Geras
Roleplayer
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- Everything's bigger here, apparently.
- Seen Aug 1, 2024
Guilds of Atria: Phoenix Nest an RP based on Fairy Tail
Welcome to Atria, thriving empire stretching across the continent of Sellinos, and the center of magical advancement! Magical technology, or magitech, has found its way into all parts of the average person�s daily life, but there are also those capable of using magic without the aid of technology. These people are called wizards, and they have been essential in turning Atria into what it is today despite making up only 10% of the population. Some create the magical tools that allow the rest of society to live comfortable, convenient lives. Others devote themselves to studying this mysterious power, as despite its prevalence, much remains unanswered about magic. Then there are those who put their lives on the line, using their power to serve their country in the military, law enforcement, or the Magic Council that oversees it all.![[PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC] [PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC]](https://i.imgur.com/rOIyBpF.png)
And then there are wizards who band together to form guilds. These guilds accept job requests from locals and post them on a board, at which point the guild's members are free to choose the job that fits their skillset. The one placing the request offers a reward for whoever completes the job, a portion of which goes to the guild as a fee for posting it. As guilds grow larger in members and influence, they start getting more difficult and lucrative job requests from a wider area. Lately even the Magic Council has turned to guilds with important requests that they might not have the time or resources to deal with themselves. These urgent requests give by far the greatest rewards, and can only be accepted by those recognized by the council as "S-Class" wizards. A rank above S-Class exists as well, reserved for the 10 most powerful and skilled wizards in all of Atria known as the Wizard Saints. People who defy the council and their illegal "dark guilds" aren't allowed these titles, and are instead treated as threats when they become known.
Perhaps the greatest opportunity for a guild and its members to get big is the annual Grand Magic Games, an imperially-sponsored competition between all the guilds in Atria broadcast throughout the nation. Many in the past saw guild wizards as little more than errand boys or common mercenaries, but the games have played a large part in changing this perception, with the games� biggest faces becoming celebrities. There are a variety of events with each year bringing new ones, such as races and sports with a magical twist, or other more unique games, but the main draw is always the battle tournament at the end. The last guild standing when the dust settles receives not only a grand sum of money, but also the unwavering recognition of the entire nation as Atria�s strongest guild.
You:
Perhaps you�ve heard of Myeloch Latare, the former wizard saint responsible for some of the greatest breakthroughs in magical history, whose title was revoked when he was accused of practicing forbidden magic. Whatever this name means to you, it�s come up in a flier you�ve seen posted around seeking recruits for a newly formed guild in a village in the middle of nowhere, supposedly led by him and his daughter Lina. Or maybe the name means nothing to you, and your attention was caught merely by the thought of a brand new guild, the line on the flyer about �second chances�, or by the cute, energetic girl excitedly posting the fliers anywhere she could. Whatever the case, you�re interested, and you find yourself heading to this �Phoenix Nest� guild to see what it�s all about.The Roleplay will contain a main story, with players being free to either participate in it or just RP freely within the world. The story will continue regardless, but the way it unfolds will depend on the players' actions and will alter the state of the world. Players can jump into the story whenever if they can find a reasonable way to drop in. I won't be strict with the timeline, so if something major happens in the story while your character is doing something else, you have the option of placing your posts canonically before that event if you don't want to deal with it, as long as you don't try to change the story events.
Much of the main story will be done through large JPs. Ideally I'll continue them whenever everyone is ready to move on, but I can move it at a set pace instead if I feel the need to. More involved players may get their own main story chapters focused on their characters, if they�d like.
