NATION

PASSWORD

Superpower and Magic

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]

Advertisement

Remove ads

User avatar
New Zepuha
Minister
 
Posts: 3077
Founded: Dec 31, 2009
Ex-Nation

Postby New Zepuha » Sat Jan 05, 2013 11:29 pm

Look first post and its a one worder, referring to the above. But anyway.

The Imperial Psyker is able to cast his mind into people and physically tear them apart, possess them etc. Or he can use his mind to communicate with other Psykers and pass along message from planets to ships or other planets. The may also manifest lightning and other mind storms. They can pull people into fake worlds and kill them, like freddy Kruger. Blah blah blah, pyschic powers get it? Magic in our nation is like normal wizards and witches in story books. They study and perform their studies and experiments under government agencies. Any not employed by the government or are secluded as per Magic Imperias Law, are hunted and killed. Thank you and have a wonderful NS experience!
| Mallorea and Riva should resign | Sic Semper Tyrannis |
My Steam Profile (from SteamDB)

  • Worth: $1372 ($337 with sales)
  • Games owned: 106
  • Games not played: 34 (32%)
  • Hours on record: 2,471h

Likes: Libertarians, Law Enforcement, NATO, Shinzo Abe, Taiwan, Angele Merkel, Ron Paul, Israel, Bernie Sanders
Dislikes: Russia, Palestine, Socialism, 'Feminism', Obama, Mitch Daniels, DHS, Mike Pence, UN

[13:31] <Koyro> I want to be cremated, my ashes put into a howitzer shell and fired at the White House.

User avatar
Dragonsflame
Political Columnist
 
Posts: 2
Founded: Jan 06, 2013
Ex-Nation

Postby Dragonsflame » Sun Jan 06, 2013 12:33 am

Our Dragons are magic. Our people are not.

Attempts to infuse human embryos with Dragon DNA have so far proved spectacularly unsuccessful.

User avatar
Teddy Bear Republic
Negotiator
 
Posts: 7424
Founded: Apr 29, 2009
Ex-Nation

Postby Teddy Bear Republic » Sun Jan 06, 2013 7:31 am

The TBRE knows that there is magic, and has contact with nations that do use it, but it's not mainstream here. However, we have already developed rules and regulations concerning its use in our territory.
My full name is actually "[The] Teddy Bear Republic Empire."
Factbook (With link to regional Wikia) I Embassy Program I Military Factbook I TBRE News I 2014 Elections
This nation has undergone a major revamp - check out the Factbook for latest IC info.
Proud Founder of the International Criminal Police and Peacekeepers Organization, and a member of the Formal Debating Society, the Union of Equality and Freedom, the Alliance of Democratic Socialists, the World Broadcasting Union and the Universal Broadcasting Union.

User avatar
Imeriata
Postmaster-General
 
Posts: 11330
Founded: Oct 02, 2009
Capitalist Paradise

Postby Imeriata » Sun Jan 06, 2013 7:51 am

There is a recently established school for magic in the realm of Breheim to protect the mages living in that realm from violence and persecution from their peers and there were recently a tower of magic in the former realm of New Felandia that were lost when the realm broke away from the federation.

In Scandera itself however so are magic schools non-existant and people wanting to study magic is either tutored by a court mage or a priest in the holy chronically even if the priest pupil is expected to take up the read robe as a priest and a man of the gods after his tutorage.
Last edited by Imeriata on Sun Jan 06, 2013 7:51 am, edited 1 time in total.
embassy program| IIWiki |The foreign units of the royal guard |The royal merchant guilds official storefront! (Now with toys)


So what? Let me indulge my oversized ego for a moment!
Astralsideria wrote:You, sir, are the greatest who ever did set foot upon this earth. If there were an appropriate emoticon, I would take my hat off to you.

Altamirus wrote:^War! War! I want to see 18th century soldiers go up againist flaming cats! Do it Imeriata! Do it Now!

Ramsetia wrote:
Imeriata wrote:you would think that you could afford better looking hussar uniforms for all that money...

Of course, Imeriata focuses on the important things in life.

Willing to help with all your MS paint related troubles.
Things I dislikes: Everything.

