Notable Spells/Techniques Earthshape: Living Metal Kellin is capable of altering and manipulating the shape and form of lead at will. This ability is incredibly rare, as lead typically negates the flow of mana entirely, making it extremely valuable for dispelling magic and restraining spellcasters. Kellin can shape lead into numerous shapes, and can shift its state between solid at liquid with ease. In particular, hew is quite skilled at picking locks, magical or not, using this technique. At the moment, he is only capable of manipulating the amount of lead that makes up his staff. He also can generally only maintain control over the metal within a few meters of himself, though he can manipulate smaller amounts at a greater distance.
Null-Magic Circle Amplifying the natural properties of lead through his own sealing abilities, Kellin is capable of creating a sealed barrier that prevents mana from traveling in or out of it. Maintaining this circle, however, becomes more tiring the longer it is in place. As Kellin’s natural mana reserves are nothing too impressive, he has trouble keeping the circle active for an extended amount of time.
Magical Items/Equipment: Lead Sealing Chain This length of chain is inscribed with numerous runes and engravings of strange origin. When a spellcaster is properly bound by the chain, their ability to make use of mana is greatly diminished, barring most low-level spellcasters from using magic at all. The chain is about ten feet long, and can be manipulated by Kellin with a bit of difficulty.
Sealed Ring A ring of black iron that Kellin wears on his left middle finger. The ring has a sealing rune engraved upon it, creating a small pocket dimension within the ring itself and allowing items to be sealed and carried within. Kellin uses this ring to transport his chain.
Lead Staff Kellin carries a staff of solid lead that is roughly four-and-a-half feet long, and roughly half an inch thick. It has no particular magical qualities, save that Kellin can manipulate the metal that it is comprised of. It also serves as a decent, though not very resilient, club if need be.
Short History: Kellin’s early years were rough. He lived in poverty with his mother in a city called Alst, and despite his naturally sickly condition, he became involved in petty crime by the time he was twelve. It was also around this time period that he began studying the arcane arts, making as much progress as he could with stolen spellbooks. He soon learned he was quite skilled at manipulating lead… but little else. Undeterred, he turned his newfound abilities towards his criminal enterprises, and soon gained a bit of a reputation in the streets of his home.
Kellin and his band of renegades became infamous for a string of burglaries, breaking into dozens of homes and buildings over the course of several months. It seemed no lock could keep them out, and time and time again they evaded the local authorities. Kellin began to appreciate the taste of his ill-begotten wealth, buying all sorts of trinkets that he never would’ve been able to afford before. For a few months he felt invincible, dodging the police at every corner.
Unfortunately, all good things must come to and end.
Kellin’s gang were ambushed at their hideout by Alst police… along with a Witchfinder that the city had requested to deal with the burglaries. Obviously, a gang of children were no match for trained spellcasters, and Kellin quickly found himself in jail. He attempted to break out hours later, successfully picking the lock of his cell only to be caught on his way out. He was bound more thoroughly and left to await his sentence. When that came though, Kellin was surprised to be offered a deal. The judge, having heard of the boy’s ability in spellcasting, offered him a choice: Go and study at Arkus, or spend the next two years in prison. There was no hesitation.
Stats Strength: F Speed: C Precision: B Endurance: D Control : A
Spellcasting Class Psyhic
Specialization Thought Manipulation/Hypnosis Runecraft
Notable Spells/Techniques Mental Screem Alexis is able to unleash a mental screem which affects those around her. This usually causes dizziness in those with low endurance/willpower. Those strong enough to withstand the scream will usually experience a strong ringing in their ears. Those with exceptional low endurance/willpower will fall unconscious and when the ability will be stronger it might even affect stronger willed persons.
Confusion-Rune A rune which is tattooed on Alexis's skin which when activated will cause confusion and even forgetfullness to the person which is affected by it. Later, it will be able to affect multiple targets at once and even cause hallucinations.
Phantosmia The lowest cost spell Alexis knows. It causes a person which is near Alexis, to experience different smells. The smells are random for now as she doesn't know how to control it yet but when she'll be stronger, she will be able to overwhelm a person with strong smells she chooses. Example in combat : She uses it and her attacker soon is overwhelmed by the smell of death or rotten food.
Sense-Rune not available for now as it is too advanced but putting it here for later A spell which is inscribed on her palms. Used together, Alexis is able to make the target of the spell to be overwhelmed with different feelings (pain, melancholy, love etc) for about 10 minutes.
Magical Items/Equipment: Necklace of Clear Thought A family heirloom which was passed down from Alexis's great-great-x5 more greats-grand mother which was a psyhic herself. The true purpose of the necklace was lost in time as it's simply an accessory for the non-psyhics. When Alexis's abilities manifested, the sapphire gemstone inside the necklace started glowing and it kept glowing until Alexis wore it for the first time. Its purpose became known after a long day of training for Alexis when her willpower was low. The sapphire gemstone started glowing again and gave Alexis a sense of unease, as soon as she was fully rested it stopped glowing. The runes written on the sapphire prevent the user to go over his normal limit by warning them when their willpower is too low and they're in danger.
Rune-Inscriptor Pen A magical pen which was enchanted to allow it to write runes on Alexis's skin or different walls. It consumes Alexis's willpower each time it is used but it is an object which Alexis tresures the most as her father gave it to her on his death bed.
Knife Of Dizziness The first object which Alexis put a rune onto. Whoever is cut by the knife gets a sense of dizziness for a few seconds. Not very useful if you want to win a fight but useful when trying to escape.
Purse of Holding A small purse which was purchased by Alexis's mother before letting Alexis go to the school, which allows only people from the Ben'Ghazad line of blood to open it and it gives instant access to the user to the Ben'Ghazad family wealth.
Short History: The Ben'Ghazad family history is long and full of ups and downs. The first mention of them was in any official document was in Isila, a hundred years ago. A family of traders which traveled all the world before finally settling in Osuun 10 years ago. They've amassed a fortune over the years and bought a small mansion while also, slowly taking over some of the trade in the area. Alexis was born on the road and most of her childhood was lost learning how to get trade and get the best price for objects she sold. Always loyal to her family, by the age of 12, she already sold her friends toys and different trinkets. At the age of 14, her abilities manifested and everything changed for her. Her parents wished to keep Alexis's gift a secret in order to use it to get better deals but after a year with a private teacher which didn't taught Alexis more than the basics of spellcasting and rune magic, which the mage was specialized in, they fired her and after another few weeks they discovered Alexis's great-great-etc-grand mother's diaries which spoke exaclty of the same gift, Alexis had. After a few more years in which Alexis didn't move forword with her studies, Alexis's mother, decided to send Alexis to the school of Magi in order for her to trully understand her gift.
Stats Strength: F Speed: F Precision: F Endurance: D Mana : A Control : A
Spellcasting Class Magi
Specialization Golemancy Necromancy
Notable Spells/Techniques Soul Sight Mortimer channels it's mana into his eyes and that allows him to see in an area around him, life signs. For now, he can only see through wood and in an area of 5 meters but as the spell gets stronger, he will be able to see through walls and different materials. At the end, it will allow him to see through illusion.
Skeleton-Golem Mortimer uses the remains left by the dead in the ground (different animals, humans etc) to create a Golem made of bones. Right now, it only allows Mortimer to create a golem of 40 cm in height and 10 in width but as the power grows, he will be able to make Golems bigger than a human in stature.
Soul Sap A spell which allows Mortimer to sap the strength of a living creature which will leave it weakened. The only way for this to work is by physical contact. As it will grow, he will be able to sap the strength by just being in the same area.
Raise Dead not available for now as it is too advanced but putting it here for later A spell which speaks for itself, it is used to wake up a dead person for a few minutes with every memory the dead had when it died. The dead will be under the control of Mortimer
Magical Items/Equipment: Armor of Death An armor which is linked to Mortimer and which cannot be removed as it has been cursed to be wore until the death of Mortimer. It protects his body from blows but slows him down a lot.
Eye Rune A rune which has been inscribed by the father of Mortimer to always see what his son sees without him knowing.
Staff of the Dead A staff which Mortimer has stolen from his father. He doesn't know exactly what it does but he knows that his father always had it with him when practicing necromancy.
