[url=https://docs.google.com/document/d/1ZNADDYKJGhFPpyKUC0Qddv8QLvWkTl1G_lM7eSaJEJY/edit?usp=sharing]If you prefer to read everything on a google doc click here[/url] [h1]History[/h1] [hider] [h3]History of Magic[/h3] Magic is present everywhere in the world. It is in every living thing. Natural sources of energy are also natural sources for magic. For example, running rivers, wind, and volcanoes and other natural sources of high heat are all reservoirs of magic. For many years, humans didn’t know how to perform magic, only knew of its existence from natural magical phenomena and from seeing magical creatures use it. However, this changed with the discovery of Runes. About 500 years ago, the original Rune Tablet was found. This tablet had all 500 Runes, and 5 lines of what appeared to be sentences. It was discovered that by focusing and channeling your energy into these sentences, a spell could be performed. The five spells on the tablet were levitation, summoning an element, shield, heal, and disease. This was how humans learned that they too, were capable of magic. After discovering the Rune Tablet, humans began studying and experimenting with different combinations of runes to create new spells. At first, the Runes were a closely guarded secret. However King Orion Alston from the Kingdom of Yoendra made the decision to make the runes public knowledge. He would also go one to create Isunia, the world’s first magic university, which became the leader in magical studies. During their studies, they continually ran into an issue that hindered their progress. Written runes could only be used to cast a spell once. After one use, the runes would disappear. The tablet appeared to have been made of a special stone that could retain the runes. In addition, the “Rune code” was incredibly complex and difficult to decipher. With 500 runes, the amount of combinations seemed endless. However, they did find that certain kinds of spells tended to use the same set of runes. For 200 years, research on magic runes progressed slowly due to the complexity of Runes. Then Mana, the first Runecrafter was born. [h3]The Rise and Fall of Mana[/h3] Mana would go down in history as the greatest mage that ever lived and none before or after have been her equal. Mana was born to farmers and from a very young age showed an incredible talent for magic. More importantly though, she had a never before seen understanding of runes. She would later be known as the first Runecrafter. At the age of 13 she became the youngest person ever admitted to Isunia. Over the next 30 years her work would directly contribute to the largest boom in new spells and the organization of a collection of base spells for every magic affinity. Mana discovered that Runes should not be treated like learning a new language. Instead, the use of runes was more comparable to math. Creating spells required complex calculations, and with her help, magical researchers were able to come to a basic understanding of how these calculations worked. In addition, she would make three important discoveries that would change the face of magic forever: a way to quantify and measure magical energy (which was eventually named mana, in honor of her), how to store that energy (in the form of magic gems), and the magic circle. The magic circle is considered the single most important invention in all magical history and is used in almost every magic spell. However, when it was first invented, it was only useful for allowing larger spell casts using less mana and Mana was the only one able to use them. This is because the first version of the magic circle required complex calculations to be made each time it was used. It made her nearly unbeatable in battle. After all, how could you beat someone who could create bigger spells, while using less mana? Although there were those who were jealous and feared her power, her achievements outshined any fear surrounding her for many years, Mana was beloved, not only by those in Yoendra, but all around the continent. Statues were erected in her honor. People held festivals to celebrate all the advancements she had made in magical research. However this all changed when Mana met and Bonded with a young dragon. Although Mana had unparalleled spell casting ability, she had a relatively small natural mana pool, and she tired quickly when casting spells. With the dragon’s near infinite stores of mana at her disposal, she became strong enough to defeat an army on her own. There had already been a growing number of people who believed Mana should be on the throne, and now that she had the power to face his armies, the king began to fear that she would either overthrow him or ally herself with an enemy country. The king gave Mana a choice. Either swear absolute loyalty to him and allow herself to be marked with a spell of obedience, or die. Mana refused and fled the capitol. After being on the run for two months, she was offered shelter at Isunia, a place she once called home. When Mana arrived at the university after months of being on the run nonstop, she was immediately caught in a trap and met with the full force of the king’s armies, Isunia’s best mages, and armies and