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Everyone had believed that the worst was over.

It was the easiest thing for them to do at that point. The magical world had gone through many conflicts before, yes- against the world of the supernatural, against the occasional pockets of humans who discovered them, against themselves in family feuds- but never at this scale. Loathing this world’s impurities, a group of mages set it upon themselves to create a new one. One where magic users could be free to live in peace, in utopia. The cause only continued to grow, and as it did, its methods became gradually more extreme. Eventually, this newly born cult decided that the only way to bring in this new beginning was to destroy nearly everything in a magical apocalypse.

What followed was a long, grueling three year war between the cult, and those who refused to let their world die without a fight. The organization was eventually defeated, but not before taking the lives of many along with it.

The magic community was understandably paranoid after the victory. Many of the soldiers who had been lost were simply untrained, lacking the proper experience in a fight to properly defend themselves. Discussions began, on whether better schooling should be put in place, in preparation for future attacks. The mages argued that the chances of this being the last war they would have to face was very slim, and that the new generation should be better prepared. However, there was also a fair amount of hesitance- particularly from families who wished to train their children in certain, specific techniques, and believed that they could be just fine on their own. It was debated for many years, put at a stalemate through the sheer stubbornness of both sides.

That is, until approximately four years ago. Mages began to disappear left and right, of all social statuses. Poor or wealthy, strong or weak, it didn’t matter. At first, the matter was thought to be just a line of unfortunate kidnappings, but as entire bloodlines vanished during the night, it grew into a much more serious issue. Those who remained began to panic, fearing for their own safety, as well as that of their children’s. Within a few months, however, a solution came forth.

The Marchand School of Sorcery (named after a famous general who fell during the war efforts). Built not too long after the disappearances, the academy gives the promise of a safe, nurturing environment, where students can learn how to harness and control their magic without interruption. The staff swore that each and every child sent would be under heavy protection, and with the backing of several prominent bloodlines, families across the world began preparations to send their own son or daughter to this haven.

You are one of these children, preparing for the first day of school- for both you, and the institution itself. Whether your parents or guardian brought you themselves, or you simply took the offered transportation, you have found yourself standing at the gates of Marchand, with no idea of the disappearances that have brought you here. To you, Marchand is little more than a specialized private school. However, the longer you attend, the more things seem...off.

The teachers seem out of place, and far too eccentric for their roles.

The school itself is in the middle of nowhere.

With the exception of certain events, you can never leave campus.

The school has many secrets. What will happen when they are discovered?




Hello, folks. Echo here, serving as your GM for this roleplay. Hopefully the plot will catch y'all's interest, and feel free to ask me any questions about the story or world you might have. I'll put some details on magic and the school and the like in my next posts, but for now, I'll address the matter of rules.

- Please be courteous to your fellow players.
- Pictures are not required, although I would appreciate one for your character. It can be whatever media you want- photograph, drawing, etc.
- As all of the kids are from bloodlines, most of them come from middle class to wealthy families. The RP also takes place in modern day, so feel free to give them phones and the like.
- You can have as many characters as you can handle. Students are unlimited, although teachers are. If you would like one, keep in mind you will have to compete for the role.
- No GMing, PPing, Mary Sues, claiming things that didn't happen in canon, etc.
- I would appreciate it if you told us beforehand that you were leaving, or that you are considering leaving, before you do. It's very inconvenient to patch things up after a character's sudden disappearance.
- On a similar note, please check the OOC often for updates on dorm mates, school events, general RP related topics, etc.
- Have fun!

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As of the modern era, there are two different classifications of magic: Primary, and Secondary. Primary magics are hereditary, with you until the day you die. It is impossible to learn a Primary magic outside of your own, as a mage’s body is simply unable to produce any other type of power. The Primaries are as follows:

Pyromancy



Pyromancy is the control of fire, and one of the four elements a mage can control. Their ability can be as simple as creating a small candlelight, to practically vaporizing someone with enough skill, and can also be used to snuff out flames. They have an inherent resistance to fire- particularly their own- which allows some to light themselves completely ablaze...although this is an ability that comes with consequences. Nevertheless, all pyromancers can create flames, although it takes a certain skill for one to make it burn brighter.




Aquamancy



Aquamancy is the control of water and ice, and one of the four elements a mage can control. Aquamancers are capable of drawing moisture from the air around them to use, although it is much easier for them to work with preexisting bodies of water around them- beginners tend to be completely unable to work without a source. It is possible for them to make the equivalent of a tsunami with enough training, although many choose to settle for using high pressured water and ice as a weapon instead. It is also possible to use liquids other than water, but this takes years of practice to achieve.