User avatar
Cruciland
Senator
 
Posts: 4649
Founded: Dec 22, 2011
Democratic Socialists

Postby Cruciland » Sun Jan 06, 2013 9:06 am

The Noble Wolf wrote:
Cruciland wrote:Cruciland runs on two things- psionics and nanotechnology. They turn everything into a supercharged powerhouse. They even give our race "god-powers." Not super powers, "GOD-POWERS."

Elaborate

The nanotechnology gives us the ability to absorb an indefinite amount of energy, convert matter into different forms, convert matter into energy, and assimilate others into Crucilandians. The psionics gives us the ability to read and control minds, use telekinesis, (and its variants) have foresight, teleport, and even go beyond our normal capabilities when used in conjunction with our nanomachines' ability to convert matter into energy. (for extra power)

All of this means that we do not need tanks, guns, or other conventional firepower to win wars; our own innate abilities are far more versatile and potent.
THREADS SINGLE-HANDEDLY KILLED: 29 | Beliefs IBeliefs IIBeliefs III
Crucilandians - Old Capital - New Capital | A 4.8 civilization, according to this index.
Socialdemokraterne wrote:If the absence of secularism wasn't enough to scare our people, the rate of which the doomsday button is pressed by them sure settled the matter.

Prussia-Steinbach wrote:Cruciland, I just want to say, your nation is frightening.

The Inevitable Syndicate wrote:My advice to you, dear Gordano-Lysandus, is to run. Or hide. Maybe not hiding, because the Crucilandians will find you, and by their god, you will be assimilated.

User avatar
Sanian Confederacy
Diplomat
 
Posts: 911
Founded: Dec 21, 2011
Ex-Nation

Postby Sanian Confederacy » Mon Jan 07, 2013 10:10 am

The Sanian Confederacy in it’s early days (IE: before the advent of reliable long range communication technology) often used Unicorns to allow Generals and other higher ranking individuals to oversee any military action through the use of telemetric assistants, who would often relayed messages and orders to their subordinates via a combination of photomancy and telemetry. With this battlefield role largely regulated to historical use by modern technology. Now Unicorns and Sanian Humans specifically modified to use magic often preform more “proactive” battlefield roles, ranging from support units capable of focusing their raw magical potential into barriers that can shield fellow soldiers and help control the flow of battle. To squads that can launch the equivalent of magical artillery strikes that impact targets with the force of a mortar shell. The process is taxing in both cases, but the results against any enemy's front lines and for Sanian troops that might otherwise be without fire support are noticeably.

Outside the military most magical beings are allowed to go about their business and use their magical talents without hindrance. And countless potential mages and magicial users are far more then merely encourged to practice and hone their talents, entire schools in every major territroy have sprouted up since the Intolerable War inorder to train and tutor the next generation of Sanian magi. However, magical humans or individuals whose species aren't normally known to have magically inclined abilities are required to register with several government agencies to ensure that should anyone become incarcerated they can't use otherwise unaccounted for magical abilities to escape.
Join the Sanian Foreign Legion (SFL) Today! | Coming Soon, The Embassies and Diplomatic Program of the Sanian Confederacy
RIP the Democratic Monarchy of the SHADOW Corporation, 2009-2011
May the Bridges I Burn Light the Way to Your Return! +2319 Posts and Counting.

User avatar
Estainia
Senator
 
Posts: 4808
Founded: Jul 03, 2009
Corrupt Dictatorship

Postby Estainia » Mon Jan 07, 2013 10:12 am

Does your country have any superpowers or magic in them
I'm not into conventionally accepted 'superpowers' so no, those aren't around. Magic is pretty heavily intertwined to the Empire however.

Does anybody have schools for magic or superpowers

The Maximilian Academy for the Magical Arts is pretty much Hogwarts without the wands or the boy-heroes.
The Empire of the Etai
Is a bit of magic your thing, or scientific post-modernism?
Consider joining Rostil today and help build a lasting setting!

User avatar
Supemortis
Spokesperson
 
Posts: 156
Founded: Dec 27, 2012
Ex-Nation

Postby Supemortis » Mon Jan 07, 2013 11:08 am

Officially there is no magic or superpowers, but there are groups of people who possess technology which is advanced enough to seem like superpowers. For example, nanotechnology that could increase the weight of a person, to increase velocity while running, but magic does not exist in the empire of Supemortis usually. However, our government does recognise that magic and superpowers exist in other nations.
Liberal, autistic, pansexual teenager. I am a woman, so please don't refer to me using non-feminine pronouns.