Short History: The story of Mortimer starts long before he was born. His ancestors were loyal subjects of the ancient Vampires, until the Last War. When the outcome of it was clear, most have stood and fought but Mortimer's grandparents didn't. They understood that they would die and with Mortimer's father on the way, they escaped and settled in Isilla. They continued practicing their magic in secret out of fear that they would be recognized. Mortimer's father was known as a prodigy between necromancers and after some time working as a mercenary, gathered enough money to build a secluded lab in a desert cave. Mortimer's mother was an outcast between her people and sent to die in the desert, only luck if it can be called like that made William (Mortimer's father) to save her. After Mortimer was born, William became even more engrossed in his experiments and when Quilla (Mortimer's mother) wanted to take Mortimer and run away, he killed her and raised her as a zombie. Mortimer was 3 at that time and didn't knew his mother died till when he was older as she kept taking care of him. Eventually, Mortimer started practicing his father's magic too but as he grew older, so, William's madness did. Eventually, Mortimer ran away from home before William would kill him too.
A year later, witch hunters reported that William had been attacking travelers and caravans for years in the area but he hid very well and he couldn't be found. Eventually with the help of Mortimer, they found William's lab but he was expecting them. William killed 3 witch hunters before managing to escape. The last thing he did before doing so, was to curse Mortimer and vow that he will die.
Seeing that Mortimer has magic of his own, albeit, very weak magic, one of the Witchhunters convinced him to enrol in the Arkus Academy for the studying of magical powers.
Notable Spells/Techniques: Counterspell This technique allows Zach to twist mana as it is being shaped by another spellcaster, essentially allowing him to quickly 'unmake' spells and magical effects right as they're being manifested and preventing them from performing their intended function. This generally requires a fair degree of speed and attentiveness in order to execute properly before the opposing spell is cast, unless said spell takes a particularly long time to prepare.
Exorcism Following along the same principle of his Counterspell technique, Zach can dispel magic that has already been cast through a much lengthier process of shaping the mana involved in the spell into a form that no longer performs the spell's function. While this isn't viable to be used against fast-acting spells like fireballs, this technique can negate persistent magical effects such as curses or illusions. The duration needed to complete an Exorcism increases with the amount of mana the original caster poured into the spell, as well as the complexity of the spell.
Primal Bond By exploiting his shamanic connection with nature, Zach can perform a ritual to create a spiritual bond with a beast (or spirit, though he's never attempted this) that allows him to control them. While this control is usually exerted in the form of mentally-transmitted commands, Zach can choose to link his senses to the beast's or outright take complete control over its body and actions, at the expense of rendering his own body unaware and defenseless.
Magical Items/Equipment: Witchhunter's Sight A blindfold marked with a runic pattern over the eyes, given to Zach by his father. The blindfold bestows a magical vision to the wearer, allowing them to both see normally despite the blindfold, as well as detect traces of mana in the environment. This is most useful for tracking spellcasters by detecting residue in areas where magic has recently been cast, though Zach primarily uses it to give himself a brief heads-up when another spellcaster begins preparing a spell, thus increasing the window of time he has to prepare a Counterspell. He also uses it to compensate for his fairly subpar eyesight, but he'd never admit that willingly.
Sirocco Not a true piece of equipment but rather a horned owl that Zach has bonded to, Sirocco is covered in tawny plumage and has a small sigil dyed into the feathers on its forehead. Most of the time, he's fairly docile unless ordered to act otherwise, and can often be seen perched obediantly on Zach's shoulder or forearm.
Short History: Zachary comes from a line of Cresian witchfinders, though he is the first in the Chaudoir line to attempt to merge the profession with shamanism. His father worked as a witchfinder in the countryside, and as such Zach grew up in a rural setting surrounded by nature. He eagerly trained in the arcane arts from an early age, intent on continuing the family profession, however his personal mana reserves were very underwhelming and it seemed as though Zach just wouldn't have the raw power to take on rogue spellcasters. Undeterred, Zach turned to more obscure methods to increase his abilities beyond his normal limits. While it would've been hypocritical for an aspirant witchfinder to make a pact with a demon, the natural world was a source of power that already surrounded Zach, and with the help of a few instructional texts, he began an intensive meditation regimen in order to attune himself to the wilderness. He would sit for hours at a time in the woods, grasping for a connection with the natural world and strengthening it into a bond he could manipulate as magic. While he eventually reached a state where natural mana could be shaped as easily as his own inherent magic, most of the magical techniques that his family would've normally taught him were tailored for mages and not for shamans, leaving Zach with a pitifully underdeveloped arsenal of magic. He adapted what spellwork he could, however his ever-present desire to excel forced Zach to seek out further education in the arcane from another source - namely Arkus Academy.
Strength: E Speed: D Precision: D Endurance: C Control: E
Patron/Pact Info: Mortimer (Mort) Richard has made a pact with Mortimer, a trickster demon. Compared to other demons Mortimer is rather weak, lacking in both power and mana. In lieu of fighting prowess, he excels in the art of deception, using illusions and psychic abilities to prey on the weak willed. He's rather frank and sharp tongued, but is fundamentally a coward. Short and thin with a protruding belly, his build is such that he could lose to a child in a fist fight. Thus, he relies on his wit to manipulate situations to his advantage. Unfortunately for him, he is not very bright. Nevertheless, the demon has a ruthless disposition when it comes to achieving his goals and will do anything if it means getting closer to his ends.
Movement binding seal A seal that slows anything it is applied to. Mastery of this seal allows the user to completely immobilise objects it. Sadly, Richard is not a master. The seal can theoretically slow spells as well, but how a seal would be applied to a spell in the first place is another question entirely. A simple spell that Richard relies on the most, as it is his most consistent spell.
Disguise The signature skill of the demon Mortimer, uses illusion magic to change one's appearance, voice, and even their scent. This spell is limited by the user's imagination, and as the change isn't physical, the disguise won't hold up under intensive scrutiny. But, as it is a simple illusion, it takes a relatively small amount of mana to maintain, so other spells can be used in tandem.
Demon's whisper Mortimer's other signature skill. Uses demon magic to allow communication between minds, whether the recipient is willing or not. Functionally the same as telepathy, but allows some leeway into guarded minds. Strong minds can still resist the effect but may also need some magic defenses.
Aura of fear Creates a mind-affecting aura around the user that incites fear and amplifies its effects. One of Mortimer's favourites, he often uses it to increase the impact of his presence. Depending on the will of those inside the aura they can feel anything between indifference (when the effect is resisted) and sheer terror (when it is not). Most people excepting the especially weak willed won't feel much more than uncomfortable around the user with the aura's base effects, which is why it's best paired with an intimidating appearance.
Befuddle A simple psychic spell which slows victim's reactions. Recipients feel as if a fog begins creeping into their minds and they begin to be a little more forgetful. If the victim notices the effect then it's trivial to dispel, but if they are otherwise occupied they will quickly fall victim to the spell.
Tricky space Another Mortimer special. Creates a powerful field of psychic energy which manipulates the perceptions of those inside. While inside a tricky space, those without the proper psychic protection will find their own body thrown into chaos. Tricky space confuses the brain's signals to the body, sending leg signals to the hand, arm signals to your head, etc. The effects are entirely random, from effect to timing, and grow more severe over time. It's a powerful spell but calls for an accordingly large mana cost. Even a demon like Mortimer can't maintain the space for long, and if one has the proper mental faculties to resist it, it becomes unable to affect them. As such its most practical use is to create chaos in a crowd, causing a distraction to achieve some other goal.
Poltergeist The user imposes their will onto a seal and uses it to transfer their desire onto an object, whereupon it will come to life and act out the user's wishes. A form of golemancy, but is fundamentally a seal. Richard can make the seal but lacks the control to fully impose his will on it. Most of the time he lets Mortimer do his part to incite the object into chaos. Can be used to overwrite golems, but commands counter to its programming will meet heavy resistance. Can be used on any object, sentient or not, but sentient creatures will naturally be able to fight it. Meanwhile the magic in the seal will naturally begin fading, and it fades much faster if the recipient fights against it. As such, it's a spell best used on inanimate objects with no inherent will.
Soul eating seal The most potent sealing spell that Richard can currently cast. The caster draws a magical circle with a special pattern, and then activates it by feeding some magic into it. While active it continuously drains the mana of anything inside the circle, using the mana to strengthen its own defences. If cut off from a supply of mana it will eventually fade away. Casting the seal is a careful balancing act. It's possible for the seal to remain on the target indefinitely, by matching the mana used by the spell with the target's mana recovery. But more often than not the circle is too weak to effectively hold something before they break it. If the mana it takes to maintain itself is too high compared to the target's mana regneration it will fade away quickly. Richard isn't very adept at using this seal and it's generally too weak to be useful, or shoddy enough that it collapses when it's used. Nevertheless, if pulled off correctly it's a significant threat.
