This 0th post exists for the sake of various notes, general information, and others things you don't want to search through six pages of OOC to find. This post will no doubt be edited a great deal as new information is added or unneeded info is tossed.
Rules
1: The Guild's rules apply here as much as anywhere else on the site. 2: The usual, no overpowered nonsense, no puppeting other people’s characters so on and so forth. 3: Remember that most of us likely aren’t self aware machine spending all our time on this site, try not to flood the IC or OOC if it can be helped. 4: Keep the OOC reasonable. I fully expect a great deal of random nonsense, but please keep things orderly and clean. 5: Take everything Myr says with a grain of salt, as he is an absurdist heretic from the Izzet League. 6: If you’ve a question, one of the GMs should be able to answer it. 7: If two characters end up in a physical conflict than it will be handled with clean, rational debate and collaboration, because everyone here is a good reasonable human person. 8: If two players end up in a verbal conflict than it will also be handled hopefully in a clean, rational debate far away from the OOC, perhaps in a Convo? 9: While I don’t wish to impose any hard guidelines regarding posting I would prefer if everyone could post at least once a week. If you cannot than some warning would be nice but life is what it is, and so for rule ten... 10: If for whatever reason you disappear for longer than a week than your character will also disappear… Into their studies. They will suddenly become a background character and not interact with the plot(s) until your return. This way people can leave safely without their character just falling over dead, or with the RP grinding to a sudden halt.
(Not an accurate image of Arkangrad, but it'll do)
Welcome students, to Arkangrad, to your new lives, to the place where you will develop your arts magical and otherwise. I, children, am Arthur Wick. In a world still recovering from a divine war there stands the beacon of learning known as Arkangrad Academy. After The War that left the world nearly devoid of gods and countless other powerful beings, few of the already scarce schools of magic remained, elitist institutes that educated the privileged few that knew the truth, the few that knew that magic existed. The War left little doubt in the minds of the mundane; Magic exists, and it is, if nothing else, a potent weapon. After the war that nearly ended the world, Arthur Wick, a powerful pyromancer and survivor of The War, levied resources gained during the conflict to establish a new magical academy, Arkangrad. This school, the first to emerge from the conflict, would be very different from those that came before. Not only would it teach more pedestrian subjects such as arithmetic and the sciences in addition to the arts arcane, but it would also be open to those with no ability or interest in magic. In this way Arkangrad was the first brick laid in rebuilding the war torn world. It has been fifty years since The War, and while other similar academies have emerged, Arkangrad remains the premier magical academy in the world.
Alright, in order to keep everything nice and tidy I'll be keeping most of it hidden away below in hiders. That way you may browse everything in a clean and elegant fashion. Now let us begin.
I imagine most of you know that I am a survivor of the Divine War and I assure you, it was by no means glorious.
Roughly fifty three years ago, the single largest war to ever be known began. The exact cause is still unknown, but the consequences are as clear as day. Countless gods from numerous pantheons and cultures, even those long thought dead, appeared upon the Earth in physical form and began fighting. Soon what may have been a simple brawl between cosmic beings turned into a war of nations, with mortals both small and mighty throwing their lot in with their chosen champion deities, or against the gods entirely. The war lasted a short, bloody, three years, during that time however nearly every major city on the planet was devastated, some nothing more than piles of rubble, a nontrivial portion of the human race was lost to the void of death, as well as several of the more powerful races and entities being completely eradicated, and to top it all off, only a few dozen deities remain. Those few gods who survived, the majority of whom were lesser or inactive gods, now distance themselves even further from the affairs of mortal beings. Maintaining reality itself is a dirty job, and somebody's has do it. So as to maintain the fabric of reality itself, else time and space unravel and destroy us all. This was known as the Divines War.
One of the more major and noticeable changes is the lessening of the line between death and life. With less gods to maintain the afterlife it has become much easier to bridge the gap, both making life much easier on necromancers and creating the chance for quite a few tearful reunions. Of course the most noticeable change is the fact that normal humans know that the myths and legends are real. How the various Governments dealt with this varied, but for the most part humankind has been accepting of their new neighbors in no small part helped by the efforts of the mage community to smooth relations. Most of the World’s governments are making efforts to obtain and stockpile resources magical or otherwise. While not overly aggressive or bold, as no one wishes for another war like the last one. On top of this all there exists divine sparks, a byproduct of the slain gods and possessing the power to make a mortal one if one can simply find a way to ingest the rumored substance. Though of course this is simply internet rumors and conspiracy.
This is why most of you are here. The art of weaving mana into displays both beautiful and powerful. Yes, we can teach you. Magic is the result of a mage expelling and then harnessing the mana stored in their body. To perform magic one requires two organs, the mana pool which stores mana, and the magic circuits which are used to transport mana into and out of the body. While humans aren't frequently born with these organs they can be, and are more likely to be born with these organs when birthed near ley lines. Which brings us to ley lines. much like veins move blood through the body ley lines move pure mana through the Earth. From these circuits of pure mana leaks the aforementioned mana, which then flows into things possessing magic circuits before flowing out and returning to the ley lines. Places where ley lines meet are places of great power, where mana is plentiful and magic is powerful. It is said that those born near the crossings of ley lines have much larger mana pools and clearer magic circuits though this is most likely just rumor. While it is indeed required to possess both a mana pool and magic circuits to perform magic the same is not true of magical items. And also of note, these organs are not the same in the other races as humans. For instance dwarves tend to possess much larger mana pools, while elven magic circuits and blood veins are one and the same, making their very blood infused with magic. And of course there are creatures who perform acts one would call magical without any actual skill in magic, such as a dragon's breath or Medusa's gaze, and while these powers are magical in nature they work by different rules altogether.
The schools of magic, plainly speaking, are a system of classification that keeps everything fairly tidy. These 'schools', which include things such as fire, spirit, and spatial, is the system that has been used by mages to sort magic for nearly a thousand years. However while some mages may exclusively use one school of magic many instead use multiple schools blending them together into unique and interesting ways. For example, a wizard possessing the skill with both fire and spirit magic could forge a semi-living orb of flame to do their bidding. -Earth: The power of the earth, from dirt to metal and all in between. -Water: Control over liquid. -Air: Power over atmospheric flow, allows one to do the windy thing. -Fire: Wielding heat and flame, some like it hot. -Ice: Power over ice, and cold in general. It's pretty cool. -Lightning: The application of energy, good for shock and awe. -Mana: The direct use of the building blocks of magic itself. Allows one to enchant, enhance, or expel. -Spatial: Relating to the physical location of something. Everything from telekinesis to teleportation in this school. -Mental: Things relating to the mind, ranging from telepathy to illusions. -Spirit: Things of a less corporeal nature, such as creating wisps and harnessing the power of a soul. -Natural: Plants manipulation, healing and other such things.
"As I'm sure you've noticed our school is quite beautiful." The Grounds Arkandgrad is situated on a small island located to the North and West of Ireland. The climate is temperate, though controlled by weather oriented mages, with it most often sunny during the week, but from the end of classes on friday till sunday night it is grey and rainy. The island is host to a wide range of plants and trees, most of which occupy the gardens located near the central tower. The island itself lays upon the conflux of four ley lines, making it a natural hub for arcane energies. Separating the dormitories from the school itself is the gardens, which include such sights as the Hedge, a maze of ever changing bushes, groves housing small shrines to the remaining gods, and greenhouses devoted to the art of growing and maintaining rare alchemical substances. The Dorms The dormitories are located on the northern third of the island, and are comprised of several long, low, stone buildings, steadfast against the elements, despite the typical weather patterns. The buildings appear to have been on the island prior to the existence of Arkangrad itself. Each building is divided into thirds, and each third is subdivided into four bays. Each bay comfortably houses four students of roughly human stature. There exists also two dorms unlike the others. Much more recently built they are fitted to accommodate the more unique students of Arkangrad, whether they require aquatic tanks or quadrupedal furniture. The Facilities Arkangrad has a number of workshops geared toward numerous disciplines, each of which has been provided with a comprehensive suite of relevant equipment, tools, and literature. Some workshops also provide functional services to the rest of the school; Health 101 and Advanced Healing Arts are functional infirmaries. The whole shebang rests on a hill. It’s more of a small mountain, really. Castle Town Surrounding the academy proper, Castle town is a small community that has formed around Arkangrad. Within the town lies the homes of most of the instructors and other faculty, as well as many who have graduated the academy, or simply desire to live nearby for some reason or other. The town has all the fixings of a modern life, as well as the benefits of a magical society, and as such is awash with stores and restaurants of all sorts accommodating both the dwellers of Castle town and of course the students and staff of Arkangrad.
Ah, it is always refreshing to lay my old eyes upon such a wide range of people looking to learn. Arkangrad is a school that teaches not only magic, but also more mundane subjects as well. The school also promotes diversity, and due to these two facts most nearly anything can enroll. Everything from minotaurs and harpies to oni, selkies, and even yeti. Sadly, or perhaps not so sadly, The War fifty years ago has ended in the extinctions of many of the more powerful creatures of myth and with common human knowledge now acknowledging many of these creatures as real(or having been real as is the case with the aforementioned died out creatures) the state of being with near all of these creatures has changed somewhat. Below is listed some of the more common creatures one will meet both in the world and at Arkangrad. Humans The most common creature on Earth, I really don't need to explain humans to you. The real distinction is if they always knew about magic or were introduced to the fact later in life, a distinction that lessens with each generation. While most humans can't perform magic all are welcomed into Arkangrad, and regular humans who attend get the chance to grow and learn in an environment awash with magic and non-humans. Elves Before the war most elves lived in secret enclaves hidden deep in the forests of the world. However with the war came the truth of the fair skin dwellers of the forest. Tall, graceful and elegant the elves are beings with innate skill and understanding with magic. However, once the war ended and with most of their secret homes destroyed many elves went even deeper in hiding forming new communities even farther from prying eyes. Those that decided to integrate into the human world however have found great fortune, frequently finding occupation as actors both on the big screen and, more private films. Such being the case the isolationist Elves now mock the 'city elves' for becoming slaves to human culture while the 'city elves' scorn their enclave siblings for their narrow mindsets. Dwarves Stout, proud, loyal. These are traits oft given to the Dwarves. Once too hidden away in their underground strongholds with the war came truth, as well as the toppling of a few mountains. With many of their homes buried most dwarves have decided settle down in human lands, where they find work as architects, laborers, and other jobs suiting their strong bodies and keen minds. Having easily joining into human life you can often dwarves wherever you find humans, though a fair few dwarves have managed to clear out and/or rebuild their strongholds, which can be found housing many humans now as well. Fey The fair folk. Often likened to elves and vise versa, many have pondered if one came from the other though few have found satisfactory answers on such a subject. While the fey come in many sizes, shapes and temperaments most are short, born with great skill in magic, and often prone to tricks and japes. Due to Arkangrad's location many fey have found their way to the school. With the lost of their god-king fifty years ago most fey lost, either in grieving or madness, and those that aren't still feel a void where once was their leader. Regardless the fey carry on. Dragons You will rarely find a dragon. Even before The War to stumble across a dragon was a once in a lifetime occasion, made even more true by virtue of the fact that few survived such a meeting. With the war however most dragons died though not without bringing entire armies down with them. The few you'll find left are the lesser dragons, freshly hatched or born. When two dragons mated they brought into the world another true dragon, which would often hatch from its egg after a few decades, however when a pairing was between greater dragon and human the creature was something else entirely, a being neither fully dragon or human. It is with these handful of people that the legacy of greater dragons lives on. Of course, there exists many more beings. Creatures once resigned to myth and legends that now walk human roads freely and openly. Centaurs, Naga, Sphinxes and more exist in the world, either less or more numerous after the Divine War and all these creatures are free to attend Arkangrad.
Now students, make sure to play nice and respect your teachers, whom you'll see on your right. And teachers, I'm sure at least half your students will actually pay attention, don't worry. Those who attend Arkangrad, regardless of whether they came by choice, were pressured into it, or simply had nowhere else to go, are all around their teen years, or the emotional equivalent for their race. While not by any means a hard limitation, indeed both wizened old men and particularly bright children can be found walking the halls of Arkangrad, it is however preferred that those wishing to attend the academy be within their late teens as it is during this age that the Headmaster feels their teachings do the students the most good. While most students apply to be at Arkangrad the Headmaster and his staff sometimes seek out new students, recommending those they find of interest to attend. As for those that teach at Arkangrad the range of instructors and professors is as diverse as the students. While Arthur has commented, quote "If I had my way, every one of my faculty would be an ancient wizard with a beard to rival the heavens!" unquote he has also admitted that it would be absurd to actually hire based on such traits and as such the school's faculty, from teachers to janitors and groundskeepers come from a wide range of races and upbringings, in fact some are even prior students who decided to stick around! The teachers at Arkangrad are among the most powerful mages in their fields, and the same can be said of the non-magical instructors who educate at the academy.
I ask that you all take a moment to look inwardly, who are you? (A quote from your character would look nice here if you'd like) Name: I don't need to explain the concept of a name do I? Race: Human, Elf, Ghost, Phoenix? Gender: I'm sure you can sort this out yourself. Appearance: Several paragraphs of physical description, or maybe an anime picture ripped from google search it's all the same to me. A bit of both would be nice though Magic: Schools: What schools they have skill in, and a score from 1 to 20 on how skilled they are, with 1 being barely and 20 being godly (p.s. you shouldn't have something at 20 if you're going to school to learn how to do it) Technique: What your character actually does with their magic. Do they use their skill with air and fire to create fire tornados, or to make far off explosions? This is where you really get to make your character special. Abilities: This is for magical creatures and the like with innate abilities, such as flight or laser eyes. Omit this if you will be playing a more mundane character. (And of course if you're playing someone without magic at all than just don't have this bit at all.) Skills: What is your character good at? Maybe they'll a decent chef, or well read, or maybe a killer flutist? Bio: Your character's past. I would prefer it to not be too long since I'll have to read all of them, but who am I kidding? Give me novels. (Also feel free to alter this application to suit your needs. I still want all this information of course, but if you've a fancier format, or a better layout than feel free to use it)
Rules
1: The Guild's rules apply here as much as anywhere else on the site. 2: The usual, no overpowered nonsense, no puppeting other people’s characters so on and so forth. 3: Remember that most of us likely aren’t self aware machine spending all our time on this site, try not to flood the IC or OOC if it can be helped. 4: Keep the OOC reasonable. I fully expect a great deal of random nonsense, but please keep things orderly and clean. 5: Take everything Myr says with a grain of salt, as he is an absurdist heretic from the Izzet League. (For instance, he wrote this rule) 6: If you’ve a question, one of the GMs should be able to answer it. 7: If two characters end up in a physical conflict than it will be handled with clean, rational debate and collaboration, because everyone here is a good reasonable human person. 8: If two players end up in a verbal conflict than it will also be handled hopefully in a clean, rational debate far away from the OOC, perhaps in a Convo? 9: While I don’t wish to impose any hard guidelines regarding posting I would prefer if everyone could post at least once a week. If you cannot than some warning would be nice but life is what it is, and so for rule ten... 10: If for whatever reason you disappear for longer than a week than your character will also disappear… Into their studies. They will suddenly become a background character and not interact with the plot(s) until your return. This way people can leave safely without their character just falling over dead, or with the RP grinding to a sudden halt.
Ah, it's good to see so many fine young minds furthering their studies. Name: Headmaster Arthur Wick Race: Human Gender: Male Appearance: By no means a young man, Arthur bears the wrinkles of age and the whiteness of hair to prove his age. To compound this he carries with him the scars earned from a lifetime of adventuring, and the marks of a war long since past. With a long white beard and heavy robes Wick is the walking stereotype of a wizened wizard, in fact the old man may be deliberately presenting himself as such. His clothes are oft made of heavy fabrics in various hues of brown, with rubies accenting his attire and aiding in his spellcraft when needed. Magic: Fire: 20 Lightning:4 Mana: 12 Spirit:8 Natural: 18 Technique: Pyromancy: Arthur’s primary response to conflict is to incinerate any and everything in the way. While it is not by any means a creative use of fire magic it is nonetheless effective, and Arthur augments his fire with lightning magic to slightly speed up his fire as well as his body. Sagecraft: Arthur uses his skill with mana to craft magical arms and armor. Though not as skilled as some the Headmaster’s skill for enchantment is certainly a boon frequently enough. Summoning: Headmaster Wick also dabbles in the art of summoning with his spirit magic. While by no means skilled with the art Arthur is fond of conjuring flaming specters to harass his foes or fetch his tea. Phoenix Fire: Arthur’s skill with Natural magic is what allowed him to survive the many harsh battles of the Divines war. With this technique healing energy, as well as fire, races across his wounds, healing him. Though it is a painful process the healing is extremely quick, though Arthur is unable to use this skill on others unfortunately. Bio: Arthur was born in the North Western United States. Early in his life he was orphaned, as a direct result of his newly found skill with magic and fire. Fleeing into the woods Arthur was discovered by an angel, who from then on raised and educated the boy. Teaching Arthur of the world, including the knowledge and history of magic the angel also made sure to teach young Arthur the art of combat, in particular how to fight with a spear. Once Arthur was old enough his mentor left him, leaving him only with a large sum of cash and instructions on how to find and get enrolled into a magical academy in the english channel. It was there that Arthur really learnt his art, becoming ever more skilled with fire, and ever more confident. Not long after graduating Arthur and his friends formed a sort of adventuring party, people who accepted jobs posted by the then all powerful society of mages. The party were busy investigating a case of missing livestock when they stumbled upon a dragon’s den, and the cocky group of young adults charged in head first with Arthur at the helm. Only one left that cave. After fierce battle Arthur had overpowered the dragon, though barely survived himself. However Arthur now possessed the dragon’s immense hoard, as well as an egg from the den. Arthur then went into a life of drunkenness and wild parties in a mad effort to forget his old life and fallen friends and for awhile it worked. Until the egg he had taken hatched. It was a wakeup sign, one that told Arthur to pull himself together again. Taking a job as an instructor at a magic academy located high in the mountains of France Arthur was happy for a time, teaching students and raising his new pseudo-child dragonling. Then there was the war. While the exact sequence of events are hard to pinpoint Arthur is most certainly a major player in the war, riding upon his dragon child and raining down fire upon his foes. When the war was over Arthur knew that nothing could be the way it was, and so after burying the remains of his draconic ward he made an effort to further his education in all things magical and after half a year of strict study he mobilized his efforts to build a new magical academy, one that would bridge the gap between the modern world and the magical one. Since then Arthur has been running his school, as well as ensuring peace between the various nations of the world.
Heeey, Neo, It's been a loooong while since I last discussed this with you. I'd like to apologize again for flaking in my assistance when you were putting this together.
If you'll still accepting people, I think I am more ready to throw my hat into this now. If ya give me a bit to read over everything, I can have something up quite soon~
Though, admittedly I am not really one to do advanced that much but I don't think it should be an issue~
Edit: Working on a Revenant-Ghost boy who can transverse dreams. I figured how I'm making him can get a little strong so I'm putting drawbacks on his magic and abilities to further emphasize he's a student who needs help with control. :3
For any who cares, I'm working on an Ifrit (basically middle-eastern fire demon, for those who don't know) and discussing a potential spirit-using teacher with Neo~
Persephone is about ten feet long, and can rear up to a little over five feet. She's a little chunky by human standards, but normal size for a lamia. Her hair is indeed purple, but it's a dye job- she's a natural blonde. Her eyes are blue, and she has a tiny scar on her right cheek. Her clothing is usually a cotton top in various light shades, with nothing on her tail. She moves like a snake, so her belly scales need to be able to grip the floor.
Magic:
Mana: 4
Mind: 10
Spirit: 2
Techniques:
Enchanting: Persephone is trying to learn basic enchanting. It's slow going, but she's been able to make a few small trinkets, like a purse that is somewhat lighter than its contents.
Telepathy: While Persephone is not a master at this skill yet, she could probably hold her own against virtually any other student. She can see well beyond surface thoughts to a person's darkest fears and innermost secrets, and has shown hints of being able to influence minds. The influence will be felt as a nagging sensation in the back of the mind, trying to get the target to do whatever it is she wants them to. It's fairly easy to resist right now, but as she gets more experienced, resistance will take more work.
Spirit calling: A recent interest of hers, Persephone has been able to summon a few very minor spirits. She's very new to this particular skill set, though, and it shows.
Abilities: Persephone's bite contains a fairly potent hemotoxin, causing extreme internal bleeding. She can deliver much more venom than a normal viper, due to her larger head, but with prompt healing magic or antivenin, the victim at least has a fighting chance of survival.
Bio: Lamia live in isolated communities in deserts around the world. Persephone grew up in a small clan in New Mexico. Their relations with a nearby human town were rather cordial, often working in human-owned businesses and shops.
Persephone was six when she found her magic. She accidentally brushed up against her mother's tail, and found she could see into her mind. She was understandably freaked out, and at first, didn't want anything to do with it. It was only after a long, calming discussion with her parents that she decided to make magic her career path. She's become somewhat more confident in her magic, and wants to do research into turning thoughts into three-dimensional illusory "mindscapes" for psychological treatments.
@Queentze If you'd like. I can't promise they'll be accepted till my Co-GMs and I see the application but honestly go wild I want to see what interesting things people come up with.
Also, I slightly tweaked the application to include a few things I missed/failed to say.
