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Amateur Kingdom RP Setup/Lore
Amateur Kingdom RP Setup/Lore
ROYALTY MAGIC
Those who are royalty either have time/space magic, or they don’t
have magic at all. A royal can ONLY have either just time magic, just space
magic, or no magic at all. There are different tiers of magical ability too; it
goes from tier 1 to 5, with 5 being the strongest.
Time magic normally means that the royal can see future
possibilities, the chances of a certain outcome, or catch a glimpse of what
MIGHT happen. Those who are on the lower side of the tiers randomly get
future visions and cannot control the duration of it while those on the high
spectrums can g uide the future vision, but cannot specifically choose a
certain point in time to view. Time royals are even able to
“freeze/manipulate time” on certain things, like slow down a falling object
so someone can catch it or speed up the growth of a plant. Higher tiers are
also enabled to momentarily manipulate some living thing’s time, but few
have ever reached that power. Oh, and time kids are able to catch glimpses
of someone else’s past (whether that person be dead or alive) and typically
have impeccable memory.
Space magic normally means that the royal can create or expand
upon already-existing things. They are able to create things out of thin air,
like rolls of string or a blank book or something like that; they may even be
able to teleport things around, though that’s more of a higher-tier thing.
Those who are a higher tier are also able to summon/create living things
(typically something around the size of a cat or smaller), but that takes a
tremendous toll on the space kid. Oh, and space kids can also expand upon
things that already exist and boost it; for example, a space royal can take a
plain iron sword and “enchant” it so that it becomes a lot more ornate and a
lot more deadly. They are actually quite good at warping things to their
favor, as they can potentially warp a door into a full-on wall or something of
that like.
NOBILITY MAGIC
Those who are nobility are entitled to different types of “mental”
magics; they have a certain affinity for it. Of course, they can still inherit
other types like elemental and what not, but in most common cases those
with noble blood will have mental magic. There’s also a chance that they
won’t have magic at all.
Telekinesis c an technically be used by the commoners, but the main
difference here is that those who are noble-born telekinetics have much
more control over their powers and are able to do a lot more with it. The tier
system still applies here; depending on how high the tier is, a noble can pick
up numerous things at once or they can lift very heavy things. Of course, all
of this takes a considerable amount of concentration, but with practise the
ability will come easily and naturally.
Telepathy allows the noble to communicate thoughts with another
recipient; it doesn’t matter who the recipient is, they can talk back with the
noble. The noble is also able to read minds and can even use a mild form of
hypnosis in the sense that they can make others more susceptible to
suggestions and ideas. The thing is, though -- someone who is being
influenced by the noble w ill not do anything that violates their morals. The
victim will simply be more open to others’ ideas.
Mock-invisibility i sn’t what it seems like it is at first. Instead of the
traditional sense of the word, few select nobles are able to manipulate
another’s mind to think that they’re not there; it works in a “out-of-sight,
out-of-mind” kind of deal. They have this ability to utilize illusions and play
“tricks of the mind” and what not. These types of nobles normally are spies
or some sort of recon worker.
MILITARY MAGIC
Those who are in the military or from militaristic families (they’re an
off branch of the nobility) are typically born with elemental powers.
Technically speaking, this is a different section of the nobles; the families
that seem to favor elemental magics over mental magics are typically
classified as the military families. There are cases in which a fledgling
knight who doesn’t have magic at all is given a high-quality zenoxop
(zee-nox-up). Of course, high-quality zenoxops are reserved for either the
most powerful/influential, the wealthiest, or the most revered families.
Knights can also be magicless, it’s just that they’re normally used as
foot-soldiers or infantry.
Any real element that you can think of (aside from light/dark) is
inherited by the military families. Tiers 1 through 4 can only wield 1 or 2, but
a tier 5 can wield 3 at most. As you probably could tell, tier 5s are typically
at the top of the military, either serving as head of the royal guard, head
knight, etc. A student military noble can learn any elemental magic, really;
there aren’t any real consequences to learning opposite magics either.