mages from the neighboring countries. In the ensuing battle, Mana managed to escape, but not before but not before both her and her dragon were wounded. After the battle, an extensive search was carried out but she was never found. Many assumed that she had succumbed to her wounds and died. However, two years later, Mana appeared in the capital, with a draconic appearance. After fleeing, Mana’s dragon had given her his Heartstone, combining their powers together. In less than 2 hours, using both her immense magical prowess and dragonfire, Mana completely decimated Yoendra’s capital. There were no survivors. She was never seen again. Feelings about Mana remain mixed. Some hail her as the greatest mage of all time who was driven to madness by those who desired and feared her power. Others only remember her as the murderer who killed tens of thousands and nearly destroyed a kingdom. Following the destruction of the Capital, it became illegal to bond with high ranked magical creatures and consume Heartstones across the continent. [/hider] [h1]Magic[/h1] [hider] [h3]Overview[/h3] Humans are only capable of using magic through runes. It is possible for a person to be unable to use magic, however this is extremely rare. Creating a spell is like creating and solving a math problem. It requires understanding rune theory and how the runes interact with each other. All classes of magic will have a base set of around 200 runes that are most commonly used for that class. Mages usually only study and gain a basic understanding of how their magic class’s base runes interact. However, runes can interact with each other in very convoluted ways and their meaning can change depending on which runes they are interacting with. It is impossible to completely understand runes unless you are a Runecrafter, and creating new spells is often extremely difficult. Almost all spells in use were created by Runecrafters. Others were made by talented individuals who achieved an advanced understanding of their class’s base runes. Runes do not have to be written before casted; the correct runes simply have to be visualized in the caster’s head, this includes casting with a magic circle. When casting with a magic circle, the magic circle will first appear and then the spell cast from it. Casting without a magic circle is called “direct casting.” It is faster than casting with a magic circle, but much less efficient. A spell can also be cast by channeling mana into written runes, but written runes will disappear immediately upon use, unless a magic circle is used. Magic can be used to lengthen someone’s life span, with more powerful mages being able to live longer. Some of the most powerful mages were able to live close to 200 years old. When a mage reaches a certain point of mastery in their class, they may be given the mark of a master, which is a permanent facial marking which varies depending on the mage’s class. Becoming a master is extremely difficult and only a few from each country are named masters at a time. [h3]Efficiency[/h3] The most important thing when casting magic is efficiency. When casting a spell, some of the mana expended will be lost. This is because it is very difficult to precisely direct mana, and it is not possible to direct 100% of your mana into a spell. Magical efficiency is the percentage of mana expended that is used in the spell. For example, if a spell is 70% efficient, that means that 70% of the mana used when casting the spell goes to casting the spell. The rest is lost. Two spells may have the same end result. However, due to the runes used, one might use less mana than the other due to greater efficiency. The optimal rune combination for casting a spell can also vary from person to person. Almost all of the spells used regularly in the present have been optimized by years of experimentation. The use of magic circles greatly increases magical efficiency, allowing a mage to cast more powerful spells with less mana. A magic circle increases efficiency by around 7%. Casting aides can further increase this by about 3-5%. The difference between using an optimal rune combination can be anywhere from 2-6%. Most mages will cast at around 80%. None (not even Mana) have been able to cast higher than 94%. A spell cannot be casted at less than around 55% efficiency. Below this, the spell will die out before casting can be completed. Below 30%, the spell may backfire and cause injury to the caster and those around them. The more skilled a mage is, the better they are able to channel their mana properly into runes and keep efficiency at a constant and high rate while casting. [h3]The Magic Circle[/h3] The first version of the magic circle required one to make unique calculations for each spell and could only be used by Mana, a base set of runes that could be used in all magic circles was eventually discovered. After this discovery, magic circles quickly became nearly universal and the preferred method of casting. Magic circles made casting much more stable and efficient, allowing for stronger and more precise spells to be casted. When using a magic circle, the mage must perform the necessary calculations in their head beforehand and