Empress of Supemortis - Her Imperial Majesty, Empress Daria I of Lowrey,
Crown Princess - Her Royal Highness, Princess Alexandrine of Lowrey,
Prince of Caivor (Second in line to the Throne) - His Royal Highness, Prince Artur of Lowrey,
Advisor to the Empress - His Royal Highness, Duke Ivan Viktorovich of Lowrey,
Commonblood Lord - The Right Honourable, Lord Phillip Delaney,

User avatar
New Albrionn
Envoy
 
Posts: 289
Founded: Nov 22, 2012
Ex-Nation

Postby New Albrionn » Mon Jan 07, 2013 12:46 pm

In New Albrionn this is known as Thaumaturgy. Certain individuals, except automata due to their mechanical bodies, can manifest preternatural Abilities. Aptitude differs based on species. The faey are inherently preternatural. Nearly all faey can shapeshift, and most others have one or more specific Abilities known as Talents or Knacks. They are also much more likely to be able to broaden their Abilities through study. Dragons all have a specific Ability that allows them to shift from a humanoid form into a larger, non-humanoid and flight-capable form. Dragons in both forms can all breathe fire, and some rare individuals have other breath powers as well. Humans, beastfolk, and, apart from the above, dragons all very rarely manifest Abilities naturally or are able to train themselves in the thaumaturgickal arts.

Those with thaumaturgickal capability can train at any university or with private mentors/tutors. One who has broadened their Abilities to a sufficient degree are called thaumaturges (and occasionaly other things). Because of their rarity, thaumaturges are highly sought after; they never lack employment, are very well-paid, and most end their life with at least a knighthood.

As for how it works, near as we can tell, the energy originates in the idividual. It does not appear to orignate in the physical body, but in some other, intangible part; the soul for lack of a better term. Thaumaturges can radiate and direct a unique form of energy that can supercede physical law. This energy also decays, spells and enchanments, if not provided with additional thaumaturgickal energy, will fade away over time. Also, some materials are more conductive than others, eg. iron is a poor conductor, but carbon is a good conductor.
On almost any matter I will discuss, I will negotiate, and I will compromise. But on the matters of liberty, justice, and knowledge I shall not be moved. Those who would impose or support tyranny, corruption, or ignorance are undeserving of consideration, nor understanding, nor even life itself.
Sic Semper Tyrannis.

User avatar
Eaischpnaeieacgkque Bhcieaghpodsttditf
Minister
 
Posts: 3132
Founded: Nov 14, 2012
Ex-Nation

Postby Eaischpnaeieacgkque Bhcieaghpodsttditf » Tue Jan 08, 2013 7:03 pm

everyone is born with the highest degree of omnipotence.

I support insanely high tax rates, do you?
This is Bunny:
(\__/)
(='.'=)
(")_(")
Copy and paste Bunny into your signature to help him gain world domination.
☻/This is Bob, copy& paste him in
/▌ your sig so Bob can take over the
/ \ world
10 - Completly Peaceful.
9 - Peaceful.
8 - Mostly Peaceful.
7 - Small Scale Crime.
6 - Major Crime.
5 - Terrorist Acts.
4 - Small Scale War.
3 - Moderatly Problematic War.
2 - Full-Scale Conflict.
1 - Nuclear War.
0 - Apocalypse.

User avatar
Chaos Crescent
Minister
 
Posts: 2582
Founded: Feb 08, 2010
Ex-Nation

Postby Chaos Crescent » Tue Jan 08, 2013 7:24 pm

Magic is everywhere or near enough and taught if the person has the 'Gift' which is what makes people able to use magic.
Dovie'andi se tovya sagain.
Mind what people do, not only what they say, for deeds will betray a lie. Willfully turning aside from the truth is treason to one's self.
Fun^10 x int^40=ir2
Timeline
I am your delusion.
Galactic Economic and Security Organization Member?

User avatar
The Noble Wolf
Envoy
 
Posts: 217
Founded: Jan 05, 2013
Ex-Nation

School of Magic

Postby The Noble Wolf » Mon Jan 14, 2013 6:17 pm

The Noble Wolf School of Magic Hierarchy.

