Post by Eloell on Jul 20, 2022 13:23:09 GMT -5
MAGIC IN NEVERMERE
The strain of magic found in Nevermere rests in the bosom of the women; every woman born of Nevermere blood is a witch. The magic they are capable of varies in potency and malevolence, and their competence is a result of both natural talent and intentional training. Some witches advance their magic through military involvement, while non-military witches may join a coven to continue their study after their mandatory training is complete. Covens are groups of witches committed to the study of a particular form of magic. Each coven is headed by an elder witch.
The witches of Nevermere are able to practice 4 types of magic: curses, potions, incantations, and summons. They draw on a chaotic magical energy from a dark realm, resulting in witches that practice magic possessing alignments that fall on the neutral-evil end of the scale. It has also, historically, has tainted the color of their hair, causing all witches to be dark-haired--and, consequently, all people of Nevermere.
To cast their magic, witches must chant words. Until they begin chanting, they do not feel connected to the magic source. Upon beginning a chant, however, it is as if their souls dip into a river of wild darkness and they are equipped with the ability to do their magic. Using this magic is a constant push and pull, a wrestling with unnatural forces to maintain dominance. Because of the nature of the source of their power, spells cast by witches are always of a destructive nature, with the exception of chants that mix with potion ingredients.
CURSES
Curses are utterances intended to inflict supernatural punishment upon someone or something. Witches may invoke dark forces to exact specific or unspecific outcomes upon that which they target. More powerful and long-lasting curses require ingredients and ritual, but short-lived curses can be cast relatively easily. Curses are never used to help or to protect their targets; their nature is to break down and destroy. * At this time, characters may only cast short-lived curses; long-lasting curses may be done by admin approval. Short curses last 24 hrs max. Only 1 curse may be cast per thread.POTIONS
Potions are chemical concoctions sealed with a chant that require a variety of ingredients, especially herbs and dark materials (such as blood, hair, teeth, etc.), that produce liquids with supernatural abilities. Potions may do anything from healing sicknesses, to transforming bodies, to inspiring love. There is no known concoction that can produce immediate death, nor any that can revive the dead. * Characters do not have the resources to mass produce potions. Potions that are found in the Library of Potions and are public knowledge may be used without reserve, but any character-made potion that will show up in combat or alter the course of a plot must be submitted to me via DM for approval.INCANTATIONS
Spell casting used with the sole intention of destroying, incantations are utterances that draw on the chaos of the dark magic in order to attack a target. Incantations by witches typically either involve fire or blasts of unseen energy, always originating from the direction of the witch, and always aggressive and meant to destroy in nature. * Incantations are not sudden killers; they are physical attacks that take many different forms.SUMMONS
All witches have the ability to summon creatures from this dark realm. The summoning requires a sacrifice of some kind, as well as words; the larger the sacrifice, the more powerful the creature summoned. When the creature comes to the earth it is to do the witch's bidding. It remains until it is returned by the witch that summoned it, destroyed (at which point it returns to its realm), or in the event that it leaves the proximity of the witch that summoned it and thus has no ties keeping it to this realm. Creatures summoned by witches are not beautiful, valiant things; they are damned and horrifying, sometimes tricksters, and often loath to do the will of the witch that summoned it. * Only one creature per witch can be summoned at a time. Small creatures may be summoned within the same post, but medium sized creatures require a chanting post before they are summoned. Large creatures require two chanting posts before they can be summoned.THE CURSE OF QUEEN SARILLA
For as long as Nevermere has been around, it was only the women who possessed magical abilities. The men were simply normal humans. When Julius Rainecourt (III) usurped the throne, the second wife of the murdered king sacrificed herself while pronouncing a great curse upon the kingdom. She cursed the land with darkness, and she cursed the men by binding them to creatures from the dark realm. This was her way of trying to ruin the kingdom that had been taken from her husband, a parting gift to the women of Nevermere to help empower them, and a secretly woven initiative to help her banished son reclaim his throne one day. Nevermere, even when the sun is out, is a kingdom of shadows. The sky is constantly overcast, and the shadows throughout the land seem taller and darker than average.
Every man born of a witch of Nevermere following the curse of Sarilla is cursed with a werewolf form (aka 29 or younger). This wolf-like beast can stand on two legs and possesses a ravenous mind of its own. The curse is dormant in the men, and nothing can activate it except a witch. When a witch activates a man's curse, she becomes the master of that werewolf, the only one that can control the werewolf, which she does by imposing her will upon him. It is a mental battle to wrestle the will of the wolf and requires intense concentration in order to keep the beast's raging instincts from taking him over. The personality and memories of the man are lost when in this form, dominated instead by the beast. The werewolf transforms back into his human form when the witch wills it, or when he loses consciousness, either by force or through sleep. What transpired in his werewolf form is not remembered.
Julius regulated the turning of men into beasts in two ways. The first is that only witches in the military who are a part of the witch-paired program are taught how to activate the curse. The second is that he created a law that made the practice legal only in the context of training or life or death situations. Any witch who turns a man for her personal gain or sick pleasure will face years in prison, and potentially death.
Most werewolves are either brown, black, or grey, with the occasional white. Their eyes can be any color. They possess the strength of ten men, and the speed and a half of a wolf (when running on all fours). When standing on their back legs they are 8-10 feet tall. There are no specific elements (such as silver or wolfsbane) that they are especially susceptible to; any object can hurt them, and they do not regenerate.
Please reference the following links to get a picture of what the werewolves look like:
Example 1
Example 2
Example 3
* In your application for males of Nevermere, please describe your character's werewolf form appearance under 'Magic'. Please also notice that this werewolf form is not a part of them when they are a man; do not base your male Nevermereans around having a form the witch can turn them into. Remember that it is a curse and can be broken.