Ashfield Magic Tome A large leather-bound tome, inscribed with runes and seals. In its pages lies a compilation of magic from Richard's father, a Warlock, and his mother, a powerful sealing mage. Contains various spells and procedures for capturing demons, talking to demons, bargaining with demons, etc. Also has a chapter of designated demon jails to house demons in the book's pages, inside one of the pages is Mortimer. The rest are empty. The seal on those pages prevents demons from using their powers without the holder of the book allowing it, but allows telepathy through as the major means of communication between demon and summoner. Much to Richard's chagrin, this feature is often abused by Mortimer who can bother him with demon's whispers 24/7.
At the back of the book is a series of blank pages which never run empty, which can be useful for writing seals on, or taking notes. Because Richard barely even knows the basics, the vast majority of the spells in the book are practically illegible for him. Nevertheless, it is a valuable resource for him which he is never seen without, despite its ponderous weight.
Sealed ring A ring that belonged to Richard's mother. Made of gold, set with a dull ruby. It has the ability to store a single magical seal inside itself, which can be released by the wearer with a code word. Richard mostly uses the ring to hold seals, as they can be rather time consuming to create.
Self refilling pen Using spacial magic it hides a cache of ink with which it can refill itself. Rather expensive. Aqcuired through stealing.
Richard was born to a pair of mages. His father was a powerful Warlock, intent on divining the secrets of the infernal realms. His mother was a powerful sealing mage, intent on securing the safety of her husband. While in public his father styled himself as a scholar of the demon realm, which did little to bring him friends in magic circles. Nevertheless he had his passion, and that was all he needed. He was a talented mage besides, as was his wife. Together the family had no want, but that all changed when tragedy struck.
It was a freak airship accident. It went down on an uninhabited mountain range far away from society, and Richard's mother had been on it. When the rescue teams came back the verdict was almost universal. If anyone somehow survived the crash, they wouldn't have survived in the wilderness. Everyone wrote off the incident but his father never gave up. He began spending less and less time with Richard, communing with demon after demon in the hopes of finding news. And one day, he disappeared. In the basement where he had done his communions there was nothing left but the pungent smell of sulphur, and the leather bound book. After that, Richard's extended family came, but not to offer sympathies. The family fortune, while not being particularly large, was the accumulation of 2 talented mages. There were likely special items, worth much more than their material value, hidden in the coffers. The Ashfield fortune was picked clean, and Richard was the remainder. He was left to languish in an orphanage, with only his mother's ring to keep him company.
Richard was quite young at this point, and he didn't know much. But he knew he couldn't let this state of affairs slide. As soon as he could, he ran away to live on his own. But he knew he wouldn't last long, so he made a plan. He would steal his father's book, and then, he would talk a demon. Stealing the book was easier than he thought it would be. It had been sold to a scholarly mage, so he waited until the mage came out with it. Richard caused a scene with the carriage and stealthily took the book while the mage was distracted. Making off with it was somewhat harder with its weight, but he managed. A few nights later and he was back in his house, in the basement, getting ready to commune with a demon.
Thankfully, the basement had barely been touched, for fear of the things his father had summoned there. Richard could barely make heads or tails of the book, knowing very little of magic, but nonetheless forged onwards. After a few false starts he began getting the hang of things, picking up clues by comparing the state of the basement to the diagrams his parents had helpfully provided. 3 nights after he arrived, he succesfully summoned his first demon.
What emerged on that night had the shape of a man, with a grey tailored suit, a matching cane, and eyes like burning coals. With a voice as smooth as silk, the demon introduced himself. The demon's name was Mortimer, the great schemer, the spider at the end of the web. He had played the politics game for aeons, moving kings and queens to his will, matching it up so they'd carry out his every will without knowing. But let loose a little too much, and someone powerful hit him where it hurt. He'd need the help of Richard to recover. The boy wondered why he had never heard of this demon, but Mortimer quickly assured him - if every street urchin knew his name he wouldn't have been in the business for so long. The demon promised him power and status, and all he needed in return was for Richard to open the connection just a little bit wider, really summon this great demon to his house. Richard complied and stood in horror as the demon went through the portal he had made, eyes flickering with the evils he would soon unleash upon the earth. Fortunately for young Richard, his parents' thoughtfulness saved him from his hubris.
Instantly, magical countermeasures activated. The seal on the floor glowed brightly and sucked the magic from the demon. The demon's intimidating air was sucked into the circle, along with his grey suit, the silk voice and the eyes that smouldered. The Ashfield tome ripped itself from the boy's hands and sucked in what was left. A startled and confused Richard peered into the open page, finding a purple imp spouting profanities at him. And thus, the adventurous pair of Richard and Mortimer was born.
The demon summoning had not solved Richard's issues, homelessness and a lack of status chief among them. With the understanding that, in the event of Richard's death, Mortimer was unlikely to see the light of day ever again, the purple demon helped Richard create a plan. They set the plan in motion and secured a sponsor, a wealthy industrialist with an interest in demonic magic. On the condition that the pair help him learn what they could about demons the sponsor sent Richard to Arkus academy, in the hopes that they would be able to help him grow his "talent". And so, the pair went to the school. Their goals differed somewhat, but for the moment they had the same purpose - take everything they could from it and grow their power. Richard would use his education to search the demonic planes for his father, and Mortimer would go along for the ride.
"Mana runs out. Spells get dispelled. Pacts expire. But a fist never fails to deliver...was that a cool line?"
Age: 16 Appearance: Short, amber hair, always messy (he makes sure of it) with sharp black eyes. Rough complexion but otherwise youthful, energetic face. A couple of scratches here and there with a bandage stuck to his chin (thinks it looks cool. actually doesn't know how to remove it). Burn and shock scars on his back and chest, but mostly covered by his clothes. Knuckles discoloured by frequent bruising. Quite tall and lanky, but has a few toned muscles. Wears loose, baggy clothing and often is seen wearing uniform improperly (doesn't mean it though. maybe.) Often seen sneaking off somewhere he's not supposed to be, but unfortunately has the tendancy to get lost in otherwise straightforward areas.
Strength: C Speed: C Precision: E Endurance: B Mana Reserve: D Control: D
Physical Empowerment Unlike many practices of magic, Callum tends to get a lot more physical. Using internalised magic, Callum can enhance his physical endurance, strength and speed. Training this technique almost exclusively, Callum has become especially attuned with this type of alteration, being able to keep up his empowerment for a long time with high mana efficiency. Reckless burst usage, however, results in physical trauma afterwards.
Dispel Shield Callum can project a phantom shield from his lead bracelet that dispels incoming arcane attacks. The shield shimmers blue and has a resistance upon touch, but it is too weak to defend against physical strikes (and a physical shield would be a bit too derivative). Though its main strength is against projectile and elemental attacks, it also has a field that weakens the effects of all hostile magic in Callums vicinity.
Mental Fortress Callum can be easily mistaken for a happy-go-lucky type who never focuses. Actually, that's not a mistake - it's true. But when he sets his mind on something, he sure as hell don't give up on it. As a combinaton of both dispelling and his own determination, Callum can shrug off most attacks on his mental state (aka strong against mind control), as well as having a stronger ability to see through illusions.
Arcane Momentum Though Callum hates to admit, his Perenias heritage does afford him benefits. Unique to House Perenias, Callum and his bloodline has a tendency to "attract" more mana in accordance to adrenaline, exhausion and pain reception. The effective result is that Callum's magic becomes stronger as a fight draws out or Callum is injured/in pain. Callum is aware of this, but not does not yet realise the true potential of this property.
"Super Juice" Flask A flask of "super juice" that Callum claims is the source of all his power. When pressed, Callum will confess that he just bought a mana potion from the store. In reality, it's just water mixed with honey as Callum does not have a sufficient enough stipend to afford mana potions to simply use off-handedly. Whatever 'boost' that Callum gets from the flask is more or less a placebo effect along with a sugar rush.
Lead Bracelet A bracelet to act as foci for dispelling shield, gifted to him by Judge Markus. A budget quality bracelet that has a projection rune inscribed on it to help with the creation of the shield. Although it's a little worn and scratched over the course of Callum's tussles, Callum keeps it on his person "for the sake of the memories".
Improvised Lockpicking Kit Made out of a couple of hairpins and various other stationary. Although Callum desperately wants to use it on something, he sadly does not have neither the patience or the dexterity to use it properly and instead likes to use the "authorization via kinetic trauma" method. He still keeps it, as he is proud to have made it in the first place.
