Welcome, One And All! To Liseranna Academy!
This is a school only for those with the gift of magic. It does not matter how you came into magic. It might've been an accident, inheritance, self-discovery, curiosity or even a curse placed upon you.
Whichever and as long as you possess the skill, you are welcome to Liseranna, School For The Magically Gifted.
Oh, but don't misunderstand. The fact that you are here does not mean you are special. Many arrive here only to meet death for deluding themselves with a false sense of self importance... for thinking that some kind of deus machina will happen just before their deaths.
How blatantly stupid they are.
Aside from us, there is an approximate of 900 magic schools all across the world. If anything sets us apart from the rest it would certainly be that we are the best magic school in the world. You can at least feel stronger than any other mage.
Those were some words from our dear Director A.
Far as everybody knows, he's been at the head of Liseranna for centuries now. Even with magic, such a thing would prove impossible, but not for this man, the one standing at the top of the most renowned magic school, Liseranna.
With that said, you are welcome to this academy of magic, where even the impossible becomes possible.
Liseranna is located between the waters of the United Kingdom and France, in an artificial island made and protected by magic. There is no record nor map containing its location thanks to the wards protecting it.
Liseranna accepts into their ranks any kind of creature as long as it is capable of doing magic and possess the gift to be accepted into this school. However, the only creatures known to possess magic circuitry inside their bodies are humans, elves, dwarves, angels, fallen angels and demons.
Creatures Capable Of Magic
Angels have access to holy magic, which involves healing to the point of resurrection at the cost of one's own body. However, they've long since gone extinct.
Demons, in contrast, can use Cursed magic that allows them to hex people into submittance or to suffer slow and painful deaths. Despite this, most demons aren't malicious or evil by nature, but like in any society, there are still evildoers.
Fallen angels have access to both kind of magic, cursed and holy. They are the product of an affair between an angel and a demon. Like with demons, Fallen angels are not necessarily evil but they suffer the most from prejudices and racism.
Elves are almost always great mages, and being an elf may give you an instant entrance ticket to Liseranna. They are specially adept in the use of nature in their magic, but they are extremely susceptible to illusions in turn.
Dwarves lean towards a crafting aspect of magic, and specialize in the use of alchemy. In contrast, they lack talent in the use of destructive magicks.
Humans do not excel nor are they terrible in any kind of magic, but their potential for growth is almost limitless once they start. The greatest mage history has recorded was a human by the Baphel.
Creatures Not Capable Of Magic
Despite not being capable of magic, any kind of mythological creature is still accepted in Liseranna, as long as it is in a Master-Familiar relationship with a mage. Yes, there are even Grim Reapers lurking around in the school.
More on Master-Familiar contracts later!
Magic System
A creature capable of magic possesses magic circuitry all across their body, which allows them to use mana and possess a mana pool.
Magic works through the usage of mana, a substance mages produce and store inside themselves in mana pools.
While some have bigger pools of mana than others, when someone depletes his or hers, they experience extreme exhaustion.
The size of a mana pool often depends of the inheritance a mage has, but in some isolated cases, someone can be born with a large pool of mana even if they have no magical inheritance at all.
Though it is possible to enlarge one's mana pool, the processes one has to go through are often dangerous and not worth the risk.
Instead, some with a more macabre perspective prefer to look for alternatives to mana, such as the life force of others or the negative energy in some place at a given time.
The greatest mage of history, Baphel, implemented a system of magical schools to more easily cast magic, and put a stop to people killing themselves while using magic. In other words, he made magic more easy for idiots.
The Schools of Magic:
- Contritio: Destructive magic. Most easily used in battle. As long as its original purpose is destruction, it fits into this school. Things similar to explosions, fire or electricity fit into this school of magic. Magic already known to this school are: Implosion, Fire and Sword Art.
- Pythones: Necromancy, but not in its most traditional sense. This school of magic is not for rising the dead to make them do your will. Pythones magic usually involves using spirits to produce a effect similar to those of other magics, but as long as it uses spirits it is considered Pythones. Known Pythones magicks are: Rotting Spirits, Water Spirits, Possesion.
- Medela: Healing magic. This one is fairly simple. Regardless of the method, any magic that is used for healing wounds fits in this school. Scroll Healing, Light Healing and Rewind are some of the most widely known magicks of Medela.
- Praestigiae: Magic related to illusions. Like with the others, it does not matter the origin of the illusion, as long as it confuses the brain. This can also be used to inflict excruciating pain on others. Light Illusions, Darkness Illusions and Mist Illusions are the ones most often used by Praestigiae mages.
- Alchimia: Magic to either create or change the structure of things. Though the creation of objects has been deemed taboo, changing the structure of things, or even transforming the elements of things. Material Alchemy and Chemist Alchemy are the most used kinds of Alchemia known.
