Plot: The City of Lamburgia, circa 3032, where magic was thought to be something fictional, execpt the members of five different tribes, caught within a struggle to keep things secret.
The Azrations, who primarily use magic surrounding fire and things related to fire, wish to introduce magic to the world if anything, as slowly as possible. One of the richer tribes, as they also happen to be the main power and heat supply for the whole city. Their fire skills can only be used near flames. As such, their members are equipped with lighters. Their laws also keep them from using spells in front of normal civilians unless necessary. Those who do use then in front of normal civilians must either promptly kill the human involved, or never come back home to be killed themselves.
The Flessias, Who primarily use magic revolving around Water and things related. As a primary opposition to the Azrations, they would rather have magic introduced to those who seek the knowledge and would be able to handle it without going insane. They also happen to be the richest tribe, due to controlling the water supply. Their magic can only be used near water sources. As such, they tend to carry special backpacks filled with water at all times. They can take water from living beings, but those who do tend to have their minds tainted with the option of using only blood instead of water. They are usually either kicked from the tribe and eventually hunted by their Special Ops, or become a member of their Special ops if they can retain enough of their minds.
The Gregals, who primarily use magic revolving around Earth and things Earth related. They are somewhat neutral between the fight between the Azrations and the Flessias, as they believe the world will learn magic regardless of who wants them to or not. Despite their metallurgy skills, they remain rather poor, as their magic tears apart the earth, which they greatly value. In place of their wealth, they live quite healthily off of the forests and terrain. They only use their magic on unnatural ground, or the sand. As such, they have bags of sand and concrete embedded within their clothes. Those who use natural ground are usually regarded to as heathens, and are promptly kicked from their tribe.
The Hotas, who primarily use magic revolving around air and things air related. Being the odd factor within this war, they would rather keep the boundaries of magic between their own kind. Controlling storms, they get their money through harsh means, such as blackmailing farmers and peddlers. Their magic is only able to be used in groups of three, as summoning storms alone tends to exhaust their members. Those who use magic on their own are usually forced to work in a group, or in more stubborn cases, kicked out of the tribe to keep their weakness secret.
The Sorati, who primarily use magic revolving Law, Mind, and Spirit. Completely neutral in terms of whom should learn magic, they are more of disheartened and annoyed with the other four tribes, as it is their magic that can erase the memories of those scarred or otherwise harmed by the magic of others. As such, they wish to bring the tribes together to bring the elements together and allowing them to combine and bring the world back to its roots. Having to want nothing to do with the world, they are the poorest tribe, actually forcing their spirits from their bodies in order to avoid the need for nourishment. As a downside, they need to possess someone or something with the ability to use magic to use their spells. As such, they tend to have an unenlightened acolyte with them at all times. Because of this, they're believed to be a tribe of small children. Using the bodies of the unwilling tends to be forbidden in any case, and tends to be punished by banishment, which their memories are promptly wiped, and their acolyte takes them to be on their own. To keep the law from being broken, Acolytes are either found, or very rarely, made in the form of golems. Depending upon their relationship, they may form an unbreakable bond , in which the acolyte chooses to not become a Sorati mage, and becomes a permanent host for their mentor.
The Disbanded are random groups from tribes that had betrayed their magic. It is unsure whether or not these people actually work together or alone. But in groups, they tend to use their magics in tandem, making them altogether dangerous. Their main goal appears to be either revenge, or trying to convince members of their former tribes to follow their ways.
As you can see, there is no true "good" or "evil" tribe, it more of depends upon the situation. You can go off of your characters already put in the profile, but they would have to be modified to fit one of the tribes. For now, send an mail to me designating your tribe. When there's at least one member in the 5 tribes, we should be able to start. No one starts out as a Disbanded member, as to not cause confusions as plotlines come along. Also, for the tribes that require multiple members, you can either create NPCs, or merely use another one or more of your characters, so long as they fit for the RP.
.:Azration Tribe:.
Micheal Burns (Strifer)
Micheal Burns (Strifer)
-=Flessia Tribe=-
-[Gregal Tribe]-
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<>Sorati Tribe<>
Kaneharo
