World White Castle Unlimited Threadworks

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World White Castle Unlimited Threadworks

JasonTOM

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This is the home for the world of White Castle. Anyone interested in using my world or systems please pm before you swiper no swipe me lol. This post is unfinished.

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SYNOPSIS

White Castle is the greatest school in the world, for both magical and mundane studying. It has been in operation for hundreds of years and is a household name even the least informed would know. This year Headmaster Solice has issued a new mandate. In interest of inclusion, 700 students handpicked by the teachers of White Castle itself will be admitted to the institute on a full ride scholarship. 8 full years of free education at the best university in the world. This has lead to a number of changes in school function. And even more backlash from parents and investors alike. But most important of all concerning this mandate is that the school has opened it's doors to not just the wealthy and aristocratic, but also the gifted and hardworking. This is a once in a lifetime chance presenting itself, and you won't let it slip you by.

The world is high fantasy, with hints of modern culture. Magic and Machinery blend heavily in this world. With it having standard power lines and light fixtures, but also having fantastical contraptions performing the same purpose with Magic in other cities. Humans and Elves have coexisted for millennia in this world of Dragons, Giants, Hydra, and the like. Harmonizing and evolving slowly to survive the natural horrors of a magic and monster infested world.

MAGIC SYSTEM

The Core -
The Core is an organ opposite the heart in a person's chest. It is about the size of an eyeball and houses and stores all forms of magic for the user. Everyone has one. It is the cup that stores the Magic flowing in the atmosphere.

Heat - A byproduct of using Magic. Nothing is created or destroyed and Energy Loss will always be in effect as magic is used. Said Heat always forms in the Core as a waste byproduct. The amount of Heat generated depends on the skill of the Mage and the level of difficult in their task. Ranging from at best, the body raising a few degrees, to at worst, Spontaneous Combustion. Heat is the constant worry of the Mage, though the cleaver mage can turn Heat to their advantage.

Inertia - The Magic ability to transfer force from something to another instantly. Examples being: A boxer transferring all the inertia in their moving body into the swing of their punch, launching their arm forward with explosive force while also stopping the rest of their body dead in its tracks. Or a great mage stepping in front of a speeding train to save a child, with the wave of their hand, all of the Inertia in that train is transferred to the Core of the mage. And stopping the train dead in it's tracks.

Memory - The ability to revert something to a previous state of being. Examples being: A recently dropped and broken vase being restored whole by the mage's Memory of it being whole in the past. Or a person reverting their physical appearance to the prime of their youth constantly, to remain physically youthful indefinitely.

Conduction - The ability to transfer heat to electricity and vice versa. Examples being: Drawing electricity from batteries to use as Heat for the body in freezing weather. Using Heat stored in the Core to fire lightening from their fingertips. Catching a bolt of natural lightening and converting the electricity into a fireball.

Enhancement - The ability to magically improve a physical/mental trait of the body consciously. Examples being: A man bending solid steel rods with his hands. Falling from multiple stories of height without injury. Working/living without sleep for weeks straight with little to no detriment. Perceiving the world at an accelerated rate, increasing reaction time to insane levels.

Clairvoyance - The ability to magically improve the subconscious to perform mystical feats without conscious thought or effort. Unlike the other schools, Clairvoyance does not require constant focus to activate. In fact this school of Magic is unique in that it functions involuntarily. Heat is still generated as a byproduct. Examples being: Knowing someone is following you with no clear evidence. Having a premonition. Enhanced proprioception. Having a vision of the future.

The Core



What is the Core? A eyeball-sized organ resting behind the ribcage in the chest opposite to the heart. Like any major organ this exists in all life forms. From animals to humans, elves, and plants. This goes without saying, but monster-class animals also have Cores as well.

What is Core Capacity? Core Capacity is a generally accepted term describing how much Mana/Heat/Magic or combination of the three can be stored in the Core. The higher your Core Capacity the more difficult it is to be overwhelmed by any of these forms of energy. If overwhelmed severe damage to the body/mind will occur. Including but not limited too, Heat Stroke, Spontaneous Combustion, Electrocution, Whiplash, Seizures, Death, Etc. Without a sufficiently sized Core Capacity - Heat Tolerance - Skill Level, Magic cannot be performed safely.

Can the Core be damaged? Yes. The Core can be destroyed just as easily as any other organ. The Core is also suceptible to sickness and disease. While uncommon, this occurs thousands of times a year.

How do i increase my Core Capacity? Training of course. Typical training methods involve straining the limits of the Core through constant use of Magic. Traditional meditation has been proven just as viable for training. As well as a number of other less popular methods with varying degrees of success. Key note, it has been proven that not all Cores are made the same and react the same. Some Cores struggle to grow, while others grow larger much more easily. Some method of training works for some but not others. Genetics are suspected to play a role here as well, but research in that area is still being reviewed.

Is it possible to not have a Core? Have two Cores? A defective Core? Etc. Generally everyone has a Core. But exceptions exist in every rule. No one has been reported to have more than one Core. But some children have been born with genetic defects, leaving them with no Core or a severely limited/damaged Core. Others have been reported to have unusally large or efficient Cores since birth. Cores are diverse organs between person to person, but generally most people have a functioning Core. With less than 1% having a defective/unusable Core.