envision the correct runes/circle. Then the magic circle will appear and the spell will be cast. Casting with a magic circle is slower than direct casting, but the huge increase in efficiency is well worth the trade off. It’s most important application though, was that it allowed runes to be written on surfaces and reused indefinitely. Before the magic circle, mages would have to memorize and perform calculations for every spell on the spot. The magic circle allowed mages to write down spells and use them without memorization. This allowed mages to cast faster and have a larger repertoire. In addition to increasing the power of spells, they are also used in permanent enchantments and creation of magical machinery. They also have many unique properties. Magic circles use a base set of center runes that hold the magic circle together. The spell is written in a circle around the base runes.The base runes differ depending on the material the magic circle is affixed to. When channeling a spell through a magic circle, mana will be channeled through the runes sequentially from the inside out, rather than all at once. This allows sequential and conditional spells to be cast, which was not possible before. For example, the magical elevators in the Academy take advantage of this sequential casting. The first part of the spell is used to detect if there are people inside the elevator. Once a person is detected inside, the second part of the spell is activated and moves the elevator. This sequential casting can also be used to make spells have different effects based on the subject. For example, you could make a spell that has this sequence of events: If X then Y happens. If not, then Z happens. In addition, sequential casting makes it easy to combine multiple spells without having to calculate a new, longer spell because each individual spell can be written and sequentially cast without having to worry about the runes interacting with each other. [h3]Magic Classes[/h3] Magic can be used by nearly everyone, as long as they know the spell. Only a very small portion of the population has no magical ability (about the same as the number of runecrafters). Each person does have a certain affinity towards a certain class of magic. You will be much more efficient at casting magic in the class of magic you have an affinity for. Your affinity can be determined through what’s called the rock test, which is simply channeling mana into a rock with a special magic circle on it. Once you find your best class of magic, it’s easy to figure out your worst based on the Affinity Circle. Efficiency decreases by about 3% each step you move away from your class on the circle. These are 9 classes of magic, with some of them further divided into different types. [center][img]https://cdn.discordapp.com/attachments/338398006279798784/820366286323974194/unknown.png[/img][/center] [hider=Elemental] Elemental magic allows you to cast magic that manipulates the elements. Elemental magic is unique in that each person can only use one kind of element. All elemental spells are exactly the same for each person, however, the element will be different depending on the person. Nearly every person has an element. The exception would be those who have an Arcane affinity. They cannot cast elemental magic. By using elemental modifier runes, elemental magic users can cast one other kind of elemental magic. Even if you are not an Elemental magic user, your element can carry over into different classes of magic. (i.e. a Summoner summoning a fire based spirit). It is considered the most well rounded of the magic classes. Elemental types [LIST] [*]Fire; with modifier -> Lava [list] [*]Rock test results - rock will warm [/list] [*]Air; with modifier-> Electricity [list] [*]]Rock will float [/list] [*]Earth; with modifier -> Metal [list] [*]Rock will change shape [/list] [*]Water; with modifier -> Ice [list] [*]Rock will become wet [/list] [/LIST] Stats: [LIST] [*]Medium mana costs [*]Fast cast speed [*]Common ~19% [*]195 base runes [/LIST] Note: stats are just a general guideline and vary by spell [/hider] [hider=Arcane] Arcane magic is magic in its purest form. It is casting with pure magical energy. It is considered to be a very explosive class of magic with very powerful, high cost spells. During the rock test, the rock will explode. Any magic that does not fall into any other category is usually arcane magic. This includes shielding, levitation, invisibility magic, flying and teleportation. People with an affinity for arcane magic cannot cast elemental spells. Elemental magic users can cast arcane spells, but when they do, their element will be added (e.g. shield -> fire shield). Stats: [LIST] [*]High mana costs [*]Fast cast speed [*]Common ~18% [*]210 base runes [/LIST] Note: stats are just a general guideline and vary by spell [/hider] [hider=Enchantment] Enchantments are spells placed on items. These enchantments can make things stronger and give them special properties. Enchantments must be cast directly on an item. Enchanters benefited immensely from the invention of the magic circle, which allowed them to cast permanent enchantments. Enchantments and Hexes require the most