Age: 17
Height: 6'2 (189 cm)
Weight: 203lbs (14.5 stone)
Hair colour: Black with a white patch (originally black)
Eye colour: Brown
Level: 65
Age: 28
Height: 6'5 (198 cm)
Weight: 224lbs (16 stone)
Hair colour: White
Eye colour: Red
Level: 295
Feda is pronounced Fay-Dar to rhyme with radar and could be mistaken for saying 'fader.'
Feda has dark olive skin due to his Middle Eastern descent. As an adult, his magical nature has expressed itself through white hair (which he hates) and red eyes (which he thinks are awesome). As a teenager only a patch of hair is white, shrinking as a curse advances, and his eyes are a light brown. Although muscular he cuts a fairly trim figure, but is a bit bulkier as a teen.
When red, his eyes can glow. At 18 they did so constantly, but he worked out how to switch it off by 28. When containing a greater concentrations of magic than normal, his sclera turn black. If he holds more than his body can handle his flesh and blood turn transparent, giving the appearance of a skeleton with hair. This is generally a short term look.
When not purposefully avoiding it, he speaks with a lower class Essex accent (Essex the English county).
Setting:
Feda's world runs on RPG mechanics, of which he is aware. In the ancient past magic was sealed from the world. This freed normal humans from the control of Mages, humans that possess the power to use magic for various ends.
A short time before Feda was born magic began to trickle back into the world in limited amounts, and when he was eight he had his magic forcibly activated despite the seal, in exchange for being cursed with only ten years to live. He spent the next nine years controlling a large territory using violent means. At seventeen he fought, lost to, then joined a party of fellow Mages. Amongst other things he got his curse lifted and at the end of an adventure the party released the seal entirely to prevent it being controlled by a malevolent group. Earth became larger and magic, alongside mythological creatures, reappeared in their totality. Feda became an adventurer in this newly chaotic world and ten years later rejoined the same party to combat two extreme groups that believed they had a right to rule the world.
Personality:
At both ages, for the most part, Feda acts the cocky jerk with an attempt at roguish charm, hitting on every woman he meets. The differences between the two ages mostly lay in how much he means it.
As a teen, he is distinctly antisocial and is attempting to repel people from him by being an obnoxious little shit. He presents himself an abusive jerk to men and a shameless lech to women. As an adult, he is more a jerk with a heart of...well, not quite gold, but something nice. Having worked out some of his more gruesome issues (such as desires to torture and murder his fellow Mages) and grown up a bit, the adult Feda is calmer and more concerned for people around him. That said he is still kind of a scumbag with very little sense of commitment outside of his work as a freelance adventurer. The difference between them is that his younger self would burn bridges as thoroughly as possible, whilst his older incarnation just drifts away to slink back later.
He's quick witted but not very knowledgeable, mostly having a lot of practical and physical skills but incapable of various tasks because he lacks common knowledge. For example, he has the intellect to be capable of doing complicated mathematics easily, but because he never learned the method he can't even do long division.
At times he has a vicious temper and goes literally berserk if pushed too hard. He's usually fairly laid back, but forcing him into introspection about his own failings tends to involve him throwing a tantrum.
A point in time has Feda acting considerably differently: 18 year old Feda, just after his curse is lifted, acts creepily cheerful and pleasant for a brief period. His attempts to be a kinder person are exaggerated to the extreme, without any sort of experience with being anything but a jerk. It's weird and off putting, but he soon cracks and acts much more naturally, but still much kinder and more considerate than either his 17 or (outwardly at least) 28 year old self. He seems quite subdued, instead of his usual larger than life presentation.
Like all Mages, as he levelled up Feda's intellect expanded. In his particular case his super human intelligence is focused squarely on languages. He learns them illogically fast and as an adult can speak many that the average human couldn't understand let alone say. At seventeen he knows bits and pieces of a handful of languages but is fluent in English, Pushtu, German, Japanese, Chinese and Italian. As an adult, he can speak the entire library of human languages, as well as several inhuman ones, including Elven, Fairy, three variations of Giant, Undercommon, Hellish and Sea-Speak.
Clothing:
As a teen Feda doesn't wear anything too out of the ordinary for casual wear, with a preference for dark colours. He usually wears jeans and a shirt, usually unbuttoned a bit too low to look cool (but he totally thinks it does). When performing Mage work, he wears more unusual clothing; his default gear is a leather biker outfit, a combined black hood and scarf worn with the jacket, the words 'NOT BLOODY LIKELY' written on his left arm, back and right arm respectively. Often he wears a skull themed biker helmet, with a hinge that opens downwards to imitate a jaw's movements. Otherwise he is often dressed in homage to slasher movie villains.
A drawing of 18 year old Feda as drawn by the skilled Z-Raid.
As an adult, and with the rise of Mage culture, Feda dresses more eccentrically. He wears no shirt at most times, wearing a fur trimmed leather long coat with thick hand guards worked into the wrists. He uses a rosary of wooden skulls as a belt for leather trousers. His boots are designed to have a skull motif, teeth at the front. The message of 'NOT BLOODY LIKELY' has changed slightly, now NOT BLOODY down his left arm and LIKELY down the right.
