SPELLBOUND
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At the urgings of Feldschlacht IV, I have decided to post this project/concept on these forums. I was rather hesitant at first since it hasn't been fully developed and perfected as of yet, but I decided that the more feedback I can get during these earlier stages, the better. Hope you enjoy the read.
Due to the 20000 character limit, I've had to split this post into several parts.

SETTING
THE WORLDS BEYOND
Due to the 20000 character limit, I've had to split this post into several parts.

SETTING
"Spellbound" takes place in Alpharia, a world rich in magical energy.
The land of Alpharia is divided into four continents; Erysis, Eulias, Indus, and Utur. The story takes place in Mercenion, a large country located on the western coast of Erysis.
Mercenion is a proud, powerful and wealthy monarchy, governed by the archmage Theodore. It features a high concentration of bustling cities and well-travelled roads, although there is a less densely populated mountainous region towards the north of the country consisting mainly of smaller towns and villages, which thrive on the bounty of ore contained within the region.
A large percentage of Mercenion's national income is derived from its long-established trading route with the neighbouring continent of Indus, through which it obtains a wide variety of exotic goods. Mercenion values its favourable diplomatic relations with the nearby countries of Indus above all else, and its emissaries constantly strive to keep all interactions between the various nations as cordial as possible.
For all its glory, however, Mercenion is not without its dark side. With so many rich targets available to an enterprising thief, Mercenion's crime rate is, unfortunately, quite high. Although the local trade routes are well guarded, bandits are nevertheless an ever-present risk due to the numerosity and determination of the various gangs that exist. Brutal mercenaries and cold-blooded assassins are all too easy to come by, and they have no trouble finding employment beneath corrupt, wealthy nobles.
Rumours even abound of an expansive and secretive crime syndicate known as the Blood Eagles, although if such an organisation does exist, it has not been conclusively proven.
In spite of this, Mercenion is looked upon with awe by many inhabitants of other, less well-developed countries, and tends to draw in a large number of immigrants seeking to begin a new life. As such, Mercenion has a higher degree of racial diversity than any other country in the world, and its culture has become quite muddled over the centuries.
Everyone in the world of Alpharia possesses at least a small degree of magical talent according to the sign of the Arcane Zodiac under which they were born. Much like a person's physical prowess, the magical power of any given person can vary wildly according to both their inborn ability and the extent to which they practice and develop their skill. Some can barely summon enough energy to make a glass of water ripple, whereas a few rare individuals may bend reality to their whims as easily as moulding clay.
Although the ability to use magic comes from within, magic itself does not. Much like light or heat, it is simply a type of energy. In its unrefined state it is wild and chaotic; pure potential in a raw form. Only by being channelled through a focused mind can it be utilised and directed; the effects of being exposed to magic that has not been "distilled" in this manner are often nothing short of catastrophic.
Magic is an extremely important (some would say integral) aspect of the world of Alpharia. It has been responsible for almost all of the civilisational advancements made in history. At the dawn of man, Seers scoured the land in search of other tribes, and the arts of trade and diplomacy were born from the contact that was soon established. Elementalists summoned rain to feed crops and, as seafaring became a reality, brought favourable winds to direct ships to new and exotic lands.
Healers laboured day and night to keep the population in good health, ever striving to develop new spells to counter illnesses and maladies. At the hands of the Alchemists, with their ability to manipulate matter of all kinds, technology advanced at a rapid rate. When mankind developed the inclination to research their history, the Necromancers stepped in, summoning forth long-dead spirits to hear the stories they had to tell, and through the keen minds of the Abjurers and the insight of the creatures called forth by Summoners, humanity gained a greater understanding of the workings of magic itself.
The only exceptions to the rule are those born under the sign of Nihil. These unfortunates have no innate magical abilities whatsoever, and are completely unable to utilise magic unless it is supplied to them through an external source, such as an enchanted staff or a magical potion.
The polite term for these individuals is "Nullborn", or simply "Nulls", although many other, more derogatory names exist for them.
Nulllborn suffer persecution and ostracism throughout the world. They are often perceived to be "bad luck", which may be tied into the theory that eventually, the Nullborn population will undergo a sudden surge, causing them to become the predominant "race" on the planet and resulting in a massive decline of magic users and magic in general. Given that most of the world's population relies on magic as heavily (if not more so) as they rely on the Sun rising every morning, the prospect of having to live without it is one that terrifies many.
There are some communities in the world that do cautiously accept Nulls, and a few that treat them as equals in every respect, although such places are few and far between, and they are often small and isolated.
In general, however, Nullborn are sent (often forcefully) at a very young age to "Null Centres", institutions that fall somewhere between a boarding school and a prison. In these places, Nullborn are offered food, lodgings and (usually) education or military training, but conditions are often poor and the inhabitants are rarely allowed to venture into the outside world. It is common practice for Nullborn brought to such places to have the letter "N" imprinted on their foreheads in order to make their "condition" known. This is usually performed by means of a painless magical ritual, but more malevolent centres have been known for both tattooing and branding.
The land of Alpharia is divided into four continents; Erysis, Eulias, Indus, and Utur. The story takes place in Mercenion, a large country located on the western coast of Erysis.
Mercenion is a proud, powerful and wealthy monarchy, governed by the archmage Theodore. It features a high concentration of bustling cities and well-travelled roads, although there is a less densely populated mountainous region towards the north of the country consisting mainly of smaller towns and villages, which thrive on the bounty of ore contained within the region.
A large percentage of Mercenion's national income is derived from its long-established trading route with the neighbouring continent of Indus, through which it obtains a wide variety of exotic goods. Mercenion values its favourable diplomatic relations with the nearby countries of Indus above all else, and its emissaries constantly strive to keep all interactions between the various nations as cordial as possible.
For all its glory, however, Mercenion is not without its dark side. With so many rich targets available to an enterprising thief, Mercenion's crime rate is, unfortunately, quite high. Although the local trade routes are well guarded, bandits are nevertheless an ever-present risk due to the numerosity and determination of the various gangs that exist. Brutal mercenaries and cold-blooded assassins are all too easy to come by, and they have no trouble finding employment beneath corrupt, wealthy nobles.
Rumours even abound of an expansive and secretive crime syndicate known as the Blood Eagles, although if such an organisation does exist, it has not been conclusively proven.
In spite of this, Mercenion is looked upon with awe by many inhabitants of other, less well-developed countries, and tends to draw in a large number of immigrants seeking to begin a new life. As such, Mercenion has a higher degree of racial diversity than any other country in the world, and its culture has become quite muddled over the centuries.
Everyone in the world of Alpharia possesses at least a small degree of magical talent according to the sign of the Arcane Zodiac under which they were born. Much like a person's physical prowess, the magical power of any given person can vary wildly according to both their inborn ability and the extent to which they practice and develop their skill. Some can barely summon enough energy to make a glass of water ripple, whereas a few rare individuals may bend reality to their whims as easily as moulding clay.
Although the ability to use magic comes from within, magic itself does not. Much like light or heat, it is simply a type of energy. In its unrefined state it is wild and chaotic; pure potential in a raw form. Only by being channelled through a focused mind can it be utilised and directed; the effects of being exposed to magic that has not been "distilled" in this manner are often nothing short of catastrophic.
Magic is an extremely important (some would say integral) aspect of the world of Alpharia. It has been responsible for almost all of the civilisational advancements made in history. At the dawn of man, Seers scoured the land in search of other tribes, and the arts of trade and diplomacy were born from the contact that was soon established. Elementalists summoned rain to feed crops and, as seafaring became a reality, brought favourable winds to direct ships to new and exotic lands.
Healers laboured day and night to keep the population in good health, ever striving to develop new spells to counter illnesses and maladies. At the hands of the Alchemists, with their ability to manipulate matter of all kinds, technology advanced at a rapid rate. When mankind developed the inclination to research their history, the Necromancers stepped in, summoning forth long-dead spirits to hear the stories they had to tell, and through the keen minds of the Abjurers and the insight of the creatures called forth by Summoners, humanity gained a greater understanding of the workings of magic itself.
The only exceptions to the rule are those born under the sign of Nihil. These unfortunates have no innate magical abilities whatsoever, and are completely unable to utilise magic unless it is supplied to them through an external source, such as an enchanted staff or a magical potion.
The polite term for these individuals is "Nullborn", or simply "Nulls", although many other, more derogatory names exist for them.
Nulllborn suffer persecution and ostracism throughout the world. They are often perceived to be "bad luck", which may be tied into the theory that eventually, the Nullborn population will undergo a sudden surge, causing them to become the predominant "race" on the planet and resulting in a massive decline of magic users and magic in general. Given that most of the world's population relies on magic as heavily (if not more so) as they rely on the Sun rising every morning, the prospect of having to live without it is one that terrifies many.
There are some communities in the world that do cautiously accept Nulls, and a few that treat them as equals in every respect, although such places are few and far between, and they are often small and isolated.
In general, however, Nullborn are sent (often forcefully) at a very young age to "Null Centres", institutions that fall somewhere between a boarding school and a prison. In these places, Nullborn are offered food, lodgings and (usually) education or military training, but conditions are often poor and the inhabitants are rarely allowed to venture into the outside world. It is common practice for Nullborn brought to such places to have the letter "N" imprinted on their foreheads in order to make their "condition" known. This is usually performed by means of a painless magical ritual, but more malevolent centres have been known for both tattooing and branding.
THE WORLDS BEYOND
The world of Alpharia is home to humans, but other realms exist that house a wide variety of strange and wondrous beings. No human has ever successfully travelled to these realms, so very little is known about them. However, a certain type of magic user known as a Summoner has the ability to call forth the inhabitants of these places, which has been sufficient to offer some small amount of insight into their nature. Currently, there are four known realms, not counting Alpharia itself. These are named Auyil, Ferroris, Malthrax and Zyori
Zyori is home to mysterious entities that are at least partially composed of pure magic. They vary wildly in form; some of them have a vaguely humanoid shape, while others are almost alien enough to defy description. Although the inhabitants of Zyori are not malevolent, their motives are quite inscrutable, and they are largely indifferent to humanity.
Auyil is a vibrant realm filled with sylphs, fairies, undines, gnomes, and other such spirits of nature and the elements. Although these creatures are by no means always friendly, they tend to be more benign than the Zyorians, and have, in a few cases, been known to develop friendships with humans.
Ferroris is a wild, untamed world inhabited by fierce beasts and savage races such as ogres and trolls. The creatures of this realm are often difficult to bargain with, if indeed they can be bargained with at all. They are not evil in the true sense of the word, but their primitive mindset means that they are often ill-tempered, violent and callous.
Malthrax is the last of the worlds beyond (or at least of those that are known) and it is one that is staunchly avoided by all but the most determined or demented of Summoners, for it is populated by the terrible creatures known as daemons. Although these foul beings are almost as diverse as the Zyori, they are invariably malevolent and vile through and through. Many daemons wield tremendous power, and due to their malicious tendencies and capacity for destruction, summoning them is strictly forbidden in almost all societies.
Zyori is home to mysterious entities that are at least partially composed of pure magic. They vary wildly in form; some of them have a vaguely humanoid shape, while others are almost alien enough to defy description. Although the inhabitants of Zyori are not malevolent, their motives are quite inscrutable, and they are largely indifferent to humanity.
Auyil is a vibrant realm filled with sylphs, fairies, undines, gnomes, and other such spirits of nature and the elements. Although these creatures are by no means always friendly, they tend to be more benign than the Zyorians, and have, in a few cases, been known to develop friendships with humans.
Ferroris is a wild, untamed world inhabited by fierce beasts and savage races such as ogres and trolls. The creatures of this realm are often difficult to bargain with, if indeed they can be bargained with at all. They are not evil in the true sense of the word, but their primitive mindset means that they are often ill-tempered, violent and callous.
Malthrax is the last of the worlds beyond (or at least of those that are known) and it is one that is staunchly avoided by all but the most determined or demented of Summoners, for it is populated by the terrible creatures known as daemons. Although these foul beings are almost as diverse as the Zyori, they are invariably malevolent and vile through and through. Many daemons wield tremendous power, and due to their malicious tendencies and capacity for destruction, summoning them is strictly forbidden in almost all societies.
THE ARCANE ZODIAC
SIGNS OF THE ZODIAC
PLOT
The Arcane Zodiac is an astrological cycle consisting of fourteen "signs". The population of Alpharia considers the charting of this zodiac to be of the greatest importance, as there is very strong evidence to suggest that its various signs affect the type of magical ability that a person is born with. It is not known if the zodiac itself is directly responsible for this or if it is merely a manifestation of other, external forces, but nevertheless, it is widely believed that unearthing its secrets may be the key to a full understanding of the workings of magic. As such, stargazing is a very common practice.
Couples intending to become parents will often plan ahead to increase the chances that their child is born under a certain sign. Some families come from a long line of antecedents all born beneath a certain aspect of the zodiac, and such families have been known to go to extremes in order to keep their bloodline "pure", refusing to interbreed with those who do not have the same magical alignment and sometimes even disowning children that end up being born under the "wrong" sign.
However, almost invariably, all parents will go to great lengths to ensure that their child is not born under the sign of Nihil. Kinder families may simply not wish their child to have to endure the feeling of inferiority and social stigma associated with having zero magical talent, whereas more selfish ones may be more concerned with their own status, or simply not wish to endure the burden of raising such a child.
To make matters even more difficult, should a child be born to a Null parent, the child will also be a Null, regardless of the sign they were born under. Given that prospective non-Null parents have avoided the sign of Nihil like the plague ever since it was discovered, this is where the majority of the world's Nullborn population as it is today originates from. Those who were actually born under the sign of Nihil, or "True Nullborn", as they are called, are becoming increasingly rare.
Couples intending to become parents will often plan ahead to increase the chances that their child is born under a certain sign. Some families come from a long line of antecedents all born beneath a certain aspect of the zodiac, and such families have been known to go to extremes in order to keep their bloodline "pure", refusing to interbreed with those who do not have the same magical alignment and sometimes even disowning children that end up being born under the "wrong" sign.
However, almost invariably, all parents will go to great lengths to ensure that their child is not born under the sign of Nihil. Kinder families may simply not wish their child to have to endure the feeling of inferiority and social stigma associated with having zero magical talent, whereas more selfish ones may be more concerned with their own status, or simply not wish to endure the burden of raising such a child.
To make matters even more difficult, should a child be born to a Null parent, the child will also be a Null, regardless of the sign they were born under. Given that prospective non-Null parents have avoided the sign of Nihil like the plague ever since it was discovered, this is where the majority of the world's Nullborn population as it is today originates from. Those who were actually born under the sign of Nihil, or "True Nullborn", as they are called, are becoming increasingly rare.
SIGNS OF THE ZODIAC
Animus