More information on The Core to come...


Core Capacity - Without a Core Capacity equal to or greater than the level of Magic being used, a Mage is putting themselves at great risk of harming themselves or others in using said Magic.

Heat Tolerance - Heat tolerance should comparative to the level of Magic being used, or the Mage will reach they're limit in Heat very quickly.

Inertia
1/10 - Level 1 Inertia can transfer Force in low levels to the Mage with moderate levels of Energy loss.
2/10 - Level 2 Inertia can transfer Force in low levels to the Mage with low levels of Energy loss.
3/10 - Level 3 Inertia can transfer Force in low levels to the Mage with no levels of Energy loss.
4/10 - Level 4 Inertia can transfer Force in moderate levels to the Mage with moderate levels of Energy loss.
5/10 - Level 5 Inertia can transfer Force in moderate levels to the Mage with low levels of Energy loss.
6/10 - Level 6 Inertia can transfer Force in high levels to the Mage with moderate levels of Energy loss.
7/10 - Level 7 Inertia can transfer Force in high levels to the Mage with no levels of Energy loss.
8/10 - Level 8 Inertia can transfer Force in huge levels to the Mage with high levels of Energy loss.
9/10 - Level 9 Inertia can transfer Force in huge levels to the Mage with low levels of Energy loss.
10/10 - Level 10 Inertia can transfer Force and multiply it with no Energy loss. This is a theoretical level in which mortals realistically cannot attain.

Conductor
1/10 - Level 1 Conductor can transfer low levels of Heat to low levels of Electricity. With high levels of Energy Loss in conversion.
2/10 - Level 2 Conductor can transfer low levels of Heat to low levels of Electricity. With moderate levels of Energy Loss in conversion.
3/10 - Level 3 Conductor can transfer low levels of Heat to low levels of Electricity. And vice-versa. With moderate levels of Energy Loss in conversion.
4/10 - Level 4 Conductor can transfer medium levels of Heat to medium levels of Electricity. And vice-versa. With high levels of Energy Loss in conversion.
5/10 - Level 5 Conductor can transfer medium levels of Heat to medium levels of Electricity. And vice-versa. With moderate levels of Energy Loss in conversion.
6/10 - Level 6 Conductor can transfer medium levels of Heat to medium levels of Electricity. And vice-versa. With low levels of Energy Loss in conversion.
7/10 - Level 7 Conductor can transfer high levels of Heat to high levels of Electricity. And vice-versa. With moderate levels of Energy Loss in conversion.
8/10 - Level 8 Conductor can transfer high levels of Heat to high levels of Electricity. And vice-versa. With low levels of Energy Loss in conversion.
9/10 - Level 9 Conductor can transfer huge levels of Heat to huge levels of Electricity. And vice-versa. With no Energy Loss in conversion.
10/10 - Level 10 Conductor can transfer low levels of Heat to huge levels of Electricity. And vice-versa. With no Energy Loss in conversion. This is a theoretical level in which mortals realistically cannot attain.

Memory
1/10 - Level 1 Memory can revert small objects to a recent state of being. With high degrees of failure.
2/10 - Level 2 Memory can revert small objects to a recent state of being. With moderate degrees of failure.
3/10 - Level 3 Memory can revert small objects to a previous state of being. With low degrees of failure.
4/10 - Level 4 Memory can revert medium objects to a previous state of being. With moderate degrees of failure.
5/10 - Level 5 Memory can revert medium objects to a previous state of being. With no chance of failure.
6/10 - Level 6 Memory can revert large objects to a previous state of being. With moderate chance of failure.
7/10 - Level 7 Memory can revert large or smaller objects/animals to a previous state of being. With low chance of failure.
8/10 - Level 8 Memory can revert huge or smaller objects/animals to a previous state of being. With moderate chance of failure.
9/10 - Level 9 Memory can revert huge or smaller objects/animals to a previous state of being. With no chance of failure.
10/10 - Level 10 Memory can revert anything to a previous state of being. With no chance of failure. This is a theoretical level in which mortals realistically cannot attain.

Enhancement
1/10 - Level 1 Enhancement can improve a body part to low degrees. For a short amount of time.
2/10 - Level 2 Enhancement can improve multiple body parts to low degrees. For a short amount of time.
3/10 - Level 3 Enhancement can improve a mental trait to low degrees. For a moderate amount of time.
4/10 - Level 4 Enhancement can improve multiple body parts/a mental trait to a moderate degree. For a long amount of time.
5/10 - Level 5 Enhancement can improve the body/multiple mental traits to a moderate degree. For a moderate amount of time.
6/10 - Level 6 Enhancement can improve the body/multiple mental traits to a moderate degree. For a long amount of time.
7/10 - Level 7 Enhancement can improve the body/multiple mental traits to a high degree. For a short amount of time.
8/10 - Level 8 Enhancement can improve the body/multiple mental traits to a huge degree. For a moderate amount of time.
9/10 - Level 9 Enhancement can improve the body/multiple mental traits to a huge degree. For a very long amount of time.
10/10 - Level 10 Enhancement can improve the body/multiple mental traits to a huge degree. Indefinitely. This is a theoretical level in which mortals realistically cannot attain.