So basically he never had any fashion sense.
( Read more... )
World Building- History and Society
Geography
The planet which the story is set is quite similar to Earth, but is quite a bit bigger with several additional continents. The human population is close to ten billion. Most countries of the real Earth have an equivalent. In general places are named after famous people from our world that had something to do with that equivalent location. This is entirely a stylistic choice.
When magic is sealed, the world is about one and a half times the size of Earth. When magic is unsealed, the planet is about four times the size of Earth, with numerous locations that cannot possibly exist without the assistance of magic. In either case, gravity is no different to the real world. When magic is unsealed, the world is constantly expanding at a slow rate.
Ancient History
Magic has been in existence since the Stone Age, in a primitive form. Proto-Mages emerged in a single tribe. Possessing power that made them near invincible in a world where they were the only ones with magic, the Primordial Age began as they separated, took control of various other tribes and spread huge amounts of unregulated magic around the world that lead to the creation of the first mystical creatures. In a hundred years, the planet was covered in magic. Several of the Proto-Mages succeeded in transcending their physical limits and became the first of the Earth Bound Gods, entirely by accident.
The Primordial Age gave way to the Mage Age once society developed. Mages, aggressive and territorial, began to war against one another, becoming the undisputed rulers of humankind and the world. Without any exception, all nations and societies were completely ruled by a small number of Mages. Typically less than a hundred Mages could easily dominate tens of millions of humans. Every generation or so the world was plunged into a new war between the ruling Mages, often for no reason more than a desire for domination or to prove their superiority. Although not always tyrants, all Mage rulers were dictators. Although not always mistreated, all humans were property. The unrestrained magic released into the world continually added land, sea and sky, containing entities emerging from the imaginations of mankind.
This age lasted for several hundred thousand years. Uncountable wars were fought. Although the world underwent numerous revolutions, exchanging rulers and nations shifting control, it still ultimately remained the same. Mages developed and refined themselves, only ensuring more devastation from their actions.
The Mage Age ended thanks to two siblings, the twin siblings of the current most powerful Mage in the world. The common belief was that their battle for supremacy between one another somehow damaged reality, erasing magic from the world. All Mages became ordinary humans, the world shrunk and all the dictators of the world were suddenly powerless. In truth, the siblings had come together to seal magic for a specific purpose. The last surviving original Earth Bound God, named Solomon, gaining a share of that original magic that had propagated with the death of its peers, had intended to destroy the world and start again. Creating the Seal on Earth, the Seal on Heaven and the Seal on Hell, the Solomon was locked away, and with it all magic.
Thus began the Human Age. The cultural leaders of all the remaining humans gathered and it was decided. Countries and races united together, without prejudice or old grudges that had been caused by their Mage rulers. Three thousand years of peace began. Not a single war was waged in that time. Although nations continued to exist, they were only of cultural and geographic significance as a global government was established; the Human Union.
The world was however not completely devoid of magic. A group of exceptionally powerful Mages, lead by one of the siblings that had sealed magic, succeeded in secluding themselves in a valley that was not affected by the seals. Suchandra, the only remaining Mage nation, was a secret to the world but magic itself was certainly not forgotten.
Modern History
In the year HA (Human Age) 2962 the current Queen of Suchandra began a plan to restore magic to the world, to allow Mages to take their rightful place as the rulers of humanity under one, singular monarch. Due to her own astounding magical power, when she stepped outside of the valley the sudden increase on what the seal needed to suppress caused a crack within it. She had critically wounded herself in the process, but the seal now allowed Mages of Suchandra (excluding herself) to walk the human world, with greatly reduced power. Each one was sent out to find sealed Mages, especially ones likely to be violent, and activate their power. Usually they were then left to their own devices, because the goal was not presently unification but finding the Seal of Earth. Whenever magic was used, the seal would work to prevent it and draw the magic to itself. With the crack, there was a middle ground it could not suppress. It could still prevent Mages from naturally gaining their powers in the first place, and it could place a cap on the power any Mage could have, but between those two points it was useless.
By the time of HA 2985, the Queen was dead, but left behind a son. His fate was planned by the Queen; his incredible power would be split into seven bodies, his rainbow coloured soul being separated into a single colour each. The seven would each be sent to experience different lives to learn how best to rule. Cloning seven bodies, the process went awry. The original child retained fifty percent of the impossibly enormous power, resulting in eight princes; seven of roughly seven percent of the power and one with half. The plan continued, with the seven 'brothers' sent out into the world and the 'original' remaining in the Valley.
The plan proceeded with minimal complications. The activated Mages organized themselves in a sense, remaining hidden for the sake of convenience but battling each other for the right to control territory. However, they were unable to go completely unnoticed and the International Sorcery Control Commission was formed in secret. ISCC (pronounced 'ice') was founded by George Brussels, the first Mage to actively work for the Human Union.
In the year HA 2999, the city of Elphinstone was discerned to likely house the Seal on Earth. This city happened to be the one Feda had been ruling singularly for the past ten years. Over the course of the year, eight Mages united and protected the city as they unravelled the mystery of the plot to control the seal. A short while into HA 3000 the eight Mages, including Feda as the final member, prevented the seal from falling into the wrong hands by having the leader of the group absorb it into their body. The eight experienced a retaliation in the form of gigantic meteor that contained a supremely powerful monster, which they successfully and publicly destroyed before it could destroy the city. That marked the beginning of the New Mage Age (NMA).