- Naturalis: Magic surrounding the principles of the nature of the world. It usually involves using Nature in any of its forms or the natural laws of the world, but is usually applied to a single type of element or such. Naturakinesis and Time Magic fall in the Natura school.
- Neutra: Where all the other magic that does not fit in the other six schools falls into. This include Telekinesis, Teleportation and similars.
Each School has many branches of magic, and even in those there are many other sub-branches. A mage can only master one branch of their school, whilist being able to use several of the sub-branches. A branch is usually the element used while casting magic.
A mage can especialize in three schools at once, but cannot cast any kind of magic from the direct contrary of any of those schools.
The Relationships of The Schools:
- Alchimia, the school of creating, is countered directly by Contritio, the school of destruction. Though one cannot live without the other, the two cannot be casted by the same person. Since they directly counter each other when two mages of these schools face against each other, it usually ends up in draws, depending on who is faster, the creator or the destructor.
- The school of spirits AKA the dead, Pythones, is the direct contrary of Medela, the school of healing and the living. Death is impossible without life to begin with, but a mage cannot learn magic of these two schools. Medela is fundamentally not a school used to fight, so they find themselves at the mercy of a Pythones user.
- Illusions and the natural creations of earth, they are such total contraries that one can live without the other just fine. Praestigiae and Naturalis, however, cannot be learned by the same person at any given time. The animosity between noble houses of these schools is especially heavy. Unless the Praestigiae mage is capable of physically stopping the Natura mage, the results when they confront each other is almost always obvious.
If someone ever tried to cast something of the school contrary to their own, it is rather possible that their magic circuits would explode. Death is the worst case scenario, and not being able to cast magic ever again is the best case scenario.
To perform magic, a mage needs either a catalyst, through which he can transform his mana into magic. A catalyst can be just about anything, even one's own body if one is willing to inscribe runes into it, though it is an extremely dangerous and painful process.
There are some special catalysts that can boost one's magic and make them more capable than they would be without their catalyst. An example of this is the Gaia Stone, a green emerald that boosts the powers of any Natura mage using it as a catalyst. However, these objects tend to have strict conditions to be used and even 'personalities'. It is the object that chooses their mage, not the mage choosing a catalyst.
Just like special catalysts, there are also magical objects that may allow a mage to cast magic without having to learn the theory behind the magic. An object such as this may allow a mage to use two schools that directly negate each other at once because the magic does not go through the mage's body, but rather through the object.
Elves, Angels and Demons can cast magic without a catalyst. Dwarves need a catalyst just like humans. Every other antropomorphic or mythological creature, like centaurs or lamias, cannot cast magic, unless contracted as a familiar.
Mages can be classified in 4 initial classes that make it possible to asses how powerful a mage really is:
Magic Classes:
- Enchanter/Enchantress Class
- Sorcerer/Sorceress Class
- Warlock/Witch Class
- Conjurer Class
When someone dominates his school of magic, they become part of an exclusive class for each of the schools:
Contritio: Destructive Class Magician
Pythones: Necromancer Class Magician
Medela: Medic/Nurse Class Magician
Praestigiae: Illusionist Class Magician
Alchimia: Alchimist Class Magician
Naturalis: Druid Class Magician
Neutra: Sage Class Magician
A single student may hold a single one of these titles. It is odd to see one with mastery over more than one school of magic.
Teachers in the school are masters of at least 2 schools and the headmaster is master of four of the schools.
A single person can only master one branch in their school of magic, which is often ruled by the element they dominate, but the sub-branches of said magic don't have any kind of limitation.
One can, however, cast magic of another branch if they have a catalyst containing the magic, but it does not accumulate to their overall magical power.
School System
As it must be easy to guess, this is not a normal school.
They accept anyone into their ranks, no matter how young, there have been records of magical geniuses that were babies.
The courses are divided in years, with 1 being the lowest one and 6 the highest one.
- Year 1: The lowest year and where all the novices are. Since this is Liseranna we are talking about, mages here usually already know how to use their magic in practice. Though it is not uncommon for a small kid to show promise as a mage or for a grown man to still be in the need of more practice, Year 1 students are usually around 10 years old to 12 years old.
- Year 2: The second year is a bit more advanced. Their magic is now more easily used in combat situations. The students here are usually around 12 to 14 years old.
- Year 3: The third year is the half point of Liseranna's course. Mages in this year are usually neither masters nor novices of their magic, but they certainly have it completely under control. Mages in this year usually have a familiar already, but is not necessarily the case. Year 3 students are usually 14 to 15 years old.
- Year 4: From this point onwards, students are allowed to form teams and go in missions, with which they can gather money, credits or better facilities for their dorms or rooms. Though their magic is already powerful enough to be used in actual battles and such, their teams are still of 6 people to make up for each of the members' weaknesses. They range from 15 to 16 years old.
- Year 5: Mages here are often already masters of their schools of magic, though they desperately need some control over their skills. They usually move in squads of 5 people. They are from 16 years old to 18 years old.