And here's my little sadisticdomineering perfectly friendly Fiery fire demon for you guys. I will clarify and answer/change anything that is needed!~
"Oho...aren't you adorable, thinking you compare to me? I shall grace you with my name, human...you may call me Najwa. Make no mistake, I am a proud being from the few remaining Ifrit tribes and will suffer no insult at the hands of your kind. I however, am not as...domineering as my tribesmen, so I will tolerate your funny little presence so long as you remember your place. Do make it entertaining, hm?~"
Name: Najwa Attar
Race: Ifrit
Gender: Female
Appearance: Naj stands at a fairly tall five foot ten, about the average height for men in some areas. Naj is also surprisingly light for her size and build. She has long black hair that falls to her back and by most standards would be considered to be quite attractive. Shapely legs, a fairy impressive hourglass shape that is free from any blemishes. She has bright green eyes and is often seen wearing a confident, somewhat smug smirk or knowing grin. Her skin is a lighter shade of bronze, suggesting some middle eastern origins. A few tattoos cross her facial area, noticeably under her eyes and forehead.
Her clothing, most would find to be somewhat extravagant and luxurious looking. Light, soft silken fabrics adorn her upper body, with long tassels and adornments. Typically, green, gold, and white in color. Various expensive looking pieces of jewelry can typically be seen adorning her hands, neck and ankles. On her legs, she typically doesn't wear much. Stockings and comfortable to move in shoes, with only short pants covering her legs that do not extend past her thighs. A series of cloth belts and loops are the only other coverings on her legs.
Oddly, she never seems to be cold, and the area around her seems to be around five degrees warmer, and a times little sparks of fire can be seen coming from her hair. She often smells of some spicy scent, to those within a foot or two of her and is uncomfortably warm to the touch. This however, is merely a human guise developed to help fit in with humans.
Naj is a young Ifrit, a creature born in ancient times of a devilish flame, and her actual appearance tends to strongly indicate her less than human and more demonic nature. Long, black hair falls from her head that never seems to settle and disappears into smokeless flame. Red colored demonic eyes with flame leaking from the edges of them watch the world curiously. Two massive gold colored horns jut from the side of her head, making a 'v' shape. Her arms and legs are made of a scale like material, and are adorned with sharp talons. A long sinuous tail extends from her backside, capable of being manipulated as easily as another arm.
It should be noted, as a being made entirely of malleable fire this is merely the appearance she feels the most comfortable in. She however, has yet to 'earn her wings' so to speak, so she is currently incapable of manifesting her flame fully as her brethren might.
Magic: N/A
Schools: N/A
Abilities: Ifrit's are always created with several innate abilities, though some do not always manifest until they are older and more powerful. Young ones such as Naj for example, can't manifest their ability for flight nor can they manipulate their flame to appear something that isn't at least human in some aspect. Still, even young ones boast some fairly powerful abilities once they have decent control over their abilities. Naj herself is young for an Ifrit and is not entirely fully capable of controlling or manifesting her ever growing flame and is one of the reasons she is at school - to learn more about humans in hopes the remaining Ifrits who wish, would develop a better relation with them and as to control her abilities much better.
However, because of this they also are created with several weaknesses as well - specifically weakness to magic, and a clever mage could easily make use of this or force a magic contract of sorts onto them should they be beaten. Or perhaps, willingly or unwittingly enter into one.
Soul of Flame: Mundane Resistance Most conventional weaponry made of steel, iron, or other things are well, fairly ineffective against Ifrit. While older ones boast complete immunity, Naj isn't quite there just yet. However, she does have quite a bit of resistance to normal weapons such as swords, guns, knives, unless they are possibly enchanted in some way. They will still damage her, but do not expect her to bleed - only spew fire from her wounds. If one could harm her physical shell enough with normal weapons, her flame wouldn't be able to sustain itself however, and be able to drain her strength.
Soul of Flame: Malleable Body Naj is able to at least altar her appearance somewhat at will. While she can't take completely inhuman forms with her flame as of now, her flames are able to change shape ever so slightly to suit her tastes or what is needed. Facial features, eye color, height, body build, etc. Once her flame grows in strength however, it will actually be more difficult to maintain a more humanoid appearance. She will eventually default to more inhuman ones in private, as well as be able to take much more inhuman and likely more demonic looking forms. She is still fairly easy to identify in any form however - the area around her is noticeably warmer thanks to her flame, and small embers can sometimes be seen floating from her shell.
Soul of Flame: Infernal Strength Rather oddly, or perhaps not so odd, despite being a physical manifestation of fire she is naturally much stronger than humans could be without the aid of magic. She is easily able to lift around 300lbs (136kgs) fairly easily without breaking a sweat, about the average human weight lifter. With her current strength, she could lift up to somewhere around 600lbs (276kgs) - around the average human strong man with great difficulty. So yes, she hits rather hard and would require some superhuman feats of strength to match her, or some sort of magically enhanced physical ability.
Soul of Flame: Infernal Fires Rather expectedly, she has fairly good control over her own flame. She can't create flame from nothing, but rather can control any fire from her own soul as well as absorb most forms other flame, natural or magical in origin - so long as it isn't being directly manipulated by a mage more powerful than she. As a young Ifrit her fire is not extremely strong, nor does she have it in vast amounts. She can exhaust her own flame and weaken herself by expelling vast amounts of it. At times, it could look like she's manipulating wind as well, but she simply has full control over her own fire and is able to manipulate it as long as it's within a certain radius.
Soul of Flame: Infernal Winds Fire and air typically go hand and hand, at least a little. While Ifrits are not by no means master of the element, they are born with a natural affinity for it. That said, most don't grow into this ability until long after gaining fairly decent control over their flame. Perhaps it's not wind at all, but rather manipulating their flame to create air currents to carry their own flame and to fly. Either way, while she can theoretically do something such as this she is far, far, from able to do this.
Soul of Flame: Mana languor Unfortunately, for all her strengths she has nearly just as many weaknesses. While mundane, non magical weapons will almost always fail in effectiveness...magic of any sort will find itself being much more effective than they think. All Ifrit have the unfortunate side effect of being extremely weak to most forms of magic. As they are basically an incorporeal being made of nothing more than a soul and fire, Mana has a tendency to react much more potently against them.
Ironically, Pyromancy would be the most effective form of fighting them - so long as the pyromancer is clearly stronger than the Ifrit. They could easily wrest control of the infernal creatures own flame from them, and either use it to bend the Ifrit to their will forcibly or extinguish its flame altogether. Even if they're not clearly stronger, an Ifrit can not control flame outside of the fires produced by its own body while a Pyromancer would likely be able too. Once the flame leaves the Ifrits body and control - the Pyromancer has just been given free ammo.
The next most effective, would be Spirit magic. As a purely spiritual being their souls are large and quite...malleable. A strong enough spirit mage could easily use that to their advantage - going so far as to forcibly bind, seal, or force the Ifrit to serve them.
This also holds true for most forms directly damaging magic.
Bio: Naj's history begins in the remnants of what was once the Middle Eastern countries, many years after the Divine War ripped the earth to shreds. But to gain a bit of understanding of Naj and her upbringing, you must understand what Ifrits are. In ancient texts, most are well known for being creatures of vengeance, cunning, strength, and trickery. Wicked, Ruthless, Evil and the most powerful sort of Djinn in existence in their ancient culture. Of course, there are exceptions and not all followed this rule. There are tales of them being benevolent, as well as believers in God.
That said, when the Divine War began, many Ifrit tribes were the first to lead the charge against humans. Driven by their desire to dominate humans and bring them under their rule. As most Ifrits are resistant or downright immune to conventional weaponry due to their slightly incorporeal nature, and are only able to be contained or permanently harmed with magic. Most humans hardly stood a chance against a single one. Thankfully, Ifrits and their cousins never were large in number and a small group of decently skilled mages could take them down easily enough. Unfortunately, while they contained or destroyed ones fire, another was wreaking havoc elsewhere. Needless to say, during the war Ifrits caused much destruction and violence. Being killed by one was a blessing - those they took prisoner and hauled back as magically bound slaves was a fate no one wanted. By the end of the war, many humans that were left and mages wanted to nothing more than to eradicate these beings. Even to this day, the horrors some of the Ifrits put people through are recorded, though not well.
