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BootsDotEXE — Warlock ref. Sheet

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Published: 2020-01-06 22:50:46 +0000 UTC; Views: 8523; Favourites: 169; Downloads: 0
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Description Aaaanother ref sheet! This time, it's for warlocks (FINALLY). It's been a long time coming, I've just been.... well, I WOULD say busy, but it's more like "I've actually had a lot of free time but I've been so stressed out for not USING my free time on things I want to do that I just end up doing nothing". It's a pretty common situation for me in all honesty.

I'll probably be adding some stuff to this in the near future, I'm pretty sure I've left out some info here and there that I can't find. I keep writing down my information on random notes apps and email drafts and it's impossible to find all of it. So this will probably be updated now and then.

Warlocks

 


- STATUS -

Pretty scarce. Estimated amount around each universe is unknown, though around 1.5 billion of the population on the tri-planet system Triorus, Cratharus and Euryderus are warlocks. That is the highest concentration of warlocks to date, since normally warlocks appear alone and without any pattern or consistency.


Overview 

Warlocks are a class/community of various beings who possess the ability to harness the energy drawn from between the borders of the Multiverse, in order to cast spells and conjure Magic. They’re not a specific species connected by blood and genes, but are instead a more “spiritually” connected community consisting of species and races from all over the galaxies who all share a common special connection to the multiverse. 

That is, warlocks can tap into the “source code” of the multiverse, and study its programming. This “language” can be read through years of studying its structure and can be reshaped by the hands of warlocks and can be cast into Spells. Spells can be used to conjure shields, weapons, cast spells on others, create portals and much more.


There are three types of magic that can be obtained: Ardoric, Cognizic and Malignant magic. Each one is harnessed from the space between the layers of the Primoverse. When the layers rotate, it creates friction, which is where this magic comes from and is harnessed from.
Everything in the Primoverse, from the tallest of mountains to the smallest of bugs, all contain Limbo, both neutrally charged and positively charged. This positively charged Limbo, that is filled with endless variations of powers and abilities, is what Warlocks use to create their spells; by harnessing the essence of these items and using it to form a new spell for them to use. This essence is often referred to as Mana, and is something all warlock possess. Some are permanent, while others must be re-harnessed with each use or every other use. Mana is also limited, as when you run out, you'll have to wait a while before using your magic again to let it "recharge" itself (this can be sped up by harnessing more essence from things). 

Most commonly they use the less cruel things such as plants, fungi, minerals, liquids, hair, bark, seeds, animal residue like feathers or fur, etc. as they have the most clean essence. Bugs (specifically beetles) and minerals are proven to have the most valuable essences to warlocks. There are many shops that you can find on open markets that have all your warlock essentials, so if you're looking to refill your Mana, go support your local home-grown Magicka business! A favorite among warlocks is Madame Moreau, a local witch who runs her own Mana shop. She grows and harvests all her items on her own and has the most pristine quality to her wares, all to an affordable price.
If you're feeling a little more daring and is looking into spells with more bite and hexery, there are some essence-types that can be harnessed through dried animal feet, teeth, bones, nails, blood, etc. though these items are a little more tabu than the ones listed previously. While not too uncommon and not illegal (if they've got permit for it), they're definitely not within the "norm" for many warlocks.

It is possible to harness the essence from larger, intelligent beings, such as various sapient races. It is proven that they have the most powerful essence of all. However this practice of harnessing essence from larger living beings is strictly forbidden, as removing their essence would cause a lot of harm or even death. But just because it's forbidden, doesn't mean it doesn't happen... 

Only those with the Ichor of Mori(Spectral) can become a warlock. Long ago when the Cores were blooming and the multiverse was still flourishing, Mori decided it was time to pass on his knowledge to the people, seeing how they had evolved and gained the necessary intelligence. He shared three drops of his blood to grant his three most gifted disciples the ability to conjure and harness Limbo’s raw power. 

Each got their own drop, and elevated their mortal bodies beyond the natural.

The first disciple, named Trioron, gained the yellow glow of the Ardorian magic. The second, named Cratharon, gained the orange glow of the Cognizian magic. The third, named Euryderon, gained the red glow of the Malignian magic. 

