Plume
Elder Member
❝The Discovery of Heirs❞
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The main thread: Link
This role play is, technically, based on the Heir Series by Cinda Williams Chima. Nevertheless, the concepts are easy to grasp, and you guys are smart, so reading the book(s) is far from necessary.
This role play is moderated by me and Finnsmyth , so if you have any questions, we’re your people.
For many years, an ancient war was gone on. This war is brewing through two wizard guilds, White Rose, and Red Rose. With as much provocation this is causing, it’s only known by the Weir, people of magic. Behind the backs of Anaweir, non-magical people, there are 5 factions of Weir, varying in prowess. (Note: this RP takes place in modern times.)
Still interested? Here’s a more in depth description of each faction: (taken from Wikipedia, cause’ ain’t no body got time fo’ dat)
Color Association: Gold and silver
Wizards are considered the most powerful as they can shape magic with words and charms, and they can control and influence other people via mind magic. Wizards are very long-lived, and have long memories. Unlike the other Guilds, Wizards can use their powers over long distances. Charms shape and control power and allow its sophisticated application. Wizards can put up barriers called Weirwebs, and they can immobilize people. Unfortunately Wizards have limited ability when it comes to healing injuries, particularly those caused by magic (use counter-spells). Power varies among wizards, depending on training and genetics. Untrained wizards “leak” magic, causing bizarre events, and cannot put it to good use. Trained wizards can generally recognize each other through a kind of aura, although use of power is the most distinct sign of a stone. The touch of a wizard has an electrical quality.
Wizards who choose to involve themselves in the Anaweir world are often powerful politicians or very wealthy businesspeople because they can influence others so easily. They have to devote very little time to making a living, so have considerable time for Weir politics and intrigue. When it comes to Anaweir; humans without a stone, they have no hope in fighting against a Wizard as they are susceptible to all kinds of magic.
Color Association: Purple
Enchanters are users of mind magic, and in some cases more powerful than Wizards. An Enchanter has the ability to charm and influence others by creating extreme feelings of love, lust, and passion, making it irresistible to refuse them. It is especially hard for Wizards to identify an Enchanter if they take them unawares. Enchanters can also change their appearance in the eyes of others to enhance their appeal. In some cases, a Wizard can put up certain defenses against an Enchanter. Many Enchanters align themselves with a Wizard sponsor or Guarantor for protection.
Color Association: Green
A Guild that works mainly with materials such as, poisons, potions, fabrics, amulets, etc. However some of their skills have been lost throughout the ages. Unlike Wizards, a Sorcerer cannot use spoken charms or through-the-air magic. Sorcerers mainly specialize in small magics for everyday use. Sorcerers are unable to influence others like Wizards and Enchanters, except through spelled materials. They are known to have better healing powers through the use of herbs, and hands-on treatment. During wartime situations, Wizards frequently are found to abduct unwilling Sorcerers for the craft of specialized weaponry.
Color Association: Blue
Warriors; also called Weirlind, are the rarest of the Weir Guilds. Their powers are primarily physical and cannot use charms. The only case known when a Warrior had the ability to shape magic with words was Jack Swift, because Wizard Doctor Jessamine Longbranch implanted a Warrior's stone when Jack was a baby making him a hybrid of Warrior/Wizard. A Warrior can overcome a Wizard in a physical fight, but are usually controlled by Wizards through mind magic. Warriors were originally the back bone of the armies during the Wizard Wars between the Red and White Roses prior to the Establishment of the Rules of Engagement in the 16th century. The Rules were established to replace the blood shed that had been going on since the War of the Roses. In the tournament system; known as the Game, Warriors are the ones at risk instead of the Wizards, and are often killed either in the tournament, or murdered by the opposing house so the challenging team would forfeit, and therefore giving up the hoard. Because of this, Warriors are a dying breed, and Wizards spend considerable time trying to locate them and train them for the tournament. A Warrior's power can be enhanced by magical weapons, swords and armor such as the legendary Shadowslayer and Waymaker of the Seven Great Blades.
Color Association: Red
A Soothsayer, also called Seer, are people who have the ability to see future events unfold. They are considered the least powerful of the Weir. Though prophecy is most often confusing Seers are known as Wise Ones among the five Guilds, and Wizards often keep Seers as advisers. Frequently during wartime situations when Wizards are fighting each other, Wizards keep Soothsayers around to see the future to therefor base future attacks and strategies off of. Not much is known about a Soothsayer's power. While prophecy is always true, it is often ambiguous and therefore misleading.
Please note:
I will only accept a max of 2 warriors, due to their rarity. Warriors also have to keep their powers hidden, as they would be hunted down by the White and Red Rose if they didn’t do so.
Also:
Wizards from both guilds have corresponding tattoos somewhere on their bodies, of which they normally conceal as to not be randomly attacked on the street.
Want to join? I have just the thing:
Profile Skeletons:
(Appearance goes here, photograph please.)
Name:
Age:
Gender:
Personality/Bio: (you can do these separate of weave them together.)
Faction: (If wizard, White or Red Rose, or non-affiliate, which is rare.)
Understanding of Abilities: (Ex.: Did his/her parents keep it hidden all along? Or were they raised in Raven’s Gyhll, trained since birth?)