intensive magical calculations. Enchanters and Hexers both study their base runes extensively. Luckily, these two classes of magic do not tend to stray outside of their base runes. During the rock test, a rune will appear on the rock. Stats: [LIST] [*]Low mana costs [*]Very Fast cast speed, but calculations can take a while [*]Common ~17%[ [*]230 base runes [/LIST] Note: stats are just a general guideline and vary by spell [/hider] [hider=Hex] Hexes are spells cast on people. They can be negative or positive. Hexes are the most unchanged by magic circles. Although hexes can be permanent with a magic circle, it’s unlikely anyone will give you enough time to place a permanent hex on them. Although it may seem beneficial to use a permanent hex on oneself, hexes require a constant source of magic from the person. Hexes can be also corrupted by damage done to the magic circle. People with permanent hexes must also be careful about using any other magic on their body (i.e. healing magic) because the magics might interfere with each other. It is impossible to tell what will happen to a hex once it has been corrupted. They can simply stop the hex from working, but they may also cause damage. Enchantments and Hexes require the most intensive magical calculations. Enchanters and Hexers both study their base runes extensively. Luckily, these two classes of magic do not tend to stray outside of their base runes. During the rock test, a rune (different from enchantment) will appear on the rock. [LIST] [*]Low mana costs [*]Very fast cast speed [*]Uncommon ~13% [*]230 base runes [/LIST] Note: stats are just a general guideline and vary by spell [/hider] [hider=dark] Includes shadowcasting and death (disease) magic, rock will turn dark Stats: [LIST] [*]Medium mana costs [*]Slow cast speed [*]Uncommon ~11 [*]190 base runes [/LIST] Note: stats are just a general guideline and vary by spell [/hider] [hider=Light] ncludes light casting and healing, rock will glow Stats: [LIST] [*]Medium mana costs [*]Slow cast speed [*]Uncommon ~12% [*]190 base runes [/LIST] Note: stats are just a general guideline and vary by spell [/hider] [hider=Summoning] Summon spirits. Most difficult of the classes (along with animation) - each ability your summon performs is another spell. animal/magical beast will appear above rock. large initial mana cost + mana for each spell, do not need continuous mana supply, only one summon, more intelligent can think for themselves. Summons can either come in the form of a mythical, legendary, or divine beast. Which level you summon depends on the individual's talent Stats [LIST] [*]High mana costs [*]Slow cast speed [*]200 base runes [*]Rare ~5% [/LIST] Note: stats are just a general guideline and vary by spell [/hider] [hider=Animation] Animation allows you to create magical animation out of various materials. This class of magic includes the dark art of necromancy. During the rock test, the rock will move. Animation, along with summoning, is considered the class with the highest mana costs.. Often, people who show an aptitude towards animation or summoning will also choose a secondary class because of the high mana costs. Each puppet created requires a mana cost, in addition to a continuous mana supply and any mana you use to make your puppets cast spells. Many animators/summoners will use mana crystals to cover the costs of the initial creation of the animations/summoning. Each animation cost less mana than a summon, but multiple can be created at once. Animations are capable of following basic instructions but are not capable of thinking for themselves. Any complicated maneuvers require additional spells to move the animations. Spells can also be used to make the animations cast spells. Stats: [LIST] [*]High mana costs [*]Medium cast speed [*]200 base runes [*]Rare ~4% [/LIST] Note: stats are just a general guideline and vary by spell [/hider] [hider=Runecrafting] Runecrafters are the rarest kind of mage. Although it has become more common since Mana’s time, less than 1% of people will be Runecrafters. They are considered to be a special class. They do not have an affinity and can use all classes with equal efficiency. Runecrafters are the only ones who are able to truly understand how to read runes. During the rock test, nothing happens. Runecrafters are able to read runes and create spells on the spot. This does not mean that they do not need to do calculations when creating spells. To compare it to math, iut is as if non-runecrafters only know how to use add, subtract, divide, and multiply. This means they can only solve a very limited number of equations (spells). Someone who is really smart might also be able to do some basic algebra but they wouldn’t be able to do complicated problems. Runecrafters, on the other hand, know how all of the rules. They know how to use exponentials, calculus, matrices etc. They still have to work to solve and create problems, but they have the means to do so, unlike non-runecrafters. They are also able to tell which spells will be more efficient just by looking at them. Runescrafters are able to understand runes instinctively. Although they can tell there are definitely set rules, they