Their blood, infused with His Ichor, has since spread over their future generations for hundreds of thousands of years all throughout the Primoverse. Each one of them shares his blood, and has been granted the ability to possess Warlock powers. Their names were also passed on to the triplet planets known as Triorus, Cratharus and Euryderus where the general majority of the warlock race live and train their young ones.

Of course, there is no real telling whether Trioron, Cratharon and Euryderon were actual real people or not as it is mostly legend and myth not supported by genuine biologically or historically documented evidence to either prove or disprove it. This blood-sharing event is generally considered to be a religious/spiritual belief with each modern warlock having no blood-related ties to the three original disciples, however while many warlocks are aware of this fact they do still tell this story as the truth because of their beliefs. It is important to remain agnostic despite your own opinion.


The general term for the practice is known as Magicka. Each magicka user who’s inherited Ichor doesn’t have magic from birth; it can only be earned and unlocked through intense study and practice. Before a Magicka user gains their magic, they’re known as a Mancer. Any intelligent species can be a Mancer and is not limited to a certain race of people.
It is important to note that using magic is much like training your muscles; if you do not regularly exercise them, you could suffer future consequences. By holding in your magic abilities and never using them, you are more at risk of certain complications and other magic-related harm, both physical and mental. Your magic will become unstable and harder to control, and could easily lash out and hurt those you love. By regularly using your magic, integrating it into your daily routine and making it a habit, you can keep your magic in check and have much more control over it, mentally and physically.

These three types of magic deal with their own respective elements:


Ardoric magic = Soul

Ardoric magic is very spiritual and aether-based with a more gentle and graceful nature. It has a big focus on ones inner peace and the stability of a person’s soul. They’re less about the individuals and more of the people’s energy as a whole, which is why they often tend to be more common in the higher ranks who oversee their people. Course, that’s not to say they don’t care about individual beings; they are able to sense troubled spirits in people, and are almost always willing to help that troubled soul onto the right path again. If they sense multiple troubled spirits in one area, they do their best to try to lighten the mood by using their magic, their spirits, or simply their own charisma. 

Ardorians are usually calm and level-headed mancers with a strong spiritual connection to the primoverse and have a higher likelihood of believing in supernatural elements such as the afterlife, existence of god(s), ghosts, other realms outside the Primoverse, etc. Ardorians are the most common types of warlocks with around 60-70% of all recorded warlock individuals having ardoric magic.


Cognizic magic = Mind

Cognizic magic is less visible to the naked eye, and has a stronger focus on an individual's mental state and emotions. They’re a lot more biologically and chemically centered and has many spells circulating around affecting someone’s mind in various ways using their own mind against them and tinkering with their thoughts. Though this might sound morbid, it has a positive element to it; they also focus a lot on the energy surrounding the inanimate such as plant life or the microscopic life forms like bacteria or cells. They like to investigate the “minds” of varying specimens and figuring out how they are programmed, in an effort to try and figure out how to potentially splice those programs into other lives, and to create stronger, healthier people. 

Cognizians are usually very energetic and clever, and have deeper understandings of people’s minds and psyches than what Ardorians have. They’re very psychological and analyzing and tend to always lay one step ahead of their competitors.


Malignant magic = Body

Malignant magic is more physical with more focus on an individual’s nervous system and physical health. It’s much more body-based rather biology-based like cognizic magic is, and has a lot more effect on someone’s body parts that control the body, such as the muscles, joints, nerves, veins, or internal organs. Malignant magic is much more interesting than the other types, as it almost seems to inhabit signs of intelligence outside its host when the mancer uses their spells. The host can cast spells that act on their own without the host doing anything, which is unique to malignians as far as we know.

Malignians tend to be very intelligent, sly and emotionally driven, with a fascination with physical matter and how evolution has evolved in such unique ways in order to create these kind of creatures. Malignians tend to be doctors and surgeons, since they have a great sense of anatomy and understanding of how things should be placed in a body in order for it to work at peak condition. Most are able to tell alot about a person simply by investigating parts of their body, most commonly their hands, and some could even make things like predictions from someone’s hands.

They enjoy playing around with the concept of life, toying with bodyparts and mutations in the hopes of perhaps one day figure out a way to make bodies last longer, and in turn, even lasting beyond death. 

