Post by Marion Beau Pre on Jun 24, 2011 9:53:29 GMT -6
OF MAGIC AND MIGHT
"There is a storm brewing. A meeting, a head-on collision between hot-headed humans and cold-blooded witches..."
The Aridan people have gotten used to the witches who protect them; too used, perhaps. All but a few humans neglect to show the witches the proper respect…and if there’s anything that makes a witch angry, it’s disrespect.
There’s discontent among the humans. After one thousand years of relying on the witches, they finally want to pull their own weight—and that means getting rid of the magical influence in Arido. But with a young Empress on the throne, will the Court have enough backbone to stand up to the Clans?
But perhaps they should put off rejecting magical aid. Natural disasters have begun to plague towns all over the country. Receding seas in the fertile South make unloading imported goods difficult. Sandstorms destroy important forges in the metal-working West.
And then there’s the prophecy: “Hell will overtake the earth. A boy-witch will provide illumination. It is only with his help that Arido will be saved.” Extremely comforting…especially when one considers the fact that there has never been a male witch in Arido.
For one thousand years, the country of Arido has been the most powerful on the continent. The question is: can it survive the inner turmoil of magic and might?
Plot Elements
Here's Looking at You
At Of Might and Magic, it's the members who drive the plot. This is where you come in. The information in this thread is a launch pad for your ideas and contributions. Collaboration is the name of the game. Don't be afraid to make any suggestions or toss any ideas out there, even if it seems kind of vague. The others will pounce on it and help you develop it into something awesome! If this sounds like the kind of roleplaying you're interested in, come join us at
"There is a storm brewing. A meeting, a head-on collision between hot-headed humans and cold-blooded witches..."
The Aridan people have gotten used to the witches who protect them; too used, perhaps. All but a few humans neglect to show the witches the proper respect…and if there’s anything that makes a witch angry, it’s disrespect.
There’s discontent among the humans. After one thousand years of relying on the witches, they finally want to pull their own weight—and that means getting rid of the magical influence in Arido. But with a young Empress on the throne, will the Court have enough backbone to stand up to the Clans?
But perhaps they should put off rejecting magical aid. Natural disasters have begun to plague towns all over the country. Receding seas in the fertile South make unloading imported goods difficult. Sandstorms destroy important forges in the metal-working West.
And then there’s the prophecy: “Hell will overtake the earth. A boy-witch will provide illumination. It is only with his help that Arido will be saved.” Extremely comforting…especially when one considers the fact that there has never been a male witch in Arido.
For one thousand years, the country of Arido has been the most powerful on the continent. The question is: can it survive the inner turmoil of magic and might?
Plot Elements
- Reliance on magic. Aridan soldiers are, for the most part, fat and lazy; the craftsmen are unoriginal, without vision. The farmers know as much about crops as the blacksmiths. They simply follow the lead of the witches and allow magic to do much of the work.
- A change of heart. The nobility is disturbed by the power the witches have over the Kingdom simply by being what they are. The Empress's advisers begin to insist that she depose the witch leaders, the Kavanagh sisters, but she's not so sure.
- Juggling acts. The Kavanaghs have their hands full keeping the Aridans they're supposed to protect at bay while trying to find the source of the natural disasters hitting the continent. They form alliances with the wizards of neighboring countries, a move that infuriates and frightens the Aridan Court.
- Mercenary magic. Two powerful rogue witches have begun snatching equally powerful young students and training them to hate the Kavanagh sisters. Their plan to overthrow the sisters sounds ludicrous...but with the Aridans on their side, could it be possible?
- Rivals in the streets. The city of Del wouldn't be complete without a flourishing thieves' guild...but rumors have been circulating that a second guild is being formed. Neither guild leader has any intention of sharing the city, and there's only one option: all the thieves wait anxiously for war to be declared.
- Balancing the world. Three shapeshifters, creatures of legend, have snuck down from the forest to protect Arido from herself again--but things are different this time, and a solution is proving much more difficult to find. They are forced to collaborate with the witches for the first time.
Here's Looking at You
At Of Might and Magic, it's the members who drive the plot. This is where you come in. The information in this thread is a launch pad for your ideas and contributions. Collaboration is the name of the game. Don't be afraid to make any suggestions or toss any ideas out there, even if it seems kind of vague. The others will pounce on it and help you develop it into something awesome! If this sounds like the kind of roleplaying you're interested in, come join us at