Clairvoyance
1/10 - Level 1 Clairvoyance can improve the subconscious to low degrees. Involuntarily and for a short amount of time.
2/10 - Level 2 Clairvoyance can improve the subconscious to low degrees. Involuntarily and for a moderate amount of time.
3/10 - Level 3 Clairvoyance can improve the subconscious to low degrees. Voluntarily and for a moderate amount of time.
4/10 - Level 4 Clairvoyance can improve the subconscious to moderate degrees. Involuntarily and for a short amount of time.
5/10 - Level 5 Clairvoyance can improve the subconscious to moderate degrees. Voluntarily and for a short amount of time.
6/10 - Level 6 Clairvoyance can improve the subconscious to high degrees. Voluntarily and for a short amount of time.
7/10 - Level 7 Clairvoyance can improve the subconscious to high degrees. Voluntarily and for a long amount of time.
8/10 - Level 8 Clairvoyance can improve the subconscious to huge degrees. Voluntarily and for a moderate amount of time.
9/10 - Level 9 Clairvoyance can improve the subconscious to huge degrees. Voluntarily and for a long amount of time.
10/10 - Level 10 Clairvoyance can improve the subconscious to huge degrees. Voluntarily and indefinitely. This is a theoretical level in which mortals realistically cannot attain.

(not finished)

Ashburn

The town of Ashburn is where our character's meet. Your character does not have to of been born in Ashburn, lived in the town for very long, or even like it. But they are there.

The town is to the far north of the Eastern Province. Where the cold seeps in and makes life miserable. A backwater town that only thrives because of the silver mines in it's vicinity. There are two sides to Ashburn, the Noble's Manors and Countryside. The Noble's Manors are a series of beautiful rustic mansions inhabited by 3 Noble families all living in proximity of each other. The Baroness of Ashburn is the family head of one of these houses. The other, and much larger side of Ashburn is Countryside, inhabited by commoners of all colors. Farmers, miners, urchins, merchants, and trade specialists all reside in Countryside. Including the local Mage of the town, who tutors a variety of students. Nobles and Countrymen both go to him for tutoring in Magic, but the Mage chooses who they teach or not.

Ashburn is the closest place to Godrick's Forest. As a resident of Ashburn you have heard numerous stories of the place. Rumors in the market, or perhaps a bedtime story for children. None of which good, and some of which likely true. Did you or your friends ever mess around at the Forest's edge in your youth? Maybe you saw something once. Maybe you steered clear of the haunted and dangerous place. Or maybe something came out and attacked you. Either way, everyone has something to say about Godrick's Forest.

Godrick's Forest

Godrick's
story is a world renown folk tale. Over the thousands of years since it's first telling, the details of the story have become less and less concrete. With people around the globe telling it in many iterations. The core of the story, however, has never changed. Godrick was the king. Or perhaps the King's advisor. Or maybe the King's favorite Archduke? Either way, Godrick was an important person in the Eastern Province, and very popular. He was a man children wanted to grow up to be, and a household name spoken of in reverence. Godrick was a Mage, Scholar, Poet, Conqueror, and Musician. With all of this said Godrick also had a fair share of enemies.

His wife was kidnapped one stormy night from the capital of Anise. Though some say it was his child, others say it was his mother. Either way. He and a band of his most trusted men rode in chase of the kidnappers, riding nonstop until the Sun rose and fell again. Only then, in a copse of trees did the group of bandits choose to stop, and face Godrick. Let it be known, that Godrick was a powerful Mage, one of the brightest Enhancement Mages of not just his time, but all time. To this day his feats are spoken of in intrigue and awe. And yet, let it also be known that Godrick did not leave that accursed place. No one did, and no hide or hair of any of their bodies were found. His disappearance was a mournful tragedy, and the trees in that area lost their vibrant red shade and became a bleached grey.

The area was named Godrick's Forest, after the late man himself. And shortly there after, the trees became abnormally tough. Their Cores and overall size growing exponentially larger. It is theorized today that the trees are using high forms of Enhancement Magic to strengthen their bark and regeneration. Making it nigh-impossible to cut down an adult tree from Godrick's Forest. The trees, after their unique color, are now known as Ashwood trees. The Forest spread unstoppably until the King of the Eastern Province decreed that all sapling Ashwood trees be cut down before adulthood. A patrol was created to maintain this effect. The Forest no longer spreads thanks to this.

Since then strange and horrifying things have been seen in and around the Forest, by patrols and civilians alike. It has become one of the most dangerous places in the world. A nesting ground for powerful monster-class animals. As well as a source of paranormal activity. Theorists also suspect the trees to have Clairvoyance-like abilities, based on the obvious effects it has on people around it. Sightings of ghosts are common. As well as eerie sounds, spine-chilling unease, and a ever present low hanging fog. A general sense of dread permeates from the place, and all are advised to never go near Godrick's Forest. For any who strays too close meets the same fate of old Godrick.
 
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