Callum's parents wanted nothing more than just a quiet, disciplined child who could carry on the family tradition of prestigious elementalists. Unfortunately, Callum turned out to be the exact opposite: rowdy, undisciplined, mischevious. Callum constantly escaped his life shut in the study to get into a tussle with...well, anything. Animals, siblings, sometimes even the janitor who was tired of the loud anklebiter. The only "proper magic" he seemed to be able to grasp (or willing to grasp) was dispelling from his uncle serving at Verholt, and even this was not sufficient to compensate for his apparent "feral" nature. This family difference between Callum and the rest of the family desperately attempting to keep Callum in line grew and grew until at the age of 14, Callum was given an ultimatum. Win the next town wizard tourney or get kicked out. So Callum trained up the only way he knew. Punching. Punching things really, really hard. Using his physical empowerment and the one spell he learned, he focused on the tactic of dispelling his opponents while closing gaps to disarm through physical combat. In the end, he didn't quite win, only placing 3rd overall when his magical capability was too lacking to dispel his competitors adequately enough. True to their word, his family kicked him out of his home (though Callum did not miss the claustrophobic environment) and spun a tale that Callum was an illigitmate son of a cousin. However, one of the judges of the tourney, Judge Markus, was impressed by his unique tactics and saw untapped potential for Callum to become a great mage. Markus reccomended Arkus to Callum, which the now homeless mage took up with half-reluctance and half-excitement.
Name: Xanara Quino Age: 17 Appearance: Xanara is a tall young woman with the long limbs of a dancer. While her body is long and lean her face has that fullness that is often described as a 'baby face' though she would call it just a bit full. Her skin is the color of mocha, clearly hailing from one of the islands in the tropical west.
Favoring the clothing from her homeland, a silk like material derived from a local plant, he enjoys bright fabrics with short skirts and exposed midriff. She also enjoy fine jewelry from her homeland. If not for the quality of what she wears she could be any street performer. And, to many, she looks like just that.
Strength - C Speed - C Precision - A Endurance - B Control - D
While Xamara's willpower is strong, her powers are deeply rooted in her emotions and subconscious. at this point. While she has the conscious ability to activate her powers they tend to go wrong if she tries bigger things. They also tend to manifest without her wishing them to on any conscious level.
Spellcasting Class - Psychic
Specialization - Temporal and Spatial Manipulation/Distortion
The Impossible Dance - Using her control of time to affect only herself, Xamara can slow down and speed up her own time frame allowing for dance moves (and others, possibly) that would otherwise be impossible in real time. Spins so fast they blur, flips that take tens of seconds to complete as though they defy gravity for a time. Things like that.
No Touching - Sometimes fans get a little...handsy. In more of a subconscious effect, Xamara can just be somewhere else at that moment. Or, perhaps a hand moves from her rear to her front without moving through the intervening space.
Shit, I'm Late - A power Xamara has very little control over but happens far too often for her taste. Sometimes it's useful, others it's very much not. When she is stressed about being late or really wishing to be somewhere Xamara sometimes simply disappears from where she is. This would be great if she arrived on time. But it's usually at least a different hour if not a different day. She once waited a week to rejoin her own timestream.
Clock...Compass...Map...built in - Xamara always knows when and where she is, even if neither of them were where she planned on being.
Fashion Pendant - Xamara was given this by her father, developed to use her own powers when she left. At home she has an extensive closet and jewelry case. This allows her to swap what she is wearing with other objects accessing her power of space. When an item returns, though, it is de-aged to where it was when it left cleaning it and repairing any damage. She is also able to add new items as she picks things up.
Portable Orchestra - A small box with a domed grid on top and a slot along the bottom edge. When fed sheet music it can play it. Nobs on the side can adjust the tempo and volume. Unfortunately, it plays without the emotions or fullness of a live, human performance.
Xamara was born far away on a beautiful tropical island of considerable size. The volcanic soil and perfect weather has made the island nation wealthy due to an extensive coffee and cacao trade to the east. As a result many could spend their time indulging in arts, in literature, in luxuries from abroad.
Xamara's family was mixed. Her father was the eldest of a plantation owner. A Shaman as the first born always were. He married a sculptor from the city, a woman with no known magic to speak of but an amazing charisma that attracted any. She could have had any man but chose a plantation owner who made a cute comment about her art. Xamara did not inherit the magic, though. Her younger sister, though, did. Instead Xamara excelled in dance from a young age and was sent to conservatory in the city.
Life was amazing. She got to do exactly what she loved almost all day with breaks for a solid, liberal arts, education. At 16 she even became an understudy for the national ballet.
That was when her life changed. One night, rehearsal ran late and she was taking her long walk back to campus. Then ther ewas a mugging, a random act of violence but Xamara vanished the moment fear took her. Then she found herself, unmoved but in the bright sun. Confused, she walked home. Surprise greeted her, and relief. Soon she found out it had been ten days since that evening and she was thought kidnapped or worse.
So, then the tests began. What had happened? How dd she do it. She learned some of her nature, but not enough. Some feared her powers, some wanted to foster and use it. Her parents, though, sent her away to a school for exactly her type of ability. One that could teach her to be her own person.
A diminuitive girl with a posture like rotten wood and the presence of a taiga hare, Tatjana Kirigina is a ghost that dwells in corridors of steel and crawlspaces of oil and engine smoke. Her attire is often bulky, resilient, but not quite baggy. Canvas trousers dotted with the stains of industrial fluids, a sweater to ward away the winds which whip through airship yards, and a durable coat which smells of burnt coals over it to protect the sweater's cotton. Dull orange hair, the color of the misty sunsets of her homeland, surrounds her in wispy, wild offshoots. Below that mop steel-gray eyes stare out at the world, stricken with apathy and hollowed of feeling. It is difficult to determine whether it is a vacant gaze or simply her choice to stare through the world in front of her. Always atop her head or at arms reach is the symbol of her craft and the uniform of her office: A pointed witch's hat, edges bitten by gear teeth and zig-zag tip bent down by the confined spaces she works in. On the face of its cone is a shield shaped emblem, its field the dark gray of construction steel and its charge the image of two gears held fast by a monochrome fist. Below, along the shield's pointed lower edge, the words "OLYAGOVSK-FOEVCH STATE IRON WORKS" are written in bold red.
Vital Statistics:
Strength: C Speed: D Precision: D Endurance: E Mana Reserve: E Control: D
Spellcasting Class: Mage
Specialization:
Verholt Artificery
The needs of the Republic are many, and they are pressing. The magical technology of the far world poses an existential threat to the utopia of the new government, which wisely accepts that the bayoents of its former allies-by-proxy might one day be turned upon the cities of steel. So, for need to close the gap in development and continue the many-year climb from the dark age enforced by the parasitic aristocracy, the Verholt 'school' of artificery was forced into being through the modification of old ways which had survived suppression under vampiric rule. Countryside witchcraft became married to the steam powered march of progress, dousing rods put down for wrenches and boiling pots of herbs traded for cauldrons glowing with molten steel. The new government scraped together every expert it could find, and also anyone it could call an expert, and from arcane chaos a semi-standardized system of scientific spellcasting came to be. Trappings of the "old ladys' way" still pervade the new science, oddities forgiven in the motherland as the powerful traditions of the people but sometimes taken as superstitious or eccentric by foreigners.
Notable Spells/Techniques:
Find Problems
The great beasts of iron and canvas that man has created are not born tame, as one might come to believe watching the great airships of Cresia cruise the sky. They frequently become unruly, parts breaking, magic becoming unstable. Hundreds of man-hours are the great bulwark between the majestic sight of a proud airship and the ruined, smoking wreck of so many failed endeavors to the sky. The builders of that bulwark are Verholt's technicians, magimechanical engineers with the responsibility of maintaining the fleet. Even a small personal airship can contain kilometers of runic inscription, and as designs have increased in complexity access to important mechanical components has only become more dangerous and labor intensive. A technician of the Republic must be as efficient as they are skilled, no matter the machine. A simple technique known by all who pick up the wrench is to diffuse one's own mana into the machine in minute waves, tapping along its exterior in a series of soundings to 'feel out' anomalous conditions within the structure, like what might be making the engine chug that way. It's always the last belt you thought to check.
Cart Start
The need for efficiency breeds a certain kind of improvisation, it is well known that the state has little use for slow, indolent workers. Rising to the occasion as brave heroes of the Republic and proving themselves above reassignment, a technician of Verholt knows how to expedite the important processes of a machine. After making sure enough how the internal scripture of a machine is arrayed and which magical structures correspond to its various functions, it is possible to briefly and sometimes safely interfere with or control those parts of the machine. Whether this is quickly powering an airship component for diagnostic testing or speeding the toaster so that you do not exceed the standard lunch hours, a technician with sufficient control can spike his mana into a machine, matching the operating signature of its spells and effectively tricking the system into working a certain way.
