (See Blacklist tab for more information)

Not many venture below the cusp of void sky known as the, Beyond Boundary, as astrotechnicians begin to have trouble reading the stars and planning safe routes to avoid sweeping storm fronts that often consume whole zones in the Ashen Sea. There are several legends of places hidden deep within, some even spouting stories of lands far below. An ocean where the stars have sunken.

V. This is Who We Are.You are part of the Blacklist (detailed above); by all rights, someone that is dedicated their life to cleaning away the filth that has grown and festered within Neos ß. And to an extent even further beyond. Be it disrupting the plans of nefarious underlords responsible for the suffering of untold millions, cleansing a town of dark monstrosities, or battling against government agents who not only outnumber you, but also possess a near unlimited amount of resources, life is never easy for the Blacklist. Those who find themselves in this society know that change is only earned through sacrifice. In spite all of that, this is the walk of life you chose, the price of a better world. You may come from any background, be it as a former 'Discordant', a selfless soul wishing to protect the weak, or just a vengeful spirit who wishes to do right all the wrongs done to them.

It is up to you how your character came into the folds of the Blacklist.

There is no age requirement to joining the Blacklist. All it takes is a strong heart. Your characters may know one another as familiar faces to the cause, or they may be white badges, unfamiliar with the etiquette and names of the secretive society. Regardless of your inexperience or otherwise, you will come to learn that teamwork and trust is a necessity when dealing the nightmares of Neos ß. Only those who have come together will be able to bear the burden, lest it all comes crumbling back into nothingness.

IV. Misc.
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In a world of where magic is a science and science is magic, even those who lack magic will feel its influences. In such a short span of time, this generation of humanity has surpassed all recorded instances of itself in the past. Neos ß is the center of this technological boom, glimmering in a sea of neon and metal wonder. The Schools of Thought often work to discover new ways to fuse Science and Magic into an entirely new art-form, and as a result, advancements to both body implants and general convenience have reached new heights, with magi-mechanical body replacements known as 'Metal Jackets' allowing a 'mundane' to achieve extraordinary performance, to correct genetic mutations and physical disabilities. But not all technology is made with utility in mind. The 'Hollow Cores', giant magically-powered robot walkers that patrol the city streets under the control of Ferrus Magistrates are an example of this. Neural interfaces and encryption overlays are common sight, with intelligent machines who have been built to serve and pamper humanity. Though not entirely self-thinking, these bots can be seen walking alongside the populace and heading stores. Feat-Mods are another popular service, surgeries and injections meant to change any aspect of a person to one they more desire. Overall, all these advancements have afforded many a sense of happiness in this bleak, unforgiving city of cities. To those who can afford so at least.

However, not all have their intentions for the betterment of society. In the dark and unsanctioned zones of Babylon, those who want a more 'thrilling' upgrade can physically outfit their body without limit, and even change their appearance drastically, sometimes taking on bizarre forms of fetish. For a price, of course.

Dubbed, Porcelain Dolls or Reconstructs, these are people who have underwent many mechanical alterations and surgeries to their body. Often illegal and extremely dangerous, these jacks grant the user of both inhuman feats and unique magi-science powers. If any of the ERASED agents were to find any of these illegal 'jacks' on you, interrogation usually comes after they compound your arms and legs.
In this reality reconstructed, instead of the laws of physics that existed before, a more updated system was required. Outlined are a set of countless rules that pertained uniquely to the existence and coexistence of the Principle Particle;
The Universal Law, or what the traditionalists in the Maegus Curriculum would like to refer to as The Edictum Arcana, or Arcane Law.

It was magic that governed the laws of how things worked, preventing humanity from creating tools of mass destruction without the consent and awareness of the Maegus Curriculum itself.