Over the following ten years, ISCC went public and began to regulate the magical side of the world as a part of the Human Union. Roughly 30% of the world's population were now Mages or Human Type Monsters, with numerous long ago sealed locations emerging and containing some beings that had been in a state of stasis for three thousand years.
The original party of eight Mages had gone their separate ways over those ten years, but were once again drawn into the schemes of the Mages from Suchandra. Now split into two factions, the Black Crown lead by the seven brothers and the White Crown lead by the original, the two groups were simultaneously searching for the Seal of Hell, the Seal of Heaven and the Mage that had the Seal of Earth, whilst working to further their goals of world domination by manipulating the masses via hidden schemes. The leader of the original party, working for the ISCC, was made the head of the a task force to curtail the two Crowns. Along the way recruiting many to the cause, the original members of their party were picked up again one by one.
Over the course of a year, they successfully defeated both the White and Black crowns, despite huge setbacks such as ISCC's collapse when its founder converted to the Black Crown. Becoming the Human's Crown, the leader of the party lead them to victory even against the almighty true form of the crowns, having recombined after their defeat. In that battle, the seven supporters died to complete their tasks, leaving the leader alone to seal Solomon away again on the moon. The leader remained on the moon, to be a distant guardian.
The planet which the story is set is quite similar to Earth, but is quite a bit bigger with several additional continents. The human population is close to ten billion. Most countries of the real Earth have an equivalent. In general places are named after famous people from our world that had something to do with that equivalent location. This is entirely a stylistic choice.
When magic is sealed, the world is about one and a half times the size of Earth. When magic is unsealed, the planet is about four times the size of Earth, with numerous locations that cannot possibly exist without the assistance of magic. In either case, gravity is no different to the real world. When magic is unsealed, the world is constantly expanding at a slow rate.
Ancient History
Magic has been in existence since the Stone Age, in a primitive form. Proto-Mages emerged in a single tribe. Possessing power that made them near invincible in a world where they were the only ones with magic, the Primordial Age began as they separated, took control of various other tribes and spread huge amounts of unregulated magic around the world that lead to the creation of the first mystical creatures. In a hundred years, the planet was covered in magic. Several of the Proto-Mages succeeded in transcending their physical limits and became the first of the Earth Bound Gods, entirely by accident.
The Primordial Age gave way to the Mage Age once society developed. Mages, aggressive and territorial, began to war against one another, becoming the undisputed rulers of humankind and the world. Without any exception, all nations and societies were completely ruled by a small number of Mages. Typically less than a hundred Mages could easily dominate tens of millions of humans. Every generation or so the world was plunged into a new war between the ruling Mages, often for no reason more than a desire for domination or to prove their superiority. Although not always tyrants, all Mage rulers were dictators. Although not always mistreated, all humans were property. The unrestrained magic released into the world continually added land, sea and sky, containing entities emerging from the imaginations of mankind.
This age lasted for several hundred thousand years. Uncountable wars were fought. Although the world underwent numerous revolutions, exchanging rulers and nations shifting control, it still ultimately remained the same. Mages developed and refined themselves, only ensuring more devastation from their actions.
The Mage Age ended thanks to two siblings, the twin siblings of the current most powerful Mage in the world. The common belief was that their battle for supremacy between one another somehow damaged reality, erasing magic from the world. All Mages became ordinary humans, the world shrunk and all the dictators of the world were suddenly powerless. In truth, the siblings had come together to seal magic for a specific purpose. The last surviving original Earth Bound God, named Solomon, gaining a share of that original magic that had propagated with the death of its peers, had intended to destroy the world and start again. Creating the Seal on Earth, the Seal on Heaven and the Seal on Hell, the Solomon was locked away, and with it all magic.
Thus began the Human Age. The cultural leaders of all the remaining humans gathered and it was decided. Countries and races united together, without prejudice or old grudges that had been caused by their Mage rulers. Three thousand years of peace began. Not a single war was waged in that time. Although nations continued to exist, they were only of cultural and geographic significance as a global government was established; the Human Union.
The world was however not completely devoid of magic. A group of exceptionally powerful Mages, lead by one of the siblings that had sealed magic, succeeded in secluding themselves in a valley that was not affected by the seals. Suchandra, the only remaining Mage nation, was a secret to the world but magic itself was certainly not forgotten.
Modern History
In the year HA (Human Age) 2962 the current Queen of Suchandra began a plan to restore magic to the world, to allow Mages to take their rightful place as the rulers of humanity under one, singular monarch. Due to her own astounding magical power, when she stepped outside of the valley the sudden increase on what the seal needed to suppress caused a crack within it. She had critically wounded herself in the process, but the seal now allowed Mages of Suchandra (excluding herself) to walk the human world, with greatly reduced power. Each one was sent out to find sealed Mages, especially ones likely to be violent, and activate their power. Usually they were then left to their own devices, because the goal was not presently unification but finding the Seal of Earth. Whenever magic was used, the seal would work to prevent it and draw the magic to itself. With the crack, there was a middle ground it could not suppress. It could still prevent Mages from naturally gaining their powers in the first place, and it could place a cap on the power any Mage could have, but between those two points it was useless.
