<div align="center">(https://media.discordapp.net/attachments/956519168725884978/974340406567403560/IMG_1629.png)(https://media.discordapp.net/attachments/956519168725884978/974398233965109268/image0.jpg)</div><br/><strong><em><span class="bbc_u"><span class="bbc_size" style="font-size: 20pt;">The eight types of magical types</span></span></em></strong><br/><br/><strong><em>Divination</em></strong>- Fortune telling, aura reading, spirit calling<br/><strong><em>Abjuration </em></strong>-Protection spells, healing, barriers<br/><strong><em>Enchantment</em></strong>- Bringing inanimate objects to life, using to their advantage<br/><strong><em>Necromancy</em></strong>- Use of the dead for attacks, information.<br/><strong><em>Illusion</em></strong>-Manipulate spells to create illusions, tricking the eye<br/><strong><em>Evocation</em></strong>- Use of the elements, can harness elements to create blasts and powerful spells for outright attacks<br/><strong><em>Transmutation</em></strong>-Taking elements and creating something new, altering properties<br/><strong><em>Conjuring</em></strong>- Instantaneous  transportation, defensive attacks<br/><br/><span class="bbc_u"><strong><span class="bbc_size" style="font-size: 20pt;">The magical tracks that one may choose from</span>:</strong></span><br/><br/><strong>Healing<br/>Potions<br/>Bard<br/>Plant<br/>Oracle<br/>Illusion<br/>Transmutation</strong><br/><br/><strong><em><span class="bbc_u"><span class="bbc_size" style="font-size: 20pt;">The world of Glawoer</span> </span></em></strong><br/><br/><div class="floatleft">(https://media.discordapp.net/attachments/956519168725884978/974448930052005928/image0.jpg)</div>Almost every citizen of Glawoer is able to use magic to some degree, some more than others and some late bloomers. For the most part even younglings are able to conjure a casting circle, with depending on their knowledge can be used to create what they focus on. There is a limit to one’s magic ability as the more it’s used, the more it may begin to deplete especially if heavy use. The stronger one is, the longer they can hold out. In more recent years many have taken to using paper glyphs, a more primitive use of magic, ancient symbols on parchment can be used in place for either low magical abilities or if weakened and needing a spell. Paper glyphs are much more common in the wild lands, using such for fire, watering as the glyphs are the elemental symbols. Those with experience can create glyph combinations such as fire and water creating steam, etc. Anyone can use paper glyphs although the drawing has to be without mistake or sloppy, as unfortunate accidents with an improperly made glyph has caused some chaos. Glyphs can be found throughout the land if one looks closely enough, innate symbols of nature itself.<br/><br/>In this world joining a coven allows one to perfect their desired walk of witchcraft, though the downside of doing so shuts off the ability to use any other types of magic except for that one. The difficult choice to limit one’s knowledge is a constant debate for many, older witches often very vocal to conforming as modernization has taken hold. Once a coven is chosen the witch is given a brand that appears on their wrist for whatever coven they choose, that while unable to use other types of magic aside from their one, they also become boosted with their choice. Covens now a days are considered more of a brotherhood or family, many opting to do so for either jobs or even needing a place to belong to.<br/><br/>Those who do not wish to join a coven, for whatever reason, are called wild witches. There is a stigma that follows one however if they don’t join a coven, seen as bad news and many unable to get a steady job as such. Once one graduates from Klasverry it is there that one is able to choose their coven in a rite of passage. Klasverry made as a way to help students choose their coven, using tracks to keep them towards their goal. In recent years however the Dean has allowed those who wish to mix tracks, despite some backlash from the general public given. It is said to be a change for the good, although many think it will only create more confusion to young students once their graduation time comes, but the Dean assures it is only a natural progression of their opening world.<br/><br/><strong><em><span class="bbc_u"><span class="bbc_size" style="font-size: 20pt;"> The Covens</span></span></em></strong><br/><br/><strong><span class="bbc_u">The Healing Coven</span></strong>- The coven often sent out to heal those that call upon them, they are more often seen traveling as a result. They will work in pairs for various jobs, or if applicable make their own residency within home town. Those most hearty and having the stomach will accompany other covens for battles, staying behind just enough to heal those that is needed.