Magic:
Magic in Atria is defined as supernatural feats performed through the use of an energy called ether, also called �magic power�. Ether is created when ambient particles known as ethernano are absorbed and processed by a wizard�s body, meaning that only a wizard can directly perform magic. The factors that influence the strength of a wizard�s spells are called �the four pillars of magic�, being body, mind, spirit, and affinity. Theoretically a wizard could use magic to do anything with enough strength in these pillars, but few, if any, have reached this pinnacle.Body refers to the physical limits of the caster. Wizards have a limit to how much ether they can store within themselves, and thus to how much magic they can use before they run out. The greater a spell�s influence on the world, the more ether it consumes. This limit is different for everyone, and being below it causes the body to slowly absorb ethernano to replenish its ether reserves. Attempting to cast magic beyond one�s limit is not recommended, as a wizard�s ether is also tied to their life force. A wizard who's exhausted their ether reserves will find themselves physically exhausted as well, and pushing much further could be lethal. There are rumors of ways to increase one's ether limit, but nothing has been proven.
This isn�t to say that those born with smaller pools of ether can�t be just as good as their peers. The pillar of mind is far more malleable and refers to the caster�s vision, or their ability to clearly imagine their spell and its effects on the world. Wizards accomplish this through many ways. Some closely study real objects or elements they intend to magically replicate. Others create strong associations for their spells; naming their attacks, chanting verses, drawing symbols, and making stances. A few even create oddly specific rules or side effects they apply to their spells and take to heart.
The third pillar, spirit, is the emotional state of the caster. Different emotions will influence spells in different ways. Strong emotions generally mean stronger magic, but this isn't always the case, and when it is it isn't always good. A fit of rage or fear can easily render one's magic uncontrollable, and a crippling depression could make it completely unusable. Historically, powerful wizards have been those with dreams or desires, and the resolve to reach for them without being wholly consumed by them.
The final pillar is affinity. While technically any wizard can cast any magic given enough proficiency in the other pillars, all wizards seem drawn to excel in one specific type unique to them. Wizards with great enough affinity for a certain kind of magic have even been seen casting it on instinct as children, with no prior training or study. Wizards also find an easier time learning magic similar to that of their affinity. For instance, a wizard who can turn his body into fire would have an easier time learning shapeshifting magic than one who draws out power in magical items.
Having said all this, wizards still only make up around 10% of the population. It is by other indirect methods of casting that magic became so prevalent in Atria, the most common of these being lacrima. These crystals are capable of containing, and later releasing, ether. There are two kinds: spell lacrima carefully crafted to hold an affinity for a specific spell that it can cast any time when provided enough ether, and the more easily produced energy lacrima, full of raw ether to be used as batteries to fuel spell lacrima. Both are seen everywhere in Atria, such as fire spell lacrima being implanted in stoves to cook food and lightning lacrima keeping homes lit to name a few. Some even use them in weaponry, though the difficulty of making spell lacrima and the need to supply them with enough ether for a significant effect means this isn�t too common. Why bother with a fire sword when you can stab a guy just as easily with a regular one?
Spoiler:
Examples: While magic in Atria as a whole is a very undefined, individualistic thing, there are certain kinds of magic that have become rather widespread.
For many with elemental affinities, a simple way to apply them is through Maker Magic, which is simply using an element to create objects, and sometimes even simple creatures. The main challenge here is having enough understanding of what one is trying to make for it to be effective, as a sword made of water will just splash an enemy if the caster can�t alter its properties in some way.
A few with body alteration affinities opt for what they call Slayer Magic, taking on the power of magical beasts to imitate their traits and abilities. Being able to consume a beast�s innate type of magic power gives the wizard an overwhelming advantage against that specific beast type, and it makes becoming stronger a simple matter in the right circumstances. Of course, this magic becomes impractical if not impossible when trying to emulate incredibly rare or absurdly strong creatures like dragons.
A popular type of magic for those with affinities that allow them to enhance or grant power to items is Requip Magic, which allows a wizard to store items in a simple pocket dimension of limited size, and summon them back when needed. More advanced wizards can use this to change their armor and weapons mid-battle. Many wizards enhance this magic by focusing its scope to certain types of items.
For many with elemental affinities, a simple way to apply them is through Maker Magic, which is simply using an element to create objects, and sometimes even simple creatures. The main challenge here is having enough understanding of what one is trying to make for it to be effective, as a sword made of water will just splash an enemy if the caster can�t alter its properties in some way.