Those born beneath the sign of Animus become Summoners, who have the ability to enlist the aid of entities from the worlds beyond. There are two types of summoner; White Summoners and Black Summoners, also known as Binders. This is not determined by one's star sign, however; it is a matter of personal ethics.
White summoners call creatures to their aid through offerings and persuasion, earning the loyalty of whatever they choose to call forth. Binders, on the other hand, mentally subjugate and command that which they summon through magical means.
Both approaches have advantages and disadvantages. White summoners are limited in that they must convince their summoned creatures to help them. This means that they are often unable to deal with more powerful beings, whose demands are frequently too great to be met (and, in the case of daemons, are likely to betray those who called them forth in any event).
Binders do not have this problem, but should their mind falter at any time or the mental link that they use to command their creatures otherwise be broken, they will no longer have any control over what they brought into their realm, and anything freed in such a manner is very likely to take out its anger at being enslaved on the unfortunate spellcaster.
Fortuna

Those born under the sign of Fortuna are known as Auspicians. They have the power to manipulate probability and fate.
Naturally, the majority of Auspicians use their powers to benefit themselves and those they care about, bringing as much good fortune their way as their powers allow. However, a few more spiteful Auspicians prefer to focus their talents on harassing others, cursing them with bad luck. This is considered a very severe crime in most cultures, and is punishable by death in extreme cases.
Materia

Those born under the sign of Materia can transform and reshape matter with the power of magic, and are known as Alchemists.
Although it is something of a stereotype to consider an Alchemist a dedicated brewer of magical potions, it is one that many Alchemists nevertheless conform to, as such services tend to be in very high demand. Although there is no shortage of Healers in the world, it is much more convenient to have a potion immediately available to seal a wound or wipe away a stubborn cold.
Only a few adventurous (and skilled) Alchemists truly explore the full potential of the discipline, realising that the ability to transform matter itself can be used for far more than churning out mere elixirs. This type of magic is very powerful and versatile, and given its role in the advancement of civilisation, Alchemists are usually well-respected.
(NOTE: "Materia" is Latin for "matter" and it has nothing to do with Final Fantasy VII shut up shut up shut up.)
Mentis

Those born under the sign of Mentis are known as Enchanters. These individuals can affect the mental and emotional state of others with great precision. They can fill a man with hope and vivacity one moment and render him a crushed, hysterical wreck the next. Indeed, the most powerful enchanters can completely subvert a person's beliefs, delete their memories or brainwash them into thralls, obeying their every command.
Because of how subtle and potentially insidious their abilities are, Enchanters are widely distrusted, leading many of them to conceal their true natures.
Mortis