Magical Items/Equipment:
Izanvek Central Craftwork Object No. 104
A large wrench, as long as her own torso and with a set of adjusting jaws that allow it to manipulate any of the assorted nuts and bolts used in Verholt's airship factories. Though it is specifically an airship technician's wrench, the greatest limitation of its universality is that in the great wide world there are indeed nuts and bolts too large for even Kirigina's monster of a wrench to engage. Notably absent are any manual controls for the jaws, which are actuated by the user's magic. Its long handle has a painted purple band at its jaw end, identifying its type at a technician's glance while its full name designation is etched down the side for closer reading. Following the object number is the serial number YS1004, denoting the factory of origin and serial number for this individual tool. Kirigina's is of a particularly early production number, indicating a date of forging that makes it almost as old as the girl wielding it. It was a gift from a senior technician. A technician's wrench is a matter of grave personal importance for him, the act of handling a No. 104's immense weight and first attuning oneself to controlling it are the rites of passage for those who work witchcraft in steel. The burning in ones arms as its ponderous weight turns is the fire of the revolution, and Kirigina was entrusted with a flame sparked in the Republic's first days. A fitting device for one of the youths sent away to secure many more years of triumph for the state.
Short History:
Tatjana Kirigina was born in the twilight of the Last War, in a border settlement of what would become the Republic of Verholt which had been one of the first places caught upon the frontline between the coalition and the monarchist armies. The war had long since passed the place of her birth by, but what was left were pitch black, burned lands made destitute and lawless by the passage of political giants. From the ashes, Izanvek made flowers of steel bloom. The new state reconstructed aggressively, taking the fields made unsuitable for agriculture and turning them into factories for everything they would need to protect their hard earned freedoms. So wise were Izanvek's council as to craft laws which protected those freedoms against the failings of the people. When it was her turn, Kirigina was conscripted into the workforce and sent into the labyrinth of industry that had grown up around and ultimately consumed her hometown.
Her mother was a woman of middling magical aptitude, what would have less gently been called a witch had she ever practiced her craft. So distant from the arcane arts was her mother that she was unaware of that heritage until her own minuscule ability was used as an excuse to ship her off to the airship yards. It was a mercy afforded to the daughter of a man who had been fortunate enough to be appointed a production director in one of the many new factories. Spared a fate of slightly more manual labor and an oppressive existence in the belly of Verholt's industrial centers, she was taught the basics of how to turn a wrench and added to the collection of every artificer the country could mobilize to maintain its struggling fleet of early airships reverse engineered from Cresia's designs.
She was not a particularly successful engineer, but managed to grasp the basics of witchcraft well enough to survive. Kirigina made no grand contributions to the order of operations for the factories, never championed the repair of a notable airship, nor ever managed to fail so spectacularly as to be cast back down into the smog and soot. For all her mediocrity, she was well liked. Early in her days as a tech she was given the wrench she still carries as a show of acceptance from one of the more senior crew. None of them were brilliant, but they were a team, and it was there she learned the most important part of life in Verholt: the ability to look out for one's clique, to guard your fellows from the administration's example-making and from the subversions of opportunistic competitors. It was a miserable life, interrupted by moments of fulfillment and camaraderie.
However, all of it was to be taken away from her not by the efforts of others or any prevailing virtue or fault of her own character. No, her course was ordained by something simple and beyond her control, her youth. For many years the Republic had depended on importing talent, borrowing mages, administrators, generals, teachers, doctors, every scrap of knowledge they could to catch up to the other nations. They built everything from nothing in Verholt, the vampires had done their best to contain any development in their nation that would have elevated the stature of their human constituency. Ever gazing outwards, they had for years sent students abroad to absorb the teachings of foreign lands and return that knowledge to the state so that it may prosper further. The opening of Arkus Academy to worldwide students, of course, had sparked the establishment of a formal program to move young minds into higher magical education. As a young witch, and teachable enough, she was on the chopping block before long. Her things were packed for her, her letter of assignment from the bureau above her factory as well as her acceptance from Arkus Academy were delivered hand in hand. She would become one of Verholt's numerous tendrils abroad, her only responsibility to learn ravenously and learn well, for the glory of the Republic and the brightness of its people's shared future.
Strength: C Speed: B Precision: A Endurance: E Mana Reserve: B
Control: C
Spellcasting Class: Shaman Specialization: Snow Maiden Magecraft, Runecraft
Notable Spells/Techniques:
This variant of Ice Magic is a sacred technique that is exclusive to the Otherfolk of the Snow Maiden kind who are essentially Heat Vampires of Verholt's Urban Legends, the Tsurara. By consuming heat through depriving living and non-living things from nature causes an effect of frost which turns places into winter wastelands, however, intelligent lifeforms to be deprived from heat requires the Snow Maiden to kiss them. The stored heat will allow them to recover from minor wounds but fatal ones would take time to recover to be restored into full health in a week. They aren't limited to storing heat for themselves but also transfer heat be it unto objects or living things and even restore the heat they have stolen, restoring their victims back to full health.
Moreover, Snow Maidens are naturally equipped with thermal vision eyes allowing them to see heat signatures and make their judgement if their prey is worthy of being deprived from heat. As many generations have past, the technique grew weaker(lesser AoE and requires more focus on depriving heat, mostly done by kissing) and specifically has a dangerous side effect as the more human the Tsurara's descendants get: Heat Impulses grew stronger. This condition is a hereditary symptom that makes one lash out in disturbing mannerisms, and the signs are quick irritability, mood-swings, uncontrolled temper, unhealthy obsessions, and lack of reason hence this innate ice elementalism is highly advised to refrain from yet ironically encouraged to practice by those of the Main Sect.
Members are given chokers with blue gem on the center to control these impulses. A ritual is performed to cleanse the gem for the darker it gets and if unchecked will let the symptoms run wild. They are stronger in cold environment but weaker in urbanized places and hot places making their power not even close to half. The more a Snow Maiden uses their ice powers for spellcasting, the faster they lose their own heat. Their natural enemy are Fire Based.
Spells Basic Great Icy Breath All Snow Maidens and their descendants can use their signature icy breath. It does not do damage but slows down up to 10 targets and due to the cold, it induces the sleep effect, causing the target to feel sleepy. This is how Snow Maidens abduct and seduce men of good looks in their urban legend.
Hailstorm: A barrage of hail.
Ice Constructs: Creating weapons for combat and mobility uses like ice stairs etc.
Secret Technique Heatseeker Icelance, Khionesaika. "O Cold Bear Its Fangs": Himaraja The Shamanic connection with cold allows the Tsurara to invoke this Unholy Lance, the spirits bonded are past Clan Leaders of the Tsurara, when a leader dies, their spirit is bonded to the lance and the lance will never cease to get colder unless the cycle is broken. When thrown, the target's heat signature is already locked-on by the spell, Himaraja and the unholy lance will be akin to a homing missile, simple misdirections and diversion tactics can stop it. There are a total of 12 Lances representing 12 Generations of Bloodline and a total of 12 targets to kill. The lance is a counter rune type which means it shatters defensive runic barriers with its unholy frost, at the end of the day, the lance is just a normal lance empowered by the spell, and it can be countered by normal means ranging from defensive barriers and other forms of magic and its bane would be the Psychic Class' levitation specialties. The best way to counter will be taking down Yukie as well.
To use the spell, one must have the Unholy Lance.
Khionetate A literal runic shield that is spellcasted fast. The appearance of the runes are winter symbols and are meant to protect its user from falling debris and ranged attacks.
Khionetate V2 The advanced version requires a chant. It takes time to prepare and once invoked, it created a cold field that freezes enemies.
Khionetate, Platforming Encrypts its user strong legs for a x2 jump boost and x2 speed.
Ritual of Purity. "I present myself to Oyuki my ancestor and cleanse my iniquities, I ought to be at my purest without blemish or impure thoughts, Calm my urges of madness and unholy lusts, Let my kiss only bring life and avert destruction
Purify my heart!" Once chanted, the Snow Maiden descendant is calmed.
Magical Items/Equipment: Khionesaika, the Unholy Lance of Unconditional Bonds The lance is platinum in color with 12 blue tron linings representing the number of leadership it went through. It is 3 meters long and its blade is sealed. Yukie only uses one lance when in its sealed form but if unsealed she is able to use all 12 and the color of her lances becomes red. She went under rigorous training to master the secrets of her lance which require heavy footworks and speed.
Maiden's Seal. A Choker that seals away ones heat impulses, the blue gem represents the meter count. If it darkens
Short History: Yukie is born and raised in modern Verholt and her childhood was an unpleasant one, if it wasn't for her discovering what she can do with ice magic, specifically her clan's magic, Yukie could be living a normal life now. After the elders of her clan found out that she has the Snow Maiden Magecraft, the Main Sect took her in and raised her well with their discipline and proper warrior lady ethics but her childhood remains unpleasant as people outside her clan continuously mocked her because her clan, the Tsurara are descendants of Snow Maidens that are told in Children's Bedtime Stories as scary women who abduct men at snowy nights. Knowing this troubled her and disowned the surname of her clan and ranaway three years ago.