A few with body alteration affinities opt for what they call Slayer Magic, taking on the power of magical beasts to imitate their traits and abilities. Being able to consume a beast�s innate type of magic power gives the wizard an overwhelming advantage against that specific beast type, and it makes becoming stronger a simple matter in the right circumstances. Of course, this magic becomes impractical if not impossible when trying to emulate incredibly rare or absurdly strong creatures like dragons.
A popular type of magic for those with affinities that allow them to enhance or grant power to items is Requip Magic, which allows a wizard to store items in a simple pocket dimension of limited size, and summon them back when needed. More advanced wizards can use this to change their armor and weapons mid-battle. Many wizards enhance this magic by focusing its scope to certain types of items.
The World of Atria:
Atrian technology is comparable to the real world late-1920's, albeit magic-powered, and culturally it isn't too far from modern society as far as things like clothing and language, at least in the capital. Both things regress proportionately to a place's distance from the capital and its wealth. Poor, distant areas more closely resemble the medieval era.Due to Atria�s focus on magic and its applications, mechanical weapons tech is a bit behind. While more modern guns and the like exist, they are rare and very expensive. Speaking of expense, the currency in Atria is the jewel, and 100 jewel is equal to one US dollar.
Everything below is common knowledge within Atria. If you'd like more details, maybe for a character who knows more than what's written here, let me know.
Spoiler:
![[PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC] [PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC]](https://i.imgur.com/ez4u9ZU.jpg)
Earthland: The planet all Atrians call home, even if they know little of it beyond their continent of Sellinos. Exploration efforts beyond Sellinos have all ended in failure, either finding nothing or ending prematurely because of attacks by creatures from the Mistlands.
Sellinos: The continent housing the Atrian Empire, along with the mysterious Mistlands in the north and Valbestia in the west, which remains the only sovereign nation in Sellinos besides Atria. The Collean Mountain Range stands between the Atria and Valbestia, sparing the latter from Atria�s expansionist efforts.
The Mistlands: An unexplored territory, and the northern border of the known world for the people of Sellinos. The ethernano there is so concentrated that it can be physically seen as a mist hanging over the land, hence the name. While the Mistlands themselves haven't been explored, one look at the surrounding land is quite telling of what lies inside. All supernatural creatures such as wyverns and ogres are thought to have originated from here, and random patches of nonsensical environments like boiling lakes and upside-down mountains can be seen along the border. Little can be done to explore the Mistlands, as the intense concentration of ethernano is lethal to Wizards, while normal humans are ill-equipped to deal with the monsters lurking within.
Valbestia: A small, primitive land of rolling hills and vast jungles, whose people have created a spell that allows them to tame the mystical beasts spilling out from the Mistlands. Each person forms a bond with a single beast to the point where they are almost one being, understanding each other without speech and sharing their power with one another. Strangely enough, no Valbestian has been seen using any magic other than this taming spell or whatever magic they've borrowed from their partner. While there is currently a truce between Atria and Valbestia, Atria's past attempts to annex the nation have left relations between the two strained.
Even so, Valbestia has also known constant war within its own lands. Its people are divided into tribes such as the sky tribe or the forest tribe, living in the environments most suited to their bonded beasts. Every year, representatives of each tribe come together and battle for the country's throne. The victor holds absolute power, but if they're not careful they can be deposed of their position as quickly and bloodily as they acquired it. While most revel in this sort of freedom, there are many who are against it, and have crossed the mountains into Atria instead.
The Atrian Empire: The nation occupying the majority of Sellinos� lands. Originating in the center of Sellinos along the east end of the Collean Mountains, they discovered vast deposits of lacrima and antimagic stone both that allowed them to become the superpower they are today. Early acquisitions of land were taken by force, but the more recent additions were voluntarily annexed, either in hopes of sharing in Atria�s prosperity, or in fear of their power.