In the final days of the war, the Ifrits retreated back underground to their lands and tribal dwellings, their already small numbers and tribes diminishing even further, to barely a handful left in number.
Ifrits are not the type to have children easily. In fact, most are too proud to ever even consider the notion. After all, more Ifrits that exist mean more competition for power. Not to mention, there was no telling what exactly the child would even do. Young Ifrits were difficult to deal with. Often times, their fire was sometimes too difficult for them to deal with and at times could go out of control - and that would be something that could only bring Ire to them after the war.
However, a council of the few remaining Ifrits left was held a number of years after the war. After their subsequent losses in the Divine war, either those fighting with the humans to protect them or those fighting to enslave and dominate, there simply weren't many of them left. So after some lengthy discussions (including a few fights and displays of power and dominance in their culture) and talk, they decided they would slowly raise their numbers.
Eventually, Naj was 'born' some seventeen years ago. As all Ifrits are not physically born, but rather made of the same smokeless fire that they were birthed from initially. Typically by way of one Ifrit diminishing their own flame temporarily and using various ancient rituals to give the parted flame new life. Most, are indeed birthed fully grown.
And just as some others feared, she had terrible control over her flame for most of the start of her life. Explosions, fiery tornadoes, sandstorms, and she even once blew up an entire dwelling. She had power though, that was for certain. Many feared what she might do with it, however. She spent most of her first few years attempting to get some semblance of control over her flame, and otherwise pursuing academic subjects. Math, history, and other similar things.
Thankfully as time went on and after careful tutelage she was able to gain respectable control over her flame. That said, she still had incredibly far to go. Most however, agreed that it was perhaps time the Ifrits and their cousins came out of hiding. Test the waters to see what had become of the world, as traveling to the surface had been restricted for a time. After a bit of investigating, it was discovered someone was running a school for humans with the ability to use magic, as well as any creature that wished to attend.
Seeing this as the perfect opportunity for both diplomacy as well as getting information about the world, they decided to send Naj to attend.
other: - Extremely skilled dancer - Holy relics of any sort, and reciting scripture verses makes her uncomfortable.
Persephone is about ten feet long, and can rear up to a little over five feet. She's a little chunky by human standards, but normal size for a lamia. Her hair is indeed purple, but it's a dye job- she's a natural blonde. Her eyes are blue, and she has a tiny scar on her right cheek. Her clothing is usually a cotton top in various light shades, with nothing on her tail. She moves like a snake, so her belly scales need to be able to grip the floor.
Magic:
Mana: 4
Mind: 10
Spirit: 2
Techniques:
Enchanting: Persephone is trying to learn basic enchanting. It's slow going, but she's been able to make a few small trinkets, like a purse that is somewhat lighter than its contents.
Telepathy: While Persephone is not a master at this skill yet, she could probably hold her own against virtually any other student. She can see well beyond surface thoughts to a person's darkest fears and innermost secrets, and has shown hints of being able to influence minds, maybe even the ability to control them with a little practice.
Spirit calling: A recent interest of hers, Persephone has been able to summon a few very minor spirits. She's very new to this particular skill set, though, and it shows.
Abilities: Persephone's bite contains a fairly potent hemotoxin, causing extreme internal bleeding. She can deliver much more venom than a normal viper, due to her larger head, but with prompt healing magic or antivenin, the victim at least has a fighting chance of survival.
Bio: Lamia live in isolated communities in deserts around the world. Persephone grew up in a small clan in New Mexico. Their relations with a nearby human town were rather cordial, often working in human-owned businesses and shops.
Persephone was six when she found her magic. She accidentally brushed up against her mother's tail, and found she could see into her mind. She was understandably freaked out, and at first, didn't want anything to do with it. It was only after a long, calming discussion with her parents that she decided to make magic her career path. She's become somewhat more confident in her magic, and wants to do research into turning thoughts into three-dimensional illusory "mindscapes" for psychological treatments.
Other: Persephone is cold-blooded.
We would like you to define your mental control powers further, please.
Appearance: Rigger stands roughly four-foot-seven, or one hundred and forty centimeters, in height. When he isn't covered from head to toe in oil, grease, or metal shavings, his skin can be seen to be rather pale. He always has goggles over his eyes, and as a consequence, nobody actually knows what color they are. His scalp is devoid of hair. His eyebrows appear to be brown or black, but are in a constant state of growing back. He has a beard and moustache, and they are long enough to tuck into his belt. His facial hair appears to be made exclusively of precious metals. Rigger typically wears a cotton t-shirt, denim overalls, Mithril-toed work boots, a heavy leather apron, and leather gloves. He has been observed to wear any hat given to him at least once.
"Stop gawking and hand me the spanner. No, the three-eighths. No, that's the thirty-eight millimeter."
Race: Dwarf
Gender: Male
Magic:
Fire: 20 Mind: 6 Earth: 20 Nature: 7
Technique: You want automata? He makes them. Need a ninety-pound sledge that is as light as a feather? He's got twelve in the back. Want to make a stone glow in the presence of clocks, or vice versa? He'll teach you how it's done. Explosions? EXPLOSIONS!!! Rigger's mastery over Earth and Fire magics allow him fine control over various properties of nearly all mundane metals, and several arcane metals.
Skills: Rigger is highly skilled as an artificer and as a machinist, and can fabricate from raw materials many different kinds of devices, gadgets, gizmos, and the occasional macguffin, which he can then turn around and enchant. He has also developed a handful of spells for detecting impurities in materials, purifying molten metals, and for keeping the temper of steel.
Bio: Rigger grew up somewhere in the western United States, plying his craft even before the Divines War. He taught himself most of what he knows, in secret before The War, and openly during and after. Rigger generally keeps quiet about his past. It is widely known, however, that Rigger was responsibly for creating several hundred partially functional replicas of famous legendary artifacts. He suspects that this is why he was approached by Arthur Wick shortly before Arkangrad was founded. Rigger is currently employed at Arkangrad as the professor of Artifice and Machinery.
Personality: Rigger seems to regard everything with some amount of amusement.
Appearance: Naturally blessed with the fine features and heart-aching good looks of the elves in general, Maia has honed them to the modern pinnacle of beauty. Flawless skin, spectacular cheekbones set in a heart-shaped face, curves in all the right places and sardonic green eyes dancing with mischief, her appearance is a not-inconsiderable weapon. She is, for all her elegance, somewhat short, standing at five foot three, and – perhaps as a consequence – is almost never seen without a pair of vicious heels, moving with an ease and elven grace many envy.
Flesh, fur, silver and silk – these are the things that come to mind when contemplating Maia's preferred wardrobe. Pale to the point of bloodlessness, even for an elf, she has embraced the icy good looks nature's palette provided and, with the aid of modern cosmetics, a dash of magic and the best tailors around, enhanced it even further. Artfully draped, close to skin-tight, dancing with intricate silver embroidery, her clothes are glitteringly intricate and draw the eye from far and near.