By the time of HA 2985, the Queen was dead, but left behind a son. His fate was planned by the Queen; his incredible power would be split into seven bodies, his rainbow coloured soul being separated into a single colour each. The seven would each be sent to experience different lives to learn how best to rule. Cloning seven bodies, the process went awry. The original child retained fifty percent of the impossibly enormous power, resulting in eight princes; seven of roughly seven percent of the power and one with half. The plan continued, with the seven 'brothers' sent out into the world and the 'original' remaining in the Valley.
The plan proceeded with minimal complications. The activated Mages organized themselves in a sense, remaining hidden for the sake of convenience but battling each other for the right to control territory. However, they were unable to go completely unnoticed and the International Sorcery Control Commission was formed in secret. ISCC (pronounced 'ice') was founded by George Brussels, the first Mage to actively work for the Human Union.
In the year HA 2999, the city of Elphinstone was discerned to likely house the Seal on Earth. This city happened to be the one Feda had been ruling singularly for the past ten years. Over the course of the year, eight Mages united and protected the city as they unravelled the mystery of the plot to control the seal. A short while into HA 3000 the eight Mages, including Feda as the final member, prevented the seal from falling into the wrong hands by having the leader of the group absorb it into their body. The eight experienced a retaliation in the form of gigantic meteor that contained a supremely powerful monster, which they successfully and publicly destroyed before it could destroy the city. That marked the beginning of the New Mage Age (NMA).
Over the following ten years, ISCC went public and began to regulate the magical side of the world as a part of the Human Union. Roughly 30% of the world's population were now Mages or Human Type Monsters, with numerous long ago sealed locations emerging and containing some beings that had been in a state of stasis for three thousand years.
The original party of eight Mages had gone their separate ways over those ten years, but were once again drawn into the schemes of the Mages from Suchandra. Now split into two factions, the Black Crown lead by the seven brothers and the White Crown lead by the original, the two groups were simultaneously searching for the Seal of Hell, the Seal of Heaven and the Mage that had the Seal of Earth, whilst working to further their goals of world domination by manipulating the masses via hidden schemes. The leader of the original party, working for the ISCC, was made the head of the a task force to curtail the two Crowns. Along the way recruiting many to the cause, the original members of their party were picked up again one by one.
Over the course of a year, they successfully defeated both the White and Black crowns, despite huge setbacks such as ISCC's collapse when its founder converted to the Black Crown. Becoming the Human's Crown, the leader of the party lead them to victory even against the almighty true form of the crowns, having recombined after their defeat. In that battle, the seven supporters died to complete their tasks, leaving the leader alone to seal Solomon away again on the moon. The leader remained on the moon, to be a distant guardian.
World Building - Mages
Mages and humans are not separate species, but Magehood is something which one is born with and not learned. However, for ease this outline will use the term human to refer to non-Mages. A coupling between two Mages will almost always produce another Mage, but will occasionally result in a human. The descendants of these humans of Mage ancestry may be born Mages, but humans with no Mage blood at all will not be born Mages.
All humans possess a soul, but only a Mage's soul will produce magic; this is where the Mage born humans come from. They either possess the physical differences and not a soul that generates Mage, or the reverse. Either way there is no natural way to become a Mage if one is not at birth, although if two Mage born humans of differing types work together there have been cases of successfully using magic between them. Artificial attempts have been made to create Mages, either through planting a soul into a suitable body or altering the body so the soul can be of use, but in the past few were successful and even then rarely for long.
Physical Differences.
Mages feature a number of universally shared physical differences compared to humans. Their hearts are all slightly larger than a human heart and possess four extra chambers. A number of unusual nerves form a cluster around the heart, then branch out to the rest of the body. These nerves carry magic throughout the body to support it and cause the physical power Mages possess. The number of the nerves is much higher in a Mage's hands, allowing spell casting using hand signs. Some Mages have nerves in the hands or the rest of the body in drastically unequal amounts, cementing them into spell casting or physical roles. The nerves are actually made from a gold like substance called Philosopher's Fortune. When a Mage dies or is decisively defeated, some or all of the metal gathers and forms into money by transmuting into whatever form of currency the victor uses. Thus the only way to get pure Philosopher's Fortune is to remove it from a live Mage who is still capable of fighting, or from one that has died of natural causes. As a Mage grows in strength the amount of Philosopher's Fortune in their body increases, eventually transforming internal organs into Philosopher's Fortune. When a Mage's blood runs gold, they are considered to be an ArchMage and have reached the limit of their development.
All Mages also have contextually exceptionally fast metabolisms. The more full their stomach and the more they need the affect, the faster they digest and utilize the energy in food. This allows them to use normal foodstuffs as medical items, the average Mage able to devour their own weight in food and perform months worth of healing immediately afterwards. However, as this is natural healing it cannot overcome cursed wounds or fix injuries beyond the human capacity to heal, such as organ failure or lost limbs.