- Central Atria houses the capital, and is where the empire originated. The capital is where the imperial palace and the Magic Council headquarters are based. The capital itself is a sprawling metropolis, showing off the nation�s wealth as well as industrial ingenuity.
- Eastern Atria consists of the land surrounding the Gulf of Sidia, formerly the nation Sidia. The jewel of Eastern Atria is the grand port city Gildas, its position making it key for shipping goods and people all throughout the empire.
- Southern Atria is the main agricultural source of Atria, as well as being home to the Lautela Wetlands, the Fragmented Coast, and various islands. These lands were the first to fall under Atrian rule once they began their expansion.
- Northern Atria borders the Mistlands, its high-but-not-quite-lethal concentrations of ethernano making it a favorite place for ambitious wizards to conduct their research. The natives of these lands have been altered from living so close to the Mistlands for so long, having grown things like horns and fur, or skin made of stone, and were initially thought to be demons. The current theory posits that their affinities have been kicked into overdrive, and their magic has permeated every part of their body, changing it forever. They are considered wizards and can store far more ether than most, but they struggle to shape it beyond their physical alterations, which are indeed magical in nature. These people are referred to as the "Touched". Small communities of touched are scattered throughout the area, but many congregate in Gloombridge, hoping the research-obsessed wizards that fill the city can make them normal.
Well-Known Factions:
Atrian Empire: Royals and prominent figures who serve the government. While loved by most, there are many in Atria�s acquired territories who resent them, despite the benefits being a member of the empire brings.
Spoiler:
Emperor Arvis Atria: Current Emperor of Atria. He seems to have abandoned his predecessors� quest to conquer Valbestia and any other non-atrian lands, and has instead turned his focus toward researching the Mistlands. To this end, Wizards and magitech industries have seen much coin during his rule, and he played a major role in changing the people�s perception on guild wizards, many now being treated as celebrities.
Ennis Atria: Only daughter of the Emperor. Kind and soft-spoken, she is beloved by the people. Unfortunately, the likelihood of her ever ascending to the throne is low, as she is so frail and sickly that she can�t even walk on her own. Regular magical treatment can improve her condition, but she always relapses. As the sole child of Emperor Arvis, who has lost his queen, the people of Atria are greatly concerned.
Cignus Fair: Head of the Royal Guard and commonly referred to as the strongest man in the world. Any who would threaten the royal family of Atria are met with a giant clad in armor made entirely out of antimagic stone, and wielding a great axe of the same material. Antimagic stone is dense and so heavy that turning it into full armor is more likely to crush the wearer than protect them, yet here we are. There is a popular legend claiming that he once split a mountain in two.
Ennis Atria: Only daughter of the Emperor. Kind and soft-spoken, she is beloved by the people. Unfortunately, the likelihood of her ever ascending to the throne is low, as she is so frail and sickly that she can�t even walk on her own. Regular magical treatment can improve her condition, but she always relapses. As the sole child of Emperor Arvis, who has lost his queen, the people of Atria are greatly concerned.
Cignus Fair: Head of the Royal Guard and commonly referred to as the strongest man in the world. Any who would threaten the royal family of Atria are met with a giant clad in armor made entirely out of antimagic stone, and wielding a great axe of the same material. Antimagic stone is dense and so heavy that turning it into full armor is more likely to crush the wearer than protect them, yet here we are. There is a popular legend claiming that he once split a mountain in two.
Rune Knights: Military force of the Magic Council, divided into wizards with broad knowledge of magic and warriors armed with antimagic equipment. While once seen by the populace as noble heroes far above any guild wizard, Milla�s brutal methods have made many question this view.
Spoiler:
Milla Cavan: Commander of the Rune Knights and member of the Wizard Saints. While the Magic Council had their eye on her since she was a child, the young knight only achieved worldwide renown after leading the Drachen Purge, the assault that finally destroyed the largest dark guild in history, Drachen Scale. She uses her ether displacement magic to dispel attacks and drain foes of their ether, which she then uses to fuel her body enhancement magic for devastating blows.