Willful Threshold - Before the Edictum Arcana, anybody with awareness that magic existed would spontaneously produce spells uncontrollably with their every thought. The Edictum Arcana created a "Willful Threshold" to prevent unintended spell casting. The Threshold is designed such that spells only take effect if the magician purposefully wills it to do so, rather than merely at first consideration. While all individuals are technically capable of performing magic, due to the Threshold's existence, some individuals possess a lesser innate capacity for their will to be strong enough to pass it (thus negating their ability to perform magic at all).

- Creation of particular objects/manifestation from Imagination can be streamlined and made faster by memorizing the thoughts needed to produce that particular object. A "template" or "spell", if you will. Spells are often generalized to allow easy access, but those with advanced spells have built entire subsects within a School of Thought.
  • One such spell is the <Disassembly> spell, the reverse of <Assembly>, which has become foundational to the school of Realization.
Laws of Conservation - Energy to physical conservation via willed magic is forbidden.

Integrity Preservation - A list of laws that prevent and inhibit the deconstruction of molecules beyond that of the atomic level. One of these rules also states that objects cannot be changed to a state that has more or less of their original mass(es).

Heat Gating Clause - Heat generated from energy caused by a spell or willed effect cannot cross more than the melting point of titanium, 1,668°C. This is due to head-clamps used by the Maegus to
apprehend and detain mages being made of complex organic-tungsten material.

Arcane Acceleration Limit - Part of the Laws of Relativity imposed by the Edictum, mages are limited in the speed at which things that contain mass may travel. Said speed limit is approximately 760 m/s; or the average speed of a ballistic sniper round. This too can be circumvented by finding loopholes in the law.
Schools of Thought;
In Neos B, the primary institution for magical training and education is the Maegus Curriculum. The three major Schools of Thought are proven methodologies in which a mage can manipulate the Principle Particle both to themselves and those around.

Inhibitors/Feedback - A mage possesses a unique ability to tap into the Principle Particle. One that is a result of a mage's unnaturally strong willpower. Because the Principle Particle's natural attraction to thoughts, it collects and concentrates in the form of a Feedback. Essentially, a Feedback is a harmonized layer surrounding a mage, that alerts and protects them from abrupt changes to their perceived 'reality'. Thus, a mage's Feedback defends them against things such as telekinesis affecting their body, tele-fragging (telepathic assault), and other spells that create immediate localized effects at a range. But each time it does so, a Feedback temporarily suffers and becomes weaker. As the Feedback is a willed effect, it can be overcome by stronger wills.

It is advised for a mage to keep their Feedback close to themselves to increase its potency, though the effect can be extended at the cost of diminished strength.

On the other hand, Inhibitors are a secondary type of defensive mechanism. These function as a 'direct' spell and must be willed into existence by a mage to prevent short incoming physical effects from harming them, in much the same way as a mundane physical barrier. Since it is a physical defense, strong realization factor benefits from this type of spell the most. While, those of more abstract schools must come up with other creative ways to diffuse or redirect incoming attacks.


  • Conceptualization - Those who study this school of thought will often ponder upon scientific processes based around the nature of energies, such as thermodynamics, electrical charge factors, and chemical reactions. It requires users to possess vivid mental images of what they wish to manifest as an end result, while keeping track of all processes throughout. This is in to order to prevent any unintentional results. Practitioners of this school are able to employ powerful effects that mirror the destructive energized states of matter, such as fire, explosions, and wind currents. As a direct manifestation, these types of magics are only as powerful as the will of the user.

    Sometimes 'brute force' is all one needs to handle an unfavorable situation.

    - There are very few ways to boost a mage's power aside from sheer practice. But the Maegus have kept tab of a secret channel of power. By focusing the power found within dark effegies, known as Nightmare Vestiges, it allows a mage to access a type of forbidden magic. The Occult. Due to their unnatural and dangerous abilities, the possession of any sort of these vestiges without prior alert to arcane authorities will be seen as treason and will be punishable by death.