are unable to explain what they are. Although Runecrafters can cast all magic with equal efficiency, they tend to have much smaller mana pools than the average person. There are many theories to why this is, but no one is certain. The most accepted theory is that Runecrafters actually have normal amounts of mana, but a portion of that mana is always being used in order to understand and read runes. In drawn out battles, a Runecrafter will almost always lose due to mana differences. Runecrafters disproportionately suffer from abusive parents or become orphaned. This is because many people see them as highly valuable. Some parents will attempt to abuse their children in an attempt to make money with their abilities. Runecrafters are also considered to be highly valuable in the slave trade, resulting in many dead parents and orphaned children. [/hider] [h3]Magic Items[/h3] [hider=Casting Aides] Almost all mages will carry an item with them to help focus their magic. They are not required, but they help increase magical efficiency. The most common items are the grimoire and the staff. Almost all casting aides will have magic stones embedded in them. [B]Grimoire [/B] Strengths [LIST] [*]Can hold a large amount of spells [*]Depending on size, can be very easy to carry [*]Middle in efficiency increase (~4%) [/list] Weaknesses [list] [*]Requires flipping to the correct page - slower casting [list] [*]Mages will often put small spells on the spine or inside covers of the book that when activated will quickly flip the book to a page [*]Usually carried by mages who don’t require quick casting such as summoners and animators. [/LIST][/list] [B]Staves[/B] Strengths [LIST] [*]Much faster casting [*]Biggest efficiency increase (~5%) [/LIST] Weaknesses [LIST] [*]Spells can be carved onto the staff but cannot have nearly as many as a grimoire. [*]Can be cumbersome to carry [/LIST] [B]Weapons[/B] [LIST] [*]Weapons can also be used as casting aides by those who incorporate magic into close combat [*]Swords most common [/LIST] Strengths [LIST] [*]Fastest at casting [/LIST] Weaknesses [LIST] [*]Very limited area for spells [*]Lowest increase in efficiency (~ 3%) [/LIST] [/hider] [hider=Other] [B]Mana Stone[/B] Special stones that are mined for their ability to store mana. Can be recharged either from a natural source or a person. Over use of mana stones will result in mana poisoning. Symptoms include tremors, insomnia, black veins, paranoia, and hallucinations. [B]Flying stone[/B] A special stone with a flying magic circle engraved on it and a mana crystal. Staple for any magician. Can store anywhere from 8-20 hours of flight, can be recharged. Used for travel and battle. Can be a huge disadvantage to not have a flying stone during battle. [/hider] [/hider] [h1]Magic Beasts[/h1] [hider] [h3]Overview[/h3] It is possible for mages to create a Bond with a magical beast. Mages that are Bonded to a beast will be able to communicate with them, draw upon their stores of mana, and have them assist in magical calculations. Currently it is illegal to make contracts with legendary beasts in every country except Soria, which allows them under special circumstances. Bonding is a fairly common phenomenon and a bond can form even if you weren’t intending to make one. Approximately 15% of all people will have at least one Bond with a magical creature. Every magical beast has something called a Heartstone within their bodies. These magical stones are the source of all their magical power. Almost all of the divine and legendary beasts have been hunted to extinction by mages looking for these powerful magical items. Heartstones of mythical beasts are similar to normal mana crystals and thus are not very sought after. Legendary Heartstones hold much more mana and are capable of casting magic possessed by the beast they came from (for example a Heartstone from a basilisk can cast a petrification spell). Heartstones of divine beasts contain some of the consciousness of the original magic beast. They contain essentially infinite amounts of mana, can aid in magical calculations, increase casting efficiency and can cast powerful spells. In the ancient days, a ritual was discovered that allowed one to consume the Heartstone of a magical beast. This allowed the mage to take complete control of the powers of the magical beast. In addition to having complete access to the beast’s magical stores, they were also able to transform to take on a humanoid appearance with attributes from the magical beast. However, the ritual was very difficult and consuming a Heartstone that was too powerful put you at risk of being unable to contain the power and exploding. Mana is the only person known in history to have consumed the Heartstone of a Divine beast. After Mana destroyed the Capital, this practice was outlawed. [hider=Divine] Divine beasts are the most powerful of the magical beasts. They have high levels of intelligence, are able to communicate with humans, and are extremely powerful. However, with the exception of the Kirin, they have all been hunted to extinction. The dragon Mana Bonded with was a shock to the whole world, as even back then, dragons were thought to be extinct. Mana’s