<br/><br/><strong><span class="bbc_u">The Illusionist Coven</span></strong>- It is said they are the most secretive of Covens, their home base created behind several barriers that only another Illusionist may be able to crack; albeit a very powerful one. They are called upon for top notch covert missions, using their illusions to remain undercover. Despite being so secretive, it is said that they are very close with the royal family for unknown reasons.<br/><br/><strong><span class="bbc_u"> The Transmutation Coven</span></strong>- Using those from the construction track, those within the Transmutation Coven are those who are to thank for the various sub cities popping up within Glawoer. Using the land itself they are able to create homes, libraries, even bridges with ease and are known for their brute strength as a strong body makes for an even stronger magic the motto goes. Although known best for thief construction work, there are many offshoots to the coven such as weaponry, food supply and even more controversially ‘rare’ goods sold on the night market. There are many that despite that however.<br/><br/><strong><span class="bbc_u">The Bard Coven</span></strong>- This coven uses their magic for more peaceful means, although that doesn’t mean they aren’t also just as powerful. With their music they can cast sound waves that can cause destruction, but also soothe the same violence in the same swoop. Using different types of instruments can produce an either stronger or weaker blast or magical ability, creating music that can cast an aura of calm most of the time.<br/><br/><strong><span class="bbc_u">The Plant Coven</span></strong>- The coven most in touch with nature itself, they are able to manipulate plant life of any sort to do their bidding. Either growing rapidly or tapping into its power source, those within this coven are a great relief to help the forest and creatures that reside within it. It is said they also take great care of Palismen wood that is used to carve Palisman staffs, as it’s dwindling numbers mean they are careful to cultivate such with great caution. They work hand in hand with the Potions coven, as the herbs and plants needed to create various elixirs.<br/><br/><strong><span class="bbc_u">The Potions Coven</span></strong>- Where traditional healing fails the Potions coven can come in with several elixirs for various sources, whether curses, healing, or even disguise use. With the plant coven close by, they are able to use the nursery for their work, as potions itself are used in several different ways. Most commonly they are used to bolster stamina or power temporarily, although there is talk one lone witch had brewed an invisibility potion, although it’s just rumors.<br/><br/><strong><span class="bbc_u">The Oracle Coven</span></strong>- Like the Illusionist Coven, Oracles deal with necromancy and the unseen fates that lie all around Glawoer, able to read one’s aura and plot out their intentions even before one can think to do so. They command over creatures called Neitherlings, said to be made of grave dirt with enough spiritual existence drawing it into a form much like a golem that is under their command. Being less battle hardened, they rely on Neitherlings to fight for them as they use them like puppets, with some even concerned a person near death could also be manipulated; but the theory hasn’t been tested.<br/><br/><br/><strong><span class="bbc_u"> The Owl Guard Coven</span></strong>-The most prestigious of covens, the Owl guard is the only coven where one is able to use any and every type of magic available, without having to stick to one. They are said to be the King’s soldiers, as they are the police of Glawoer that keep everything in line. To get into the Owl guard is the highest honor, although they only accept the brightest and best to join their ranks. Many say they are seen as brutes and snobs who look down upon the common folks, although the vast majority are thankful for their protection from other threats Glawoer can harbor. That among the terrifying beasts and spirits that speckle the world, such as ballisks, rouge golems, vampires, there are also bandits and pirates that prey upon those weaker.<br/><br/><strong><span class="bbc_u"><span class="bbc_size" style="font-size: 20pt;">Races</span>:</span></strong><br/><br/><span class="bbc_u"><em> Eglosia</em></span>-The majority race of The Elder Providence, humanoid in appearance with tapered like ears. Has a natural tune to magic and can cast with either their staff, or creating casting circles without the need for paper glyphs.