Although all Mages have those traits, they often have unique abnormalities that are sometimes a reflection of their type of magic. Unusual hair, eye or skin colours or hair that enters into impossible styles are more common but others such as fangs, claws, horns etc occur. These do not imply a stronger or weaker Mage, merely one with a body more susceptible to change. Having such traits selectively bred is what created 'Human Type Monsters' such as elves, centaurs, dwarves, giants, mermaids, vampires etc.
Psychological Differences:
Although less pronounced in the modern age due to increased interbreeding with humans, there remains an innate difference between human and Mage thinking. To put it in simple terms the humans of this world are like herd animals, preferring to reach unanimous decisions and granting power to individuals through consenting to authority over them e.g. electing leaders but holding them responsible to the public. Mages on the other hand are more like pack animals, each one with an powerful sense of ambition where they all instinctively desire to be the 'alpha' and one of the few reliable ways to keep them in line is through having a particularly strong leader. The strength of their fixation with power is enough that it can confuse many ideas and instincts, causing Mages to often feel respect, attraction or affection for an individual they logically should hate.
In a lot of ways, Mages are more primitive than humans. They are territorial and preoccupied with power, with few being capable of overcoming their own ambitions to work together with others as equals. They are more egocentric than humans, but not necessarily arrogant. They just have trouble considering points of view other than their own unless forced to through superior force. Because of this Mages are typically very opinionated.
Compared to humans, almost all Mages seem quite eccentric with unusual ways of thinking. Whilst humans are often wary of standing out, Mages are more likely to want to attract attention to themselves. Certain traits of their personalities are often exaggerated, but not always in obviously attention seeking ways (a good example would be a Mage that is so shy they cover their face and therefore have people interested in what they look like).
Although these qualities are lessened when compared to the Mages of the past, they are often very apparent in the most successful Mages. Currently it is unknown if the traits are manifested as Mages grow in power and achievements or if as they accumulate strength because they possess such traits. Either way, it is a serious concern as to if humans and Mages can ever peacefully co-exist as equals.
All Mages experience pleasure from conflict. It is a fundamental part of themselves that cannot be overcome. However, this pleasure only occurs during the actual combat, and lingering a short time after, including a huge burst upon victory. A Mage can morally choose to be a pacifist or object to a particular battle, but when engaged they will still feel it. It's not unheard of for some Mages to become addicted to fighting, and some Mages that are gentle and kind outside of fights become wild and needlessly violent when excited by battle. Many struggle with this side of themselves, as it causes a subconscious association between violence and pleasure, especially with winning. In other words, encouraging picking on the weak.
Powers and Abilities:
Magic is an inexplicable force that Mages can manipulate to near endless effect. However, for a single individual to be capable of more than a handful of types of magic is exceptionally rare and only five individuals in all of history had the potential to learn any type. All Mages possess the ability to summon creatures and spirits that have pledged allegiance, through loyalty or intimidation, by using magic power to manifest them.
Mages are all born to a certain class of magic, decided with no input from themselves. Magic is not necessarily spell casting, but simply any effect which violates the natural laws of physics. As Mages level up they all gain superhuman physical abilities, but to what degree is massively diverse. Therefore a swordsman who uses magic to be superhumanly skilled with a blade is just as magical as a Mage that throws fireballs.
It is uncommon and difficult for a Mage to learn to operate outside of their original class, but far from impossible. Almost all of the most powerful or talented Mages succeed in one way or another, either to cover their weaknesses or amplify their original speciality. Some may cross-class unintentionally, sometimes through ignorance of what their original class actually is or does. Those who cross-class are capable of making use of the capabilities of their new class, but not in exactly the same manner as if it was their natural class. It is always somehow connected to their true nature. For example, if a Mage was originally a Pyromancer (a spell caster focused on using fire) and successfully cross-classed as a Knight, the Knight abilities they learned would naturally be inclined towards the use of fire, and they would gain a class title such as Fire Knight. To fully separate and still use two classes at once is exceedingly rare, but again not impossible and is a sign of a Mage of supreme talent. The step above that is to use processes from one class and apply them in another without mingling at all. Additionally, it is not unheard of for very skilled Mages to cross-class several times, each new class influenced by the original.
Though the maximum level they can reach varies wildly from Mage to Mage, even those considered average compared to others are vastly stronger than humans. It would take a mere handful of fully realised Mages, counting their summons, to conquer an entire modern country and keep it under their control by force.
All humans possess a soul, but only a Mage's soul will produce magic; this is where the Mage born humans come from. They either possess the physical differences and not a soul that generates Mage, or the reverse. Either way there is no natural way to become a Mage if one is not at birth, although if two Mage born humans of differing types work together there have been cases of successfully using magic between them. Artificial attempts have been made to create Mages, either through planting a soul into a suitable body or altering the body so the soul can be of use, but in the past few were successful and even then rarely for long.
Physical Differences.