Magic:
Spatial: 16 – A prodigy in the field, Maia has always had a knack for spatial magics far beyond any usual affinity. Complex spatial dynamics, space-time continuum modelling, esoteric n-space interactions between intersecting metaspace branes...all of it so much meat and drink to her hungry mind.
Mana: 6
Lightning: 4 – Useful for artifice, and also less catastrophically lethal than the Molecular Mincer, Maia finds it very suitable, along with its other purposes, for discouraging wandering hands.
Earth: 3 – Maia dreams of silver swords and golden machines dancing to her tune. Alas, reality at this point is struggle and concentration to manifest even a clump of dirty iron, and her stonework has a tendency to fall apart into fine silver sand unless her focus is absolute.
Mental: 1 – Despite the best efforts of her mother and the rest of the Neon Court, Maia steadfastly remains a complete novice in the arts of glamour and illusion so favoured by her peers. It's not exactly that she has no ability, as per se, more a staggering lack of interest. All her lessons and education have managed to instil is a basic, rudimentary sense of when illusions and glamour are being worked on her.
Technique:
Queen of Gates:- Maia loves to teleport, ripping open the fabric of reality as easily as breathing. She rarely actually walks anywhere unless she has to. For her, eased by her skill and talent in the field, lunch involves a quick trip to Italy, and getting a snack means paying a visit to a patisserie in Nouveau Paris for her favourite macaroons. She has an impressive range for each jump, but as the distance increases the time and focus she needs also rises exponentially. A mile or less, and it's almost instant, the span of a couple of breaths, but hundreds of miles in a single leap needs far, far longer in perfect concentration, undisturbed lest the backlash twist her and her surroundings, usually in ways inimical to health and life.
Molecular Mincer:- Always keen to experiment and innovate, Maia's Molecular Mincer sends forth a shimmering network of ribbon-portals, hair-thin and effortlessly slicing through almost anything in their way. She adapted it from a spell in a cookbook.
Magesmith:- Still very much a novice in the complex field of enchantment and automation, Maia still enjoys it almost as much as she does the space-twisting complexity of her favoured school. Incapable of making much more than trinkets at present, she's keenly anticipating making more complex devices to do even more with magic.
Electromancer:- Able to work with weak flows of electricity and to direct more minor sparks and shocks, lightning magic is a recent interest of Maia's, mostly for its synergy with the more complex forms of artifacts and machines both mundane and arcane.
Skills:
Bonjour, monseiur, madame et neutre...:- Maia is naturally fluent in French and almost as at home in Nouveau Paris as she is in London.
Lady of the Dance:- Maia's childhood upbringing included dance, etiquette and deportment along with everything else. Of them, dance is one of the few she's kept and enjoys.
Bon viveur:- Used to the finer things in life, Maia knows the value of such things and, critically, where to find them. It is a rare moment indeed to find her without fine wine and good food, and still rarer to find her without at least a route to such things.
Bio: Extremely young by the standards of the elves, Maia is a scion of the Neon Court. Founded by her mother in the wake of the War, with all the old sanctuaries split open by warring gods and mages, the Neon Court took to the cities and the limelight both, revelling in the adoration of the human masses and turning that into money and power. From its capital base in London, the Court's reach is long; it has a presence in most major cities, from the streets of Nouveau Paris to the skyscrapers of Tokyo to the thrumming bazaars of Mumbai.
The elegant, sophisticated elves of the Neon Court have changed with the times. No longer as in-tune with the rhythms of the earth as their isolationist counterparts, they have instead found different callings. From glittering socialites to the most in-demand courtesans, from the finest modern arcano-chemists and their delightfully narcotic concoctions to the most captivating dancers, the Neon Court's elves are masters of their craft. Better than you will ever be, more beautiful than you will ever be, more powerful than you will ever be, is the silken whisper of the colour-drenched Court. Come dance with us and be a part of it, even for a moment.
Maia's mother is the Lady Neon, the queenpin of the Court. A past master of mental magic, her glamours and illusions were turned to protection and defence in the dark days of the War, and in the immediate turbulent aftermath they twisted the mortals of London to adoration rather than fear. These days, her powers enrich the halls of the Neon Court to a splendour undreamt-of even by emperors.
Maia herself, though, seems cut from a rather different cloth. Despite all the efforts of her mother and a legion of Court mages both, she remains steadfastly indifferent to the mental magic that is the Court's greatest strength, preferring instead to talk to the artisans and crafters who maintain the Court's homes and weapons. Acutely sensitive to space, keenly intrigued by the building blocks of magic, constantly tinkering with one device or another, whether mundane or arcane, she is an oddity in the colour-drenched halls of the city elves.
This is perhaps why she's been sent to Arkangrad – partly to fly the flag of the Neon Court, partly for its prestige and the education it offers, but mostly for want of anything better to do with her.
Appearance: Naturally blessed with the fine features and heart-aching good looks of the elves in general, Maia has honed them to the modern pinnacle of beauty. Flawless skin, spectacular cheekbones set in a heart-shaped face, curves in all the right places and sardonic green eyes dancing with mischief, her appearance is a not-inconsiderable weapon. She is, for all her elegance, somewhat short, standing at five foot three, and – perhaps as a consequence – is almost never seen without a pair of vicious heels, moving with an ease and elven grace many envy.
Flesh, fur, silver and silk – these are the things that come to mind when contemplating Maia's preferred wardrobe. Pale to the point of bloodlessness, even for an elf, she has embraced the icy good looks nature's palette provided and, with the aid of modern cosmetics, a dash of magic and the best tailors around, enhanced it even further. Artfully draped, close to skin-tight, dancing with intricate silver embroidery, her clothes are glitteringly intricate and draw the eye from far and near.
Magic:
Spatial: 16 – A prodigy in the field, Maia has always had a knack for spatial magics far beyond any usual affinity. Complex spatial dynamics, space-time continuum modelling, esoteric n-space interactions between intersecting metaspace branes...all of it so much meat and drink to her hungry mind.
Mana: 8
Lightning: 6
Earth: 4
Mental: 1 – Despite the best efforts of her mother and the rest of the Neon Court, Maia steadfastly remains a complete novice in the arts of glamour and illusion so favoured by her peers. It's not exactly that she has no ability, as per se, more a staggering lack of interest.
Technique:
Queen of Gates:- Maia loves to teleport, ripping open the fabric of reality as easily as breathing. She rarely actually walks anywhere unless she has to. For her, eased by her skill and talent in the field, lunch involves a quick trip to Italy, and getting a snack means paying a visit to a patisserie in Nouveau Paris for her favourite macaroons.
Molecular Mincer:- Always keen to experiment and innovate, Maia's Molecular Mincer sends forth a shimmering network of ribbon-portals, hair-thin and effortlessly slicing through almost anything in their way. She adapted it from a spell in a cookbook.
Magesmith:- Still very much a novice in the complex field of enchantment and automation, Maia still enjoys it almost as much as she does the space-twisting complexity of her favoured school. Incapable of making much more than trinkets at present, she's keenly anticipating making more complex devices to do even more with magic.
Electromancer:- Able to work with weak flows of electricity and to direct more minor sparks and shocks, lightning magic is a recent interest of Maia's, mostly for its synergy with the more complex forms of artifacts and machines both mundane and arcane.
Skills:
Bonjour, monseiur, madame et neutre...:- Maia is naturally fluent in French and almost as at home in Nouveau Paris as she is in London.
Lady of the Dance:- Maia's childhood upbringing included dance, etiquette and deportment along with everything else. Of them, dance is one of the few she's kept and enjoys.