Those born under the sign of Mortis become Necromancers, and they deal with death in all its forms.
Necromancy is a controversial discipline in the world of Alpharia, as many of its aspects are frowned upon. Calling forth departed spirits is, by and large, an accepted practice, but others such as the reanimation of corpses are, if not outright forbidden, at least considered taboo.
The darkest powers of Necromancy allow the spellcaster to drain away the very life of others, or simply kill them outright. Naturally, using the discipline for this purpose (except in self-defence) is a very serious crime.
Perditio

Those born under the sign of Perditio are known as Entropists, dangerous magic users who wield pure destructive power.
Although many disciplines of magic can indeed be used to destroy, (prime examples being Elementalism or Alchemy) Entropy is the only one that exists solely for this purpose. Rumours abound of Entropists so powerful that they can literally erase things from reality so that they not only cease to exist, but also never existed in the first place. Naturally, none of these have been proven.
Entropists do not have much in the way of career prospects, although they are in high demand in militaristic regions as elite soldiers. However, less law-abiding Entropists are apt to become hired killers, given that any murders committed with the discipline tend to leave very little evidence.
Phasma

Those born beneath the sign of Phasma become Illusionists. As the name suggests, these individuals specialise in the creation and manipulation of illusions and apparitions of all kinds.
Skilled illusionists are in high demand as entertainers, creating grand visions to enhance theatrical productions or to simply fascinate audiences in and of themselves. However, the discipline can be turned towards darker ends, as it allows for the creation of some truly terrifying visions, far beyond anything the natural world could produce.
Res

Those born beneath the sign of Res are known as Elementalists. They are capable of manipulating the four "classical" elements; fire, earth, air and water.
Depending on how an Elementalist chooses to focus their power, they have a wide variety of options available to them. The manipulation of earth and water has obvious applications in the areas of agriculture, fishing and mining, and by controlling the air, Elementalists can calm storms, whisper messages in the wind and ensure that ships reach their destination in a timely manner.
Fire is a less popular aspect of Elementalism (at least among law-abiding citizens) for obvious reasons, although many will at least dabble in it in order to keep their homes warm in the cold nights of winter.
Tempus

Those born beneath the sign of Tempus become Chronomancers, and are able to control time itself.
Although actual time travel is possible with Chronomancy, it requires an exceptional mastery of the discipline and it is something that very few have ever attempted, let alone returned from. Most Chronomancers are limited to merely controlling the rate at which time flows for themselves or others, allowing them to speed themselves up or slow the world around them to a complete halt.
Veneficus

Those born under the sign of Veneficus are known as Abjurers.
These are an unusual breed of spellcaster who employ a type of magic that affects other magic. With their power they can undo magical effects in place, shield themselves and others from magical attack and temporarily deprive someone of their magical ability. However, by far the most common application of Abjuration is the creation of magical "deadzones", areas that have been completely drained of magical energy and as such allow no spells to be cast. Deadzones are frequently used in prisons, among other places.
Many abjurers are of noble birth, and coincidentally, they often see themselves as being above those born beneath other signs because of the power they hold over all other types of magic.
Vigoratus

Those born beneath the sign of Vigoratus become Healers.
The term "Healer" tends to bring to mind the image of a person magically closing wounds and wiping away disease, and this is indeed what many Healers consign themselves to do. However, there is much more to it than that. The power of the healer extends far beyond merely affecting the human body. The magic draws upon the purest powers of life and creation, and as such, an experienced Healer can "heal" sundered objects, piece together fractured minds and even repair damage to reality itself, such as that caused by the discipline of Entropy.
Whatever a Healer chooses to focus on, however, they are likely to have little trouble finding a place in any society, as there are always wounds to be healed, be they physical or otherwise.
Visum

Those born beneath the sign of Visum have the ability to peer into locations far beyond those that normal sight would allow for. Accordingly, they are known as Seers.
At its most basic level, this discipline allows the user to see clearly over long distances, gazing into other cities, other continents, or even into space itself. This allows them to function extremely well as navigators, cartographers and astronomers.
However, the power of the discipline extends far beyond this. More powerful Seers are capable of looking into the past, the future, the worlds beyond, and indeed the minds of others. Although the use of telepathy is largely frowned upon, (a man's thoughts should be his own, after all) it is considered acceptable in some societies in determining the guilt of alleged criminals, and it is very common for Seers to be employed for this purpose.
Nihil

The 13th sign of the Arcane Zodiac, Nihil is feared and reviled worldwide, for those born beneath the sign are cursed to a life with no magical talent whatsoever. These unfortunates are known as "Nullborn" or simply "Nulls".
Although the Nullborn's lack of magical prowess puts them at a disadvantage, it does make them much more inclined to practice their more mundane talents. Many Nulls are exceptional craftsmen and artisans when they are given the opportunity to become such, and their talents are envied by those who choose to forego the development of such skills in favour of their magic.
Omnis

Omnis is the mysterious 14th sign, and those born beneath it are known as Archmages.
While others can harness and utilise individual aspects of magic, archmages tap into and control the flow of magic itself, allowing them to perform astonishing feats of power, some of which defy all the other magical disciplines.
The sign of Omnis has thus far proven impossible to chart and seems to emerge at complete random, much to the frustration of astronomers. Such emergences are also few and far between, so Archmages are exceptionally rare. However, they almost always rise to positions of great power, and are universally respected...or feared.

Those born beneath the sign of Animus become Summoners, who have the ability to enlist the aid of entities from the worlds beyond. There are two types of summoner; White Summoners and Black Summoners, also known as Binders. This is not determined by one's star sign, however; it is a matter of personal ethics.
White summoners call creatures to their aid through offerings and persuasion, earning the loyalty of whatever they choose to call forth. Binders, on the other hand, mentally subjugate and command that which they summon through magical means.
Both approaches have advantages and disadvantages. White summoners are limited in that they must convince their summoned creatures to help them. This means that they are often unable to deal with more powerful beings, whose demands are frequently too great to be met (and, in the case of daemons, are likely to betray those who called them forth in any event).
Binders do not have this problem, but should their mind falter at any time or the mental link that they use to command their creatures otherwise be broken, they will no longer have any control over what they brought into their realm, and anything freed in such a manner is very likely to take out its anger at being enslaved on the unfortunate spellcaster.
Fortuna

Those born under the sign of Fortuna are known as Auspicians. They have the power to manipulate probability and fate.
Naturally, the majority of Auspicians use their powers to benefit themselves and those they care about, bringing as much good fortune their way as their powers allow. However, a few more spiteful Auspicians prefer to focus their talents on harassing others, cursing them with bad luck. This is considered a very severe crime in most cultures, and is punishable by death in extreme cases.
Materia

Those born under the sign of Materia can transform and reshape matter with the power of magic, and are known as Alchemists.
Although it is something of a stereotype to consider an Alchemist a dedicated brewer of magical potions, it is one that many Alchemists nevertheless conform to, as such services tend to be in very high demand. Although there is no shortage of Healers in the world, it is much more convenient to have a potion immediately available to seal a wound or wipe away a stubborn cold.
Only a few adventurous (and skilled) Alchemists truly explore the full potential of the discipline, realising that the ability to transform matter itself can be used for far more than churning out mere elixirs. This type of magic is very powerful and versatile, and given its role in the advancement of civilisation, Alchemists are usually well-respected.
(NOTE: "Materia" is Latin for "matter" and it has nothing to do with Final Fantasy VII shut up shut up shut up.)
Mentis

Those born under the sign of Mentis are known as Enchanters. These individuals can affect the mental and emotional state of others with great precision. They can fill a man with hope and vivacity one moment and render him a crushed, hysterical wreck the next. Indeed, the most powerful enchanters can completely subvert a person's beliefs, delete their memories or brainwash them into thralls, obeying their every command.
Because of how subtle and potentially insidious their abilities are, Enchanters are widely distrusted, leading many of them to conceal their true natures.
Mortis

Those born under the sign of Mortis become Necromancers, and they deal with death in all its forms.
Necromancy is a controversial discipline in the world of Alpharia, as many of its aspects are frowned upon. Calling forth departed spirits is, by and large, an accepted practice, but others such as the reanimation of corpses are, if not outright forbidden, at least considered taboo.
The darkest powers of Necromancy allow the spellcaster to drain away the very life of others, or simply kill them outright. Naturally, using the discipline for this purpose (except in self-defence) is a very serious crime.
Perditio