She pursued her Shaman Ways in her own way and is mostly self taught. Her parents were still in good terms in spite of her estrangement. Yukie wanders around the Republic to sustain her daily needs but one day was told that the leader have died and she was to succeed her predecessor because of her possessing the Snow Maiden Magecraft hence she was given the Unholy Lance, Khionesaika and resumed her training. After sometime she was announced as the new head of the Tsurara only to carry the political burden of her clan who seemed to be staging a coup' against the Republic for the Tsurara are only limited to Military posts and no other posts. Her clan wanted something more than just being proud lapdogs abiding by militaristic law, they wanted government seats.
Dismayed and pressured by her clans demands, Yukie decided to take a leave of absence and vowed to resolve it in a different way. Only time will tell if her clan runs out of patience.
Rather than a particular list of spells, Kress simply has a whole laundry list of magical spells that he uses to perform chores that he really could just be doing by himself. From cleaning clothing to divining the weather to keeping himself awake to controlling the temperature of his slightly-hot-but-not-too-hot tea, Kress uses his magic to do basically everything, both for practice as well as because it’s just cooler. Really, why open a door with your hands when you could wave a wand and open it with magical sparkly stuff? He even recently learned how to create miniature fireworks with his magic, which is definitely a plus in his books…but as it stands, the most valid form of magic he has when it comes to straight-up combat is Regenerate, a spell that accelerates the body’s natural healing processes to heal minor injuries over time.
Which is certainly valid and certainly useful. It’s just not a soul eating magic circle or a barrier-piercing death-spear.
Magical Items/Equipment
Bartholomew’s Tome for Beginning Mages™ It’s a tome with a lot of pages for its owner to write their incantations on. It’s also waterproof, in case it rains, and fireproof, in case you have a magical accident. Kress’s copy of this beloved magical tool is heavily dogeared and bookmarked, and smells sorta fishy.
Mom’s Piercing It’s an ensorcelled piercing on his left earlobe. By running a minuscule amount of magic through it, it allows Kress to talk to the owner of the other piercing. Unfortunately, that’s his mom. Fortunately, she’s also Cresia’s Second Seat. Sadly, the advantages of the latter does not cancel out the disadvantages of the former, especially when communication requests go both ways.
Mom’s Bracelet It’s an ensorcelled bead bracelet worn around his right wrist. These beads can also be detached from the bracelet with minimal effort and throw to trigger an explosion of fire that spans a twenty foot radius, lighting everything ablaze in a hellfire conflagration. There are 12 beads, and ostensibly, this was given to him for self-defense. Sometimes, Kress wonders if his mom is overprotective, or literally a psychopath.
Short History
The Alstein family is a prestigious one within Cresia, well-known for the miracles that they could perform with their Transfiguration magic. One of their revered ancestors could turn anything they touched into gold, while Ambrose Alstein, former First Seat during the Last War, could polymorph as easily as other humans could breathe. Generations upon generations have produced mages who were exceptional at the least, extraordinary at the best, and with Edmond Alstein in the First Seat and Cecilia Alstein in the Second Seat, there was no doubt that the Alsteins are the most famous family within the nation of Cresia, their celebrity akin to royalty no matter how hard they attempt to dissuade themselves from such image.
Then there’s Kress Alstein, the firstborn son of Cecilia Alstein, who’s an absolute failure at ‘real’ magic no matter how passionate he is about it. Sometimes you rolled a nat 1 on the genetics lottery, after all, regardless of your heritage. Growing up, he watched his younger siblings turn into birds and turn birds into swords while he made vague wind noises with his hands. Growing up, he watched his uncle and his mom and literally every adult he met do these crazy things with magic he couldn’t even imagine. Growing up, rather than feeling ostracized, Kress felt excited. Magic was so cool! Magic was so amazing! Ho geez, he had wanted to do everything he could with magic, no matter how small it was!
And that enthusiasm never died, no matter how slow his owe progress was.
Maybe that was why Kress Alstein got accepted into Arkus Academy over people who were much more talented and skilled than him? Surely, such a prestigious school wouldn’t let people in through family connections or bribes, right?
Project DAWN BREAK is a 15 year old male whom was selected to be a participant for Project [REDACTED]. After successful trials with Project [REDACTED], Project DAWN BREAK will begin it's trials. (See Addendum X192-A)
Project DAWN BREAK is to engage in specialized training procedures at appointed hours, daily, in order to maintain Project effectiveness. Due to high risk of damage to personnel and equipment, training will be monitored remotely. Personnel reports seem to indicate that Project DAWN BREAK shows heightened levels of aggressiveness, and outright violence, to staff members, but does not disobey direct orders. Due to the high priority of retaining Project DAWN BREAK's current condition, punitive measures have been restricted, but frequency of 'surprise' mental fortifying lessons have been increased in response.
In accordance with the trials laid out for Project DAWN BREAK, progress will start immediately in order to socialize and prepare the project for [REDACTED] --if any deviation from the project's orders is experienced; Project DAWN BREAK must be terminated immediately, and Project [REDACTED] retrieval is consider priority. Appropriate identification papers that identify Project DAWN BREAK as a citizen of Verholt are to be constructed immediately.
Observed Statistical Attributes for Project DAWN BREAK
Strength: C Speed: B Precision: B Endurance: C Mana Reserve : F Control : D
(See Item: Project [REDACTED] for more information)
Specialized Techniques
Dispelling Project DAWN BREAK, in accordance with trial progression, has been extensively trained in order to dispel basic magics and protect himself from magically-inclined opposition, with specialization tending towards the school of Mental Interference.
Short-Range Spatial Transposition Project DAWN BREAK, in accordance with trial progression, has been lightly trained in order to transposition himself with specially created 'needles'. In practice, project DAWN BREAK is able to switch his current material position with one of the 'needles', allowing for a level of tactical mobility that improves standarized combat test results.
Observed Combat Techniques
Enchantment Project DAWN BREAK, not in accordance with trial progression, has begun to train itself to 'infuse' it's given combat gear to attain qualities they normally do not have. Observed qualities seem to be limited to traits such as 'Sharper', 'Stronger', and 'Lighter'.
Specialized Gear Issued
Transposition Needles Project DAWN BREAK has been equipped with a number of specialized 'Transposition Needles'. The needles themselves are almost indistinguishable from an ordinary needle, except for the alchemical means used to produce them. With these specially created needles, Project DAWN BREAK is able to attune to them, and 'switch' material locations with himself, with a range typically limited to around 25 meters.
Trial Phases
Phase 1: Mission Acceptance and Mental Fortifying
Phase 2:Physical Conditioning and Mental Encouragement Mission Acceptance and Enhanced Mental Fortifying (REVISED by Doctor ████████)
Phase 3: Physical Conditioning and Mental Encouragement
Phase 4: Live-Training Exercises
Phase 5:Limited use of Project [REDACTED] Extensive use of Project [REDACTED] (REVISED by Director ████████)
Phase 6: Socialization and Additional Mental Encouragement
Phase 7: End of Trial Progressions and Mission Preparation
Item: Project GOD ENGINE
Description
Project GOD ENGINE is [REDACTED BY Director Izamov]developed by members of [REDACTED]. As requested, Project GOD ENGINE has undergone intense alchemical reconstruction to appear, functionally and structurally, as a normal human heart. Apart from enlarged an aorta and discolored pigmentation, the reconstruction is considered a success. Additional testing reveals that the estimated effectiveness of Project GOD ENGINE after the reconstruction has not been affected.
By transplanting Project GOD ENGINE into a compatible host, it will induce a number of different physiological and supernatural effects on the host. It is not yet known what the qualifiers for a compatible host is. During it's period in a host body, Project GOD ENGINE will exhibit a 'passive' state and a 'active' state. It is not yet known what the qualifiers for an active state is. Most recorded instances of 'key activation' have occurred during Live-Training exercises, although other key activations have occurred in moments of low physical exertion, such as in REM sleep. In it's passive state, Project GOD ENGINE will apparently exhibit less effects on it's host, or will not exhibit any at all.