Winnifred Tulles: Second in command of the Rune Knights and partner to Milla Cavan. While not quite the prodigy her partner is, she has nonetheless earned much respect and admiration for working her way up to her position despite having naturally low ether reserves and showing little initial talent. She uses her lacrima formation magic to create a variety both spell and energy lacrima to embed into her massive, self-made gauntlets, allowing her to use many types of magic at once.
Winnifred Tulles: Second in command of the Rune Knights and partner to Milla Cavan. While not quite the prodigy her partner is, she has nonetheless earned much respect and admiration for working her way up to her position despite having naturally low ether reserves and showing little initial talent. She uses her lacrima formation magic to create a variety both spell and energy lacrima to embed into her massive, self-made gauntlets, allowing her to use many types of magic at once.
Phoenix Nest: A new guild in Atria, its founding by Myeloch has placed many eyes on it, particularly those of the Magic Council.
Spoiler:
Myeloch Latare: Born nearly a century ago, Myeloch quickly achieved fame in the magical community for both his incredible power and his tireless research. The discovery of the four pillars of magic is credited to him. His healing prowess has saved countless lives deemed beyond hope by experts, and his incredible barriers have even held back invading armies. This, along with mastery of myriad magics beyond his affinity lead to an easy induction into the illustrious Wizard Saints. The details of what happened next are unknown, but he disappeared after being accused of practicing forbidden magic. Even so, many still revered him for everything he had done before then. Now, a decade since the incident, he has suddenly reappeared to create the Phoenix Nest guild.
Lina Latare: Self-proclaimed daughter of Myeloch Latare and one of the few people with him when he reappeared. Little is known about her except that she seems like a cheerful girl. She has quickly grown on the people of Shessalie, but as much as they�ve seen her running around town, nobody knows what kind of magic she uses yet.
Boriel Pelara: An enigma, and another of those with Myeloch upon his reappearance. All that is known of him is that he creates weapons, armor, and even extra limbs from shadow.
Sarah Burgess: Eldest daughter of Calvin Burgess of the Burgess and Sons Mining Company. She has basic plant manipulation magic, but otherwise has done nothing of note. She seems to be funding the new guild.
Lina Latare: Self-proclaimed daughter of Myeloch Latare and one of the few people with him when he reappeared. Little is known about her except that she seems like a cheerful girl. She has quickly grown on the people of Shessalie, but as much as they�ve seen her running around town, nobody knows what kind of magic she uses yet.
Boriel Pelara: An enigma, and another of those with Myeloch upon his reappearance. All that is known of him is that he creates weapons, armor, and even extra limbs from shadow.
Sarah Burgess: Eldest daughter of Calvin Burgess of the Burgess and Sons Mining Company. She has basic plant manipulation magic, but otherwise has done nothing of note. She seems to be funding the new guild.
Gryphon Gale: Current strongest guild in Atria, based in the capital. The guild�s motto is �For those who seek strength above all else�, and all its members were put to the test by the master before being allowed to join.
Spoiler:
Egan Lynch: S-class mage of Gryphon Gale. While his looks have earned him many fans, he is mostly known for the explosive fire magic he wields, and his striking figure when wearing his armor made of flame that protects him from his own explosions. He was easily the leading figure in last year's grand magic games.
Simon Jules: Up and coming newbie in Gryphon Gale who Egan seems to have taken a liking to. One of the few practitioners of Celestial Spirit magic.
Simon Jules: Up and coming newbie in Gryphon Gale who Egan seems to have taken a liking to. One of the few practitioners of Celestial Spirit magic.
Silver Chimera: A guild in Northern Atria comprised mostly of touched, intelligent magical beasts, and a small number of Valbestians. They are known for their ferocity, but see little respect beyond their territory as most only see them as monsters.
Spoiler:
Tiran Enabosk: The loud and belligerent face of Silver Chimera, he is a Valbestian warrior bonded to a tiger made of lightning. Despite always making it far in the grand magic games, the viewers are always eager to see him lose, treating him like a villain.