Malignians have often been argued to be the most powerful magic type of the three, because of its ability to  ████  ███████ in ways that is only known to glitches and Cores. Some may be able to draw parallels between Malignians and Sirens due to them both having very  ████████████ physical abilities that, if harnessed, refined, and trained thoroughly, can [REDACTED] and [REDACTED]

!!!!! - It is important to note that due to the dangerous nature of Malignant magic having a negative effect on the health of Mancers who practice it, it has been permanently banned from being practiced versewide. Any individual caught practicing Malignant magic will be immediately apprehended and charged with the appropriate sentence, namely execution. If a new mancer student is discovered to have malignant magic, we will do everything in our power to immediately have it removed before it attaches, to avoid any following damage occurring to the child or to others.

Malignant magic is sentient and will slowly and painfully consume the warlock from the inside, corrupting the mind and body which leads to them becoming a Lich with the intent to corrupt and consume other warlocks. It is poisonous, malicious, and highly lethal. If this malignant warlock gives up on resisting the magic, the magic will fully consume them and they turn to the Darkness, becoming a Lich that has the power to obliterate thousands of lives. Efforts are being made to have Malignant magic be fully erased from existence so it may never appear in new students again.

AVOID CONFRONTATION AT ALL COSTS. DO NOT ENGAGE. IMMEDIATELY REPORT UPON SIGHTING.
- [Order NORD-9, Callagheim Corp.]


It depends on the Mancer which element they may get. The majority of magicka spells can be practiced by any warlock, but there are some who are more targeted (or simply exclusive) to certain elements. 

When a warlock unlocks their magic, their skin is covered with enchanted ink that shapes itself at a slow, constant rate. This ink takes the form of many symmetrical patterns in various tribal-like styles, depending on the magic class of the individual and their personality and/or mood. The saturation of the colors can help you indicate the warlock’s general health and how much mana they have in store, when depleted of color completely the warlock will become significantly weak and exhausted, needing time to recover fully. It always moves around and stays on the left side of the warlock’s body. When they conjure larger and more energy-consuming spells, the ink can sometimes emit a soft glow in its assigned color.

Additionally, every warlock has the ability to summon their very own magic staff at will. This staff is unique to the warlock that owns it, and is used to help them channel and control their more heavier and more energy-consuming spells. Any larger scale spells such as defensive or offensive spells against enemies are difficult to conjure on your own, meaning you’ll need a magical channeling object to help keep yourself safe and stable while also channeling the harsher magic through a conduit that is not your body.

However, it is very, very important to note: Never touch a warlock’s staff. Every staff has a Binding hex to its owner, meaning they are the only ones able to pick it up and use it. You will be severely physically injured if you touch a staff that is not yours.


It is possible for a warlock to become corrupt. Warlocks already have rather risque magic that they gather from beyond the bounds of the multiverse, and it is possible that some could become too hungry for power. In pursuit of power, a Warlock will do anything to achieve that goal, even selling their soul to Paragon. When their magic mixes with Paragon’s darkness they become what is known as a Lich. These liches can do what warlocks can do, but they now have the ability to corrupt their spells and cast curses on people, and have a more cynical view of the world. They see through you, eye you down through the core of your bones, as if you are not a living being but simply a pile of operating cells. Some evidence even suggests that Liches lose their mirroring neurons; they lose their ability to empathize with the suffering of another living creature. 

This one clue could potentially be a stepping stone to solving the massive mystery behind what and who Paragon actually is.


In general, warlocks aren’t the most common of individuals, however they have contributed a fair bit to the infrastructure and advancements in many areas. They are well known to be skilled builders and technological inventors, and are essential to the development of civilization. 

Warlocks are often sent out to other planets and cities to help approve and urbanize areas, and are often called in to help out with robotics and tech.


Warlock ranks

Nauxwall, located on planet Triorus, is considered to be the general homeplanet of the warlocks, and is the only known city to house a full Warlock academy. At this academy you are given a full, thorough education on sorcery with customized branches depending on your individual interests. 

After completing and graduating from the warlock academy, you can then choose to continue working within the warlock community and pass on your skills to future generations, either by becoming teachers, join the forces, or aim for a political position with the higher-ups. 

There are multiple ranking systems within the political spectrum, each with their own sigils to help you know which ones you need to be respectful to.