Terramancy



Terramancy is the control of earth, and one of the four elements a mage can control. Contrary to popular belief, Terramancers are not restricted to weaponizing stone- while it is among their skillset, their powers extend to control of several aspects of nature. They are able to encourage the growth of plant life, and those with enough training are able to call nearby wildlife to their aid. Even stronger mages have been reported to cause earthquakes, although this is another power that is incredibly difficult to achieve. As such, many Terramancers opt to using boulders and the like, hence the common portrayal of being more limited than they are.




Aeromancy



Aeromancy is the control of air, and one of the four elements a mage can control. Like the other forms of magic in the elemental grouping, its use can vary greatly. It can be used to create simple breezes or strong gusts of wind, with the most skilled capable of forming tornadoes and shaping other atmospheric phenomena for use against their enemy. Beginners tend to rely on the brute force of air in order to defend themselves, while more experienced Aeromancers can better focus their attacks and properly weaponize their magic.




Necromancy



Necromancy, put simply, is control over the dead. This type of magic can be divided into two specializations within itself- the corporeal, which is control over corpses, and incorporeal, which is the control over spirits and ghosts. Corporeal tends to require more time, as buried bodies can take some time to dig themselves out of the ground (and may not have enough flesh to properly move), while incorporeal requires more energy in order to draw and harness spirits. Weaker necromancers are only capable of bringing back small animals, or spirits unable to interact fully with the material world. The more experienced necromancers, however, can bring back large groups, or summon stronger poltergeists to assist them. All necromancers are unable to bring someone completely back to life.




Trickery



Trickery is, at its core, the art of altering the perception of reality to create illusions, conceal objects, make oneself invisible, or otherwise deceive and mislead. It is sometimes referred to as the “magic tricks” primary, but its application ranges far beyond mere sleight of hand. Experienced users may cast spells to conceal entire buildings, move undetected, and even create hallucinated worlds which fool all five senses. They make excellent spies and interrogators, though most younger users employ a simple “hit and run” technique to exploit the element of surprise.




Runic Casting



While all primaries are unique, Runic Casters often find themselves even more apart from the rest. These mages are born with a natural knack for the magical written language, and are able to bond their magic to the various symbols of the runic alphabet. Runic enchantments, unlike other magics, require two elements, aside from the mage, to be cast: A correctly worded rune, and a trigger. When a rune is inscribed, it is set like a trap. The trigger may be anything: A line that is crossed, or a letter that is opened. Once the trigger is activated, the rune will unleash whatever it is prescribed to do. A rune can do essentially anything, depending upon how skillfully the caster worded it, but it comes at a cost. Whereas the other arts take their toll on the mage’s energy as they are cast, runes will draw from the caster’s pool only when they are activated. Once the trigger is tripped, the rune will continue to draw energy until the rune has finished its intended purpose, or the caster is dead.

More experienced runic mages are able to find creative wordings to cause maximum damage for very little cost, but young users tend to stick with simpler, less risky spells.




Defensive



Defense is a unique primary in that it is one that can actively counteract the others. Defence, falling broadly into ‘shielding’ and ‘negation’ fields, is the ability that allows a user to protect themselves and others from attack.

Shielding draws up a barrier that can absorb a degree of damage that would otherwise impact the user, negation serves to interfere with magical castings and break the working of a spell around them. Both very much depend on the strength of the caster against the strength of what is being brought against them, both shields and a negation field can only absorb a certain amount of energy before they’re throw apart once again. Defence magic users must train to build their resilience in order to keep these barriers in place for as long as possible.




Although Secondaries are derived from the same concepts Primaries are built upon, there are several key differences that set them apart. While what Primary a mage will receive is based solely upon their lineages, Secondaries can be taught, and are left to the choice of magic users (unless, of course, he or she is pressured into having a certain set of abilities). In another distinction between the two classes, a mage is able to master two Secondaries, while unable to control more than a single Primary. This comes at the cost of Secondaries being much more limited, and often more difficult to learn than the mage’s inherent magic. The Secondaries are as follows:

Tracking:

Tracking, is a fairly self-descriptive power. By activating this secondary, a trail of glowing light appears to the user (and the user alone), leading to the object or individual of their choice. This power requires the caster to have properly interacted with the item or subject they are attempting to find, and oftentimes, mages who are newer to this secondary will require either a smaller part of the object, or something belonging to the person of their choice. More experienced users can find their subject from greater distances than beginners.