The observed effects of Project GOD ENGINE, listed in their chronological discovery, are as listed;
The corruption and abrupt loss of host mana reserves (Observed by Doctor ████████, confirmed by Mage ████████)
Increased blood flow, and heightened adrenaline levels (Observed by Doctor ████████, confirmed by Doctor ████████)
Upon key activation, the host's mana reserves will become 'filled'. A ceiling to the mana reserve has not yet been observed (Observed by Doctor ████████, confirmed by Mage ████████)
Increased decay of external living tissue (Observed by Doctor ████████, confirmed by Doctor ████████)
Tonic-clonic seizures present during deep REM sleep (Observed by Doctor ████████, confirmed by Doctor ████████)
Upon key activation, the host can draw from their filled mana reserve, and use it as if it is his own (Observed by Director Izamov, confirmed by ████████)
Upon key activation, the host seems to exhibit enhanced physical attributes, outside the realm of normal limitations (Observed by Director Izamov, confirmed by ████████)
Upon key activation, [REDACTED] (Observed by Director Izamov, confirmed by ████████, ████████, Doctor ████████, and ████████)
Host exhibits decreased time spent in Stage 1, Stage 2, and Stage 3 of the sleep cycle, while increased periods of time are spent in REM sleep. (Observed by Project [REDACTED], confirmed by Mage ████████)
Stats Strength: F Speed: E Precision: F Endurance: E Patron/Pact Info: (Check next document) Control: A
Spellcasting Class: Warlock
Specialization: Conjuration/Summoning, Pact Magic
Notable Spells/Techniques:
Special Connection Arael has an intense connection with her Patron, it is one of the strongest documented natural connections.
Harvest This is Araels main and only current spell. She can use this spell to summon X amount of reapers with 150 cm long scythes where X is the number of 30-minute increments in deep sleep last night (Usually around 60 - 120 minutes so around 2 - 4 reapers). The reapers are 190 cm in height. The reapers appear at the beginning of the day close to where Arael wakes up and if the reapers get hurt they fade away only to appear 30 minutes later. (If all the reapers die 1 comes back after 30 minutes and the others come back after 1 hour). The reapers will follow Arael around unless she specifically tells them to stay or leave her for a bit.
Outside Connection Arael with the help of Rarkel can make a connection with a secondary demon that is willing meaning they can have a conversation with that demon. She cant control the demon nor use their powers unless they let her too but even then the secondary demon is very weak.
Magical Items/Equipment:
Necronomicon for new warlocksTM The Necronomicon for new warlocksTM is more of a learning book than an actual Necronomicon, see it as a learning book for new warlocks.
Short History: (just some basic information about your character's past) (Im really bad with History so please excuse me if this is short.)
Arael comes from an unknown poor family, she was left at the steps of the Anderssons door step when she was 3. The Anderssons decided to adopt her. When she turned 10 she started contacting her Patron, after 2 months of contact everyone except Arael started getting nightmares almost everynight.
When she turned 11 she was kicked out of the house after the oldest son of the Anderssons family got killed by a reaper that was guarding her when she slept, in 2 months the whole Andersson family was wiped out in different freak accident or sucides.
She was turned to Arkus Academy when she turned 12 so that she could learn to control powers.
Classification: Demon of pain, nightmares and suffering.
Arael is the first documented person with Rarkel as a patron this is very strange as according to Arael, Rarkel isn't a young Demon, according to Arael he tells her that he is one of the elder demons meaning he would have been around longer than most demons but never had any documented warlock have him as a patron. This could mean two things, either Rarkel has had warlocks have him as a patron but have told them not to tell anyone, or Rarkel has waited for someone with strong enough contact with the demon world that he thinks they could handle him.
Stats: Strength: E Speed: E Precision: C Endurance: E Mana Reserve: A Control: B
Spellcasting Class: Mage
Specialization: Thought Manipulation/Hypnosis | Healing
Notable Spells/Techniques: Tranquil Twilight (Sleep Magic) - Haruko's magic revolves around sleeping and anything that relates to it, like dreaming. Simply put, his spells focus on making a target or several of them fall asleep. He restores mana and heals faster when he sleeps, which isn't a problem for a listless boy like him. Haruko's magic theme has multiple aspects of stars and galaxies. Whenever he performs magic, his eyes would glow as if he has small galaxies as eyes, and his body would faintly glow as well.
Twilight Prominence - Haruko throws orbs full of stars surrounded by hazes of violet and blue at his target. Upon hit, the stars would envelop the target and cause them to sleep on the spot. Haruko will know if the spell took effect if the target is asleep and has a ring of stars revolving around their head. The spell would linger on unless Haruko himself dispels it or if he falls asleep while the spell is active. If left unchecked, the spell's duration can last from five minutes or longer, depending on Haruko's mana reserve, expertise, and the number of targets he puts to sleep.
Twilight Blessing - Haruko can speed up the healing process of his target/s. This spell will only work if the target is asleep.
Twilight Gaze - Haruko can gaze into his target's mind to know their dreams, nightmares, and memories. On a higher level, a practitioner of this magic can even manipulate the dreams of his target, but for Haruko's level, all he can do is just watch. The spell would only work on sleeping targets. Psychics or those with high mental capacity can detect Haruko's presence in their mind and can even eject him from their own dream if they're powerful enough.
Twilight Form - Haruko instantly falls asleep upon casting. While asleep, Haruko can separate his astral form from his physical body. In this, he can fly, grow big or small, and pass through objects. Temperature, gravity and other earthly aspects will not affect him. However, nobody can see him and he can't physically touch material things too. He can't perform any other spells while in this form aside from Twilight Gaze. He can use this spell to gather information about his sleeping targets, to infiltrate secret places and the like, and to spy on people to learn vital information. Only those who can 'see' magic can truly see him, with psychics or those who have high mental capacity having the ability to sense his presence.
Magical Items/Equipment: nada
Short History: Haruko's family lived a fairly simple and average life in Osuun. His magi parents used their sleeping magic along with modern techniques to help those in need, particularly those who need sleep. Their sleeping methods have helped others in clearing their minds, easing their anxiety and depression, and even healing those who are sick and injured. The Eto was quite famous in their village because of this. They're highly regarded with respect, as they were willing to help anyone regardless of their age, sex, and state of living.
Haruko has a younger sister, and they're two sides of the same coin. His sister's sleeping magic began to grew as she matured, but her personality was so active, bursting with life even. It's as if she doesn't need to sleep that long because she's just a bundle of energy while Haruko himself was very listless, capable of sleeping anywhere at anytime. His sister's silly and noisy antics didn't bother him much as he's always too sleepy to care, to which she found very awesome and irritating at the same time.
As per family tradition, Haruko's parents enrolled him at Arkus, hoping he will learn to control and develop his magic more. What they also knew was that he will find life-long friends at their alma mater, just as they had themselves.
Spellcasting Class: Psychic Specialization: Thought Manipulation/Hypnosis and Telekinesis
Notable Spells/Techniques: ~Dreamwalking~
When sitting in a comfortable position Atlas can close his eyes and go into a meditative trance. Along with various other benefits such as stress relief and mental health, Atlas can visit others in their dreams. As long as the individual is asleep he can create an environment of his or the dreamers choosing and be able to talk/interact with them. While he is able to manipulate them in their subconscious state, he cannot affect them physically.
~Mind Control~
Just as the title implies, this ability allows Atlas to hypnotize his victim into doing anything of his choosing. He must maintain eye contact at all times when giving a command. However, his ability does weaken if the person affected has an exceptionally strong will or if they know that he is attempting to control them.
~Reality Bending~
This ability is a lot like Mind Control. The difference being that Atlas can cause others to see what he wishes them to see. If someone is terrified of insects he can cause them to see a room full of spiders. Although this is one of his weaker strengths and he has not perfected this ability. It also uses a LOT of mental stamina.
~Telekinesis~
The ability to move objects with his mind.
Short History:
Atlas and his twin sister were born into a rather unusual family. He had taken on a lot of genetic traits similar to his father... including his abilities. Abrahim used to be a very good man. He acted as a Robin Hood of sorts and traveled town to town doing acts of goodwill. Their father would use his abilities to steal from known rich dictators and give his treasures to the poor citizens of whatever province he was visiting. Unfortunately, the toll of being a Psychic is that you have to get your magic somewhere. Water users get their magic from water... Psychic users got their magic from their mind. They must sacrifice their own sanity in order to wield it.
After marrying the twins' mother, it was obvious that the magic was starting to take its toll. Abrahim questioned reality so often that he confused what was good vs. what was bad. Just before his wife, Amara gave birth to the twins Abrahim vanished. To this day, no one knows what happened to him other than he had lost himself.
Having seen the effect the situation had on his mother, Atlas made it his purpose to figure out how to live with Psychic abilities. As he improves his academic as well as his magic abilities he is determined to also find a way to remain sane. To remain himself. Until then, each day is a constant struggle.