Mages feature a number of universally shared physical differences compared to humans. Their hearts are all slightly larger than a human heart and possess four extra chambers. A number of unusual nerves form a cluster around the heart, then branch out to the rest of the body. These nerves carry magic throughout the body to support it and cause the physical power Mages possess. The number of the nerves is much higher in a Mage's hands, allowing spell casting using hand signs. Some Mages have nerves in the hands or the rest of the body in drastically unequal amounts, cementing them into spell casting or physical roles. The nerves are actually made from a gold like substance called Philosopher's Fortune. When a Mage dies or is decisively defeated, some or all of the metal gathers and forms into money by transmuting into whatever form of currency the victor uses. Thus the only way to get pure Philosopher's Fortune is to remove it from a live Mage who is still capable of fighting, or from one that has died of natural causes. As a Mage grows in strength the amount of Philosopher's Fortune in their body increases, eventually transforming internal organs into Philosopher's Fortune. When a Mage's blood runs gold, they are considered to be an ArchMage and have reached the limit of their development.
All Mages also have contextually exceptionally fast metabolisms. The more full their stomach and the more they need the affect, the faster they digest and utilize the energy in food. This allows them to use normal foodstuffs as medical items, the average Mage able to devour their own weight in food and perform months worth of healing immediately afterwards. However, as this is natural healing it cannot overcome cursed wounds or fix injuries beyond the human capacity to heal, such as organ failure or lost limbs.
Although all Mages have those traits, they often have unique abnormalities that are sometimes a reflection of their type of magic. Unusual hair, eye or skin colours or hair that enters into impossible styles are more common but others such as fangs, claws, horns etc occur. These do not imply a stronger or weaker Mage, merely one with a body more susceptible to change. Having such traits selectively bred is what created 'Human Type Monsters' such as elves, centaurs, dwarves, giants, mermaids, vampires etc.
Psychological Differences:
Although less pronounced in the modern age due to increased interbreeding with humans, there remains an innate difference between human and Mage thinking. To put it in simple terms the humans of this world are like herd animals, preferring to reach unanimous decisions and granting power to individuals through consenting to authority over them e.g. electing leaders but holding them responsible to the public. Mages on the other hand are more like pack animals, each one with an powerful sense of ambition where they all instinctively desire to be the 'alpha' and one of the few reliable ways to keep them in line is through having a particularly strong leader. The strength of their fixation with power is enough that it can confuse many ideas and instincts, causing Mages to often feel respect, attraction or affection for an individual they logically should hate.
In a lot of ways, Mages are more primitive than humans. They are territorial and preoccupied with power, with few being capable of overcoming their own ambitions to work together with others as equals. They are more egocentric than humans, but not necessarily arrogant. They just have trouble considering points of view other than their own unless forced to through superior force. Because of this Mages are typically very opinionated.
Compared to humans, almost all Mages seem quite eccentric with unusual ways of thinking. Whilst humans are often wary of standing out, Mages are more likely to want to attract attention to themselves. Certain traits of their personalities are often exaggerated, but not always in obviously attention seeking ways (a good example would be a Mage that is so shy they cover their face and therefore have people interested in what they look like).
Although these qualities are lessened when compared to the Mages of the past, they are often very apparent in the most successful Mages. Currently it is unknown if the traits are manifested as Mages grow in power and achievements or if as they accumulate strength because they possess such traits. Either way, it is a serious concern as to if humans and Mages can ever peacefully co-exist as equals.
All Mages experience pleasure from conflict. It is a fundamental part of themselves that cannot be overcome. However, this pleasure only occurs during the actual combat, and lingering a short time after, including a huge burst upon victory. A Mage can morally choose to be a pacifist or object to a particular battle, but when engaged they will still feel it. It's not unheard of for some Mages to become addicted to fighting, and some Mages that are gentle and kind outside of fights become wild and needlessly violent when excited by battle. Many struggle with this side of themselves, as it causes a subconscious association between violence and pleasure, especially with winning. In other words, encouraging picking on the weak.
Powers and Abilities:
Magic is an inexplicable force that Mages can manipulate to near endless effect. However, for a single individual to be capable of more than a handful of types of magic is exceptionally rare and only five individuals in all of history had the potential to learn any type. All Mages possess the ability to summon creatures and spirits that have pledged allegiance, through loyalty or intimidation, by using magic power to manifest them.
Mages are all born to a certain class of magic, decided with no input from themselves. Magic is not necessarily spell casting, but simply any effect which violates the natural laws of physics. As Mages level up they all gain superhuman physical abilities, but to what degree is massively diverse. Therefore a swordsman who uses magic to be superhumanly skilled with a blade is just as magical as a Mage that throws fireballs.
It is uncommon and difficult for a Mage to learn to operate outside of their original class, but far from impossible. Almost all of the most powerful or talented Mages succeed in one way or another, either to cover their weaknesses or amplify their original speciality. Some may cross-class unintentionally, sometimes through ignorance of what their original class actually is or does. Those who cross-class are capable of making use of the capabilities of their new class, but not in exactly the same manner as if it was their natural class. It is always somehow connected to their true nature. For example, if a Mage was originally a Pyromancer (a spell caster focused on using fire) and successfully cross-classed as a Knight, the Knight abilities they learned would naturally be inclined towards the use of fire, and they would gain a class title such as Fire Knight. To fully separate and still use two classes at once is exceedingly rare, but again not impossible and is a sign of a Mage of supreme talent. The step above that is to use processes from one class and apply them in another without mingling at all. Additionally, it is not unheard of for very skilled Mages to cross-class several times, each new class influenced by the original.
