[Hider=Errowy's Magic]Untethered Magic - Magic in its rawest form, it can infect humans, animals and insects causing them to mutate into abominations. The Untethered magic causes all of its creations to gather in large packs. They hunger for those who haven’t been twisted and constantly search to devour the less beings. The Abominations can not comprehend human thought. No one knows how the Untethered magic’s influence spreads, but those who live closest to densely populated areas are the safest with very rare cases appearing. Born Magic - Certain Denizens of the Lands were born with the ability to control and harness magic in certain ways. Magic manifests in a single ability, some are born with the ability to cast bolts of magic, others can control the elements, and few can bend others to their will, some can enhance their own body or craft beautiful objects with magical properties. They have a multitude of abilities that can range from the mundane to the extraordinary. Restricted Magic - At birth denizens can have their fore-head marked with an ancient and powerful spell which grants them an extremely limited use of magic. They can only recite spells from large tombs. The mark remains on their head for the duration of their life. Blooded Magic - Those who were unfortunate enough to not be blessed with magic of any sort. Can attempt to become infused with raw untethered magic. it can require hundreds of sacrifices of close people, animals, belongings known acquaintances. The magic is very strong but comes at a high price it can consume ones body leaving nothing or it can slowly mutate the user. Each use requires a small blood token to initiate the magic. [/hider] [hider=Errowy's politics]In the kingdom of Errowy, Born Mages are the nobles, no matter who their parentage is. When a trace of magic is found they’re plucked from their peasant home and raised in the noble houses. And vice versa, if a non-born mage is born they’re whisked off too a peasant's home, or orphanage. The high born rule Errowy with a magic fist. The kingdom is divided into several house of varying size and power. Each Lord answers to the king, but is otherwise free to rule the lands as they sees fit. Each lord will go to the kings court to settle disputes, advice on Laws the kings making. [/hider] Rules 1. I have final say 2. Don’t argue 3. Try to follow the setting 4. Don’t overpower your kingdom The year is 1008 After Founding the number of Born Mages has decreased over the last thirty years leaving the noble houses with few heirs and even fewer leaders. Blooded magic has increased tenfold, and the Rune mages have been being mysteriously killed. The abominations have been increased slowly over the years making the roads very dangerous. King Ryelds Has been ruling for the last thirty five years, and is approaching his fifty-fifth birthday And has called all the lords and ladies of the land to appear at his gathering in the capital. The rest of the land has slowly risen to turmoil as the non-mages fight to gain any privilege or authority in the land. There have been several rebellious movements that have drawn the attention of the more militant lords to defend the kingdom. In the last twenty years the king has conquered many sovereign kingdoms and forced them under his banner. The people of those lands are generally treated very poorly by the kings military. King Ryelds has two more smaller kingdoms to conquer before he owns the entire continent. Both those kingdoms formed an alliance which has been slowly holding back the King. Other than that its pretty free, I sort of see this as a half nation, half casual. So go wild, go free. And if you have questions message me. Character Name: Age: Description: Rank: Rebels or Crown: Magic ability: Weapons: Nation: Banner: Castle: Lands: Specialty: Military: Culture: Other: