Esoterics are people whose magic are unique to them. Whether it's a random mutation that caused the ability to manifest, or training to use Abstraction Magic, abilities wielded by Esoterics are dangerous. (This role play takes place in a country inspired by East Asia, specifically Japan and China).
The Salyan Empire is a fractured land, made up of huge cities and many small villages with no real sense of nationality. The various mountain ranges, rivers, and supernatural phenomenon keeps the cities isolated, resulting in different cultures. Even with these issues, the Cheristi family managed to unite the land, forming the Mayato dynasty that has ruled for centuries. The years of stable rule allowed for the development of the imperial government, which extracts tribute from other cities and villages in exchange for protection. The court nobles, known as the Kosen Machi, are constantly scheming for control of the Emperor, even if they can't hold the title themselves. The most recent emperor, Emperor Viseri, was assassinated with Dark Magic, which will have huge repercussions for the future of the Salyan Empire. The Arbitration Censorate is investigating the murder, and with Viseri's recent calls for a democracy, the imperial government is on the verge of collapse. Will you be one of the mages who rises to the throne? Will you ensure the late emperor's vision will be put into place? Whether you fight for peace or anarchy, the opportunity that arises once in a generation is finally here.
The Kosen Machi makes extensive usage of Abstraction Magic, which allows a mage to create their own unique form of magic. An example of this is the oldest son of the emperor, Prince Arrindor, whose Transmutation Magic has become his signature ability. Abstraction Magic is still mysterious and difficult to learn and control, which causes it to be left to a small group of people who dare to take the challenge. Among these challengers are the Grand Imperial Arbitrator, and his hopes of attaining control of the empire. This man is Maurikael Cheristi, and his daughter, Jasmine Taulra, is an Esoteric whose powers will be essential to his goals. It is rumored that she can control a person with a single sentence, although there's no evidence to support such a claim....
Cheristi/Mayato Dynasty: The Mayato have been the ruling family in Ryobei, and by extension, the entirety of Salyan land, for centuries. Due to their influence over the Kosen Machi, marriages, and other factors, the Mayato refers solely to anyone directly related to the emperor. Cheristi is the name of nobles who descended from the bloodline that became the Mayato, but are direct relatives. Members of the Mayato family are skilled with Wind Magic, and are considered the best in the empire
Kamuri: The Kamuri are nobles who are from the Azukana region, and also specialize in Ice Magic. Even among the Salyans, the Kamuri are the best, as their Ice Bloodline Magic naturally surpasses most archmages in terms of power and skill. The Kamuri are viewed as harsh, even by their own members. The family tends to be strict and allow for only a few mishaps. They head the Azukana government and are recognized as the second most powerful family, next to the Mayato.
Jikosuru: The Jikosuro family is located in Sanri. Just like the Kamuri and Mayato to the south, the Jikosuro head their own city: Sanri. The Jikosuro are best known for their mastery over Earth Magic, and legends say they were the ones who constructed Sanri over a thousand years ago. Together, the Mayato, Kamuri, and Jikosuro families are the most prestigious in the entire Empire. The Jikosuro and Sanri are situated closer to the Pazendai Mountains, which makes them more religious and closer to the Salyan Pantheon than a lot of other cities.
It was once said that this great territory was not only united, but home to both the Salyans the neighboring Erimous. A thousand years ago, the two groups split and fought a brutal civil war, and the gods intervened, creating the wide river that forms the modern borders of these two countries, along with the Great Southern Mountains. Along this river, there's a perpetual fog, making sea travel nearly impossible.
The result of this schism was the permanent split between the Salyan's and Erimous' Bloodline Magic. When the first humans appeared in the world, the gods bestowed upon them their own Divine Aura, which later weakened in power. There was one ability that was never weakened. When the Goddess Yon-Eien gave out her own Divine Aura, humans awakened the Mikuteki and Yokasu Eyes. Those in the Salyan Empire who has this Bloodline Magic, will be able to activate the Yokasu Eyes, which grants them great visual prowess. The Salyans also have trained extensively in Ice Magic, making them the most powerful Ice Mages in the world.
The Kosen Machi is the noble court of the Empire. The name translates to "chosen magi", and this court houses anyone who is either a noble, related to the imperial family, or is a member of one of the government administrations. Here's the names:
Arbitration Censorate: The intelligence gathering and judicial branch of the government. The head is Maurikael Cheristi, an Archmage who has been using the Censorate to control the flow of information and keep his hold on the imperial family. They have hundreds of members who regularly investigate the Kosen Machi nobles and record potential blackmail. They have eyes and ears everywhere, or so it is told. The Arbitration Censorate is more of a secret police than a "security and protection agency", and is as feared as the Machi Yin, the Emperor's personal guard. The highest rank is Grand Imperial Arbitrator
Machi Yin: The Imperial Guard, a group of elite mages who are personally hand picked by the Emperor himself. They are located in the capital of Ryobei, but they still have a presence outside the capital. The Machi Yin are under direct control of the imperial family, and will always act in the best interests of Ryobei before anything else. Like the Arbitration Censorate, the Machi Yin hold a lot of power in the Kosen Machi.
State Affairs: As the name implies, the State Affairs ministry handles domestic policy, including tax collection, and public works/construction. Members of the State Affairs Ministry will have the most sway with the public, as they handle matters of public policy far more than other government roles, which may be important later on. They enforce the laws, but have also been shown to friendly to mages who can get on their good side. The head of State Affairs is known as the State Chancellor. Under them, are three deputies, whose delegate the orders of the Chancellor to the rest of the ministry.
Imperial Affairs: Along with State Affairs, the Imperial Affairs Ministry handles matters of state, but in the upper echelons of government. The ministry handles governing all around the empire, and will be able to use the Censorate or Machi Yin to enforce their will, both on the populace and even the Kosen Machi. The head of the Imperial Affairs Ministry is known as the Imperial Premier, whose power is even greater than that of the Grand Imperial Arbitrator.
The religion that unites the culture of the Salyans is Rikki Sogo With its origins predating even the creation of the Great Southern Mountains, it's been ingrained into the daily lives of the citizens. The religion teaches the concept of Rikki Sogo: continuous self improvement and self reliance. Due to relatively isolated nature of many settlements, the ideas of Rikki Sogo were applied as needed. Some villages used Rikki Sogo to be altruistic, while others focused on personal gain.
It is due to the wide variety of applications of Rikki Sogo that religions like Yuko Taisha exists. Yuko Taisha takes the most important concepts of Rikki Sogo and puts them into an organized religion. Followers of Yuko Taisha can worship the many gods of the pantheon, all of whom have different ideals. Worshiping any of these gods will grant you a certain boost to your Abstraction Magic, on the conditions that you follow the gods' orders, of course. By creating your own magical abilities and keeping the gods pleased, you will be able to continue on the path you set out for yourself.
Ryobei: The capital of the Empire and the most powerful of the city states, Ryobei has enough influence to not house the Emperor, but to also extract tributes. The city is most famous for its grand palaces, along with the the unique climate. It is constantly raining, with myths saying it has been raining since the gods intervened a thousand years ago. Most of the Kosen Machi and the important government administrations are housed here. The main landmark is the huge Imperial Palace, and the Kosen Machi court.
Sanri: One of the Three Great States (along with Ryobei and Azukana), Sanri has major influence in the Kosen Machi and the affairs of the empire, even being the city where the Arbitration Censorate is located as well. Sanri is unique in the fact that the city was built from the ground up using Earth Magic and Mystic Seals, making it one of the more beautiful and impregnable cities.
Azukana: The final of the Three Great States, Azukana is still distant to the rest of the country. Due to its proximity to the Great Southern Mountains, the city is also home to perpetual fog. The Kamuri hold a special temple on an island just outside the city.
Sariyama: This a large market town that trades resources among the river. Due to this, the city is far more diverse than most places in the empire, and is home to many different cultures. Sariyama is the trading center of the empire
There are nine types of magic: Elemental, Common, Esoteric, Sensory, Curse, Dark, Inheritance/Bloodline, Abstract, and Summoning Magic.
Magic is directly tied to a person's life force. For this reason, magical power is referred to as "Essence". A mage who has exhausted their supply of Essence will be heavily fatigued, and in some cases, near death. Essence will always regenerate, but this process can be slow, so the usage of Magic/Essence Restoration Pills can act as a catalyst to increase the rate of Essence regeneration. There's also the reliance on religion. The Yuko Taisha religion is commonly practiced among the Salyans, and it serves to enhance their Essence to use Abstract Magic.
Elemental Magic: Elemental Magic is magic that relates to the elements, usually the Four Common Elements: Earth, Fire, Wind, and Water. Control over the elements requires intense training, so most children by the age of 5 have already been entered into Academies of Magic to find their elemental affinity (usually based off their parents). The source of Elemental Magic is from the Four Gods: Epitíras (God of Earth), Occidere (God of Fire), Chyrón (Goddess of Wind), and Ilsadáton (Goddess of Water). Users of Elemental Magic are called Elementals. Each element has subcategories: Fire has Lightning Magic, Water has Ice Magic, Earth has Sand Magic, and Wind has Smoke Magic (although this can also be classified as Fire Magic).
Esoteric Magic: Esoteric Magic is magic that falls beyond the scope of Elemental Magic and is far more advanced than Common magic. Esoteric Magic is the rarest and most powerful type of magic. Mages with Esoteric Magic are often born with these abilities. Esoterics are unique in the fact that only they have the ability to use that specific ability. The Esoteric Arts cannot be replicated and are only able to be used by the mage with that ability.
Abstraction Magic: Abstraction Magic is the result of mages attempting to recreate Esoteric Magic. What they accomplished, was the power to create an ability unique to them. Abstraction Magic is in a totally different category than the other magic forms. Mages who can use this form of magic are also referred to as Esoterics. Abstraction Magic is perhaps the most important in the Kosen Machi, as they allow mages far more nuanced abilities than the usual systems. In order to use Abstraction Magic, you must forge a pact with one of the gods, and honor this pact, with no exception. The ability you want also must have self set limitations, as this actually strengthens it. For example, if a mage wanted the ability to see the future, then a possible drawback is that this ability can only be used once every 10 years, which will make the prediction near perfect. (for purposes of this rp, time manipulating powers are not banned, but must be used in moderation).
Sensory Magic: Sensory magic is magic that allows the user to detect the presence of others, which can range from a few meters to several kilometers. Mages with this ability are called Sensors. Sensory Magic improves the Sensor's perception, allowing them to see what is in the area. Some Sensors can even pick apart mages based on their magical aura alone, allowing them to see who has magical powers, how much magic they have and how much magic they've used.
Curse Magic: Curse Magic is one of the most powerful forms of magic, but also the most dangerous. Due to the many risks Curse Magic has, it is considered a form of Forbidden Magic. Curse Magic often involves a Cursed Seal, which is usually placed on the caster themselves or their target. A mage casting a Cursed Seal on themselves improves their power, but when done incorrectly, can drastically alter their personality and makes them unpredictable. Curse Magic draws upon the negative emotions of a mage, and giving in to their darkest desires makes them even more powerful. A mage who cast a Cursed Seal on someone else is able to manipulate them. The caster is able to inflict great amounts of pain, both physical and psychological, on their victim. A mage who uses Curse Magic is known as a Dark Mage.
Dark Magic: Dark Magic, also known as the Forbidden Arts, are magical spells typically that have been banned. Most forms of Curse Magic are considered Dark Magic due to their dangerous and malicious nature. Dark Magic also corrupts those who use it, and ultimately, can cause a mage to go insane if used too often. The Forbidden Arts are kept secret in the Scrolls of Eternity in Eravil.
Inheritance/Bloodline Magic: Inheritance Magic is magic that only a specific family/house has access to. These abilities have been genetically passed down through the bloodline over generations. Inheritance Magic cannot be taught to anyone outside of the family due to the fact that it's impossible for a person who is not genetically compatible to use the technique.
Summoning Magic: Summoning Magic is a branch of Common Magic that allows a mage to teleport an object, animals, demons, people etc to their location. This works by either creating a Summoning Contract with that entity (such as Demon Summoning Contract or Snake Summoning Contract) or by forming a mystic connection that involves a Seal and breaking/loosening the seal to allow the target to be summoned. Summoning Contracts with a living being requires a blood sacrifice, while inanimate objects just require a seal to be placed. Since Summoning Magic is a form of Common Magic, many mages are able to summon their target to them. However, like all techniques, it requires magical energy in order to function, and the stronger the target is (such as a high ranking demon or animal spirit), the more energy is required to complete the summoning.
Mage: A regular Mage is a magic user who has graduated from their respective Academy/School of Magic. They are officially recognized by the Commonwealth as a practitioner of magic. Mages generally graduate between the ages of 16-18.
Archmage: An Archmage is a mage of the highest caliber. These type of mages often spend years perfecting their magic and are exceptionally powerful. A common characteristic of an Archmage is that they are proficient in all Four Common Elements (a very rare thing to accomplish) and are usually a politician or the Emperor. Archmages are exceptionally skilled mages, being revered by their peers. They also can be generals in the army or admirals in the navy
Sensor: A Sensor is a mage with the ability to detect the presence of others. Sensory Mages are born with their abilities and are often most gifted in stealth missions. Sensors can detect their targets from a great distance and can even tell people apart based on their magical aura alone.
Esoteric: An Esoteric Mage is a mage who is a practitioner of the Esoteric Arts. Esoterics have the most powerful and the most unique forms of magic. They are born with their abilities and are often scattered around the Empire. Esoterics whose abilities are either genetic or Abstract are incredibly rare.
Medic: A medic is a mage who specializes in healing magic. They have advanced knowledge of healing magic and use techniques to heal others, specifically those in the army. Medics have high intelligence and excellent control over their magic.
Dark Mage: A Dark Mage is a practitioner of the Forbidden Arts. Dark Mages possess high amounts of knowledge over Forbidden Magic, especially Curse Magic.
Summoning Mage: A Summoning Mage, also called a Summoner, is a mage who either specializes in summoning techniques. These mages can summon a wide variety of entities quickly to either assist themselves or their team in a battle. Summoners have advanced knowledge of Summoning Contracts and the various beings or objects that can be summoned. These mages often work in intelligence missions to assist in the capture of strong rogue mages.
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