Though the maximum level they can reach varies wildly from Mage to Mage, even those considered average compared to others are vastly stronger than humans. It would take a mere handful of fully realised Mages, counting their summons, to conquer an entire modern country and keep it under their control by force.
Feda's Children
At age 18 Feda has one child. By 29 he has seventeen.
To prevent myself from becoming confused, I list them here with their ages and other notes.
Aharon Mattisoff
Son
10
Mother, Atalia Mattisoff
Human, Mage
Tuan Dang
Son
9
Mother, Bao Dang
Human, Mage
Edona Dragusha
Daughter
Mother, Elmira Dragusha
9
Dhampir
Indira Chatterjee
Daughter,
8
Mother, Nami Chatterjee
Human, Mage
Ixchel
Daughter,
8
Mother, Millaray
Centaur
Centaur produce full Centaur children regardless of parentage
Emerald IX Smaugson
Daughter
Mother, Emerald Smaugson VIII
7
Quarter Dragon, Mage
Lúthien Lossëhelin
Daughter
7
Mother, Eärlindë Lossëhelin
Half-Elf, Mage
Called Lucy by Feda
Chuck Walls
Son
6
Mother, Denise Walls
Human, Mage
Ahava Hou
Daughter
6
Mother, Michelle Hou
Human, Mage
The only child Feda named himself
C4 Blaze
Daughter
Mother, Dynamite Blaze
5
Half-Goblin
Called Cee-Cee by Feda
Brightly Starwater-Gandamak
Daughter
4
Mother, Cheerily Starwater
Half-Fairy
Bestell's cousin as well as her half-sister
Bestell Starwater
Daughter
4
Mother, Wonder Starwater
Half-Fairy, Mage
Brightly's cousin as well as her half-sister
Feda junior Smurg
Son
3
Mother, Vergen Smurg
Half-Ogre
Viktor Holston
Son
3
Mother, Alfhild Holtson
Half-Giant, Mage
Murdell Dolan
Son
2
Mother, Vanessa Dolan
Human, Mage
Electra
Daughter
Mother, Ozomene
1
Harpy
Harpies produce full Harpy children regardless of parentage
Husn Her-Em-Akhet
Daughter
Mother, Amunet Her-Em-Akhet
Less than 1
Sphinx
Sphinxes produce full Sphinx children regardless of parentage
To prevent myself from becoming confused, I list them here with their ages and other notes.
Aharon Mattisoff
Son
10
Mother, Atalia Mattisoff
Human, Mage
Tuan Dang
Son
9
Mother, Bao Dang
Human, Mage
Edona Dragusha
Daughter
Mother, Elmira Dragusha
9
Dhampir
Indira Chatterjee
Daughter,
8
Mother, Nami Chatterjee
Human, Mage
Ixchel
Daughter,
8
Mother, Millaray
Centaur
Centaur produce full Centaur children regardless of parentage
Emerald IX Smaugson
Daughter
Mother, Emerald Smaugson VIII
7
Quarter Dragon, Mage
Lúthien Lossëhelin
Daughter
7
Mother, Eärlindë Lossëhelin
Half-Elf, Mage
Called Lucy by Feda
Chuck Walls
Son
6
Mother, Denise Walls
Human, Mage
Ahava Hou
Daughter
6
Mother, Michelle Hou
Human, Mage
The only child Feda named himself
C4 Blaze
Daughter
Mother, Dynamite Blaze
5
Half-Goblin
Called Cee-Cee by Feda
Brightly Starwater-Gandamak
Daughter
4
Mother, Cheerily Starwater
Half-Fairy
Bestell's cousin as well as her half-sister
Bestell Starwater
Daughter
4
Mother, Wonder Starwater
Half-Fairy, Mage
Brightly's cousin as well as her half-sister
Feda junior Smurg
Son
3
Mother, Vergen Smurg
Half-Ogre
Viktor Holston
Son
3
Mother, Alfhild Holtson
Half-Giant, Mage
Murdell Dolan
Son
2
Mother, Vanessa Dolan
Human, Mage
Electra
Daughter
Mother, Ozomene
1
Harpy
Harpies produce full Harpy children regardless of parentage
Husn Her-Em-Akhet
Daughter
Mother, Amunet Her-Em-Akhet
Less than 1
Sphinx
Sphinxes produce full Sphinx children regardless of parentage
ABILITIES
Feda is a natural born mage, although one that had his magic artificially activated.
In universe, the term mage refers to anyone who possesses a soul that produces magical power and has the physical anomalies necessary for a human body to control magic. Mages do not actually have to be capable of spell casting and some are entirely unable (due to lack of the right physical components or the talent needed)to perform the intricate spell casting processes. However, magical power can still be manipulated in ways that offer powers without casting. Some types of magic grant specific abilities, that do not require spells to use. Mages are thus split into a myriad of classes, both spell casting and not.