Levitation:

Levitation, or “Telekinesis”, as some call it, is the ability to lift yourself, various items, and other people through the use of magical energy. As it is a Secondary, it is fairly limited, allowing the user to lift only what they, themselves, could logically lift. Typically, users learn this ability in order to lift themselves over anything else, as the power allows experienced users to hover and float with ease. A mage with Levitation cannot travel particularly quickly with this power- typically only as fast as a person jogging- but they can use it to soften falls, float to a particularly difficult place to reach, or leave no tracks in the case of a situation requiring stealth.

Illumination:

Illumination is the ability to create a flashbang of sorts, filling the room or area with a burst of brilliant light. This light can be used to blind or stun enemies and allow the user to escape, or flush a Shadow Stepper out into the open. Weaker users, understandably, have a less powerful light, less control, and cannot keep the magic active for very long. On the opposite scale, a more experienced mage can make an incredibly strong flash, yet keep it soft enough to provide a gentle glow if they so desire.

Magical Weapon Infusement:

Magical Weapon Infusement, or MWI for short, is the power to imbue magical energy into an object of the mage’s choice. While one is not necessarily restricted to enchanting swords and the like, many mages stick to the basic method of enchanting favorite weapons, as it is much simpler a process than the enchantment of miscellaneous items. Nevertheless, all a mage requires for infusement is a familiarity with the item, and the skill, time, and energy necessary for such a process. The type of infusement, however, depends greatly on the caster’s primary- a pyromancer could not enchant a mace to freeze someone, for instance, but could make a gun that shoots fire instead of bullets.

Blood Magic:

Throughout history, mages have developed a sort of uneasy acceptance of blood magic and its uses. It is a fairly simplistic art in concept, and related to the primaries of Runic Casting and Necromancy- a caster simply offers up their blood, whether it be through a self-inflicted cut or an injury caused by an attacker, and creates specialized patterns for various purposes. As this power is a Secondary, the uses are limited, ranging from wards against supernatural beings, to binding certain creatures, and various protective uses. Some, more malicious mages, are also able to use blood magic for summoning purposes, although this use is strictly prohibited after the recent war.

Familiar Conjuration:

While terramancers have a natural affinity for wild beasts, those who practice familiar conjuration are able to draw a different breed of companion to themselves. This secondary functions by allowing the user first to open a small portal to another plane, and then to draw a creature from that plane through into their world. Due to the amount of energy required to open the portal, most familiars are no larger than a medium-sized dog. The plane that opens is hard to predict, though certain users have a natural tendency to open one plane over others. Because of the nature of how the portals work, a single user may not have more than one familiar conjured at once.

Young users may also experience difficulty in persuading their familiar to bond with them, and even more trouble getting an unwanted conjuring to return to its home world.

Toxin Production:

Like Tracking, Toxin Production is a fairly self-explanatory Secondary- although that in no ways mean that it is not useful. By learning this particular brand of magic, the caster is able to secrete various types of toxins from their very pores. While novices can typically only produce a mild poison that can only irritate the skin, experienced users can emit their choice of a large variety of toxins. These toxins range from a sleep inducing liquid, to poisons that can create severe stomach ulcers if ingested, and many more- all on a scale of mild to greatly dangerous. As the toxins are formed on the caster’s skin, all of them must be delivered by touch.

Shadow Step:

Shadowstep, or Shadow Magic, allows a user to travel from one point to another over a certain radius, through shadows. This is a very minor form of dimensional travel that uses shadows as a transition and allows them to step through spaces almost instantly.
The difficulty lies within the user being able to maintain sense of direction and orientation in the shadowspace between the jumps, an area foreign to living creatures. Most amateur users will feel quite sick after travelling.

An experienced user can travel greater distances, with greater accuracy, and can even hold themselves inside shadowspace temporarily.

Healing:

Healing is the art of magical surgery. A healer can use their own energies like a mundane doctor might use sutures and cautery. Much like that of a surgeon however, a healer must learn extensive knowledge of human anatomy in order to succeed, and as such healing class focuses much on the workings of the body. Novices to this magic are capable of healing cuts and bruises through speeding up the natural healing of the body, while experienced users can repair broken bones and other, more serious injuries.
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These are the men and women who have taken it upon themselves to mold the youth attending Marchand. While they are instructors by name, and incredibly talented in their respective fields, they, as well as their methods of teaching, are...interesting at best.