dragon was considered to be the last Divine beast in existence. However some believe that Divine beasts still exist and have just hidden themselves. [B]Dragon[/B] Dragons had a lifespan of about 500 years. They lived solitary lives and mostly hunted other magical beasts. About 100 people are known to have Bonded with dragons. They were most known for their elemental breaths but have also occasionally been recorded performing various magical feats such as freezing entire lakes, turning stone into diamond, and causing volcanic eruptions or other natural disasters. [B]Phoenix[/B] Phoenixes cannot die of old age. They possessed powerful fire magic and were notorious for being extremely proud, easily offended, and short tempered. In ancient times, having your village being destroyed by an offended phoenix was a very real fear. Because of this personality, only about 10 people in history are known to have Bonded with one. In the past some, countries worshiped them as gods, supposedly in an attempt to appease the beasts. [B]Werecat[/B] Werecats were the most common of the Divine beasts. They could change their form from a large cat form to human. Although they had no offensive magical abilities, they could see the past, future, and present, and were the most intelligent of all Divine beasts. They had a life space of about 300 years and lived in clans. About 500 people in history have Bonded with a Werecat. [B]Kirin[/B] The most elusive of the Divine beasts. Very little is known about them and there are only about 50 recorded sightings in history. They are thought to be the fastest creatures in the world and have never been seen harming living things. It is believed that they will walk on clouds or water to avoid harming grass. Kirin can have one or two horns or antlers. Not much is known about their capabilities but some believe they possess the power to bring the dead back to life. Of all the Divine beasts, the Kirin is the one many believe still exists even though they have not been seen for hundreds of years due to their elusiveness. In addition to their Heartstone, Kirin horns are highly sought after for use in magical potions, however it is debatable whether or not one has ever been successfully hunted. [/hider] [hider=Legendary] Legendary beasts, like Divine beasts, were heavily hunted for their Heartstones in the past. They are now extremely rare. Only Soria still allows Bonding with legendary beasts, and only after special permission has been granted. [LIST] [*]Griffin [*]Hippogriff [*]Basilisk [*]Pegasus [*]Unicorn [*]Hippokampus [*]Fire Lizards [*]Shape shifter [/LIST][/hider] [hider=Mythical] Mythical magical beasts are essentially animals with magical powers. They are more intelligent and powerful than normal animals and are capable of some magical feats. Most of them usually only have a few magical traits and/or are capable of casting a couple simple spells. Examples of abilities magical beasts have been shown to have include (but are not limited to): changing size, limited control over one element, flying, shielding, and healing. Mythical beasts can be found in the wild, but these days there are also breeders that specialize in selling mythical beasts as familiars to mages. [/hider] [/hider] [h1]Locations[/h1] [hider] [img]https://cdn.discordapp.com/attachments/338398006279798784/820397763215884388/New_map.jpg[/img] [hider=Yoendra] Yoendra is the largest country on the continent. Originally three smaller countries, Yoendra was united into one large country under King Orion and has grown steadily in size since. Due to their large coastline, they were known for having a near monopoly on trade with the Western continent due to their large coastline, but the invention of airships has lessened this. They are ruled by a king and council of 24 dukes - one for each province. The country has an active slave market, and slaves are common even among the lower-middle class.[/hider] [hider=Isunia] [IMG]https://lh6.googleusercontent.com/35GrbQ4mJqkrq2Cawr6cYglBEG8ZCrDtShvgJ_2fIPba57eyoROgyjrqrsylTjsT1cVehhdLupKrEDjcx4j5hsxP8EnVXTxocMOysS1y0CBjlOW4CZ-fLdSoeX8rfi5reQk9q5-X[/IMG] Isunia is a magic school founded by Orion Alston, king of Yoendra about 450 years ago. King Orion founded the school in order to make their research on the original Rune Tablet public. Isunia has since grown into more than just a school and is now one of the largest cities on the continent. About 200 years ago, Isunia was officially recognized as its own country. Although Isunia is officially neutral, they are on very good terms with Yoendra and they are Isunia’s most frequent trading partner. In addition to the main city, there are several Isunia funded/run research facilities scattered throughout the continent. Although there are native Isunians in the city, a significant number of the population comes from other countries, due to accepting students from all around the world. The city is run officially by a mayor, however, the 9 masters of the school hold a significant amount of power. Since the masters often come from other countries, they cannot officially hold political power since they would be biased towards their home countries. Masters are