Rules:
- All site rules apply.
- I�m always open to suggestions, but as GM I have the final say in everything.
- Be nice and respectful. If there�s a problem, come to me about it.
- This RP is rated T, meaning no explicit sex or gore allowed.
- No godmodding or bunnying without permission.
- Please keep me updated as far as your activity if you�re involved in the main story.
- The people of this universe are far sturdier than real people, so please act accordingly. Think of any typical shounen or action show to get an idea of it.
Laws of the Magic Council:
(You can break these if you want, but know that the council will take action)
- Magic shall not be used to break any of Atria�s existing laws, including but not limited to the laws against murder, theft, assault, terrorism, and violations of human rights
- Magic shall not be used to create sapient beings
- Magic shall not be used to tamper directly with life and death
- None shall challenge the word of the council outside of a legal trial
Sign-Up Sheet:
I won't be taking reservations due to the small number of players I plan to accept. On Saturday, August 4th I'll choose from what's been posted, so do your best everyone!Name:
Age:
Race: (Wizard, Touched, or Valbestian. As always, come to me first if you have other ideas. Additional info on the races below.)
Spoiler:
Wizard:
Called Atrian wizard by some, this is the most common type of magic user, which is why many use the term wizard to refer to magic users as a whole. They are the most versatile of the magic users, being able to learn magic beyond their affinity. For instance, a wizard with an affinity for fire magic might learn a bit of similarly heat-based lightning magic to give them an advantage against aquatic foes. However, the further one goes from their affinity the harder it becomes to cast a spell, so many wizards just stick to their affinity anyway. Their appearance is indistinguishable from a normal human's.
Valbestian:
The magic users of Valbestia all use the same magic, and seem completely incapable of using any other for reasons yet undiscovered. This magic allows them to bond with a magical beast, sharing their power with each other. In this way, the Valbestians themselves are able to use any and all magic that their beast can use. Once bonded, the Valbestian and their beast can distribute their ether freely between each other, and their minds become linked to the point that they can feel what each other feels and thinks even when they�re apart. To lose one�s beast is to lose a part of oneself. Physically, most look like normal humans, but depending on their beast�s magic that can change.
Some Valbestians focus on fueling their bonded beast with their own power, granting the beast far greater strength than it could achieve alone. Others fight alongside their beasts, dividing their power evenly between themselves. A few take the beast�s power for themselves, fighting on while keeping their beast out of harm�s way.
Most Valbestians seek out a beast to bond with from a young age, and those who never find one are treated as outcasts. When asked why they chose their particular beast, most Valbestians say that "it just felt right."
Despite the current peace between the nations, their bloody history means that tensions remain high between Valbestians and Atrians, something that any Valbestians who decide to move to Atria should be aware of.
Touched:
Mutants of Atria's Northern border transformed by the chaotic magics of the Mistlands from being too close for too long. They come in all shapes and sizes, their appearance reflecting their magical affinity. For instance, someone with an aquatic affinity might find themselves gaining gills, fins, or scales. Or if they're unlucky, parts of them might just become made of water. These mutations are magical in nature, and are thus quite good at conducting magics of their affinity.
No touched has learned magic outside their affinity thus far, and many even struggle to do complex magic within their affinity. On the bright side, the touched can hold far more ether than any other magic user. While they might not be able to use it for as much as a standard wizard, they have little to fear of running out. They can also use their magical mutations with little effort, such as breathing fire or flying.
While not as antagonized as the Valbestians, many still look at the touched as freaks and keep their distance.
Called Atrian wizard by some, this is the most common type of magic user, which is why many use the term wizard to refer to magic users as a whole. They are the most versatile of the magic users, being able to learn magic beyond their affinity. For instance, a wizard with an affinity for fire magic might learn a bit of similarly heat-based lightning magic to give them an advantage against aquatic foes. However, the further one goes from their affinity the harder it becomes to cast a spell, so many wizards just stick to their affinity anyway. Their appearance is indistinguishable from a normal human's.