Those born under the sign of Perditio are known as Entropists, dangerous magic users who wield pure destructive power.
Although many disciplines of magic can indeed be used to destroy, (prime examples being Elementalism or Alchemy) Entropy is the only one that exists solely for this purpose. Rumours abound of Entropists so powerful that they can literally erase things from reality so that they not only cease to exist, but also never existed in the first place. Naturally, none of these have been proven.
Entropists do not have much in the way of career prospects, although they are in high demand in militaristic regions as elite soldiers. However, less law-abiding Entropists are apt to become hired killers, given that any murders committed with the discipline tend to leave very little evidence.
Phasma

Those born beneath the sign of Phasma become Illusionists. As the name suggests, these individuals specialise in the creation and manipulation of illusions and apparitions of all kinds.
Skilled illusionists are in high demand as entertainers, creating grand visions to enhance theatrical productions or to simply fascinate audiences in and of themselves. However, the discipline can be turned towards darker ends, as it allows for the creation of some truly terrifying visions, far beyond anything the natural world could produce.
Res

Those born beneath the sign of Res are known as Elementalists. They are capable of manipulating the four "classical" elements; fire, earth, air and water.
Depending on how an Elementalist chooses to focus their power, they have a wide variety of options available to them. The manipulation of earth and water has obvious applications in the areas of agriculture, fishing and mining, and by controlling the air, Elementalists can calm storms, whisper messages in the wind and ensure that ships reach their destination in a timely manner.
Fire is a less popular aspect of Elementalism (at least among law-abiding citizens) for obvious reasons, although many will at least dabble in it in order to keep their homes warm in the cold nights of winter.
Tempus

Those born beneath the sign of Tempus become Chronomancers, and are able to control time itself.
Although actual time travel is possible with Chronomancy, it requires an exceptional mastery of the discipline and it is something that very few have ever attempted, let alone returned from. Most Chronomancers are limited to merely controlling the rate at which time flows for themselves or others, allowing them to speed themselves up or slow the world around them to a complete halt.
Veneficus

Those born under the sign of Veneficus are known as Abjurers.
These are an unusual breed of spellcaster who employ a type of magic that affects other magic. With their power they can undo magical effects in place, shield themselves and others from magical attack and temporarily deprive someone of their magical ability. However, by far the most common application of Abjuration is the creation of magical "deadzones", areas that have been completely drained of magical energy and as such allow no spells to be cast. Deadzones are frequently used in prisons, among other places.
Many abjurers are of noble birth, and coincidentally, they often see themselves as being above those born beneath other signs because of the power they hold over all other types of magic.
Vigoratus

Those born beneath the sign of Vigoratus become Healers.
The term "Healer" tends to bring to mind the image of a person magically closing wounds and wiping away disease, and this is indeed what many Healers consign themselves to do. However, there is much more to it than that. The power of the healer extends far beyond merely affecting the human body. The magic draws upon the purest powers of life and creation, and as such, an experienced Healer can "heal" sundered objects, piece together fractured minds and even repair damage to reality itself, such as that caused by the discipline of Entropy.
Whatever a Healer chooses to focus on, however, they are likely to have little trouble finding a place in any society, as there are always wounds to be healed, be they physical or otherwise.
Visum

Those born beneath the sign of Visum have the ability to peer into locations far beyond those that normal sight would allow for. Accordingly, they are known as Seers.
At its most basic level, this discipline allows the user to see clearly over long distances, gazing into other cities, other continents, or even into space itself. This allows them to function extremely well as navigators, cartographers and astronomers.
However, the power of the discipline extends far beyond this. More powerful Seers are capable of looking into the past, the future, the worlds beyond, and indeed the minds of others. Although the use of telepathy is largely frowned upon, (a man's thoughts should be his own, after all) it is considered acceptable in some societies in determining the guilt of alleged criminals, and it is very common for Seers to be employed for this purpose.
Nihil

The 13th sign of the Arcane Zodiac, Nihil is feared and reviled worldwide, for those born beneath the sign are cursed to a life with no magical talent whatsoever. These unfortunates are known as "Nullborn" or simply "Nulls".
Although the Nullborn's lack of magical prowess puts them at a disadvantage, it does make them much more inclined to practice their more mundane talents. Many Nulls are exceptional craftsmen and artisans when they are given the opportunity to become such, and their talents are envied by those who choose to forego the development of such skills in favour of their magic.
Omnis

Omnis is the mysterious 14th sign, and those born beneath it are known as Archmages.
While others can harness and utilise individual aspects of magic, archmages tap into and control the flow of magic itself, allowing them to perform astonishing feats of power, some of which defy all the other magical disciplines.
The sign of Omnis has thus far proven impossible to chart and seems to emerge at complete random, much to the frustration of astronomers. Such emergences are also few and far between, so Archmages are exceptionally rare. However, they almost always rise to positions of great power, and are universally respected...or feared.
PLOT
You are one of the Nullborn, an individual born beneath the sign of Nihil and lacking in magical talent.
You have absolutely no memory of your parents, and for as long as you can remember, you have been living in a Null Centre just outside the city of Silverhaven, the capital of Mercenion.
You have, however, been fortunate in that this particular Null Centre is at least humane in its treatment of the inhabitants. You have received a basic education and the opportunity to practice your skills at crafting, for which you have found a particular knack.
You have often longed to experience what lies outside the centre, but you have never once been permitted to venture beyond its walls. After many years you eventually resigned yourself to your fate, deciding that the outside world simply wasn't for you...
...until one fateful night, when the Null Centre is attacked and razed to the ground by a group of mysterious, cloaked assailants.
You and your long-time friend Eleanor are the only ones who manage to survive the attack, thanks to the efforts of a kindly man calling himself "Vernon." Although you are terrified and shaken by the experience, you realise that it has also brought a golden opportunity at your doorstep. This is your chance to explore beyond the boundaries of the Null Centre and experience what the world has to offer.
However, this will not be easy. Your sheltered life has left you with very little knowledge of how the world works. In the country of Mercenion, Nulls are often disregarded at best and despised at worst. Furthermore, there are sinister forces at work; those behind the destruction of your Null Centre, to name but one. Will you be able to overcome these difficulties and carve out your own path, or will you be crushed beneath the weight of your own inexperience and the prejudice of others?
You have absolutely no memory of your parents, and for as long as you can remember, you have been living in a Null Centre just outside the city of Silverhaven, the capital of Mercenion.
You have, however, been fortunate in that this particular Null Centre is at least humane in its treatment of the inhabitants. You have received a basic education and the opportunity to practice your skills at crafting, for which you have found a particular knack.
You have often longed to experience what lies outside the centre, but you have never once been permitted to venture beyond its walls. After many years you eventually resigned yourself to your fate, deciding that the outside world simply wasn't for you...
...until one fateful night, when the Null Centre is attacked and razed to the ground by a group of mysterious, cloaked assailants.
You and your long-time friend Eleanor are the only ones who manage to survive the attack, thanks to the efforts of a kindly man calling himself "Vernon." Although you are terrified and shaken by the experience, you realise that it has also brought a golden opportunity at your doorstep. This is your chance to explore beyond the boundaries of the Null Centre and experience what the world has to offer.
However, this will not be easy. Your sheltered life has left you with very little knowledge of how the world works. In the country of Mercenion, Nulls are often disregarded at best and despised at worst. Furthermore, there are sinister forces at work; those behind the destruction of your Null Centre, to name but one. Will you be able to overcome these difficulties and carve out your own path, or will you be crushed beneath the weight of your own inexperience and the prejudice of others?
CHARACTERS
Eleanor

Age: 20
Height: 5' 6"
Sign: Nihil
Eleanor is a young girl whom you have known for a long time, and is the only person in the Null Centre whom you would truly call a "friend".
Unlike you, Eleanor was brought to the centre in her adolescence. When she arrived she was all but catatonic, as though some horrible experience had drained away her will to live. More often than not, she did not even have the presence of mind to eat or drink, and had to be magically sustained through the discipline of Healing to keep her from starving to death.
Due to the centre experiencing space constraints at the time of her arrival, you found yourself forced to share a room with her. In time, and with the help of your companionship, she gradually began to respond to the outside world again and eventually made a full recovery, although she still remembers nothing of her life before coming to the centre, and is quite unable to explain how or why she had ended up in such a state to begin with.
Eleanor is quiet and solemn, and greatly values her personal space. You have learned that it is best to allow her her solitude when she needs it, which she appreciates. However, while she has little taste for conversation with anyone she doesn't consider a friend, she has no difficulty expressing herself when she sees fit to do so, and can be quite blunt and incisive in her speech.
Vernon