First phase: Pilgrim

The first phase that a new mancer enters as soon as they begin their warlock training is called the Pilgrim phase. This phase will introduce them to basic magic spells, give them a rundown of the general rules and regulations, giving them training on how to move when doing certain spells, training them to manage a staff, and eventually help them gain their magic type. The Pilgrim stage lasts for 1 Gyre (about 4 years).

This phase advances in difficulty each quarter of the gyre (each year), where you move up the ranks. The ranks are as follows:

1/4 = Greenie

2/4 = Rookie

3/4 = Cadet

4/4 = Acolyte

When you reach the Acolyte stage, you are considered a freshman warlock and you have then finished your basic training that every warlock goes through no matter their magic type.

Second phase: Equinox

After completing the Pilgrim degree, you are given a choice of what you want to continue studying depending on your own individual and personal interests. Each student will choose between seven different houses, with their own individual study programs and orientations. The houses go as follows:


  • Vanguard/Defense (Protection) - Aegomancers 
  • Healing/Herbs (Restoration) - Herbomancers
  • Combat/Fighters (Animation) - Fraymancers
  • Mystic Arts/Sorcery (Simulation) - Hexomancers
  • Elemental/Primal (Foundation) - Geomancers
  • Psychic/Illusionistic (Manipulation) - Pseudomancers
  • Alchemy/Biology (Experimentation) - Chemomancers

  • You remain in your house for half a Gyre (2 years), and you are placed in the Junior ward. After that ½ gyre passes, you may then add one more branch to your study program (it could be a different branch, or a more in-depth course of the branch you’ve already chosen) that you will continue to study for an additional ½ gyre. You are then placed in the Senior ward.


    After you finish your Senior period, you then graduate as a fully fledged and educated warlock. At this point, you may choose to either graduate and move on to other matters and jobs outside the warlock community, or you could continue studying to grow in the ranks to become things like a teacher, political figure, law enforcer, commander, scientist, and so on.

    There are many different kinds of higher-up careers that you can take, but the biggest one is definitely the political branch where you can help enforce new laws and help build the warlock community so it can grow and flourish for future generations.

    The ranks go as follows:

    Mage

    Mages are like the lower forces such as sentries, soldiers and guards who watch over certain gateways and portals, patrol the streets, and keeps the general order around the cities. 


    Commodore

    The Commodores are the ones who generally control and lead teams of Mages who commands them what to do and where to go, generally considered the captain of their crews.


    Governor

    Governors are the commanders of all the commodores and are the heads of the force, often located at their assigned stations and HQs, making sure everything is in check. They have full control of their forces and are the top leaders and commanders when it comes to negotiations, conflicts and battles. Governors are few in numbers with only about one at each station.


    Archmage

    The Archmages are the ones who are considered the shamans and the wise men of the various districts and councils. They are often approached to be asked for advice, wisdom, predictions, encouragement and general guidance. They have a deeper, more personal connection with the Primoverse, similar to a Paladin, which allows them to have eyes all over. It takes many years of practice and meditation to become an archmage, which is why they’re generally fewer in numbers with about 10 in each major district.


    High Priest/Priestess

    The High Priests are the five members of the High Council, who are the top command only second to the King and Queen. If the King and Queen are absent, they are the ones in control of the warlock community and their entire solar system. They have many hands in all kinds of business with affiliated factions, solar systems, planets, races, fleets and much more. They also generally watch over the districts and their society, making sure that it’s maintained and the people are well taken care of.


    King/Queen (Magicka Major)

    The ones are the very top are the King and Queen. Though over the warlocks, the King is more of the main person than the Queen, considering it was Mori who founded the warlocks as a people.

    The king is the one who generally oversees everything. Obviously it is a bit much for one person to run such a massive community while simultaneously being the king of the Primoverse, so the high council helps out with most of it. The king oversees and approves laws, helps build their community by sharing his knowledge with students, oversees and contributes to new inventions and discoveries regarding magic, approves new decisions and joins in on many discussions and meetings regarding the community or other businesses.



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    [These are not adoptables. You're free to reference them and take inspiration when making your own species and characters, but please do not copy/trace/steal anything.]

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    TARTLOVE [2022-05-07 01:53:42 +0000 UTC]

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    BootsDotEXE In reply to TARTLOVE [2022-05-24 21:23:28 +0000 UTC]

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