----Administration
-Headmaster/Headmistress: Effectively the Principal of the School. Usually a skilled Magician, runs the overall proceedings and will inform teachers and students of events and give any instructions which may be necessary for teachers to accomplish. Aided by the Deputy Headmaster in day to day affairs and is answerable to the Board of Governors.

-Deputy Headmaster/Headmistress: Helps the Headmaster in day to day affairs. If the Headmaster is tied up in bureaucratic nonsense or is off attending some International school of magic meeting etc. The Deputy will step in and act as Temporary headmaster. He may act as a sort of Agent for the headmaster, reporting the day to day activities of interest to the headmaster and being his eyes and ears, and a good way to get to the headmaster will probably be to go through the Deputy.

-Board of 12 Governors: The Shareholders/Founders of the school. Concerned for the Safety of the students and the running of the school, they have the right to kick out an ineffective Headmaster and replace him either with the Deputy or with another Headmaster altogether.

----Magical Classes and Teachers:
-Combat/Self Defense: This Class and Teacher are associated with Learning to fight or defend ones self. Best for the aspiring warrior or someone looking simply to be safe. Martial Arts and swordsman based alongside defensive spells such as shielding and disarmament spells.

-Magical History: Looking to learn the History of Magic and Alchemy? Want to know about famous Wizards and Witches of the past? Famous Oracles and Prophecies you want to know came true? Then this the class for you! All the know how of ancient times and the stories of old can be found here. Teacher is most likely bound to be a history nut and can tell you all the Magic using kings and all the famous potion mixers of old. Expect to learn a bit of Archaic Magic here.

-Music/Bards: For those of the artistic interest, there is Music and Bardery available for learning. All the classics and new music of the day can be played in these classes and the teacher will likely have a good ear. The spells one may learn will be charms of the ear, sound based spells, and magical tonality.

-Dragon Training: The art of Dragon Taming, Riding, or even just Dragon-proof defense if an old and noble skill, so it is a good addition to any school of Magic's curriculum. Here one can learn what charms are necessary to lure a dragon to sleep, what and what not to feed a dragon, How to tame a dragon, and most impressively, how to use one as a mount. This class takes much skill, and has a low survival rate, but to those who survive, a high pass rate is an assurance.

-Summoning: How to summon and conjure up all sorts of Items, people, demons, what have you. Objects are more than likely the simpler of items and the one most people are able to gain. People, Monsters, and living things are usually a harder skill to master and for the more advanced classes.

-Teleportation: For the Witch or Wizard seeking a quicker way to get around. Takes a lot of skill but pays off, starts with teleporting small objects, moving on to larger objects and also mechanism by which items are teleported such as a port key, and eventually learning how to teleport ones self.

-Necromancy: The Raising of the dead has always been a skill of magic arcane and sought after. Weather you are controlling Zombies or trying to revive some ancient ancestor or a recently fallen hero or loved one, this class will teach you the know how to not revive the wrong person. Soul magic and the Paranormal often go hand in hand with this class, they work well off of each other.

-Natural Studies: For those magicians looking to the natural world for all of its refined and ancient magic. Often goes hand in hand with Magical Beasts and Plants, but takes on different approaches such as Herbology, How to control or tame wild animals, plant and animal charms, Entspeak, and many skills of the like.

-Assassin Training: For the art of stealth and how to sneakily kill any target you have your eye on. This class involves magic darts, poisons of various sorts, any type of lethal venom's or herbs, and the art of stealthy knife and weaponsworks.

-Weapon Training: In the broader sense, any Wizard who has his eyes on warriorship should take up weapons training. Swordsmanship is a guaranteed must, but the skill of archery, axe wielding, and even catapults and cannons can be a great tool for any aspirant warrior-magician.

-Potions: For the aspirant chemist of great skill, in this class the skills of the ancient mixers and the modern day users of powerful come together in a satisfying blend. All the charms, medicines, lethal liquids, noxious fumes, incenses, and tonics can be created and discovered here by an eager student.

-Controlling Powers: For the magician who is not yet able to fully grasp their strength or control it. This class teaches good use of spells, proper spell-speak dialect, what and what not to do when using magic, anything really that's necessary to not causing a disaster when preforming a simple spell.

-Magical Beasts/Creatures: For all the know how of the magical fauna of the world. When dealing with Dragons, Griffons, Harpies, Wyrms, Merpeople, Sprites, Imps, and all manner of creature. Necessary Charms, Conjurings, Commands, and Riding skills are taught.

-Magical Plants: Herbology and the study of the Myriad of Magical Flora is taught in this class. This class can be learned in depth on how to master moving plants to ones advantage, or can be a gateway into the Medicinal skills a healer can use with the many regenerative properties of Magical plants.

-Sport/Magical Sport (like Quidditch): The teacher is like any normal PE Teacher or Sports Coach, except with Magic! This would be the class you'd go to if your interested in any of the school's sports or if your looking to exercise some of your physical strength or prowess alongside your magic. Not on the curriculum for most magicians, however its a good way to pass the time and professionals have been made from the many magical sports that can be learned.

-Astrology: For those who wish to read the stars and know the signs, prophecies, curses and plagues that can be rought by constellations or by the alignment of the planets. Horoscopes and predictions are common study and learning how to know the position of heavenly objects and all the riddles and spells associated with those objects is the main goal.

-Medicine/Healing: This class if for the skill in Medical Herbology and Medical potions alongside healing Charms and spells to alleviate the injured or the ailing. The art of healing magic is ancient and full of many intricate spells and mixes which could take years to study. Medicines deals mainly with the Potions one would use or the necessary herbs that can heal or make well, and Healing deals mostly with the spells that can fix bones or alleviate flus or coughs alongside necessary medical charms.

-Paranormal Training: Dealing with Ghosts or wiley spirits is a common occurrence in the Magical Realm, therefore paranormal training is a good skill to acquire. Charms for rowdy spirits, Spells to summon them and keep them under control, seyance lessons to properly communicate with spirits of interest. All can be learned in Paranormal training.

-Alchemy: The skills of the Alchemists of old have passed to today's magic students. The study for transmutations and turning metals into precious gems and gold, and the search for magical elixers has brought many tomes and studies to this class. Alchemy has many roads and many experiments, and perhaps the discovery of the philosophers stones and elixers of gold making can be found.

-Dark Arts: The Arcane magic of Dark Warlocks and Sorcerers. Locked away in dark sealed tomes in the corners of the libraries of the school are the research and spells of evils old. How to defend against them, or how to use them, can be learned in this class. Expect a suspicious and brooding teacher, if not that then one who has much pride and flair in the dark arts.

-Warrior Lessons: The Aspirant Warriors required class. After combat training and self defense and probably weapons training, this is a necessary class to understanding the tactics of battle, the proper engagement of a proud warrior, and the codes of chivalry and self restraint necessary of a good warrior. Swordsman experts and adepts will be the product of this class, and many would make a fine knight or general. The Magic associated with reliquary weapons and armor is taught here as well, along with special spells for a warrior to increase stamina or damage ability along with resistance to enemy attacks.

-Flying Lessons: A special skill amongst Wizards, to learn to fly on ones own propulsion takes exceptional skill, flying using other objects (broomsticks included), Or mounted flight can also be learned here. This class focuses on the use of flight spells and controlling mounts along with necessary flight safety, after all, falling from 2000 feet isn't all that great an experience.

User avatar
The Noble Wolf
Envoy
 
Posts: 217
Founded: Jan 05, 2013
Ex-Nation

Magic In Your Nation

Postby The Noble Wolf » Mon Jan 14, 2013 6:18 pm

The Noble Wolf School of Magic Hierarchy.

----Administration
-Headmaster/Headmistress: Effectively the Principal of the School. Usually a skilled Magician, runs the overall proceedings and will inform teachers and students of events and give any instructions which may be necessary for teachers to accomplish. Aided by the Deputy Headmaster in day to day affairs and is answerable to the Board of Governors.

-Deputy Headmaster/Headmistress: Helps the Headmaster in day to day affairs. If the Headmaster is tied up in bureaucratic nonsense or is off attending some International school of magic meeting etc. The Deputy will step in and act as Temporary headmaster. He may act as a sort of Agent for the headmaster, reporting the day to day activities of interest to the headmaster and being his eyes and ears, and a good way to get to the headmaster will probably be to go through the Deputy.

-Board of 12 Governors: The Shareholders/Founders of the school. Concerned for the Safety of the students and the running of the school, they have the right to kick out an ineffective Headmaster and replace him either with the Deputy or with another Headmaster altogether.

----Magical Classes and Teachers:
-Combat/Self Defense: This Class and Teacher are associated with Learning to fight or defend ones self. Best for the aspiring warrior or someone looking simply to be safe. Martial Arts and swordsman based alongside defensive spells such as shielding and disarmament spells.

-Magical History: Looking to learn the History of Magic and Alchemy? Want to know about famous Wizards and Witches of the past? Famous Oracles and Prophecies you want to know came true? Then this the class for you! All the know how of ancient times and the stories of old can be found here. Teacher is most likely bound to be a history nut and can tell you all the Magic using kings and all the famous potion mixers of old. Expect to learn a bit of Archaic Magic here.

-Music/Bards: For those of the artistic interest, there is Music and Bardery available for learning. All the classics and new music of the day can be played in these classes and the teacher will likely have a good ear. The spells one may learn will be charms of the ear, sound based spells, and magical tonality.

-Dragon Training: The art of Dragon Taming, Riding, or even just Dragon-proof defense if an old and noble skill, so it is a good addition to any school of Magic's curriculum. Here one can learn what charms are necessary to lure a dragon to sleep, what and what not to feed a dragon, How to tame a dragon, and most impressively, how to use one as a mount. This class takes much skill, and has a low survival rate, but to those who survive, a high pass rate is an assurance.

-Summoning: How to summon and conjure up all sorts of Items, people, demons, what have you. Objects are more than likely the simpler of items and the one most people are able to gain. People, Monsters, and living things are usually a harder skill to master and for the more advanced classes.

-Teleportation: For the Witch or Wizard seeking a quicker way to get around. Takes a lot of skill but pays off, starts with teleporting small objects, moving on to larger objects and also mechanism by which items are teleported such as a port key, and eventually learning how to teleport ones self.

-Necromancy: The Raising of the dead has always been a skill of magic arcane and sought after. Weather you are controlling Zombies or trying to revive some ancient ancestor or a recently fallen hero or loved one, this class will teach you the know how to not revive the wrong person. Soul magic and the Paranormal often go hand in hand with this class, they work well off of each other.

-Natural Studies: For those magicians looking to the natural world for all of its refined and ancient magic. Often goes hand in hand with Magical Beasts and Plants, but takes on different approaches such as Herbology, How to control or tame wild animals, plant and animal charms, Entspeak, and many skills of the like.

-Assassin Training: For the art of stealth and how to sneakily kill any target you have your eye on. This class involves magic darts, poisons of various sorts, any type of lethal venom's or herbs, and the art of stealthy knife and weaponsworks.

-Weapon Training: In the broader sense, any Wizard who has his eyes on warriorship should take up weapons training. Swordsmanship is a guaranteed must, but the skill of archery, axe wielding, and even catapults and cannons can be a great tool for any aspirant warrior-magician.

-Potions: For the aspirant chemist of great skill, in this class the skills of the ancient mixers and the modern day users of powerful come together in a satisfying blend. All the charms, medicines, lethal liquids, noxious fumes, incenses, and tonics can be created and discovered here by an eager student.

-Controlling Powers: For the magician who is not yet able to fully grasp their strength or control it. This class teaches good use of spells, proper spell-speak dialect, what and what not to do when using magic, anything really that's necessary to not causing a disaster when preforming a simple spell.

-Magical Beasts/Creatures: For all the know how of the magical fauna of the world. When dealing with Dragons, Griffons, Harpies, Wyrms, Merpeople, Sprites, Imps, and all manner of creature. Necessary Charms, Conjurings, Commands, and Riding skills are taught.

-Magical Plants: Herbology and the study of the Myriad of Magical Flora is taught in this class. This class can be learned in depth on how to master moving plants to ones advantage, or can be a gateway into the Medicinal skills a healer can use with the many regenerative properties of Magical plants.

-Sport/Magical Sport (like Quidditch): The teacher is like any normal PE Teacher or Sports Coach, except with Magic! This would be the class you'd go to if your interested in any of the school's sports or if your looking to exercise some of your physical strength or prowess alongside your magic. Not on the curriculum for most magicians, however its a good way to pass the time and professionals have been made from the many magical sports that can be learned.

-Astrology: For those who wish to read the stars and know the signs, prophecies, curses and plagues that can be rought by constellations or by the alignment of the planets. Horoscopes and predictions are common study and learning how to know the position of heavenly objects and all the riddles and spells associated with those objects is the main goal.

-Medicine/Healing: This class if for the skill in Medical Herbology and Medical potions alongside healing Charms and spells to alleviate the injured or the ailing. The art of healing magic is ancient and full of many intricate spells and mixes which could take years to study. Medicines deals mainly with the Potions one would use or the necessary herbs that can heal or make well, and Healing deals mostly with the spells that can fix bones or alleviate flus or coughs alongside necessary medical charms.

-Paranormal Training: Dealing with Ghosts or wiley spirits is a common occurrence in the Magical Realm, therefore paranormal training is a good skill to acquire. Charms for rowdy spirits, Spells to summon them and keep them under control, seyance lessons to properly communicate with spirits of interest. All can be learned in Paranormal training.

-Alchemy: The skills of the Alchemists of old have passed to today's magic students. The study for transmutations and turning metals into precious gems and gold, and the search for magical elixers has brought many tomes and studies to this class. Alchemy has many roads and many experiments, and perhaps the discovery of the philosophers stones and elixers of gold making can be found.

-Dark Arts: The Arcane magic of Dark Warlocks and Sorcerers. Locked away in dark sealed tomes in the corners of the libraries of the school are the research and spells of evils old. How to defend against them, or how to use them, can be learned in this class. Expect a suspicious and brooding teacher, if not that then one who has much pride and flair in the dark arts.

-Warrior Lessons: The Aspirant Warriors required class. After combat training and self defense and probably weapons training, this is a necessary class to understanding the tactics of battle, the proper engagement of a proud warrior, and the codes of chivalry and self restraint necessary of a good warrior. Swordsman experts and adepts will be the product of this class, and many would make a fine knight or general. The Magic associated with reliquary weapons and armor is taught here as well, along with special spells for a warrior to increase stamina or damage ability along with resistance to enemy attacks.

-Flying Lessons: A special skill amongst Wizards, to learn to fly on ones own propulsion takes exceptional skill, flying using other objects (broomsticks included), Or mounted flight can also be learned here. This class focuses on the use of flight spells and controlling mounts along with necessary flight safety, after all, falling from 2000 feet isn't all that great an experience.

User avatar
United Timelines Outpost Number 99999999
Ambassador
 
Posts: 1252
Founded: Sep 21, 2012
Ex-Nation

Postby United Timelines Outpost Number 99999999 » Mon Jan 14, 2013 6:27 pm

Magic is no longer in mainstream use due to fear of continued dimensional instability. Our most common form of magic is known as sorcery because it deals with modifying reality's source code, and more resembles hacking than magic. Despite our acknowledgment of the true source of magic, we still have ley-lines and line junctions, even though they are weak from lack of large quantities of biomass to power the lines. Many other cultures bring their own forms of magic, but we encourage that mages don't experiment in our methods of magic, unless they want to be dealing with trans-timelinear quantum anomalies.
Nazi Punks Fuck Off

User avatar
Pilomid
Political Columnist
 
Posts: 3
Founded: Sep 15, 2012
Ex-Nation

Postby Pilomid » Mon Jan 14, 2013 6:34 pm

Information about magic is not available to the public, but we have captured a few stray artifacts to find out their purpose.

They are currently stored in a government vault of unknown location.
No, I'm not new to NS. I've run a nation before.

User avatar
The Ceru
Civil Servant
 
Posts: 6
Founded: Jan 14, 2013
Ex-Nation

Postby The Ceru » Mon Jan 14, 2013 8:00 pm

We are a Fan-Tech nation so take a good guess.
Fan-Tech nation. Expect magic. A lot of it....

User avatar
TurtleShroom
Negotiator
 
Posts: 5942
Founded: Oct 13, 2009
Ex-Nation

Postby TurtleShroom » Mon Jan 14, 2013 8:02 pm

The practice of sorcery, magic, witchcraft, and other dark arts (be they for good or evil) is punishable by up to eighty years in prison.