Age: 27
Height: 6' 2"
Sign: Mentis
Vernon is an Enchanter, and a skilled one at that. However, rather than hide his power for fear of garnering mistrust, as many Enchanters do, Vernon has used it to carve out a niche for himself.
He runs a popular psychotherapy business in the city of Silverhaven. If someone is seeking respite from grief or depression, help in overcoming fears and worries, or simply a motivational boost to complete a certain task, Vernon is often the man they will go to.
In truth, however, Vernon rarely ever actually uses his magical talents to help those who come to him, preferring to rely on his natural persuasive abilities and empathy. He firmly believes that magic is not the best solution when it comes to problems of the psyche, and only resorts to it when all other options have proven futile. Actually helping a person work through their problems is something he considers much more effective and infinitely more rewarding than simply waving a hand and making them go away for a while. This is not something he informs his clients of, however, preferring to allow them to believe that he is simply using magic to encourage a sort of placebo effect.
Vernon is a friendly, kind and charming soul, although he can be manipulative and deceitful at times, and is loath to talk about himself. He also seems to have a great interest in your welfare specifically, for some reason...
Graham

Age: 34
Height: 5' 11"
Sign: Fortuna
Gambling is an extremely tricky subject in the world of Alpharia. With Seers able to predict the flow of a game and Enchanters that can convince a man to fold his hand with a mere gaze, it's difficult to know for sure if anyone involved is playing honestly.
However, the people who have the worst luck in this regard are, rather ironically, the Auspicians. Nobody but nobody is prepared to engage in a game of chance with a person to whom chance is a plaything, which is something that has frustrated Graham to no end.
Graham loves the thrill and risk involved in staking his money on the flip of a card or the roll of the die, and wouldn't dream of using his luck-affecting power to influence the result of a game. Unfortunately, he hasn't been very successful in convincing other people of this. It is for this reason that Graham has recently moved to the city of Silverhaven. As wealthy as it is, it can afford to maintain dedicated magical deadzones for its gambling dens, ensuring that absolutely no cheating (at least, cheating of a magical nature) takes place, and so Graham will finally be able to satisfy his urge.
As one might expect from a "professional" gambler, Graham is carefree, happy-go-lucky and hedonistic, having a great appreciation for what he considers the "finer" things in life...which largely consists of beer and women.
Nicholas

Age: 16
Height: 5' 5"
Sign: Animus
A Summoner born into a wealthy family of scholars and academics, Nicholas is a highly intelligent and well-read young boy.
Having been home-tutored and spent little time out of doors, Nicholas is very timid and socially awkward. For this reason, he has found that he greatly prefers the company of the denizens of Auyil, who, given their curious, playful nature, tend to regard his stuttering and general conversational clumsiness as an amusing, even endearing quality.
He is very close friends with one of these creatures in particular; a sylph by the name of Alalia. This sylph is Nicholas' constant companion, and he summons her almost on a daily basis simply to enjoy her company. More often than not, she is all too willing to join him and experience this fascinating new world.
Rhiannon

Age: 24
Height: 5' 10"
Sign: Veneficus
Rhiannon is an Abjurer, and the eldest daughter of the Viscount of Faycrest.
This family of nobles is known for their level-headedness and composure, and Rhiannon upholds their reputation well. She is austere, confident and disciplined, and very difficult to sway from any goal she has set her mind to, often to the point of downright stubbornness.
As chilly as she may appear, however, Rhiannon is not without her tender side, although it is something that no-one, save perhaps for her father, has ever seen. Several years ago, Rhiannon's mother suffered a sudden and inexplicable death that devastated the family, particularly Rhiannon herself. Although foul play was suspected, nothing was ever proven, and the experience has burdened Rhiannon's soul with an almost unbearable pain.
Nevertheless, she sternly refuses to allow her emotions to get the better of her, and is determined to continue preparing herself for the day that she inherits the viscountcy from her father.
Archmage Theodore

Age: ??
Height: 6' 0"
Sign: Omnis
The governor of Mercenion, and the man behind the creation of Null Centres. He is seen as the forefront of Nullborn marginalisation, and considers the "curbing" of the Null population to be his personal duty.
Theodore is centuries old, though still in perfect health thanks to his tremendous magical power. Although he is stern and uncompromising at the best of times, he bears a great love for both his country and his people, and devotes himself thoroughly to seeing them flourish. Indeed, Mercenion has prospered beneath Theodore's rule, and there are very few people (if any) in the land that wish to see him undone, aside from those who disagree with his treatment of Nulls...and of course the Nulls themselves.
Hassan

Age: 29
Height: 5' 9"
Sign: Vigoratus
Hassan was born into a family of immigrants from the continent of Indus. At a very young age, he joined the Mercenese army, where he put his extensive healing talents to use as a field medic. He has brought many soldiers back from the brink of death, and is no stranger to the deadly havoc of skirmish warfare.
Unfortunately, this was not a choice of career that his parents approved of. His father in particular was an extremely strict pacifist and forbade Hassan to enlist in the militia to, as he put it, "inflict yet more violence on a bloodied world", in spite of Hassan's insistence that his intention was to save lives rather than taking them.
Having gone against his father's wishes, Hassan returned from service only to find himself disowned by his family. With no home to go back to and no further need for him on the field of battle, he now drifts aimlessly through the country, seeking work and shelter wherever he can find it.
Hassan has inherited his father's love of peace, but not his idealism. He is very down-to-earth and pragmatic, and believes that as war and violence will never be completely erased from humanity, the best that anyone can do is to see that it is over as quickly as possible, then alleviate the suffering of those left scathed.
Claudia

Age: 35
Height: 6' 0"
Sign: Animus
Claudia is the last resort when it comes to the maintenance of law and order in the city of Silverhaven. Appointed by Archmage Theodore himself, she is consigned to the task of dealing with criminals that have proven too powerful for the region's standard law enforcement to bring to justice.
A Binder of supreme willpower, she is the only sanctioned summoner of daemons in the entire country of Mercenion, and has a whole host of the vile creatures at her beck and call.
Claudia's widespread reputation is so fearsome that she rarely even has to call upon her servants to put an end to troublemakers; quite often, her icy stare is more than sufficient to make any ne'er-do-well lay down their arms and surrender quietly. On the occasion that she does find it necessary to use force, however, those who have aroused her ire invariably receive a brief and painful lesson on just why she is not to be trifled with.
It is extremely fortunate for the residents of Silverhaven that Claudia's loyalty to Mercenion and Archmage Theodore is absolute, for the consequences would be terrible indeed if she were ever to turn against her people.
Osprey

Age: 30
Height: 5' 7"
Sign: Perditio
The man known only as "Osprey" is not someone you want to bump into on a dark night, because chances are slim that your meeting is coincidence, and chances are even slimmer that you are going to survive it.
A mysterious "contractor" (which is the term he prefers) that operates from the shady side of Silverhaven, Osprey is prepared to kill, steal, blackmail, threaten and perform a variety of other misdeeds in exchange for a suitable fee. Said fee is almost always extravagant, but Mercenion is a wealthy country, and with so many Seers and Necromancers capable of unearthing the culprit behind almost any crime, Osprey's guarantee that any work he is hired to do will not be traced back to his employer is a very valuable one indeed.
Osprey approaches his work with a level of cool professionalism. He is not a bloodthirsty man and doesn't take any particular pleasure in criminal acts. He simply has no real regard for the value of human life, and so he doesn't consider assassination to be any more or less of a legitimate job than, say, bartending, except without having to clean up spilled drinks and vomit.
Furaha

Age: 23
Height: 5' 9"
Sign: Visum
A talented Seer from the continent of Utur, Furaha longs for the sun-kissed savannahs and peaceful, easy-going communities of her homeland.
Uturians tend to prize their Seers above all other types of spellcaster, and Furaha was no different. In her home village, she was both respected for her ability and liked for her personality and strength of character, and she was quite happy with her life.
Alas, the village elders foresaw a greater fate in store for her, one that would not be realised in her homeland. Furaha had to admit that she too had experienced similar premonitions. Although the precise nature of them eluded her, she knew that, in some way, she was needed elsewhere, and that her presence was to be of great importance.
In spite of her reluctance to leave her home, she found she could not ignore the mysterious calling, and so, with the consent of the Elders, she set sail for Mercenion with a heavy heart.
Despite her homesickness, Furaha is determined to make the best of her situation. She takes heart in the knowledge that, one way or another, she will most likely be helping to change the world for the better by following her visions...and the truth is that her noble soul would not allow her to take any other course of action regardless.
Abigail