Bio: Extremely young by the standards of the elves, Maia is a scion of the Neon Court. Founded by her mother in the wake of the War, with all the old sanctuaries split open by warring gods and mages, the Neon Court took to the cities and the limelight both, revelling in the adoration of the human masses and turning that into money and power. From its capital base in London, the Court's reach is long; it has a presence in most major cities, from the streets of Nouveau Paris to the skyscrapers of Tokyo to the thrumming bazaars of Mumbai.
The elegant, sophisticated elves of the Neon Court have changed with the times. No longer as in-tune with the rhythms of the earth as their isolationist counterparts, they have instead found different callings. From glittering socialites to the most in-demand courtesans, from the finest modern arcano-chemists and their delightfully narcotic concoctions to the most captivating dancers, the Neon Court's elves are masters of their craft. Better than you will ever be, more beautiful than you will ever be, more powerful than you will ever be, is the silken whisper of the colour-drenched Court. Come dance with us and be a part of it, even for a moment.
Maia's mother is the Lady Neon, the queenpin of the Court. A past master of mental magic, her glamours and illusions were turned to protection and defence in the dark days of the War, and in the immediate turbulent aftermath they twisted the mortals of London to adoration rather than fear. These days, her powers enrich the halls of the Neon Court to a splendour undreamt-of even by emperors.
Maia herself, though, seems cut from a rather different cloth. Despite all the efforts of her mother and a legion of Court mages both, she remains steadfastly indifferent to the mental magic that is the Court's greatest strength, preferring instead to talk to the artisans and crafters who maintain the Court's homes and weapons. Acutely sensitive to space, keenly intrigued by the building blocks of magic, constantly tinkering with one device or another, whether mundane or arcane, she is an oddity in the colour-drenched halls of the city elves.
This is perhaps why she's been sent to Arkangrad – partly to fly the flag of the Neon Court, partly for its prestige and the education it offers, but mostly for want of anything better to do with her.
I like this character and what she does, but myself and my co-gms have a small handful of concerns to bring up if that is alright with you. Firstly I just want to state that her attacking with tiny portal blade things is bloody amazing and cool, talk about mincemeat! But now I'm procrastinating and stepping around the problem, because I'm terrible at talking and worse at saying no about things, or in general for that matter.
Anyways, my problems aside, teleportation. Teleporting a great distance would need a fair bit of effort and time. It would also take a lot more time if one was taking along friends or making a permeant gate but with Maia's blinking that isn't a concern. That said, if you could give further detail regarding the range and or limitations on Maia's teleportation I would appreciate it. Also, magical skill. I understand that she is quite skilled with spatial magic, and clearly wasn't sent to Arkangrad to learn it. That said, the middling skill with lightning and mana might be a spot too much. Perhaps a bit less skill with spatial magic? Or lessen her ability with the other skills since she has focused on spatial matters? If you would be willing to do either me and mine would be most grateful.
Aside from that though the application and the character held within are stunning, and with minor modification are easily accepted.
edited
Mind magic wasn't at any point not going to be a cause for concern, but frankly if a problem comes up it can be dealt with then. Consider yourself and Persephone accepted.
Allllriiight, here's my second character. She'll be a teacher, despite the fact she looks like a kid. There's a reason for that that I wouldn't mind telling you privately if you're curious/think it needs explaining.
"Do I know you? No, I don't think so, But do you want to play anyways? No? Waaah? You'll make a little girl cry...That's too bad...I am Viola Rifei, pleasure to make your acquaintance. And don't worry about the...chill in the room, dear. Just my...friends, having a little tea party. Care to join us, hmm?~"
Name: 'Viola Rifei'
Race: Human...?
Gender: Female
Appearance: You would be forgiven, for believing this teacher to be a child attending the school. In fact, she likes to go around introducing herself as 'headmistress' for giggles, but that'll be discussed elsewhere if you can get her to open up to you. Viola appears to be a young girl, somewhere between the ages of 14 and 17 with long blond hair typically tied back into long braids. She can often be found wearing elaborate dresses ranging from some gothic style ones to more simple, yet elegant ones typically being purple, blue, black, or red in colors. She has bright ember colored eyes and an overall not too impressive build, standing at an incredibly short four foot ten.
Personality: Viola...definitely does not behave the way her appearance might suggest. At first impression, she'd come off as incredibly formal and polite. Talk with her long enough though, and you'll find a somewhat self-centered, cynical, mischievous, somewhat playfully aggressive person who has a rather large seeming ego. However, this is just her attempting to be 'cute' or 'cheeky'. Truthfully, she doesn't take her own words to heart, and would never consider herself better than anyone.
After that, she is fairly friendly and likes meeting people and being around people, and also simply likes watching them for...entertainment purposes.
Another thing to note, would be an insatiable curiosity about anything and everything. Magic, history, technology...everything. While her physical skills are lacking, her academic studies and focus on such things likely make her one of the smarter persons in the school.
However, like with everyone, she does have her own vices and sins. Hers, is curiosity and a lust and love of all knowledge, and her rather cynical and logical outlook on life and people, despite her seeming playfulness. She, would do anything for the sake of knowledge, and her curiosity drives her to meddle in quite a number of affairs, especially ones that offer the most entertainment value. For the most part, they are likely to be harmless...but perhaps, it could get everyone into trouble one day.
Magic:
Schools: Mana - 20 Spirit - 20 Spatial - 14
Technique: Spirit Crafting: Mana and Spirit Class Her most notable usage of her magic. To put shortly, this allows her to take power from a number of souls, and give them shape and form much a craftsman would for metal or wood. The spirits will be able to make use of whatever skills given to them in this form, whatever they may be.
Viola has an almost preternatural affinity for the spirits of the dead. She's always had it, even when she was a child. It's no surprise that as such, the spirits of the dead are naturally drawn to her. She functions as almost a conduit for lost souls, spirits, and other such entities with nowhere else to go. Those that flock to her, she can give temporary form via infusing them with magic. This is not necromancy mind you since it is not raising the dead - though it could easily be an offshoot of it. She simply gives the spirits a desired form, effect, and abilities and uses them to the full of her ability. She could also change the appearance and abilities of a spirit mid-battle, should she need too. The limitations of the ability are indeed, quite few. It is fairly versatile and powerful if used correctly. All she needs is time, a little creativity, and she could theoretically give a spirit any sort of form possible,
Don't assume spirits have to take the form of animate objects either, or you will quickly find yourself surprised.
The spirits are faithful servants, lost souls who refuse to move on and will give anything for the ability to linger for even awhile longer. The time these spirits can last is typically limited, and one could endeavor to outlast them. If they use up all of their 'life force' they will dissipate into raw mana and the spirits will return to Viola, where they must rest to be used again.
Attacks from these spirits differ greatly on a case to case basis, though none of them are ever physical in nature, and most unless specialized in something else harm the persons soul directly. Blue, destructive flames made by burning a soul are the most common that her spirits will wield, if anything.
A few limitations - are that the more powerful, more ability she gives a spirit, means the longer time she needs to craft it. It also means it will likely have a shorter lifespan. Plus, her supply of 'souls' if you will is not infinite, and she can run out which means she would be quite vulnerable. After being used, spirits typically need to rest a bit before being re-used. Plus, it could take time to craft something truly terrifying and powerful that could match another mage in something.