Exempted is telekinesis and several types of psychic power, telekenesis particularly referring to being used for locomotion and appendages (in place of hands) in a similar way to prosthesis.
THE FUTURE
IS IN THE
PAST!!

Jesus Loves You and Died for You!!
●▬▬▬▬▬▬▬▬▬▬▬▬ש✞ש▬▬▬▬▬▬▬▬▬▬▬▬●
NationStates' only surviving States' Rights Democrat/Dixiecrat (minus the rascism)!


User avatar
Vampirum
Ambassador
 
Posts: 1066
Founded: Sep 15, 2012
Ex-Nation

Postby Vampirum » Tue Jan 15, 2013 2:16 am

Does your country have any superpowers or magic in them

Many vampires in Vampirum have necro abilities, some stronger than others. These are abilities that are amplified during night (and weakens during the day). Many believe some of the first vampires were actually human necromancers who were cursed into nocturnal creatures who paid for their immortality by exchanging their humanity.

Vampires with necromancy abilities are able to control the elements at night, as well as create curses and raise the dead for a temporary amount of time. They can also turn into animals of night (besides a bat) at will. These citizens with extra abilities must register themselves in order to use their powers legally.

These abilities and powers do not include the one's given once someone becomes/or is born a vampire. These include super speed, super strength, super hearing, compulsion, and immortality.

Does anybody have schools for magic or superpowers

Yes. We have several schools throughout the nation that teaches younger people how to harness their necromancy powers, and how to correctly use their vampire abilities as well. Some of the most famous ones are:

Vanwick Institute of Necromancy and Vampirism

Ovion Academy of the Dark Arts

Bludworth School of the Gifted
Last edited by Vampirum on Tue Jan 15, 2013 2:19 am, edited 1 time in total.
---------FACTBOOKNATIONAL ANTHEMNATIONAL NEWS---------
FT NATION WITH MAGIC AND VAMPIRES
13th place - WorldVision 24
3rd place - WorldVision 25
5th place - WorldVision 26
6th place - WorldVision 28
5th place - WorldVision 29
2nd Place - WorldVision 31
2nd Place - WorldVision 37

Magazine Hottest Royals In The World Competition - 7th place


User avatar
Rivenmarch
Bureaucrat
 
Posts: 41
Founded: Dec 30, 2012
Ex-Nation

Postby Rivenmarch » Tue Jan 15, 2013 2:45 am

Cruciland wrote:Cruciland runs on two things- psionics and nanotechnology. They turn everything into a supercharged powerhouse. They even give our race "god-powers." Not super powers, "GOD-POWERS."

http://www.youtube.com/watch?v=30lGrarz3MQ

Rivenmarch, while rich in the supernatural, doesn't really have anything one might call 'magic' or 'superpowers'; while the Rift changes peoples' bodies and creates a wide and wild diversity of creatures, people and plants, most of them aren't beyond what could conceivably arise naturally, and violate no rules of physics aside from their unnatural origin.

There are of course organisms which do seem to violate the laws of physics - such as trees-of-light or skyres - and skyre pilots in particular have access to the skyres' supernatural destructive capabilities.

Generally, while some individuals have powers, few or none of them rise to the level of superpowers; and magic, as a thing one can study and use to cast spells, does not exist.

User avatar
Novus Niciae
Negotiator
 
Posts: 5472
Founded: May 15, 2007
Ex-Nation

Postby Novus Niciae » Tue Jan 15, 2013 4:12 am

Psi-Corps - The division of our naval service that practices psionics, mental skills such as telepathy and precognition are reasonably common amongst psi-corps officers although skills such as telekinesis , pyrokinesis, electrokinesis and other more exotic skills are not unknown.

Psi-Corps consists of [REDACTED] officers stationed at [REDACTED] and [REDACTED] and various points of entry into the republic.
For: Free thought, 2 state solution for Israel, democracy, playing the game.
Against: Totalitarianism, Theocracy, Slavery, Playing the system
Tech Level: FT

Previous

Advertisement

Remove ads

Return to Factbooks and National Information

Who is online

Users browsing this forum: No registered users

Advertisement

Remove ads