Age: 18
Height: 5' 6"
Sign: Materia
An Alchemist with the misfortune of being born into a poor area, Abigail ekes out a living selling elixirs at a very cheap price to the local residents.
Abigail's parents both contracted a deadly illness when she was 16. Unable to afford the services of a sufficiently talented Healer, their affliction claimed them both, leaving Abigail alone in the world and forcing her to fend for herself.
Although the crushing sadness of her loss and the poverty of the area made it very difficult for her, her diligent, hard-working nature allowed her to pull through her trials, and she was able to refine her alchemical talents enough to allow her to start a small potion shop.
Unfortunately, given the circumstances, Abigail doesn't have much in the way of business sense, and she lacks the particular strain of bloody-minded stubbornness that makes one an effective barterer. Furthermore, her heart is a little too big for her own good. Although her potions are of superb quality, she often finds that she cannot stop herself from simply giving them away to those who really need them, and often undercharges those who don't. As such, the profits she receives only just allow her to scrape by.
In spite of all her hardships, Abigail has proven that her spirit is quite unbreakable, and manages to remain a sweet and polite young girl.
Marcellus

Age: 28
Height: 6' 1"
Sign: Phasma
A professional illusionist, Marcellus is recovering from an addiction to an alchemically enhanced form of tobacco.
Although many such "recreational" concoctions exist in Alpharia, this particular narcotic is designed to produce surreal, yet strangely appealing hallucinations, which Marcellus would then use for inspiration to enhance his performances.
Unfortunately, unless made by a very skilled alchemist, such things are rarely without their adverse side-effects, which Marcellus found out the hard way. At first he simply experienced headaches and slightly low mood, but as time went on, the symptoms worsened, and he eventually found that he was in constant physical and mental pain without regular doses of the tobacco. However, he refused to allow himself to quit, believing that it was the only thing allowing him to do his job.
Eventually, through the urgings of his family and friends, he decided that enough was enough and made an appointment with Vernon, and Enchanter and psychiatrist. With his help, he was able to work through his addiction and restore his confidence in his own abilities. Although the popularity of his performances has diminished somewhat ever since he stopped taking the drug, Marcellus is now able to make a living as a much happier man. He still enjoys plain old cigars, however.
Marcellus is somewhat disorganised and scatter-brained, although if he makes an effort, his is able to overcome these flaws when it really matters. He remains a close friend of Vernon's.

Age: 20
Height: 5' 6"
Sign: Nihil
Eleanor is a young girl whom you have known for a long time, and is the only person in the Null Centre whom you would truly call a "friend".
Unlike you, Eleanor was brought to the centre in her adolescence. When she arrived she was all but catatonic, as though some horrible experience had drained away her will to live. More often than not, she did not even have the presence of mind to eat or drink, and had to be magically sustained through the discipline of Healing to keep her from starving to death.
Due to the centre experiencing space constraints at the time of her arrival, you found yourself forced to share a room with her. In time, and with the help of your companionship, she gradually began to respond to the outside world again and eventually made a full recovery, although she still remembers nothing of her life before coming to the centre, and is quite unable to explain how or why she had ended up in such a state to begin with.
Eleanor is quiet and solemn, and greatly values her personal space. You have learned that it is best to allow her her solitude when she needs it, which she appreciates. However, while she has little taste for conversation with anyone she doesn't consider a friend, she has no difficulty expressing herself when she sees fit to do so, and can be quite blunt and incisive in her speech.
Vernon

Age: 27
Height: 6' 2"
Sign: Mentis
Vernon is an Enchanter, and a skilled one at that. However, rather than hide his power for fear of garnering mistrust, as many Enchanters do, Vernon has used it to carve out a niche for himself.
He runs a popular psychotherapy business in the city of Silverhaven. If someone is seeking respite from grief or depression, help in overcoming fears and worries, or simply a motivational boost to complete a certain task, Vernon is often the man they will go to.
In truth, however, Vernon rarely ever actually uses his magical talents to help those who come to him, preferring to rely on his natural persuasive abilities and empathy. He firmly believes that magic is not the best solution when it comes to problems of the psyche, and only resorts to it when all other options have proven futile. Actually helping a person work through their problems is something he considers much more effective and infinitely more rewarding than simply waving a hand and making them go away for a while. This is not something he informs his clients of, however, preferring to allow them to believe that he is simply using magic to encourage a sort of placebo effect.
Vernon is a friendly, kind and charming soul, although he can be manipulative and deceitful at times, and is loath to talk about himself. He also seems to have a great interest in your welfare specifically, for some reason...
Graham

Age: 34
Height: 5' 11"
Sign: Fortuna
Gambling is an extremely tricky subject in the world of Alpharia. With Seers able to predict the flow of a game and Enchanters that can convince a man to fold his hand with a mere gaze, it's difficult to know for sure if anyone involved is playing honestly.
However, the people who have the worst luck in this regard are, rather ironically, the Auspicians. Nobody but nobody is prepared to engage in a game of chance with a person to whom chance is a plaything, which is something that has frustrated Graham to no end.
Graham loves the thrill and risk involved in staking his money on the flip of a card or the roll of the die, and wouldn't dream of using his luck-affecting power to influence the result of a game. Unfortunately, he hasn't been very successful in convincing other people of this. It is for this reason that Graham has recently moved to the city of Silverhaven. As wealthy as it is, it can afford to maintain dedicated magical deadzones for its gambling dens, ensuring that absolutely no cheating (at least, cheating of a magical nature) takes place, and so Graham will finally be able to satisfy his urge.
As one might expect from a "professional" gambler, Graham is carefree, happy-go-lucky and hedonistic, having a great appreciation for what he considers the "finer" things in life...which largely consists of beer and women.
Nicholas

Age: 16
Height: 5' 5"
Sign: Animus
A Summoner born into a wealthy family of scholars and academics, Nicholas is a highly intelligent and well-read young boy.
Having been home-tutored and spent little time out of doors, Nicholas is very timid and socially awkward. For this reason, he has found that he greatly prefers the company of the denizens of Auyil, who, given their curious, playful nature, tend to regard his stuttering and general conversational clumsiness as an amusing, even endearing quality.
He is very close friends with one of these creatures in particular; a sylph by the name of Alalia. This sylph is Nicholas' constant companion, and he summons her almost on a daily basis simply to enjoy her company. More often than not, she is all too willing to join him and experience this fascinating new world.
Rhiannon

Age: 24
Height: 5' 10"
Sign: Veneficus
Rhiannon is an Abjurer, and the eldest daughter of the Viscount of Faycrest.
This family of nobles is known for their level-headedness and composure, and Rhiannon upholds their reputation well. She is austere, confident and disciplined, and very difficult to sway from any goal she has set her mind to, often to the point of downright stubbornness.
As chilly as she may appear, however, Rhiannon is not without her tender side, although it is something that no-one, save perhaps for her father, has ever seen. Several years ago, Rhiannon's mother suffered a sudden and inexplicable death that devastated the family, particularly Rhiannon herself. Although foul play was suspected, nothing was ever proven, and the experience has burdened Rhiannon's soul with an almost unbearable pain.
Nevertheless, she sternly refuses to allow her emotions to get the better of her, and is determined to continue preparing herself for the day that she inherits the viscountcy from her father.
Archmage Theodore

Age: ??
Height: 6' 0"
Sign: Omnis
The governor of Mercenion, and the man behind the creation of Null Centres. He is seen as the forefront of Nullborn marginalisation, and considers the "curbing" of the Null population to be his personal duty.
Theodore is centuries old, though still in perfect health thanks to his tremendous magical power. Although he is stern and uncompromising at the best of times, he bears a great love for both his country and his people, and devotes himself thoroughly to seeing them flourish. Indeed, Mercenion has prospered beneath Theodore's rule, and there are very few people (if any) in the land that wish to see him undone, aside from those who disagree with his treatment of Nulls...and of course the Nulls themselves.
Hassan

Age: 29
Height: 5' 9"
Sign: Vigoratus
Hassan was born into a family of immigrants from the continent of Indus. At a very young age, he joined the Mercenese army, where he put his extensive healing talents to use as a field medic. He has brought many soldiers back from the brink of death, and is no stranger to the deadly havoc of skirmish warfare.
Unfortunately, this was not a choice of career that his parents approved of. His father in particular was an extremely strict pacifist and forbade Hassan to enlist in the militia to, as he put it, "inflict yet more violence on a bloodied world", in spite of Hassan's insistence that his intention was to save lives rather than taking them.
Having gone against his father's wishes, Hassan returned from service only to find himself disowned by his family. With no home to go back to and no further need for him on the field of battle, he now drifts aimlessly through the country, seeking work and shelter wherever he can find it.
Hassan has inherited his father's love of peace, but not his idealism. He is very down-to-earth and pragmatic, and believes that as war and violence will never be completely erased from humanity, the best that anyone can do is to see that it is over as quickly as possible, then alleviate the suffering of those left scathed.
Claudia