Please understand that I’m looking for people who can come up with a minimum of one paragraph per post. I’m not very picky, I just like effort to be put in.
Wizards are considered the most powerful as they can shape magic with words and charms, and they can control and influence other people via mind magic. Wizards are very long-lived, and have long memories. Unlike the other Guilds, Wizards can use their powers over long distances. Charms shape and control power and allow its sophisticated application. Wizards can put up barriers called Weirwebs, and they can immobilize people. Unfortunately Wizards have limited ability when it comes to healing injuries, particularly those caused by magic (use counter-spells). Power varies among wizards, depending on training and genetics. Untrained wizards “leak” magic, causing bizarre events, and cannot put it to good use. Trained wizards can generally recognize each other through a kind of aura, although use of power is the most distinct sign of a stone. The touch of a wizard has an electrical quality.
Raven’s Ghyll is the traditional hold of Wizards in Cumbria, England. Members of the House D’Orsay have served as Masters of the Games for the past several centuries. During the Wizard Wars use of wizard power in battle was devastating. This resulted in the establishment of the Rules of Engagement in 1532 and the implementation of the Game, a series of tournaments that allocates power among Wizards.
Wizards who choose to involve themselves in the Anaweir world are often powerful politicians or very wealthy businesspeople because they can influence others so easily. They have to devote very little time to making a living, so have considerable time for Weir politics and intrigue. When it comes to Anaweir; humans without a stone, they have no hope in fighting against a Wizard as they are susceptible to all kinds of magic.
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Color Association: Purple
Enchanters are users of mind magic, and in some cases more powerful than Wizards. An Enchanter has the ability to charm and influence others by creating extreme feelings of love, lust, and passion, making it irresistible to refuse them. It is especially hard for Wizards to identify an Enchanter if they take them unawares. Enchanters can also change their appearance in the eyes of others to enhance their appeal. In some cases, a Wizard can put up certain defenses against an Enchanter. Many Enchanters align themselves with a Wizard sponsor or Guarantor for protection.
⋄ _________________________________________
Color Association: Green
A Guild that works mainly with materials such as, poisons, potions, fabrics, amulets, etc. However some of their skills have been lost throughout the ages. Unlike Wizards, a Sorcerer cannot use spoken charms or through-the-air magic. Sorcerers mainly specialize in small magics for everyday use. Sorcerers are unable to influence others like Wizards and Enchanters, except through spelled materials. They are known to have better healing powers through the use of herbs, and hands-on treatment. During wartime situations, Wizards frequently are found to abduct unwilling Sorcerers for the craft of specialized weaponry.
⋄ _________________________________________
Color Association: Blue
Warriors; also called Weirlind, are the rarest of the Weir Guilds. Their powers are primarily physical and cannot use charms. The only case known when a Warrior had the ability to shape magic with words was Jack Swift, because Wizard Doctor Jessamine Longbranch implanted a Warrior's stone when Jack was a baby making him a hybrid of Warrior/Wizard. A Warrior can overcome a Wizard in a physical fight, but are usually controlled by Wizards through mind magic. Warriors were originally the back bone of the armies during the Wizard Wars between the Red and White Roses prior to the Establishment of the Rules of Engagement in the 16th century. The Rules were established to replace the blood shed that had been going on since the War of the Roses. In the tournament system; known as the Game, Warriors are the ones at risk instead of the Wizards, and are often killed either in the tournament, or murdered by the opposing house so the challenging team would forfeit, and therefore giving up the hoard. Because of this, Warriors are a dying breed, and Wizards spend considerable time trying to locate them and train them for the tournament. A Warrior's power can be enhanced by magical weapons, swords and armor such as the legendary Shadowslayer and Waymaker of the Seven Great Blades.
⋄ _________________________________________
Color Association: Red
A Soothsayer, also called Seer, are people who have the ability to see future events unfold. They are considered the least powerful of the Weir. Though prophecy is most often confusing Seers are known as Wise Ones among the five Guilds, and Wizards often keep Seers as advisers. Frequently during wartime situations when Wizards are fighting each other, Wizards keep Soothsayers around to see the future to therefor base future attacks and strategies off of. Not much is known about a Soothsayer's power. While prophecy is always true, it is often ambiguous and therefore misleading.
Please note:
I will only accept a max of 2 warriors, due to their rarity. Warriors also have to keep their powers hidden, as they would be hunted down by the White and Red Rose if they didn’t do so.
Also:
Wizards from both guilds have corresponding tattoos somewhere on their bodies, of which they normally conceal as to not be randomly attacked on the street.
Want to join? I have just the thing:
Profile Skeletons:
(Appearance goes here, photograph please.)
Name:
Age:
Gender:
Personality/Bio: (you can do these separate of weave them together.)
Faction: (If wizard, White or Red Rose, or non-affiliate, which is rare.)
Understanding of Abilities: (Ex.: Did his/her parents keep it hidden all along? Or were they raised in Raven’s Gyhll, trained since birth?)
Please understand that I’m looking for people who can come up with a minimum of one paragraph per post. I’m not very picky, I just like effort to be put in.
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