elected every 5 years, although most masters hold their positions until they decide to retire unless they commit a serious crime. Isunia is the most advanced magic city in the world. This is partly due to the fact that it is the center of worldwide magical research. Most importantly though, the entire city is located in the caldera of the largest volcano on the continent and powered using mana harnessed from it. King Orion originally chose the location because of the mountain’s central location in what was then neutral territory. Mana was the first person to suggest harnessing the volcano’s energy and converting it into magical energy, however the task wouldn’t be completed until about 23 years after her disappearance by a team of ten talented magicians. Without this enormous supply of magical energy, it would be impossible for the city to run as it does. Although electricity is common, everything in the city is powered by magic. Because there isn’t enough room in the caldera itself for large farms or factories, Isunia relies heavily on trade, with their main export being magical artifacts and items. In the past, this prevented the city from growing large due to the fact that there is only one mountain pass that leads into the city. However, since the invention of airships, trade Isunia has an 8 year program divided into two parts. Typically, this begins at the age of 16. Those who are exceptionally talented, may be admitted/graduate earlier. The acceptance rate is about 1%, which usually leads to about 300 students admitted each year. During the first 5 years, students will live on school grounds in dorms and attend classes. The first two are for general classes, while during the latter three, students are given the option to specialize. Some options for specialization include: combat, research, healing, and magic technology. During the second part of the program, students will be expected to find apprenticeships and gain work experience. Apprenticeship can be found both inside and outside the city with specially approved masters. Only about ⅓ of students will successfully complete the second part of the program. This is partly because of the difficulty of securing an apprenticeship but also because completing the 5 year program is still a very commendable feat, and many students do not feel the need to complete the apprenticeship program. The school is run by 9 masters, one for each class, and has several professors for each magic class, except Runecrafters, which only has a master. Despite Runecrafters making up less than 1% of the population worldwide, one class can have as many 9-11 runecrafters in it. This is because Isunia aggressively recruits Runecrafters, often rescuing them from slave traders and orphanages or offering their parents benefits if they agree to let their child be raised under the care of the school. Because of this, many Runecrafters spend a large amount of their life in Isunia. [/hider] [hider=Soria] Soria was once one of the strongest countries on the continent. They were known for outstanding and well trained military and extremely fertile land. However, Soria’s strained relationship with Yoendra caused them to fall behind in adapting to the introduction of magic. In addition, it was discovered that many of Soria’s mountains were an excellent source of high quality mana stones. Soria quickly went from being a military powerhouse to the most invaded country. Over the years, both Yoendra and Draesa have chipped away at their territory, with Yoendra taking many of their lands and Draesa claiming their mountains. Often during these times of war, Soria became known for using morally questionable tactics such as breaking dams to cause flooding and kill thousands of citizens or holding citizens hostage. This plus the fact that they are the only country to not outlaw Bonding with Legendary beasts has earned them a bit of a bad reputation among the other countries. Soria now has a mandatory draft for all of their citizens, save for those with medical conditions. Every citizen has to serve 2 years in the military and can be drafted at any time should another war begin. It is also the only country that does not currently outlaw Bonding with Legendary beasts. They are ruled by an absolute monarch and it is the only country where slavery is banned. Because of their history of constantly being invaded, the citizens often have a strong sense of pride/protectiveness of their country and value the collective over the individual. Although there are class divides, they are not as pronounced as the other countries. They are also slightly behind in magic technology compared to the other countries due to having to commit so many of their resources to rebuilding all the time, but have made significant strides in the last 50 years. [/hider] [hider=Draesa] Draesa is a medium sized country located mostly in the mountains. They are ruled by a 36 person parliament elected by the people. Using magic, the Draesi people have been able tunnel deep into these mountains and build cities inside of them. They are the number one producer of magic stones. Slavery exists in Draesa but not the same extent as Yoendra. [/hider] [/hider]