Age: 35
Height: 6' 0"
Sign: Animus
Claudia is the last resort when it comes to the maintenance of law and order in the city of Silverhaven. Appointed by Archmage Theodore himself, she is consigned to the task of dealing with criminals that have proven too powerful for the region's standard law enforcement to bring to justice.
A Binder of supreme willpower, she is the only sanctioned summoner of daemons in the entire country of Mercenion, and has a whole host of the vile creatures at her beck and call.
Claudia's widespread reputation is so fearsome that she rarely even has to call upon her servants to put an end to troublemakers; quite often, her icy stare is more than sufficient to make any ne'er-do-well lay down their arms and surrender quietly. On the occasion that she does find it necessary to use force, however, those who have aroused her ire invariably receive a brief and painful lesson on just why she is not to be trifled with.
It is extremely fortunate for the residents of Silverhaven that Claudia's loyalty to Mercenion and Archmage Theodore is absolute, for the consequences would be terrible indeed if she were ever to turn against her people.
Osprey

Age: 30
Height: 5' 7"
Sign: Perditio
The man known only as "Osprey" is not someone you want to bump into on a dark night, because chances are slim that your meeting is coincidence, and chances are even slimmer that you are going to survive it.
A mysterious "contractor" (which is the term he prefers) that operates from the shady side of Silverhaven, Osprey is prepared to kill, steal, blackmail, threaten and perform a variety of other misdeeds in exchange for a suitable fee. Said fee is almost always extravagant, but Mercenion is a wealthy country, and with so many Seers and Necromancers capable of unearthing the culprit behind almost any crime, Osprey's guarantee that any work he is hired to do will not be traced back to his employer is a very valuable one indeed.
Osprey approaches his work with a level of cool professionalism. He is not a bloodthirsty man and doesn't take any particular pleasure in criminal acts. He simply has no real regard for the value of human life, and so he doesn't consider assassination to be any more or less of a legitimate job than, say, bartending, except without having to clean up spilled drinks and vomit.
Furaha

Age: 23
Height: 5' 9"
Sign: Visum
A talented Seer from the continent of Utur, Furaha longs for the sun-kissed savannahs and peaceful, easy-going communities of her homeland.
Uturians tend to prize their Seers above all other types of spellcaster, and Furaha was no different. In her home village, she was both respected for her ability and liked for her personality and strength of character, and she was quite happy with her life.
Alas, the village elders foresaw a greater fate in store for her, one that would not be realised in her homeland. Furaha had to admit that she too had experienced similar premonitions. Although the precise nature of them eluded her, she knew that, in some way, she was needed elsewhere, and that her presence was to be of great importance.
In spite of her reluctance to leave her home, she found she could not ignore the mysterious calling, and so, with the consent of the Elders, she set sail for Mercenion with a heavy heart.
Despite her homesickness, Furaha is determined to make the best of her situation. She takes heart in the knowledge that, one way or another, she will most likely be helping to change the world for the better by following her visions...and the truth is that her noble soul would not allow her to take any other course of action regardless.
Abigail

Age: 18
Height: 5' 6"
Sign: Materia
An Alchemist with the misfortune of being born into a poor area, Abigail ekes out a living selling elixirs at a very cheap price to the local residents.
Abigail's parents both contracted a deadly illness when she was 16. Unable to afford the services of a sufficiently talented Healer, their affliction claimed them both, leaving Abigail alone in the world and forcing her to fend for herself.
Although the crushing sadness of her loss and the poverty of the area made it very difficult for her, her diligent, hard-working nature allowed her to pull through her trials, and she was able to refine her alchemical talents enough to allow her to start a small potion shop.
Unfortunately, given the circumstances, Abigail doesn't have much in the way of business sense, and she lacks the particular strain of bloody-minded stubbornness that makes one an effective barterer. Furthermore, her heart is a little too big for her own good. Although her potions are of superb quality, she often finds that she cannot stop herself from simply giving them away to those who really need them, and often undercharges those who don't. As such, the profits she receives only just allow her to scrape by.
In spite of all her hardships, Abigail has proven that her spirit is quite unbreakable, and manages to remain a sweet and polite young girl.
Marcellus