Madison Lewis Lovette

Professor of Pyromancy and Magical Theory
(played by EchoicChamber)

Oren Kovalenko

Professor of Aquamancy and Shadow Step
(played by VitoftheVoid)

(NAME)

Professor of Runes and Illumination
(played by ?)

Derrick Avalon

Professor of MWI and Magical History
(played by shadowhope)

Maeve Byrne

Professor of Aeromancy and Combat
(played by ScoundrelQueen)

Roderic Montana

Professor of Defense and Tracking
(played by Magister)

Zion Haruseme

Professor of Healing and Terramancy
(played by LokiLeo789)

Jaime Lebeau

Professor of Familiar Conjuration and Trickery
(played by Kiwiwiwi)

Raymond Matheos

Professor of Necromancy and Blood Magic
(played by Gelatinous Cube)

Mariana Guerra

Professor of Levitation and Toxins
(played by ScoundrelQueen)
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Map

(Note that the pink blocks are stairways, and the blue dots are entrances)

First Floor



Second Floor



There is also a third floor, which hosts the school swimming pool.




Schedule



Saturday and Sunday follow the same schedule of mealtime and curfew, although there are vast differences between the weekend and the school week. Saturday is considered a designated "school activity" day of sorts, during which the teacher currently chosen chooses an activity or pasttime that the students must attend. This can range from something as casual as painting, to a full day of the teacher's class. Sunday, on the other hand, is completely left to the students, allowing them to enjoy a day completely to themselves.
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Hidden 8 yrs ago 8 yrs ago Post by LokiLeo789
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LokiLeo789 OGUNEATSFIRST

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@EchoicChamber

Would a limit be placed on the number of Professors we have in play? I would hate to have most of our numbers teaching a class of four students. Nevertheless, I'll play my trap card an request A Professor of Terramancy and Healing if I can't take Tracking.
Hidden 8 yrs ago Post by Aiyanna
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Aiyanna Elven Envoy

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@EchoicChamber Interested how will we know when it is time to go for a lesson etc.? How will we know what time it is?
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@LokiLeo789 Sounds good! :) Just remember that if you ever want to quit the RP, or plan to disappear for a prolonged period of time, please do let us know.

@Aiyanna Once a scene in a certain area has gone on for a certain period of time, or once the "purpose" of that lesson/period is finished, I'll go ahead and move the time to the next period and announce things IC and OOC.
Hidden 8 yrs ago Post by VitoftheVoid
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VitoftheVoid thesunthesunthesunth

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(Here's my Professor! (Any references to Professor Byrne will become clear later. :D))

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@VitoftheVoid Approved!
Hidden 8 yrs ago Post by LokiLeo789
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LokiLeo789 OGUNEATSFIRST

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@EchoicChamber

So I assume Tracking won't be an option?
Hidden 8 yrs ago Post by Aiyanna
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Aiyanna Elven Envoy

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@EchoicChamber Aight. So, in other words, you will tell us when the time changes?

I should really be going to bed now but I'm itching to write a character now... :'D
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@LokiLeo789 Yep, unfortunately, but you can absolutely have Healing.

@Aiyanna Mmhm! And feel free to post a character in your tomorrow. I plan to start once most people get their characters in, so I don't think it'll be an immediate thing or anything.
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@EchoicChamber Alright. Thank you! I'll be going off then. Goodnight, talk to you tomorrow!
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@Aiyanna Goodnight!
Hidden 8 yrs ago Post by Mixtape Ghost N
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Mixtape Ghost N SOMETIMES EVЕN RICH NIGGAS GET LOST

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I'll definitely have a character up soon, I decided on terramancy.
Hidden 8 yrs ago Post by VitoftheVoid
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VitoftheVoid thesunthesunthesunth

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Thanks! And here's a student!)

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@Mr Allen J Sweet! Looking forward to them. :)

@VitoftheVoid Approved!
Hidden 8 yrs ago 8 yrs ago Post by Kiwiwiwi
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Kiwiwiwi Forgot my password so now I'm a noob

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I'd like to reserve a role as professor of familiar conjugation and Trickery
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Hidden 8 yrs ago Post by Dodi do 900
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Dodi do 900 Guten tiggity tag

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So I have a question about skills in the character sheet. Is there anything that is unallowed? Like, what magical skills are allowed?
Hidden 8 yrs ago Post by Savo
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Savo Time to go to Hell

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Welp, I finally have an idea for a character! Snobbish rich kid who looks to alleviate his boredom through reviving his families past of thievery... he's also a kleptomaniac. Jackass who believes he's the best, with some family traditions that should stay under wraps!

Time to go to work!
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