Hexes and contracts: - Spirit Class While fighting dozens of incorporeal spirit beings that can go through walls, jump you at random intervals can be a fair bit hazardous, what is even more frightening is her ability to use hexes to hinder her opponents. Essentially, she crafts a hex into one of her soul creatures and has it deliver it upon its attack. These hexes, while temporary are incredibly potent and can be more than a simple nuisance. A few hexes include:
'Mark' spell which allows her to always know the location of someone, 'Confusion hex' in which a foe is temporarily possessed by the spirit in question, making their movements erratic and having to constantly fight against it. 'A Hatred of the Damned hex' In which ones body is weighed down by seemingly countless numbers of souls, slowing them and making movement difficult for the duration of it.
It should be noted that any hex is fairly short lived thanks to the delivery method. Still, they can be a hazard in a fight and make it difficult to fight cleanly.
She is also able to 'Contract' a number of spiritual beings by binding them either forcefully to her will or entering into a mutual, temporary contract. She has a number of spiritual entities she is well acquainted with, most are spirits of the dead in some manner.
We are Legion - Spirit Class, Contract. Spatial class, Demon Summoning. Once Upon a time, Viola contracted a powerful, obscene amalgamation of spirits that were beings of vengeance, hatred, and envy. Even today, it still lives with her. She can make use of this spirit in two ways.
One way, is that she allows it to temporarily possess herself. A spell she doesn't make use of often, since it is rather dangerous to let any spirits, even those you have contracted to have any degree of control over your body. Essentially, this will grant her physical abilities proportional to the number of spirits she 'consumes' in the process. Enhanced Strength, levitation, and a few other spirit-like traits. The downsides however, are quite...numerous. She will lose control over her body for a time, or at least have trouble controlling it as the hundreds of vengeful specters vie for control over their host. To put simply, the more spirits she has - the stronger she is, but the less control over herself she will have.
The second, is to summon it to the battlefield itself in all of its horrific glory. The beast normally resides in a space somewhere between life and death, normally unable to bring itself outside of the confines of its ancient prison. It is quite strong to be sure and something most mages would have great difficulty dealing with...however, the beast is thankfully immobile, relying on Siphoning energy from Viola's soul to move in any capacity. When summoned in this capacity, it will feed off of her own supply of 'souls' as long as its active. The spirit itself, can summon minor spiritual specters to aid it in combat along with Viola's own spirit crafting.
She doesn't make use of Legion often, but whens he does you can assume either you will be added to the obscene creatures souls, or you'll have to kill her. Some say 'Viola' isn't a person at all, but this spirits 'Proxy' if you will, and that may not perhaps be far from the truth.
Skills: - Excellent Tea maker - Is fluent in a number of dead, ancient, and inhuman languages. - Likes to play pranks on the students. Hope you don't mind a good haunting. - In many ways, comes off as innocently harmful, almost as if she doesn't particularly know any better.
Bio: Viola's history is fairly difficult to pin down, as she never gives a straight answer. She either answers with vague responses that leave one with more questions than answers, or riddles that would make the ancient Norse god Loki scratch his head. She really doesn't like talking about her past at all, and gets cranky if the subject is lingered on for any number of moments. At worst, you'll find yourself being assaulted by a number of mostly harmless spirits that will nibble on you until you shut up about it.
What is known however, is that once upon a time she was a part of the Divine War, making her one of the oldest humans living to this day - if she is even still human in any capacity. That said, no record of someone by the name of 'Viola' can be found in whatever records of the wars exist, meaning she's either telling a blatant lie or there's some missing piece of the puzzle. It seems her and Headmaster Wick perhaps may have had some relation in the past, but at the moment the two don't seem particularly well acquainted.
Whatever the case with her history, she's not talking without someone prying it from her. Even then, she'd rather choose death than talk over secrets she has no inclination to let others know.
"Its never that serious, sometimes you just have to go with it.
Name: Yuu Akihito Race: Kitsune Gender: Male Appearance: Yuu is a young male with an lean swimmers build. He stands at 5'11 and has pitch black hair and red eyes. He has 5 tails and all of them are the same color as his hair, his fox ears are usually hidden and come out when he gets excited. He has cream colored skin with a glow and his eyes are a crimson red.
He likes to wear black and red clothes, kimonos and yukata. His tails can be seen all of the time and flicking with mischief. He has a red mask he wears when he turns into a fox or wants to hide his face. His ears are pointed and fluffy, he has two tattoos, a binding tattoo on his neck that keeps him in human form and a fox tattoo on his right pectoral.
Magic Schools:
Mana: 1
Lighting: 9
Spirit: 6
Mental: 1
Fire: 1
Technique: Flex Bolt: Yuu summons a bolt of lighting that he can change the size and shape of to what ever fits his needs. The bolt, no matter the size will still contain the same amount of power that he originally put into it. It take more skill and concentration to compress more powerful bolts. Using stronger bolts drains his energy quickly though so he tends to leave this until then end of a fight.
Arc Shot: Yuu will make a fake gun with his hand and fire off shots of pure energy. These shots of energy carry the same force and average distance as a 9mm. This is Yuu's favorite technique.
Spiritual Phasing: Yuu can phase his body for 15 seconds at a time in and out of the spirit realm, when he phases, Yuu turns into a red specter of his former self, ghostly and made of eldritch energy. He does not like to go on in this form longer than 15 seconds because he could get lost in the spirit realm.
Abilities: Fox Form: Yuu can remove his bindings and dawn his fox mask to turn into his fox form. He does not gain anything he did not have before, except he uses his tail instead of his hands to shoot lighting, also there are three wisp that follow him.
Fox Fire: He can summon a small wisp. to light his path, send messages, or spy on someone. If the wisp is more than 10 feet Yuu must enter into a meditative state to keep the wisp alive, in this state he controls the wisp and makes it do what he wants. The fire itself cannot harm anyone, even though it can set things on fire they do not burn.
Skills:
Japanese & Chinese: Yuu speaks fluent Japanese and Chinese.
Slight of Hand: Yuu has a knack for cheating, with his slight of hand he has won many card games, dominoes, board games etc.
Charisma: Yuu is a great people person, he can read most and can wear many different "mask" to fit any situation.
Bio: Yuu Akihito comes from the Kyoto Prefecture, where the Akihito clan reigns from. His mother is the famous 9-tailed Lighting fox Chie Akihito. She took a mate and gave birth Yuu and raised him alone. His clan is not royalty but simply famous for being called upon to do work for the gods, and they have produced more 9-tailed Kitsune then any of their cousins.
The Akihito clan was called upon numerous times to do espionage missions and assassinations. The Akihito clan played both sides of the Chinese and Japaneses pantheons, and never turned away a job from anyone. It was these acts that made them disliked by the other Kitsune clans, and gave them the title of "sell-outs", but it was in the act of selling out that the Akihito Clan is one of 6 remaining Kitsune clans and the most prosperous.
Yuu spent most of his early childhood in his fox form, he was the youngest of his litter, and he has 5 other siblings. It is a custom in their clan to learn and live in the older traditions of the Kitsune, they feel it makes for better clansmen. Yuu grew up a mamas boy ans stuck close and learned from his mother personally, she taught him her magic and showed the real ways of people and mischief.
As Yuu got older he wondered more and more about his father and soon asked for permission to go out and find him. Chie permitted it only in the grounds that he attended Arkangrad Academy, to learn more control and about the world, and that he not return until he earned his all 9 of his tails. He accepted her demands and set out with only 5 tails and to Arkangrad Academy.