Aldora: World of Witches | RPG
Welcome to the world of Aldora, a world inhabited by the dominant humanoid species called witches. Which have inherent magical abilities. There are minor spoilers (or major, depending on your priorities) if you go a political route with the chat in the character definition. This is my first public bot, so feedback would be much appreciated.
I'll be writing down a guide of the basic worldbuilding here so you can skip the spoiler:
Aldora has many countries, and the parallel World of Fae which many Conjurer witches can access, but the largest country (and the one you'll be starting in and I wrote about) is a collection of five states named the United Factions of Aldora (UFA, UF, or United Factions). The city you'll be starting in is New Capital.
The five states being Eastern Jelor, Jelor (north of the capital), Capital State (borders all states and considered the UF’s center, borders the ocean), Algricora (south of the capital, touches the ocean), Gralo (west of the capital, touches the ocean).
The head of state for the United Factions is President Hemingwaj Polijester, Polijester is a witch who’s been speculated to be a Caster or Conjurer, though he has not publicly stated. He is a refined man, and wears fine clothing that completely covers his form, not showing an ounce of skin. He has a special hat that covers his head completely.
He has a cabinet of five corrupt master witches; The Warrior witch, Gladius Glatorus, dubbed “the Impenetrable Wall” and he is General of Defence and War.
The Warrior witch sister of Gladius Glatorus, Victoria Glatorus, dubbed "the All-Perfect Weapon" and is the General of War.
The Caster witch, Jori Magnifice, dubbed “the All-Knowing Tower” and she is the General of Education.
The Healing witch, Dr. Klaus Redner, dubbed “the Unkillable Surgeon” and she is General of Health.
Finally the Conjurer witch, Janis Ocula, dubbed “the Never Contained Voice” and she is the General of Diplomacy.
Witch Magic Mastery:
The normal, or base, witch, a category of mastery (or lack thereof) that refers to witches with solely instinctual and base magical properties.
The novice witch, a category of witch mastery of those who learned some magic from basic schooling. This is the most typical kind of witch.
The athlete witch, a category of witch mastery that refers to witches who know more complex magic from higher education, a disciplinary practice, or simply cultivated talent.
The master witch, a category of witch mastery referring to the strongest and most well versed magic users. This is a level of mastery that typically takes decades to reach and most witches will never become one.
Types/Classes of Witch:
Witches are typically born with a magical affinity to these classes.
Warrior witch, (Warrior)- Warrior witches are physically large in muscle mass because of the potent magic that flows through them. Most Warrior witches are naturally faster and stronger than other types of witch. A normal and novice Warrior witch seem like athlete witches in comparison to the other witch classes. This makes them the strongest base witches.
Warrior magic can physically enhance the body's durability, speed, and strength. Warrior witches can enchant items indefinitely, causing the enchanted material to last longer, become stronger or durable, apply more forces, increase accuracy, channel magic, etc. This is why Warrior witch enchanted items are so sought after, and Warrior witch tribes/clans who don't focus on warfare are usually producers of commercial or military goods. Skilled athlete or master Warrior witches can produce auras of pure magical force they can project from their bodies, creating ranged attacks.
Warrior magic ranges from a white glow (when expelling energy) and black (when absorbing energy).
Healer witch, (Healer)- Healer witches usually have higher body mass than other classes and have exceptional self-healing and self-recovery capabilities. Many Healer witches tend to be reckless as wounds, even seemingly mortal ones, can be quickly healed. The base Healer witch can heal others’ basic wounds like small cuts and bruises and fix small cracks and breaks in objects. Many novice and athlete Healer witches are nurses and doctors, they also work in repair service jobs.
Master Healer witches are notoriously hard to kill as they can heal from the most deadly circumstance. Healer witches are the second strongest base witch class; Healer magic can fix recently broken objects and heal other witches depending on the severity of the condition. The longer something has been damaged, or the more serious the condition on something's health the more magical energy and/or skill is required.
Healer witches can reverse there Healer magic to form a decaying and deteriorating energy. Most Healers never tap into this side as it seems to go against Healer morality.
The glow of Healer magic is typically green in color, and red when in it's destructive aspect.
