The Discovery of Heirs -(OOC/Sign up)

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❝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)


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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.

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.

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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.

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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.

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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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Sorry about that, the spoilers morphed Warriors with Soothsayers. c: (and the whole talk about the character in the book is pretty unnecessary.)


Warriors are basically physically superior, fighting with swords that are magical. While Wizards, for example, rely solely on their magic, but are physically weak.


Warriors are powerful, so they were wiped out due to being a threat. Any surviving Warriors would be sought after by the other guilds.
 


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Name: Mirabel


Nickname: Mira


Age: 15


Gender: Female


Personality/Bio: (you can do these separate of weave them together.) Mirabel is the Name Version of Miracle. This being because when she was born she was a blonde beauty, sheltered by her loving family. But in the night a mysterious fire was set to her home. She Miraculously made it out alive, while her Father had died in it. The Person who started the Fire was never found. Mirabel and Her mother soon began to move around in the city of Red Rose. Mirabel grew up under her mother’s wing. She believed it would be best to keep her child’s power hidden from Mirabel and The Rest of the World. She grew into a kind Young Lady who loved to help with the less fortunate. She would Generally sing around the house and clean. When she was Nine her mother died of an Illness that couldn’t have been cured, on her death bed, her mother told her that she was a wizard. From then on she developed Skill’s in Raising herself and harnessing her powers.


Faction: (If wizard, White or Red Rose, or non-affiliate, which is rare.) Wizard; Raven's Gyhall


Understanding of Abilities: (Ex.: Did his/her parents keep it hidden all along? Or were they raised in Raven’s Gyhll, trained since birth?) As proved in the bio Mirabel is slowly developing her power’s. The best she can do now is Control Fragment’s of water. She can levitate it with enough attention. She doesn’t understand greatly because her mother had decided to hide it from her until her death.
 
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I'll accept it if you change one thing, Red Rose isn't a city, both wizard factions originate from Raven's Gyhll but it's set in modern times, in the real world. c:


Red Rose and White rose is pretty much like saying republican or democrat. (as an example)
 
Thank you Nikki~ Accepted


They're superhumanly strong, agile and capable of overpowering the other factions. For example, a warrior could chop a wizard into a thousand pieces before they could get a spell out.


They also have access to blades that are passed down through their family lineage, giving them the possibility of utilizing small amounts of magic as well.
 
I don't know, it's like during combat what idiotic wizard would allow a warrior to get so close. Though they're physically stronger and faster you still gotta take into effect the bodacious-ness of a wizard's capabilities. In my opinion a playing field that would be level and actually make a wizard perceive a warrior as a threat is to make them immune to "direct" magical assaults. Just my opinion and I'm hoping you understand the quoted direct.
 
Yes, I understand what you're saying, and I'll take it into account. However; I'm simply following the setup in the books, and wizards do have the upper hand, they're the "rulers" among the Weir. They're known for being snooty and self-centered. Besides that, there won't be a large amount of direct confrontation, it's more aimed towards political battles. For example, if a Rose member was to attack a warrior, the other side would make a move against them. So in other words, fights are mostly kept under the radar, as magic has to be kept from being discovered by Anaweir. A wizard couldn't go around flinging magic, but a Warrior could punt him/her to next week without revealing anything. Plus, not all wizards can control of their magic. 
Hope that explains c: 
Oh, and wizards are highly susceptible to Enchanter's magic c:
 
Cool, I'm glad. c: 
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Name: Vlad Niklas


Age: 17


Gender: Male


Personality/Bio: Vlad was born into the pinnacle of the Raven’s Gyhll’s power, his mother being the one who passed the enchanter’s gifts on to him. His mother still resides in Raven’s Gyhll, acting on her desire to protect her family by working for a wizard, acting as a pawn, and using her gifts in the politics game. Many cities over, Vlad lives with his father, an Anaweir, and keeps in contact with his mother via telephone. Currently a high school attendee, he enjoys manipulating his Anaweir classmates to become an idol. At this point, his intensions aren’t malignant; he’s simply having fun. He’s friendly and carefree, never meeting another Weir in the lifetime of his memory. He does think he’s above everyone because of this, he assumes his powers are special despite knowing others like him exist. To keep up his outward appearances, he hosts parties and goes a bit wild, taking full advantage of being young and careless.


It’s for this reason that his mind magic could be detected by Wizards if he attempted to use it, as he hasn’t mastered the skill of subtlety. He considers meeting new people a hobby of his, and finds others fascinating. It wouldn’t be unusual for him to strike up a conversation with a random bystander, his friendliness being a bit much at times. Just because he’s extroverted, doesn’t mean he’s particularly open about himself, as he doesn’t truly know himself.


Not in a wishy-washy way, but in a sense of “what do I want to do with my life”. For this reason, he’s easily tricked by strangers into changing his views or stance.


-more will likely be added later-


Faction: Enchanter.


Understanding of Abilities: He was raised with knowledge of the Weir and Anaweir, so he’s been developing his Enchanter magic since a young age.
 
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Name: Lucem Tenebris


Age: 15


Gender: Male


Personality: Lucem was a very happy and kind as a child, but a past experience made his personality change completely. Lucem avoids human contact as much as possible and often refuses to speak. However, when he does speak, his voice always sounds emotionless and is coupled with the constant blank expression on his face. If you can somehow manage to work your way into his heart, he is extremely kind and loyal, while being unnaturally selfless. He despises violence, but is incredibly strong when forced into battle.


