Hereās the worldbuilding for my OCs. Itās long and unfinished but I wanna post it
āSome are born great, some achieve greatness, and some have greatness thrust upon themā is the defining quote of the three magic systems. Those who possess magic of any kind are most commonly referred to as Sorcerers.
āSome are born greatā some gain magic due to genetics. Magic passed down this way tends to be show in early childhood, and itās characteristics and properties usually remain the same or very similar across holders. An example of this kind of magic would be a family who is capable of sensing and hunting down supernatural beings, each family member doing so using a method slightly different from the others (i.e. a mother who develops migraines near phantoms, and her son who can feel the presence of vampires). This type of magic can be given up with the help a skilled magician, however, the process tends to be extremely tedious, costly, and in some cases can have negative side effects such as pain and weakness in extremities. These sorcerers are referred to as Sorcerers of Blood.
āSome achieve greatnessā some gain magic by skill. Due to the nature of achieving this kind of magic, it is most commonly possessed by adults. However, it is not impossible for children or teenagers to possess this magic if they show enough dedication to one skill. This magic always works in a way which is most effectively used while practicing oneās skill, however, it stems directly from the user, and by no means from any took they use. An example of this would be a flutist with magic in his breath, and he uses it most effectively by playing music on his flute. This magic is easy to remove with the help of a skilled magician. These sorcerers are referred to as Sorcerers of Prowess.
āSome have greatness thrust upon themā some magic is developed directly from experiences of the sorcerer. It is most commonly from negative experiences, and is thought by some to be a response to trauma because of this. This magic can be gained at any age, and tends to vary wildly in presentation. An example of this could be a doctor who has a healing ability due to a near life-threatening illness earlier in their life. This type of magic cannot be removed, as it is normally tied directly to one organ. These sorcerers are referred to as Sorcerers of Anamnesis.
When magic is removed from a sorcerer, it needs a place to go. It is most common to place magic into an object, which then can be used by anyone who wishes to try it out. Objects that are used as vessels by sorcerers are called āArtifactsā. If someone is a Sorcerer of Blood, and has chosen to place it in an Artifact, their children are still likely to inherit magic as well.
TrƓnevide - Land of liberty. A land where the wind is always blowing, and the people should be free, but yet they are ruled by a tyrant. As tension grows, there is a rebellion festering, lead by a dame. Although deceased, her message lives on. (One can equate this land to France.)
Tantsevat - A land far north, and very cold. Known around the continent for their in-depth research and appliance of powers belonging to sorcerers. The Tantsevat Academy of Ballet is famous around the world for producing wonderful dancers, as well as teaching itās students admirable dedication, and how to use ballet should the day come they gain their own magic. Of every school on the continentās surface, this one churns out by far the most sorcerers at a whopping 40% of alumni being Sorcerers of Anamnesis. (One can equate this land to Russia.)
Venquista - A land full of wealth, and known for itās conquerers. (One can equate this land to a mix of pre- and post-colonial Mexico.)
Bellezza - A land of beauty. Many famous artisans were born in this region, and it is often considered the fashion capital of this continent. Theatrical performances originating from this region are often household names in many places, and the nature is famously beautiful. (One can equate this land to Italy.)
Duosciea - Famously called the Capital of Science, Duosciea is very famous for itās advances in the sciences, however, due to this, magic is often looked over and not well understood. There is often political and economic disputes in this region due to many different scientific organizations seeking funding from the Crown. Two good examples of this are the Buttress for the Invulnerability of Organic Nonhuman Ingenious Creations (B.I.O.N.I.C.) and the Organization for the Robotic Guarding and Aegis of the National Industrious Crown (O.R.G.A.N.I.C.). Though many other organizations try to appease the Queen of Duosciea, these two are particularly well-known due to the controversies surrounding alleged unethical experiments conducted by both groups. (One can equate this land to Great Britain.)
Opures - A land most famous for its lively port cities. Much trading takes place here and as such it has immense wealth, relying heavily on commerce. However, there are many underground issues caused by foreign interferences. (One can equate this land to China, Hong Kong, Macau, and Taiwan)
Tharmide - A land just across a large river from Duosciea. Tharmide has a very rich history, and is known for itās atmospheric architecture. Unfortunately, the river which tells the Tharmide-Duosciea border can be incredibly dangerous, especially in less-than-ideal weather conditions. It is common for young children to get lost and fall into the river, many of whom do not end up returning. (One can equate this land to Scotland.)
When enough people believe in one thing, a god-like being can form from this belief, referred to as a manifestation. The following are confirmed cases of manifestations.
- Manifestation of death (thought to be named Itzocoatl)
- Manifestation of time (thought to be named Aevum
- Manifestation of chaos (thought to be named Aridam)
- Manifestation of order (thought to be named Aarav)
- Manifestation of art (name not yet known)
- Manifestation of fertility (thought to be named Ava)
- Manifestations of the day and night sky, and of the moon and sun (names yet to be known)
- Manifestation of pestilence (thought to be named Malaise)
Manifestations are often accompanied by spirits which act as their servants. Spirits like this are typically born from animals or plants. Here is a list of the names of some of these spirits.
- Flora (tumbleweed) and Fauna (frog), servants of Ava
- Dog and snake spirits, servants of Itzocoatl
- Nicholas (donkey) servant of the Manifestation of Art
- Enza (bird), spirit of medicine and insubordinate servant to Malaise
Magical Conditions Separate from Sorcery
Vampirism - While uncommon, there are many reports of sightings of humanoid creatures with enlarged canines, red eyes, sharp ears, and abnormal physical capabilities despite sickly appearances. It is believed that vampirism is passed on by infected saliva making contact with the blood. Victims tend to become extremely ill before losing their pulse and consciousness for one night, regaining their consciousness in the morning. Vampires have heightened senses, minor shapeshifting abilities, and increased speed and durability. They tend to be weak to sunlight, garlic flowers, and religious memorabilia. Occasionally, oneās magical abilities can also repel vampires.
Spirits - Ghosts and other entities are a common belief across the continent. Typically, it is believed that those who die and are not properly buried according to their own will or customs do not pass on properly. Many describe this as though a loose thread on clothing has been caught on the door to the beyond. The most common answer to why this is is that many burials are designed to catch the attention of Itzocoatl, and that the spirit will go unnoticed and be stuck on Earth until he finds them. Other spirits are believed to accompany the manifestations, often behaving either as companions or servants.
Witches - It is important to clarify that witches are humans, unlike the other listed entities. What makes witches different from sorcerers is that, interestingly, witches gain magic from studying the magic itself, rather than honing their skills in separate fields like an average Sorcerer of Prowess. It is not fully understood how this works, or how people begin on a path wherein one is unable to actually use or try to use the skill, but some manage to become Sorcerers of Prowess by unknown methods, and are called (both by themselves and derogatorily) witches.
Rakshasas and Asuras - Rather uncommon creatures which mostly appear during the events of destruction caused by the manifestations of chaos and order. They are typically violent and have tendencies to eat humans, though itās not much of a concern due to their sparse visits to the physical realm. They possess supernatural magic (including maya, or illusion/shapeshifting). They are rather monstrous with large claws and fangs, and much like vampires, enjoy drinking blood. However, not all are necessarily malevolent.