[center][img]https://www.visitcornwall.com/sites/default/files/styles/cat_des_breakpoints_theme_visitcornwall2_mobile_2x/public/catagory_description/Truro-101_AdamGibbard_2.jpg?itok=kjDQITG1×tamp=1470743274[/img][/center] [center][color=#D8BFD8] It will be twelve years in the summer since the royal family had been overthrown, and one by one, put to death. The old royals were beloved by their people, but were seen as weak by outsiders. The kingdom of Erasat was invaded by their neighbors, Talga. With the thrown besieged, the king of Talga placed his nephew as the new king of Erasat, and foresaw a prosperous future with the country. However, the new king's inexperience showed. He tried to gain his people's trust, but when they refused to accept the new royal family, he quickly turned to ruling with an iron fist. Anyone who spoke ill of him was made to disappear, and any talk of overthrowing him was quickly squashed. How, then, could Erasat ever be free from King Julien's grasp? The night the old royal family was taken down to the palace dungeon, a loyal maid took the then fifteen year old princess down a maintenance tunnel and sent her out into the night to meet with an alley just outside the kingdom's border. The maid was later found out and died for her treason of King Julien. But, because of her, a true heir to the thrown still lives. But where could she have gone? Rumor has it that the princess took up residence in The Wandering Nation, a massive caravan that travels through the northern no-man's land. It's said to be made up of outcasts, criminals, misfits, and is ruled by a witch as a king. The Wandering Nation is sought by those who have nowhere else to go. It's numbers have kept the princess safe from harm, but as the Nation wanders closer to the northern border of Erasat, a new rumor has begun to spread through the kingdom: War. The princess wishes to take her rightful place as ruler, and the Wandering Nation is gearing up to help her do it. _____________________________________ In this world, magic is real, although rare. Creatures such as dragons, unicorns, and merfolk can also be found, but again, are rare. Technology mirrors that of the medieval era of Earth. Medicines are slightly more advanced thanks to apothecaries, the witches of this world who decided to conform to the needs of the people who would otherwise kill them. As for who uses magic, there are three different types of user: sorcerer, witch, and mage. Sorcerers practice only what is thought of as traditional magic. They can cast spells, enchant items, and use 'good' magic. They are seen in a more positive light than the other two. Witches are known to practice black magic. They can cast curses, hex items, and brew potions. Most apothecaries are witches in disguise. People fear the word 'witch', and associate it with hags who cook and eat children. Mages are rare. They are gifted with magic that pertains to nature and elements. Some can control fire, water, air, or earth. Some can grow plants at will. Some can speak to or even turn into animals. Mages have one universal weakness: iron. They can not touch it; iron will burn their flesh or even strip them of their powers. Iron shackles have been used to hunt, contain, and destroy mages, hence why they are now rare. Those who have and use magic are distrusted by the average person. They are outcasted or hunted. Because of this, the Wandering Nation, known for picking up just about any stray that comes their way, has an abnormally high amount of magic users in its midst. This has caused other nations to fear it, and respect it's boundaries. No one has ever been at war with the Wandering Nation, and no one knows what would happen should they go to war with anyone else. The Wandering Nation itself is as old as the land. No one can remember who started it. It's hierarchy system isn't like most other kingdoms. There is no royal family or linage. It's future king is chosen by the current leader as an apprentice, shown the ropes, and eventually given the reigns when the current king dies. As of right now, the Nation is lead by Zinzie, who is a known witch. This isn't terribly unusual, however. The Nation has had magic users at it's head before in the past. [b][center]Examples of magic[/center][/b] [u]Sorcerer [/u] Spells: incantations that perform a task, often are complicated and require a book or item to channel magic to or from. The more complicated the task, the harder the spell. Can include anything from spells of temporary invulnerability to a spell to wash the dishes. Enchanted items: Such as an invisibility cloak, a magic carpet, ect. Runes: Can be used in combination with spells to predict the future, or to increase an attack spell's strength. Can also be enchanted to perform a specific task, such as make it's holder an invisible armor. [u]Witch[/u] Potions: brew that contains magical properties if consumed or applied. Come in a wide arrange and varieties from hair growth to poisons. Familiars: An animal side kick that assists the witch, and can contain magical properties. An experience witch can also use their familiar to shapeshift into an single animal form. The animals is usually pretty small. Traditional examples include: cats, dogs, rodents, birds, reptiles. Hexes/Curses: A spell, usually with negative connotations, placed on a person (hex) or item (curse). There is always a cure, although it's not always easy to get. [u]Mage[/u] Elemental control: Can create or control water, fire, earth, air, plants, or animals. Each mage can only control one. Water mages can often breath under water, and some have chosen to live aquatically. Fire mages can consume their body in fire hot enough to melt steel. Air mages can fly. Flora mages can grow any plant at any time, wherever there is dirt present. Animal mages can commune with and shapeshift into animals. For all three types, there are other elements of magic that is individual to the person. Some witches can perform spells, some sorcerers can brew potions, and some mages can have familiars, ect. [/color][/center]