Valbestian:
The magic users of Valbestia all use the same magic, and seem completely incapable of using any other for reasons yet undiscovered. This magic allows them to bond with a magical beast, sharing their power with each other. In this way, the Valbestians themselves are able to use any and all magic that their beast can use. Once bonded, the Valbestian and their beast can distribute their ether freely between each other, and their minds become linked to the point that they can feel what each other feels and thinks even when they�re apart. To lose one�s beast is to lose a part of oneself. Physically, most look like normal humans, but depending on their beast�s magic that can change.
Some Valbestians focus on fueling their bonded beast with their own power, granting the beast far greater strength than it could achieve alone. Others fight alongside their beasts, dividing their power evenly between themselves. A few take the beast�s power for themselves, fighting on while keeping their beast out of harm�s way.
Most Valbestians seek out a beast to bond with from a young age, and those who never find one are treated as outcasts. When asked why they chose their particular beast, most Valbestians say that "it just felt right."
Despite the current peace between the nations, their bloody history means that tensions remain high between Valbestians and Atrians, something that any Valbestians who decide to move to Atria should be aware of.
Spoiler:
![[PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC] [PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC]](https://vignette.wikia.nocookie.net/fairytail/images/6/61/Cobra%27s_Dragon_Force.jpg)
![[PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC] [PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC]](https://vignette.wikia.nocookie.net/fairytail/images/6/64/Cubellios%27_Poison_Mist.jpg)
Touched:
Mutants of Atria's Northern border transformed by the chaotic magics of the Mistlands from being too close for too long. They come in all shapes and sizes, their appearance reflecting their magical affinity. For instance, someone with an aquatic affinity might find themselves gaining gills, fins, or scales. Or if they're unlucky, parts of them might just become made of water. These mutations are magical in nature, and are thus quite good at conducting magics of their affinity.
No touched has learned magic outside their affinity thus far, and many even struggle to do complex magic within their affinity. On the bright side, the touched can hold far more ether than any other magic user. While they might not be able to use it for as much as a standard wizard, they have little to fear of running out. They can also use their magical mutations with little effort, such as breathing fire or flying.
While not as antagonized as the Valbestians, many still look at the touched as freaks and keep their distance.
Spoiler:
![[PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC] [PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC]](https://vignette.wikia.nocookie.net/fairytail/images/b/b6/Polygon_Rifle.gif)
![[PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC] [PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC]](https://vignette.wikia.nocookie.net/fairytail/images/3/30/Egg-Magic-Egg-Wall.gif)
![[PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC] [PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC]](https://vignette.wikia.nocookie.net/fairytail/images/a/ac/Ezel%27s_Mikazuki.png)
![[PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC] [PokeCommunity.com] Guilds of Atria: Phoenix Nest [T] [OOC]](https://vignette.wikia.nocookie.net/fairytail/images/e/e5/The_villagers_become_demons.png)
Sex:
Appearance: (Players will have the guild�s mark placed on their body upon joining. Please include what color you want this to be and where you�d like it to go.)
Magic: (What kinds of magic does your character use, and how do they use them? Please keep your character�s race, the four pillars of magic, and the Magic Council�s rules in mind when filling out this section. You'll be hard pressed to get me to allow game-breaking or lore-defying magic, like time magic or FT's iconic dragonslayer magic)
Summary: (Who is your character? How and why have they come to join Phoenix Nest? You can keep this section vague if you�d like to keep secrets from the other players, but as GM I�ll need to know the full picture)
Players:
Geras as Lina LatareRose Quartz as Faye Aubrey
gimmepie as Primilla Bellamy
Kitty as Blanche Laille
Sephear as Patileer and Rowan Hoskel
Turnip as Duke Ith'drell
DLMuerte as Ephraim Thorne
Godzil as Elidyr Bach
Wiki: https://guilds-of-atria-phoenix-nest.wikia.com/wiki/Guilds_of_Atria:_Phoenix_Nest_Wiki
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