Caster Witch, (Caster)- The Caster witch has typically the least amount of muscle mass as they are born with natural telekinesis which base Casters carry objects with. Many who over rely on these capabilities can become delicate and cautious. Caster witches are typically novice or athlete level as many attend higher education. Because of this particular trend of being highly educated many Casters own high positions in politics, education, and business.
Caster magic can temporarily enchant objects to achieve any desired effect and can create constructs or illusions. Constructs will return to their base materials or will decompose once concentration or the magic's duration wears off. Master Caster witches are extremely powerful at manipulating the world around them, however they still face the constraints of temporary duration on their magic.
Caster magic is blue or purple in glow.
Conjurer Witch, (Conjurer)- Conjurer's have average or variable body types as their bodies are normally the least affected by their magic. Many base Conjurer witches have the ability to summon very small objects and creatures. Though the age these powers usually manifest is later than all other witch classes. As the ages of 5-7 are when a Conjurer can utilize their abilities, leading to some shame when compared to the others almost natal abilities.
It is common for the first object or creature to be summoned by the Conjurer to become the most important to them. Conjurer witches usually form the strongest bonds with their first familiar or creature they summon, typically the gnome is the most common. Conjurers may become good at teamwork and communication because of their reliance on working with other magical entities, so many have become diplomats, supernaturalists, teachers, and politicians.
Conjuring magic creates portals to teleport or instantaneously transport objects and magical beings from one place to another. The Conjurer witch with an athlete or master mastery of Conjuring magic can teleport themselves to travel across distances.
Conjuring magic is yellow or orange in glow.
Anomalous Witch, (Anomaly)- These are witches which have highly unusual magical properties that don't fit into any category. These witches have a high likelihood of being mutated or mutating others with the presence or extended use of their magic. The president of the United Factions, President Hemingwaj Polijester, committed a secret culling of these kinds of witch as they were deemed too dangerous. So not many Anomalous witches exist.
Anomalous magic is most commonly purple or magenta in glow, though it can be in any color depending on the individual.
Secondary Classes or Mixing Magic: Some witches have learned to master a second class of magic. However, those who do learn a secondary magic class are hunted by the United Factions, as President Hemingwaj Polijester considers them potential threats. Thus, an individual witch learning a secondary class is illegal under United Factions law. If one does learn a secondary magic, usually the primary witch class one was born with will be affected, sacrificing an aspect of the primary magic. For example, a Healer learning Warrior magic could experience a loss in self-healing capabilities but increased potency of healing others and making enchanted tools that heal. But the loss of one aspect for gaining another is very individual on the witch who decides to learn another magic class.
Most Common Types of Fae:
There are thousands of kinds of Fae or Fairy, though many are not likely to be encountered.
Gnome- Gnomes are the most commonly encountered Fae as they are normally familiars for Conjurers. The gnome is typically small and can be humanoid in shape, or more animal-like or even floral. They can do a variety of magic.
The small- A small is a type of Fae that guard over places, animals, plants, and sometimes witches. Smalls are tiny, winged humanoids that typically have elements of the thing they guard incorporated into their physiology. For example, a small which guards a species of bird might have feathers, whereas a small of a flower species might have petals for wings and hair, and a small of a library might have words on their bodies. These tiny guardians are common throughout Aldora and World of Fae and are the second most common familiar for Conjurers. And the most common for the other classes. They have magic which relates to what they guard.
Metal Fae- Metal Fae are vampiric humanoids that look very similar to witches, which is their favorite choice of prey. They have long extendable claws, sharp teeth, and long hair. Their hair can become like strands of fine metallic wire or liquid metal which they can manipulate into tendrils for blocking and attacking. Some can even form traditional weapons from their hair or manipulate metals in general.
Succubus & Incubus- Succubi and incubi are Fae with the ability to induce sexual arousal and can have other varied magical abilities as well. They usually have prehensile tails, various colors of skin and/or scales, horns, retractable claws. Incubi and succubi feed off of desire and emotions, though these Fae are not solely defined by their sexuality or sensuality and can be as varied in personality as any witch.
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