<br/><br/><span class="bbc_u"><em>Demons</em></span>- demons vary in different types, sizes, and appearances. The main point is they are unable to cast without a staff, more reliant on paper glyphs. The three subtypes of demons are : bug, beast, or bipedal. Bug types are normally anything that is low level, or low magic such as pixies or faeries. Beast types or much like dogs, cats, typically more a companion that have one innate power such as shout or bark. Bipedal are types that are like Eglosians with their appearance ranging from multiple eyes, limbs, wings, tails, can be considered as different mythical creatures. A small list: Centaurs, Cyclops, Devils, Elf, Tieflings, Orcs, Changlings<br/><br/>(https://media.discordapp.net/attachments/956519168725884978/974442727632678984/image0.jpg)<br/><span class="bbc_u"><em>Palismans</em></span>-The living component of a user’s magical staff, this is the life long companion that one can either make or befriend from the Pailsman’s lost forest. Once one is gifted thier staff the user is able make stronger casting circles, along with the ability to fly using it, the ultimate source of a witch’s power. The palisman is symbolic to each user, a representation of what the user wishes to be or what sort of witch they want to be. The palisman can come to life from its perch on the staff, acting more like a pet to its user, as the stronger the bond the more powerful a boost can be made.<br/><br/><div align="center">(https://media.discordapp.net/attachments/956519168725884978/974349232494497792/image0.jpg)(https://media.discordapp.net/attachments/956519168725884978/974347028224163850/image0.jpg)(https://media.discordapp.net/attachments/956519168725884978/974350278168023070/image0.jpg)</div><br/>Glawoer is the realm set in the deep fantasy world, said to have been created by the great Titan’s final moments of life. The mystery behind Titans is still fairly unknown, although most agree they were the warriors of the skies, with each star representing their tears as well as their battles won against an unholy threat. There are no Titans walking the world now, instead the realm having been created from their sacrifice as massive mountains and great oceans were made around the holy sites. Most scholars agree it is the Titan’s blood that had gifted the realm it’s magical properties, having soaked into the land to embed their power that reached the once pioneers of Glawoer.  The king of Glawoer is King Moldern Solsan, the prophet of bringing Glawoer to order and giving them prosperity. His word is law as those found guilty of the highest crimes are petrified to line the gates of his pristine castle made upon the skull of the fallen Titan, able to oversee the entire realm from his perch. Rumors have been spread that the king had long passed despite how the Owl guard assures otherwise, the King having not been seen in the last ten years. The royal linage has dwindled down to a bare trickle, with only two sons Alister and Deaminte left to take the throne, although the limited viewings of the princes has only spurred more rumors.<br/><div align="center">(https://media.discordapp.net/attachments/956519168725884978/974351848741929010/image0.jpg)(https://media.discordapp.net/attachments/956519168725884978/974350990012735528/image0.jpg)(https://media.discordapp.net/attachments/956519168725884978/974351376035504208/image0.jpg)<br/></div>The fantasy realm is made up the four providences-<br/><br/><div align="center">(https://media.discordapp.net/attachments/956519168725884978/974342996457820160/image0.jpg) (https://media.discordapp.net/attachments/956519168725884978/974341927791120424/image0.jpg) (https://media.discordapp.net/attachments/956519168725884978/974343990105231380/image0.jpg)<br/></div><br/>The Shifting Isle- The seaside town is the largest port of Glawoer with direct supply to the bounty of the ocean used for food, trade and travel. It’s name comes from the ever changing landscape that the coast goes through, the earth shifting like the sea itself as a result most houses are enchanted with stilts to waft with the tide. Many have made means of keeping their homes in order with spells that fuse objects to the floor, as it is common to cast a spell in one’s feet to keep their feet magnetized to the floor so they can walk freely as the house shifts. Most who reside here are fish mongers or use the sea for trade.<br/><br/><br/>The Elder Providence- The largest and most peaceful of the lands, it is the main hub for any trade/news/jobs for its residents. There is free use of magic that makes life more comfortable here, the use of plumbing, lights, and heat using alchemy. Several shopping districts and libraries make it a promise land for those who wish to learn, with Klasverry being the best institute to hone one’s abilities for the future.<br/><br/><br/>The Wild Lands-The outskirts that contain the horrid forest, the solar plains, and frostbite range,  small villages made here are more primitive in nature compared to Elder Providence. More country side they live off the land with vast farms that supply the Elder Providence with food and other goods.<br/><br/>The Wandering Volley-Lands out here are thick with a fog that never seems to fade, the Wandering Volley said to be a sacred place where all souls come to reside. Most who call this place home are necromancers who can speak to the dead, learning secrets and creating various potions as it is the only place many can find necessary ingredients for. The Ever land cemetery houses the most valiant and royalty of crypts, a place where the most heroic of warriors and kings are buried, as it is said the necromancers are the most protective of the old souls.<br/>