Feda in particular is of a magical type capable of both spell casting and ability granting. However since he has absolutely zero magical training or knowledge, Feda is only capable of casting what are called spell like abilities; abilities which are formed without spell casting but through using magic for more direct means. Specialising in close range combat, Feda's strength, speed, endurance, senses and regenerative abilities are all super human. Whilst he was born with the ideal components to be a Necromancer, he has instead forcibly and unconsciously changed his class to Monk, resulting in a bizarre skill set known as Avenger.
All mages possess a 'fifth and a half sense', the ability to detect magic and magical entities through a existing sense. In Feda's case it is his sense of smell. It is thus very short ranged, difficult to use and requires focus, but delicate and excellent for tracking.
At this stage he has no long range attacks at all, and he has the shortest summoning distance of any 'player character'. However, he has some of the highest damaging strategies and can survive far more than the other party members. He is however, a 'slow burn' character who cannot show his true capabilities until late into a fight.
Feda has three weapon classes. Slashing, blunt and mirrors. Slashing weapons are the most damage heavy, but are most resisted by armour (with exceptions). Also of note is that they are specifically slashing weapons, meaning that whilst he uses knives it's of the machete and cleaver variety, as well as axes and chainsaws. Blunt arms are less damage inducing, but have advantages in that most forms of armour are less resistant and often cause knock back and stunning. Some offer special moves such as shock waves or equipment breaking. Some very mildly increase spell casting abilities. Mirrors are the lowest damage dealing by a huge amount, but have some useful attributes. They increase spell casting heftily, offering a large increase in MP for abilities and summoning. Often they possess traits that offer increases of stats for particular types of summons. To top it off, a number of Feda's best summons require a reflective surface to summon, which can be quite rare in certain environments. Feda can be taught skills that allow him to dual wield and to wield two handed weapons in one hand. He can combine the two to increase his damage dealing massively, at the cost of further protection. Many of his weapons are references to horror films and stories, in form or name. In particular the slashing weapons. He's also quite effective when fighting unarmed, capable of dealing decent damage (more than when using a mirror) and the bonus of having more potential actions per round.
Feda has little variety in armour, wearing only medium and light. He has a wide range of possible accessories, that offer a number of additional effects to his attacks, most of which are again references to horror stories. It's entirely possible to dress him up as Jason Vorhees or Freddy Kruger, as well as a couple of others. He can get an agility boost by wearing no armour at all.
( Read more... )
In universe, the term mage refers to anyone who possesses a soul that produces magical power and has the physical anomalies necessary for a human body to control magic. Mages do not actually have to be capable of spell casting and some are entirely unable (due to lack of the right physical components or the talent needed)to perform the intricate spell casting processes. However, magical power can still be manipulated in ways that offer powers without casting. Some types of magic grant specific abilities, that do not require spells to use. Mages are thus split into a myriad of classes, both spell casting and not.
Feda in particular is of a magical type capable of both spell casting and ability granting. However since he has absolutely zero magical training or knowledge, Feda is only capable of casting what are called spell like abilities; abilities which are formed without spell casting but through using magic for more direct means. Specialising in close range combat, Feda's strength, speed, endurance, senses and regenerative abilities are all super human. Whilst he was born with the ideal components to be a Necromancer, he has instead forcibly and unconsciously changed his class to Monk, resulting in a bizarre skill set known as Avenger.
All mages possess a 'fifth and a half sense', the ability to detect magic and magical entities through a existing sense. In Feda's case it is his sense of smell. It is thus very short ranged, difficult to use and requires focus, but delicate and excellent for tracking.
At this stage he has no long range attacks at all, and he has the shortest summoning distance of any 'player character'. However, he has some of the highest damaging strategies and can survive far more than the other party members. He is however, a 'slow burn' character who cannot show his true capabilities until late into a fight.
Feda has three weapon classes. Slashing, blunt and mirrors. Slashing weapons are the most damage heavy, but are most resisted by armour (with exceptions). Also of note is that they are specifically slashing weapons, meaning that whilst he uses knives it's of the machete and cleaver variety, as well as axes and chainsaws. Blunt arms are less damage inducing, but have advantages in that most forms of armour are less resistant and often cause knock back and stunning. Some offer special moves such as shock waves or equipment breaking. Some very mildly increase spell casting abilities. Mirrors are the lowest damage dealing by a huge amount, but have some useful attributes. They increase spell casting heftily, offering a large increase in MP for abilities and summoning. Often they possess traits that offer increases of stats for particular types of summons. To top it off, a number of Feda's best summons require a reflective surface to summon, which can be quite rare in certain environments. Feda can be taught skills that allow him to dual wield and to wield two handed weapons in one hand. He can combine the two to increase his damage dealing massively, at the cost of further protection. Many of his weapons are references to horror films and stories, in form or name. In particular the slashing weapons. He's also quite effective when fighting unarmed, capable of dealing decent damage (more than when using a mirror) and the bonus of having more potential actions per round.
Feda has little variety in armour, wearing only medium and light. He has a wide range of possible accessories, that offer a number of additional effects to his attacks, most of which are again references to horror stories. It's entirely possible to dress him up as Jason Vorhees or Freddy Kruger, as well as a couple of others. He can get an agility boost by wearing no armour at all.
( Read more... )