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Allegiances
the plot.
the patients of each sanctuary have slowly gotten back on their feet since the fearful beginning of their new lives. but not is all as it seems in their world. check out this post for all the deets.

sanctuary 001
president thomas wright (daisy)
carys maximoff (quake)
daisy augustus (daisy)
azrail walters (sky)
levana magnus (snoo)
cole lawson (jack)
brennan firn (metzi)
destiny mirae (honor)

sanctuary 038
president cheyenne dane (quake)
adrian petsch (daisy)
mylarna bennett (quake)
pang ji-yoon (sky)
zoe leona (quake)
malik el-haj (jack)
anthony roberson (sky)

sanctuary 097
president meredith gould (sky)
camellia fabry (daisy)
maralah elysia stark-sayer (quake)
farryn leona (snoo)
yelena targaryen (quake)
iolana kahike (sky)
nio penkins (metzi)
kawaguchi akamara (jack)

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waw -> gods, weavings and magyks (WIP)

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waw -> gods, weavings and magyks (WIP) Empty waw -> gods, weavings and magyks (WIP)

Post by Quake Sun Nov 03, 2019 2:01 pm

Gods

Everybody prays to the Fae, whether it's the Queens, the Dukes and Duchesses or the Lords and Ladies. As well as being the Fae of a magyk or weaving, they're in charge of something else as well - this is what they're connected to most of the time. For example, if somebody wanted to be blessed in love, they'd pray to Tanoma. As well as praying, there are rituals (mainly done by witches towards the witch Duchesses) and similar things to that done towards the Fae. As well as this, whoever uses the magyk or weaving that they're the Fae of usually prays to them for their skill. For example, a Fireweaver may pray to Uka or a Necromancer to Carolifa.

The Queens >
Rahala, Queen of Creation, Mother of Weaving, Lifeweaver
Sahani, Queen of Destruction, Mother of Magyk, Destroyer

The Dukes and Duchesses >
Uka, Duchess of Fire, Home and War, Fireweaver, the First Weaver
Lodon, Duke of Water, Fertility and Healing, Waterweaver
Lei, Duchess of the Air, Weather and Knowledge, Windweaver
Tanoma, Duke of Earth, Love and Beauty, Earthweaver,
Atopa, Duke of Light, the Sun and Power, Lightweaver
Havami, Duchess of Shadows, the Moon and Stealth, Shadowweaver

Xeropa, Duchess of Illusions, Mirrors and Secrets, Illusion Caster, the First Witch
Izak, Duchess of Transmutation, Decisions and Balance, Transmuter, Duchess of the Seasons
Turoga, Duchess of Evocation, Victory and Revenge, Evoker
Caralifa, Duchess of Necromancy, Death and Morality, Necromancer, Duchess of the Realm of the Dead
Retyl, Duchess of Conjuring, Dreams and Messages or Communication, Conjurer
Nadoba, Duchess of Enchantments, Luck and Success, Enchanter
Purev, Duchess of Abjuration, Protection and Safety, Abjurer
Seka, Duchess of Divination, the Future and Time, Divinator

Magyks

Not all Witches have all the powers their type has. For example, one Necromancer may only be able to manipulate bones whereas another can only see ghosts.


Magyks aren't genetic in the way that Weavings are. If somebody's mother and father are Witches, the child will definitely be a Witch. If only one is, the child will be a Witch but may have weaker powers. Other than that, the specific magyk they get is completely random. However, level of skill does lean towards being genetic: if their parents are powerful, the child likely will be too, but this isn't always the case (and it works the same reversed if the parents are weaker).

Illusion Caster >
Can cast illusions and make people see (or not see) what they want. They go into minds to see people's perception of the world, and then they flip it so they see what the Illusion Caster wants them to see. Many illusions can be fooled by cameras or the like, and stronger Illusion Casters can manipulate mirrors as well to the point of using them as a portal. Rarer still is the ability to make others tell the truth to where they're unable to lie, by making them believe that's what they want and that they're telling it to a friend or somebody else, whoever they wish to tell.

Transmuter >
Can change one object into another. They usually have to be around the same size, e.g. an apple to a pear or a toilet to a chair, and they do it by breaking into the fabric of the object and twisting it so it's something new. The mass of the object remains the same, even if the object it's turned into would normally be much heavier or lighter, and the more power somebody has the bigger the objects they can transmutate. Transmuters can turn an object into another object for a short amount of time or permanently until they change it back.

Evoker >
Can create energy and fire it at someone, or manipulate their mind. In a similar way to Conjurers, they rip into the fabric of the world and take energy from beneath the surface, bringing it up in multiple forms. They can have raw energy used to blast, fire or shoot at somebody, or charge an object with it. More skilled Evokers can bring mental energy to the surface the way they take energy from beneath the fabric of the world. This means they can control minds, though they cannot read them. Even more talented Evokers can manipulate the spiritual energy of the world to manipulate probability, though this can take a long time to learn. They're the most similar to the Weavers, in that they don't create or change they harness instead, though at the same time they're the most different because where Weavers purely manipulate the fabric of the world, Evokers destroy it to release what's beneath.

Necromancer >
Can manipulate the dead, as well as ghosts or spirits and the physical parts of a body. Along with Evokers, they need to be the most careful with their powers as many forms of necromancy include breaking energy and sometimes moving it to where it usually wouldn't be. Some are able to knot injuries back together or heal wounds and illnesses, whereas others can control the blood in somebody's body - dead or alive. Many are able to see ghosts, though whether they can get rid of them or not is another story. Most of the time, even the strongest Necromancer cannot revive the dead, and very rarely has that been able to occur. On the other hand, multiple Necromancers can resurrect the dead as skeletons, zombies or the like, but they may not last for long.