Bio: Lucem was very happy, as he grew up with two loving parents. With a two warrior parents, he showed natural ability for combat, but he didn't care too much for fighting. Lucem's entire world was turned upside down, a group of hooded beings broke into his secluded household. His parents tried to defend him to the best of their ability, but they were overwhelmed by the number of intruders. It was at this point that the worst part in Lucem's life began. One particular member of the intruders cast some weird spell over his parents and they soon charged at him with bloolust. Lucem ran as fast as possible, but could not outrun two grown warriors. Left with no other option, he picked up a sword from his father's armory and manages to cut down both of his parents. Lucem was eventually taken by the hooded group, after he fainted from the trauma. On the first day he was taken to their base, he was subjected to a very painful experiment, where a certain stone was implanted into his body. These experiments continued for 5 painful years, until he manged to escape, after killing his captors at the age of 10. The last thing he saw that night, was a rose on one of their bodies. He returned home only once to pay respects to his parents and obtain the family swords from both his parents, one white as snow and the other black as night. Since that day, Lucem has wandered for 5 years. Training educating himself, and getting stronger, while trying to figure out the mysteries from 5 years ago.


Faction: Warior/Wizard


Understanding of abilities: By having two warrior parents, Lucem has been extremely skilled in battle since his youth an has been improving on combat since his escape from captivity. Since learning the effects of the stone implanted into him, Lucem has also grown adept in magic. He uses magic to pass off as a wizard, in order to keep his identity a secret. Besides fighting with blades and magic, Lucem also has developed a keen eye for marksmanship, to the point of being able to use two guns at once. His intelligence is also very high from being self-taught, which has made him into a great strategist.
 
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Name: Guise Lucerne


Age: 17 {Posing as and is currently going to school with Vlad.}


Fraction: Warrior{Perhaps, I'm not quite sure yet.}


Vagabond, ruffian, even a problematic child; all these words and more described the young boy known as Ag'near Shadai, a name which Guise is disgusted with, words who's very meaning echoed with his lowly start.


Shadai was forced into slavery by his own parents at the tender age of eight, he was subject to all forms of abuse both physical and not, because of this Ag'neir developed an utterly pessimistic and pragmatic outlook on life. He viewed the worlds a hateful place where every-one exploits every-one else, unless they are too weak to do so; to survive, one must possess the power to exploit others and have the ruthlessNess to do so with-out allowing emotions to encumber you.


This betrayal was enough to put a block on Ag'neir's emotions, making the boy hide from the world by a sheer mental wall of anger and cynicism.


In Europe he was taken in by the thieve's guild ruled by Hersh Lynn Lucerne a man incapable of baring a child and desperately sought to leave a heir. Hersh orchestrated the birth of Guise Lucerne and taught the young male tricks of the trade, teaching him the basics of fighting and helping him master stealth. As Guise/Ag'neir practiced, he flourished becoming one of the most efficient and infamous assassins in Europe and quite possibly the world.


Guise is a professional and always has an air of control about him. Every move he makes or word he speaks is calculated to achieve a desired effect. He never allows emotions or the circumstances, no matter how dire, to master him and despises serving other individuals. He values his independence highly (and of course, trusts virtually no one) and tends to view serving another as little better than being a slave to that person.


More than anything, Guise is an opportunist. His wealth is considerable, but official station in his family infrastructure means nothing to him. Guise deliberately cultivates an air of mystery about himself, keeping his actions unpredictable so that even his closest advisors in Devillion are often kept off-balance and guessing as to his next move. Predictability allows individuals to study a potential opponent, note their apparent strengths and weaknesses, and plan accordingly; thus, unpredictability is a great asset. Guise is always willing to engage in a deal that is beneficial to both sides (of course, he has been known to double-cross his partners, although that is often because they were planning to double-cross him first.) Guise understands that information is power, especially in a city like ---, where schemes, intrigue and secrecy are paramount, as others are forced to improvise, rather than plan ahead, when dealing with him.


He enjoys manipulating circumstances to generate chaos and see what happens, often viewing everything as a game (at times, he can be rather cold regarding the lives of those he manipulates as pawns in his games.)

 

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I couldn't tell if the appearance was visible or not, so I'm just going to post it here in case.

 

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Yes, I absolutely love/appreciate the detail you put into it. Very well thought out. c:


It's also nice that he goes to the same school, so it'll be easier to make connections. I could see Vlad and Guise having little struggles for power. xP
 
What school are both characters attending and where is it located? I'm considering having Lucem enter.
 
Absolutely. The only reason he's there is because you are, I'm not quite sure what his purpose is though. He's the type that probably arranged for you to go to the school somehow anyways.
 
The location is a bit undecided, maybe somewhere around Oregon or something? A fairly small town. What do you think, Negru? c:


 
Actually scratch that, somewhere in the UK would be better.
 
Lucem, I'm not quite sure where it's located myself but I'm kinda already seeing something epic in my mind and for things to actually work and be genuinely interesting you're probably gonna have to fall under one of our characters. This is just a suggestion though an idea persay.
 

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