- Year 6: The most powerful mages are in here. Masters of their art and with complete control over their magic they operate in teams of 4 that are usually like the elite of the school. It is odd to see a mage that is not at least 18 years old here, and it isn't odd to see elderly men or women still trying to dominate the last of their magic.
An student goes through an exam when applying for the school which determines which year they will be placed in.
Familiar Contracts
As a magician, anyone can make a contract with a familiar that will then acquire magical powers (if it did not have them to begin with) and also be able to teleport to their master's side when called upon.
A familiar can be any kind of creature that is willing enough to let the mage sign a contract with them.
Though most of the creatures are almost always non-sapient, there have been registered cases of centaurs, lamias, humans, dwarves and even elves becoming a familiar, but they are something extremely unusual.
A non-sentient familiar can turn into any kind of weapon its master finds fitting, and this weapons usually have magical properties that enhance the magic of the user even further.
A sentient familiar would become able to use magic if they couldn't to begin with. If they could, then their magic would be reduced to a single school, though extremely powerful.
To sign a contract with a familiar, a mage must make a vow to them, and receive a vow in exchange. Depending in the words used for the vow, the familiar will acquire different kinds of magic. E.G. A bat familiar vows to guide its master through even the darkest of depths, and so becomes able to transform into its master's weapon of choice with the ability to produce a sonar to detect enemies.
The School Grounds
'We seek to foster and cultivate an independent life style for our students, so that they can see for themselves what it means to be a mage.'
So the director says. As such, the whole artificial island is part of the school grounds, and there are several facilities that will make students feel like they are in any other city.
Among the facilities of the school there are dorms, the enormous campus that covers at least 1/3 of the island, a mall and a small city where teachers and even some students live in.
For the use of missions, there is a teleportation system to which only instructors and the director have access to, reality marbels to use in tests and practice sessions and an armory and storage at the very basement of the school, where dangerous magical objects are kept and safeguarded by beasts and expert mages.
Missions And Squads
From year 4 onwards, students are allowed to form or are put in squads. This means one can choose their own teammates before forming a squad or will be randomized into one squad or other.
In year 4, squads are of 6 people, in year 5, of 5 people and in year 6 they are of 4 people. This is in order to make sure that the team is as strong as others, regardless of the year they are in.
It is not odd to hear of a year 4 squad beating a year 6 squad, so there is not actually a ranking in place for missions or contracts sealed.
Usually, there is a leader in each squad. The whole squad, through an special ritual consumed at the time the squad is created, can communicate with each other through telepathy, however the leader is the only one whose telepathy is intrusive over the thoughts of their teammates. In the case of the other squad members, it is like a mental phone call that rings until they pick it up.
The leader also is the only one with the authority to seal contracts or accept missions. Their whole squad then becomes involved in the mission regardless of the nature of the same, though they are free to chose not to take part of it.
A leader can and perhaps will die. Another ritual must be performed to choose a new leader after something like that happens. The only way to know that a leader has died without seeing it with your own eyes is the sudden cut of the telepathic line with which you could communicate.
The school is not the only one allowed to give out missions. A noble or similars can also give out missions by making a contract with the leader of a squad.
Usually, squads are registered by names, decided at the time when the leader is chosen. E.G. Last Remnant.
The Eye Of Baphel
There is a rumor going around.
The base of this rumor is very much real, however.
The Eye Of Baphel. Baphel was the greatest mage ever, and the one who implemented the current system schools of magic. Wanting to see his work, the man did a taboo ritual.
This ritual would allow him to make a single part of his body to trascend space and time and the bounds of a single mortal body. To pass down a single part of his body.
As such, the man chose his eye, to oversee the events of the future.
However, the Eye of Baphel is known for bringing disaster every time it appears.
The current rumor going around the school is that an student is the new Heir Of Baphel, and possesses the eye.
Some symptoms of the Eye Of Baphel is a characteristic lack of control over a great magical power, even greater than what a normal human would have, extreme residues of Negative Energy that the Eye Of Baphel leaves in its trail and extreme bad luck, unless redirected elsewhere.
Redirecting the Negative Energy and bad luck of the Eye Of Baphel is relatively easy, given that one has an object with runes inscribed on it and the corresponding ritual.
Character Sheets
This is a bit of a complex idea that I've already turned into an original fiction and thought it'd be fun to make an RP out of.
BUUUUUT I'm hella tired right now so I will finish this tomorrow.
For now, lemme tell ya what this RP will be about.
I intend this to be a good mix of slice of life goodness combined with some action and story that will go through arcs. You don't necessarily need to be part of the arcs, hell, you can even make your own for all I care. And with that, I'm gonna pass out on my bed and finish this tomorrow.
EDIT: And that should be it. Pretty much finished now.
In any case, please express your interest down below, in a PM or whatever.
The Eye of Baphel probs will manifest in one of the characters, however I will select this person at random.