Conjurers >
Can summon and create objects, living things and sometimes powers. They have the ability to look into the fabric of the world, find the energy of an object and move it from one place to another by breaking into the fabric around it. With more magyk, they can even create objects, though they need to take the time to study the energy of that object to be able to create it in the first place. Where somebody like an Illusion Caster can create theirs on the spot, Conjurers can rely more on rituals to create an item out of nothing. If they have a lot of power, they can create portals to other areas, though doing this many times can drain their magyk. If a Conjurer has a lot of magyk, they can use it to cut a portal to another Realm, though this takes incredible amounts of magyk and can sometimes drain them of all of it afterwards. Some are also able to send out a variety of styles of messages to others, including orbs or even simple pieces of paper.

Enchanters >
Can place enchantments, curses and charms on objects and people. They can cut through the fabric of the world and add energy to the area underneath, energy that on the physical surface gives them an enchantment. These can vary between making somebody move faster to make a weapon heavier to hold. Multiple Enchanters are good with potions as well, able to bless them with things when needed as well as having a natural gift with ingredients. Many often have spell books as well so they know the types of enchantments they can cast, though stronger Enchanters can sometimes create their own.

Abjurers >
Can create shields, make items or people indestructible and create force fields and even physical barriers. They manipulate the fabric of the world to protect others, by 'covering' others in it. Their magyk may be simpler than the other styles, but it's no less powerful. Stronger Abjurers can heal wounds and illnesses on both themselves and others. They can make items absorb attacks, attacks both made of actual weapons and magyks or weavings, and with a lot of effort they can make objects indestructible forever. Some Abjurers have unbreakable skin as well, though this isn't as common.

Divinators >
Can see the future, find out knowledge others don't know and identify or detect others. Whereas most of the magyks are physical (except for Illusion Casting), Divinators are purely mental and their magyk only affects themselves. By going into the fabric of the world, they have the unique ability to see how that fabric will change, and out of all the Witches, they can read the fabric the best. They can immediately know what an item is, or with more effort who a person is, and detect where objects are. With some more effort, they can copy knowledge from somebody else's mind into their own - this doesn't remove the individual's knowledge, only lets the Divinator know it as well. Powerful Divinators can read minds as well, though they need to have physical contact with the other and going into somebody else's mind can often end up badly if unprepared. 

Weavings

Which weaving a child has compared to their parent can be a lot harder to work out. If the parents have the same weaving, the child will get that one too. If they don't, there are multiple things that can happen and they depend on the specific weavings of the parents. 
- The child can have one of their parents' weavings, e.g. if a lightweaver and a windweaver have a child the child could be either a lightweaver or a windweaver. This can also happen where one weaving is stronger than the other, e.g. a waterweaver and an earthweaver's child could be a stronger earthweaver as water helps the earth.
- The child can have no power, but this is only if the weavings cancel each other out and it isn't guaranteed, e.g. a waterweaver and a fireweaver or a lightweaver and a shadowweaver.
- The child can have a merge of the powers, e.g. a child of an earthweaver and a waterweaver could be a poisonweaver.
- The child can have both powers, but at a weaker level, e.g. a child of a fireweaver and a windweaver has power over both fire and air, but at a lower level than if they were solely a fireweaver or windweaver. This is very rare, and the stronger the powers the rarer it is.


If two sub-weavers (poisonweaver, iceweaver, etc) have a child, the child cannot be a merge of those two powers. If a sub-weaver and a weaver have a child, the child cannot be a merge of those two powers either, though if the sub-weaving and the weaving are compatible (e.g. lightningweaver and lightweaver). Sub-weavings aren't always the result of a combination of a weaving, though, and often there can be families who have been sub-weavers throughout time. 


If a weaver and a witch have a child, the child is either a witch, a weaver or a magykweaver. Magykweavers have their own possible magykweavings, and can't control magyk or weave. If two magykweavers have children, there is a 50/50 chance of the child getting the same as one of their parents or a completely random one.

Fireweavers: can manipulate flames, ashes and smoke (sometimes) as well as heat. They're also more resistant to heat and some can be resistant to all flames, not only ones they're manipulating at that very moment.
Waterweavers: can manipulate water, as well as other liquids which are more water than anything else with more effort. They can breathe underwater and are excellent swimmers. Some have very limited control over rain.
Windweavers: can manipulate the air, as well as other gases with more effort if they have a majority of the air in them. They have limited control over the weather and clouds but it's harder to manipulate or control and is usually focused on hurricanes or similar things to that.
Earthweavers: can manipulate the ground, dirt, rocks or grass, flowers and plants. They can talk to animals and sometimes plants. Some can create small earthquakes, as well as create holes in the ground or raise the rocks to create constructions, whereas others can summon vines to trap others, manipulate trees and plants and immediately know what a plant is.
Lightweavers: can manipulate light, making things brighter or dimmer (but only to their original form). They can blind others with bright lights and sometimes make various coloured lights. They can absorb light as well and, with a lot of effort, teleport through light.
Shadowweavers: can manipulate shadows, making things darker or brighter (but only to their original form). They can turn invisible in the shadows, camouflaging into them, and manipulate the shadows of beings, objects or buildings.


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