    Notable Spell Archetypes;

    Manifestation Aptitude
    - A core string of thoughts and images a student develops, creating a spark both in mind and reality. Tap into an energy type and manifest it via controlled thoughts, such as heat, electricity, kinetic force, etc. Greater control requires more concentration.

    Influence Factor - Allows a mage to take control of energies found nearby, bending them to their will.

    Collation Method - Allows a mage trained in Conceptualization to absorb and store energies into their Feedback, granting it various defensive and offensive effects.


It is not unheard of for a mage to mix together the foundations of two different schools to round out their arsenal, as seen by most Maegus who are often masters of multiple schools of thought. But keep in mind that the mind only has so many resources. Focus on multiple topics requires sacrifice in others.
When attempting to circumvent laws contained within the Edictum Arcana, magicians who wish to find loopholes, as they say, have two options at their disposal. There are two methods within the 'Schools of Thought' that can afford them greater arcane variety. The first is, in general, is known as "Bypassing", which involves the use of one's imagination (as is necessary for all magic) to create alternative paths or complex layers of thought to misguide the Edictum, in order to generate a spell that is normally made impossible to cast. This usually involves intense thinking on physical systems, such as chemical reactions, energy transfer, etc. As the Edictum Arcana is not infinite in its statements, there are ways to get around ideas or imaginations normally barred from usage. Education and hard work is necessary to achieve this school of thought. It is for this reason that few, if any, lawless mages of the Discord culture are unintelligent. Most are almost too intelligent, for their own good.

The second method is known as "Crashing". Magicians who utilize this method to overcome the Edictum are far rarer than even the ones above, and are colloquially known as "Crashers". Rather than relying on finesse found in Bypassing, Crashers lean upon their sheer mental fortitude to "break past" the Edictum Arcana, albeit only barely. While the Edictum Arcana is considered "absolute", with a growing population of mages throughout the centuries, the potency of such an influence has dwindled, leaving room for powerful minds to brute-force their way past the invisible barrier that is arcane law. Usually spells cast in this manner are highly volatile and very difficult to control or keep precise due to the effort put behind merely trying to materialize the effects fast enough to not be stunted by the Edictum.

Afterward; I'll try to keep this short. I have tried to run this roleplay before, as some people might be aware. It has gone through many different stages of development. In the past, I felt I was never able to feel happy with the themes and overall narrative structure. I didn't have the confidence to try and tell a compelling story. After some time refining it some more and with help from some very special people, I feel like I am happy with the direction I can take this roleplay project. I think this roleplay requires a certain collective of people to be enjoyable, and so it has come and gone. I hope to gather the right people this time. Thank you for your time.

Goals of the RP: In essence, I want to have some good old character drama. With a strong hint of action and spectacle. Fun too, of course. I simply want to provide an immersive world where we can construct and build together. There are plans to explore themes of purpose, value, and morality, per the course with these types of settings.

Note: I do not own any of the posted images, unless stated otherwise. All intellectual properties go to their respective creators. I will probably include more of my own invention as time goes on. If it goes on.
 
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It's a lot to soak in, but interestingly constructed. I'm be interested to throw my hat in and see where such a venture sails.
 
This sounds great! Just a quick question though, how fast-paced are you planning for this RP to be? While I think I can devote more time to writing again at this point, I'm not sure if I could consistently write a post every day, for example.
 
This caught not just my attention, but also my imagination. And because I obey the whims of my creative desires, you can count me in.
(Edit: Any idea when a CS page will go up? I'm excited, especially after reading all that lore!)
 
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Yeah...that's a well thought out setting. I'm down for this as well if, as Felis brought up, this isn't going to be a rapid paced rp. I got work, other hobbies, and social obligations throughout each week to keep me busy.
 

Here is the CS format, consider this the start of the application phase.

ithinkcat ithinkcat catharsis. catharsis. Felis Felis Zerulu Zerulu Nooguy Nooguy Hippu Hippu Miracle Corgi Miracle Corgi VALEN T. VALEN T.
 

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