Age: 28
Height: 6' 1"
Sign: Phasma
A professional illusionist, Marcellus is recovering from an addiction to an alchemically enhanced form of tobacco.
Although many such "recreational" concoctions exist in Alpharia, this particular narcotic is designed to produce surreal, yet strangely appealing hallucinations, which Marcellus would then use for inspiration to enhance his performances.
Unfortunately, unless made by a very skilled alchemist, such things are rarely without their adverse side-effects, which Marcellus found out the hard way. At first he simply experienced headaches and slightly low mood, but as time went on, the symptoms worsened, and he eventually found that he was in constant physical and mental pain without regular doses of the tobacco. However, he refused to allow himself to quit, believing that it was the only thing allowing him to do his job.
Eventually, through the urgings of his family and friends, he decided that enough was enough and made an appointment with Vernon, and Enchanter and psychiatrist. With his help, he was able to work through his addiction and restore his confidence in his own abilities. Although the popularity of his performances has diminished somewhat ever since he stopped taking the drug, Marcellus is now able to make a living as a much happier man. He still enjoys plain old cigars, however.
Marcellus is somewhat disorganised and scatter-brained, although if he makes an effort, his is able to overcome these flaws when it really matters. He remains a close friend of Vernon's.
GAME SYSTEM
SUMMONING & NECROMANCY
SPENDING XP ON SKILLS & SPELLS
OTHER FEATURES
CREDITS
Spellbound uses a turn-based tactical combat system that focuses heavily on the use of magic to incapacitate foes. Utilising the full extent of the powers of the various characters available (and, in turn, the various disciplines of magic) will be essential to ensuring victory on the battlefield.
Mundane combat is not without its place, however. As a Nullborn, you must learn to utilise the more conventional ways of war. Your talent for craftsmanship will aid you greatly in this, allowing you to create weapons, armour and various other tools to aid you in overcoming your foes.
Spellbound does not use a standard experience system. There are no character levels. Instead, you are rewarded with XP for the successful completion of quests and certain battles, and these points can be spent directly to improve your characters' abilities as you see fit. You can choose to learn new spells or empower the ones you already know, increasing their damage/rate of success, the number of targets they can affect at once, the speed at which they can be cast and many more aspects.
Mundane combat is not without its place, however. As a Nullborn, you must learn to utilise the more conventional ways of war. Your talent for craftsmanship will aid you greatly in this, allowing you to create weapons, armour and various other tools to aid you in overcoming your foes.
Spellbound does not use a standard experience system. There are no character levels. Instead, you are rewarded with XP for the successful completion of quests and certain battles, and these points can be spent directly to improve your characters' abilities as you see fit. You can choose to learn new spells or empower the ones you already know, increasing their damage/rate of success, the number of targets they can affect at once, the speed at which they can be cast and many more aspects.
SUMMONING & NECROMANCY
The creatures brought into Alpharia by Summoners are, to some extent, party members in their own right. Just like true NPCs, they can earn experience and increase various attributes. It is also possible to form bonds with summoned creatures, which greatly reduces the cost of calling them.
A Necromancer that chooses to animate corpses can enhance their creations through their own power, building up their stats as they see fit (according to their power level). A sufficiently experienced Necromancer can turn a simple, shambling corpse into an unstoppable, magically-charged juggernaut.
A Necromancer that chooses to animate corpses can enhance their creations through their own power, building up their stats as they see fit (according to their power level). A sufficiently experienced Necromancer can turn a simple, shambling corpse into an unstoppable, magically-charged juggernaut.
SPENDING XP ON SKILLS & SPELLS
“XP†in Spellbound may not mean what you expect it to mean.
Rather than “levelling up†when you earn a certain amount of XP, it is stored for each character, and you get to spend it yourself to increase their abilities as you see fit.
Let's say you complete a quest or successfully convince a mugger to back down (combat isn't the only way to earn XP!) and you receive 5 experience points for your efforts. This may not seem like much, but keep on reading.
So, you pop open your menu to spend your newly earned points, and are presented with a multitude of skills to choose from. Let's say you want to improve your skill in crossbows. Since you don't have any points in it right now, it'll only cost you 2 XP to bump up your crossbow skill by one rank. However, the higher your skill, the more XP it'll take to increase it.
What skills should you increase? That's all up to you. Your combat abilities will obviously be important if you intend to fight your way through the game, but perhaps you don't want to do that. This is where your other skills can come into play.
Suppose you want to get past a guard who refuses to allow you entry into a certain building. You *could* clobber him senseless, but this won't exactly reflect well on you; if you're caught, you'll be in serious trouble. Is there another solution available? There sure is, if you've been working on your social skills. With enough ranks in an appropriate Speech ability, you can easily bluff your way past that stupid guard. Be warned, though, that some people are much more difficult to convince than others, and if your skill isn't high enough, you will fail.
Perhaps you aren't much of a smooth talker. Well, you could always sneak around the back and pick the door open. Perhaps you're a dedicated craftsman? Forge yourself a suit of armour and pose as a guard yourself!
The onus doesn't even have to be on you; your companions can help you out as well. A skilled enchanter should have no problem making the guard think it'd be an excellent idea to let you in, or perhaps you could have an alchemist brew you up a sleeping draught. With the right skills, all of these options are available.
Spells, however, work a little differently. You can have your companions spend their XP on learning new abilities; a Healer, for example, may already know how to seal wounds and cure diseases, but can also be taught to repair objects; but you can also have them enhance the spells they already know.
Let's say you have an enchanter with a spell that puts a target to sleep. In its basic, unimproved form, this will only affect one target, and they won't be asleep for long. However, by spending XP, you can increase the number of people the spell can affect at once, the chance that it has of overcoming its target's willpower, the duration, the maximum range, how much effort/time it takes to cast and numerous other factors.
By modifying your spells in this way and combining the abilities of the various disciplines, you can dominate the battlefield. Spend your points wisely.
Rather than “levelling up†when you earn a certain amount of XP, it is stored for each character, and you get to spend it yourself to increase their abilities as you see fit.
Let's say you complete a quest or successfully convince a mugger to back down (combat isn't the only way to earn XP!) and you receive 5 experience points for your efforts. This may not seem like much, but keep on reading.
So, you pop open your menu to spend your newly earned points, and are presented with a multitude of skills to choose from. Let's say you want to improve your skill in crossbows. Since you don't have any points in it right now, it'll only cost you 2 XP to bump up your crossbow skill by one rank. However, the higher your skill, the more XP it'll take to increase it.
What skills should you increase? That's all up to you. Your combat abilities will obviously be important if you intend to fight your way through the game, but perhaps you don't want to do that. This is where your other skills can come into play.
Suppose you want to get past a guard who refuses to allow you entry into a certain building. You *could* clobber him senseless, but this won't exactly reflect well on you; if you're caught, you'll be in serious trouble. Is there another solution available? There sure is, if you've been working on your social skills. With enough ranks in an appropriate Speech ability, you can easily bluff your way past that stupid guard. Be warned, though, that some people are much more difficult to convince than others, and if your skill isn't high enough, you will fail.
Perhaps you aren't much of a smooth talker. Well, you could always sneak around the back and pick the door open. Perhaps you're a dedicated craftsman? Forge yourself a suit of armour and pose as a guard yourself!
The onus doesn't even have to be on you; your companions can help you out as well. A skilled enchanter should have no problem making the guard think it'd be an excellent idea to let you in, or perhaps you could have an alchemist brew you up a sleeping draught. With the right skills, all of these options are available.
Spells, however, work a little differently. You can have your companions spend their XP on learning new abilities; a Healer, for example, may already know how to seal wounds and cure diseases, but can also be taught to repair objects; but you can also have them enhance the spells they already know.
Let's say you have an enchanter with a spell that puts a target to sleep. In its basic, unimproved form, this will only affect one target, and they won't be asleep for long. However, by spending XP, you can increase the number of people the spell can affect at once, the chance that it has of overcoming its target's willpower, the duration, the maximum range, how much effort/time it takes to cast and numerous other factors.
By modifying your spells in this way and combining the abilities of the various disciplines, you can dominate the battlefield. Spend your points wisely.
OTHER FEATURES
-An extensive crafting system that will not only aid you in combat, but will also allow you to create items to solve quests in unique ways.
-Much like the crafting system, magical spells have many applications outside of combat situations. For example, with an Enchanter in your party, you can easily bluff your way past guards or sway others to your cause.
-Out-of-combat skills including pick-pocketing, stealth, bluffing, diplomacy and more.
-Aside from certain points in the game, you will have the freedom to follow the main storyline at your own pace. You can always explore new areas and engage in exciting new side quests; the experience is only as linear as you want it to be.
-Multiple options for solving quests. Do you prefer to battle your way through obstacles or find less violent means of overcoming them? The choice is yours.
-Influence system for NPCs. Your party members will react differently depending on your behaviour and how you treat them.
-Good or evil? You don't have to play the hero. Will you choose to strike back at the world that has wronged you?
-Multiple game paths and endings that flow from the decisions you make in-game. You can affect not only your own fate, but that of your companions and the entire world.
-Smart AI. Your enemies have spells to cast too, and they aren't afraid of using them. Any battles you choose to engage in will be risky, and you must be well-prepared.
-Except in certain rare circumstances, no NPC will ever be forced upon you. You are free to play through the game with as few or as many companions at your side as you wish.
-Much like the crafting system, magical spells have many applications outside of combat situations. For example, with an Enchanter in your party, you can easily bluff your way past guards or sway others to your cause.
-Out-of-combat skills including pick-pocketing, stealth, bluffing, diplomacy and more.
-Aside from certain points in the game, you will have the freedom to follow the main storyline at your own pace. You can always explore new areas and engage in exciting new side quests; the experience is only as linear as you want it to be.
-Multiple options for solving quests. Do you prefer to battle your way through obstacles or find less violent means of overcoming them? The choice is yours.
-Influence system for NPCs. Your party members will react differently depending on your behaviour and how you treat them.
-Good or evil? You don't have to play the hero. Will you choose to strike back at the world that has wronged you?
-Multiple game paths and endings that flow from the decisions you make in-game. You can affect not only your own fate, but that of your companions and the entire world.
-Smart AI. Your enemies have spells to cast too, and they aren't afraid of using them. Any battles you choose to engage in will be risky, and you must be well-prepared.
-Except in certain rare circumstances, no NPC will ever be forced upon you. You are free to play through the game with as few or as many companions at your side as you wish.
CREDITS
PORTRAITS:
-War of Genesis III
-Aedis Eclipse: Generation of Chaos
-Blazing Souls
-Shadow Hearts
Obtained from Creative Uncut.
-War of Genesis III
-Aedis Eclipse: Generation of Chaos
-Blazing Souls
-Shadow Hearts
Obtained from Creative Uncut.
You need to understand that while this much text obviously indicates INCREDIBLE DEDICATION TO WORLD BUILDING on your part, asking people to read all of it requires an incredible investment of time from them.
Nonetheless, this intrigues me, what little I skimmed of it. It reminds me A LOT of two of my games (Between Two Worlds and Mage Duel, set in the same fictional world) in that every playable character in it is a mage, and the plot is entirely about magic. (Misinterpretation guard: I don't mean in the 'lulz you ripped me off' sense, I mean in the 'Oh, we have a lot of the same ideas, that's cool' sense. )
Hence, I will read all of this some day...just not today.
Nonetheless, this intrigues me, what little I skimmed of it. It reminds me A LOT of two of my games (Between Two Worlds and Mage Duel, set in the same fictional world) in that every playable character in it is a mage, and the plot is entirely about magic. (Misinterpretation guard: I don't mean in the 'lulz you ripped me off' sense, I mean in the 'Oh, we have a lot of the same ideas, that's cool' sense. )
Hence, I will read all of this some day...just not today.
Damn. Right when I thought my plot structure was pretty impressive...
...I guess I'll just have to step up my game, won't I?
...I guess I'll just have to step up my game, won't I?
author=Max McGee link=topic=3425.msg68666#msg68666 date=1238437650
You need to understand that while this much text obviously indicates INCREDIBLE DEDICATION TO WORLD BUILDING on your part, asking people to read all of it requires an incredible investment of time from them.
In my defence, it doesn't appear quite as hefty when it's all neatly encapsulated in spoiler blocks. Unfortunately, this forum doesn't seem to have those, or if it does, I'm not sure how to use them.
I realise it suffers just a smidge from "wall of text" syndrome, however, so I'm glad you still feel inclined to read it.
Place the word hide between , and end with .
Damn you Max, I thought that was an essay about one of your worlds. >:(
I'm pretty sure that they are from game art books, since I recognize Lezard for the Valkyrie Profile series and the fortune-teller from Shadow Hearts 2.
author=TooManyToasters link=topic=3425.msg68686#msg68686 date=1238443862
Those facesets are incredible. Are they yours?
Alas, no. I wish I had that sort of artistic talent, but they're just an assortment of video game portraits. I added a brief credits section listing where I obtained them from.
EDIT: Wow. We literally posted at the exact same second.
GET OUT OF MY HEAD, CRAZE.
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