SPECIAL TYPES OF MAGIC
There are certain families that inherit special types of magics; namely
light, dark, and life. There are only a couple of families that can even wield
these types of magics; and, as such, they are treated like sub-royalty; their
status is below royals but above an average noble. Consider them the
highest one can go without hitting royalty level.
Those with light are incredibly wise, very knowledgeable/quick
learning, and would serve as boosters or something that increases
someone's abilities. They may even be able to blessing others to have
increased fortune/chance of something good happening; so, basically
making them more lucky. (Light kids probably are also lucky in themselves
to be fair) They aren't really fighters; they're more of a kid that supports
from afar. The best that they can do to fight is to shoot light beams or blind
kids.
Those with dark aren't necessarily evil; they're more concerned about
endings and decay and whatnot. They are very slow with what they do, but
they are very formidable once they've settled into things since they're
focused on learning e verything that there is to know about the certain topic.
While light relies on knowledge and reasoning, dark relies on experiences
and emotions. They're also the type of kid to jinx/hex someone, decreasing
their stats and lowering their chance of getting something good, or rather,
they give others bad karma. So, basically, both light and dark tamper with
things from afar. They’re opposite sides of the same coin but their potential
is definitely something to be feared.
Those with life are people who really should be feared. They are able
to bend the flow of life around them, either taking life from living things and
using it to benefit themselves, or simply moving the life force of things
around. For example, say a person was badly wounded. A life kid would be
able to take the life force from a nearby plant and transfer it to the
wounded person in order to heal them. Life people cannot “create life”; the
power that they take has to come from somewhere, whether it be from
another person or from themselves. Yes, potentially they can sacrifice their
own life to bring back another person, but that’s strictly a tier 5 skill. So,
think of people gifted with the power of life as life-transporters; they can
bend the flow of life from one thing to another. Potentially, life kids would
even be able to prolong or shorten one’s life by transferring their life energy
to/from them.
ZENOXOPS
Zenoxops are the items that allow a commoner to wield magic,
though normally that magic is tier 1 and 2, with very few being able to wield
a tier 3. A wielder of a zenoxop must have it on their at all times unless they
don’t want to use their granted magic. A zenoxop can grant a person any
type of magic (with the exception of light, dark, life, time, and space), but
it’s only going to be one of the branches. Basically, a zenoxop can grant
someone only a tier 1/2 fire magic or only telekinesis or only telepathy, etc
etc. Zenoxops, therefore, allow their wielder to gain specific types of magic
as well, though having too many zenoxops would cause the wielder to
become very suspicious (I mean, why would they want to have that much
power?). There’s also a limit as to how many zenoxops one can use at a
time, and that limit is 3. Again, keep in mind that zenoxops only allow the
user a low-tier magic. Oh, and those who wield zenoxops must also be very
careful with them; the item itself is very delicate and fragile, and the magic
granted tends to be very sporadic and uncontrollable. It takes time to learn
how to properly control the granted magic, and it takes a whole lot of
concentration to use it properly. Acquiring a zenoxop is very tricky, as
there are very few places that you can get it from, and even then, those
markets are either black-listed or underground. So, you’ll either get a
zenoxop through inheritance, or you’re a filthy rich kid who got it from said
underground/black markets.
So, how are zenoxops made? Well, there are a couple of legends
behind them, the most popular myth is that they are the “blessings” from
the previous generations. There are a certain amount of zenoxops out there
-- they’re rather uncommon -- and creation is kept strictly a secret from the
public. Only the royal family and a few chosen nobles know how to create
them, but even then, creation demands sacrifice.
In order to create a zenoxop, one must completely give up their
inherited magic. The donor requires a life mage to be there with them, as
the life mage would be transferring their magic to a specific item. Not all of
the magic will be transferred, however, which thus leads to the item
granting a low-tier of magic. The most successful transfers grant a tier 3.
People typically do this when they’re on their deathbeds; the donor typically
wants to pass on their “legacy” or “live on” and help the next generation.