~Azura Orion~
Age: 16
Strength: E
Speed: B
Precision: A
Endurance: B
Control: A
Spellcasting Class: Shaman Specialization: Elemental and Runecraft
Notable Spells/Techniques: ***Azura has the ability to use and call upon natures magic to assist her with her spell-casting. As long as she has the materials required for a spell and knowledge of the incantations needed, she should be able to succeed. Much like witchcraft, her abilities are channeled through instruments such as runes, pre-made devices, phrases, etc. Her ability is very difficult to master in regards to immediate confrontations. Azura's true power relies on pre-planned spells. Casting made in advance.***
~Healing~
She can heal anything from minor cuts to amputated ligaments. Supplies needed to vary on an injury-by-injury basis.
~Sealing~
Sometimes opposing forces need to be subdued. Azura has the ability to be able to restrain or bind an enemy in a physical object/environment. She cannot banish objects to other realms/dimensions. Difficulty sealing an entity away depends on the entity.
~Elements~
The ability to call upon all five elements; water, fire, earth, air, and spirit. Currently, she is having difficulty controlling spirit due to the fact that is is the element farthest away from the earth. (where her power comes from). In her tribe, (an equivalent to the Native Americans) it was not uncommon for all Shamans to become well acquainted with the basic four elements by the age of 12. The power used does not come from within the caster. It is instead conjured through material items associated with the element. (To conjure Earth you would need dirt, grass, etc.)
~Dispelling~
Basic knowledge in dispelling some magic. As a beginner in the subject, she is still struggling to master this ability. While the power lies dormant within her, she currently does not have enough knowledge to perform this magic in a satisfying manner.
~Intuition/Precognition~
Due to her family lineage, Azura has the ability to channel a higher power known to many as Gaia (a.k.a Mother Nature). This is by far the strangest and most difficult ability for her to master. This allows the goddess to possess Azura temporarily as a sort of gateway for the immortal to house a mortal vessel. During this time, visions are shared with Azura of future events of varying significance.
Magical Items/Equipment:
Whatever materials/instruments are required to complete a spell. Includes things like; Runes, elements, incantations, herbs, plants, etc.
Short History:
Azura came from a strange background. Unlike her twin brother, she had inherited most of her traits from her mother. Everything from physical attributes to the very abilities she wielded. Her mother, Amara, was a well-known High Priestess in a small tribe located in the heart of one of the great forests. It is essential for Shamans to be near nature at all times. Being close to civilization can cause those with that ability to become weak and even sick.
Azura's ancestry was full of powerful shamans so it was no wonder that the gift was passed down to her. At the age of four Azura showed a natural talent for the elements. That was to be expected since she was a High Priestess in training. What was unusual was that the goddess Gaia began channeling through her very being at that time. Legends of the tribe say that this ability had last materialized centuries ago when a former chieftain held the same ability.
When Gaia appears it is random and pretty obvious. It is as if Azura becomes an entirely different person. Her eyes which were normally a shade of violet would become a kaleidoscope of colors that shifted depending on her mood. Hair that was naturally a light brown would transform into a beautiful blue similar to the waves of the ocean. Her warm voice would become ethereal, powerful. These moments did not last long and would happen in random short spurts of time.
While it had been a very difficult decision for Azura to leave her tribe she had no regrets as she followed her brother to Arkus Academy. She needed to figure out what she wanted in life and as a bonus, she got to develop her powers as well. Her recent move could have also been influenced by the fact that she and her twin were rather close. They always seemed to look out for each other and she could not bear the thought of being away from him.
Stats: (Letter grade S-F, include any bonuses from abilities/spells) (S=superior in every way, a one-in-amillion standout/A=Super human ability/B=Peak human ability/C=high end of average human ability/D=low end of average human ability /E=below average human ability/F=any ability in this field is almost negligible) Strength:C Speed:C Precision:F Endurance:B Mana Reserve:F Patron/Pact Info: SHE WHO FELL Control:A Spellcasting Class:Warlock. Specialization: Healing, Pact Magic. Notable Spells/Techniques: “Truther” - The pact had physically changed Cormac his irises had become the colour ash. When he first noticed this he looked in the bathroom mirror. Cormac saw his own secrets and a few truths to the lies he told. (IF SHE WHO FELL can give Cormac the ability to see what people keep locked inside of themselves, then I’ll explain it, if not this stays blank. ) Truther is a ability in which Cormac can physically see a colour distortion on people. He's coded it pink is for secrets, snow white and ebony black are for lies, and sea green is for truths. Each is a manifestation of a hint about that person it's an object from that person's past which creates a riddle for Cormac to solve. These colours appear on the feet of the people Cormac uses Truther on and, all colours so up at once.
Cormac does have weaknesses to this it makes him hungry, unlikely to trust others, and he receives gifts from SHE WHO FELL. These gifts are a new colour riddle-the colour turquoise-Cormac can access important information that his cult fellows could later use. This had a weakness too. Cormac is mentally placed underwater and has gotten involved with...Well, he doesn't F***ing know, it involves SHE WHO FELL and her enemies.
Magical Items/Equipment: His voice recorder has a play button, Cormac uses it to heal others he likes to call his voice recorder. “Headbang.” Headbang is a device that Cormac uses to amplify his healing power by complimenting his vocal gift with the power of metal music. When using Headbang on himself Cormac had noticed that he began to heal quicker and his mental scars started to heal. Yet he also began to notice side effects...He began to see Shadow People. Headbang is a voice recorder that has one app. The app is a track creation toolkit which functions after Cormac has recorded his own voice, it takes him five to eleven minutes to create a song. This has been passed as EPs made by Cormac...He’s even sold a handful of them, at a later point people realized that Cormac had sold them healing magic. Cormac delivers his gift to Clientele.
A few people came to Cormac and told him, his songs had made them “Become the target of The Hat Man.” He replied with interest in his voice and nervousness in his accent. “Shit. As odd as this is, I’ll look into it with my Patron.” When he finally did ( Cormac did not procrastinate he just did not have time.) he learned of the full story of his gift. (He requested that he experience the ‘Cost’ himself, tropes never interested him.) Once Cormac was told by the other cultists that SHE WHO FELL was now a Dark Angel he asked for a couple days to literally meditate on his gift. (He couldn’t leave the cult. Cormac just didn’t want to.) After his time was up Cormac had decided to keep selling his Healercore, he just added a warning label.
Short History: ( about your character's past?)
Long, Long ago when Cormac was five he was told stories of magical entities, humans with psychic traits, and of the societal system back then. He grew up in Leviza If you ask Cormac the rumours of Angels are true. (Or he could be bullshittin’ depends on who he’s talking to.) He was a child of average of intelligence and magic useage. Cormac began as a Elementalist just like his grandfather before him and his sister before him. He followed the path of his grandfather (whom only taught the women of his family.) and one eve stumbled upon the members of a Cult.
Cormac had questions for this cult-as any curious youth would when meeting people who’ve contacted magical beings- ‘’did you really meet an Angel?” “Was it just in your dreams?” “What is Beauty, is she Beautiful?” And ask they were polite and tactfully harmless they told him what they knew about SHE WHO FELL. Cormac had no more questions after that just a hunger for information on Her. So when he came of age Cormac Hollow joined the cultist. Which gave him a gift; his vocalist career became a magical ability.
It started off as unnoticed; the Healercore ( As Cormac dubbed it… ) was binded to night themes and was in the Angelic Word. He tried to utilize English and Levizan Slang...When that didn’t work he refunded the people who supported him and remastered the tracks in Angelic. ( Cormac took years to learn Angelic and once he did he was only at beginner level! ) When month finished Cormac’s supports began to tell him that they had experienced “Supernatural Stalkings.” He eventually looked into it and learned of what he chose to ignore. SHE WHO FELL has a gruesome effect on people. He smirked when hearing this, and chose to meditate on his decision again. It was only a day this time. Cormac chose to keep himself within the cult and just warn people of the Darkness that came out of him. He even wrote a track about Her. Titled. “Drowned Beauty I”. To people who were outside the Cult, this track and the others Cormac made have been chalked up as hooks, baits, gimmicks. Cormac hasn’t met a listener that believes in SHE WHO FELL...To the Cult this is a good thing...
Like a sack of cement Cormac’s life was hit by Higher Learning. It was time for him to go to school and see most of the World, yes my fellow. It was time for Cormac to go to F***ing Arkus! Cormac Hollow had many reasons to go. Learning, Meeting new people, Research about other magicals, training his abilities, taking on a secondary ability, meeting other Warlocks and their Patrons, and falling in love with another young man. (The only reason this was last on his list was because Cormac had rated his working-goals from important to “Maybe I should.” It’s laid out like this:
Education. Friendship/Enemies. “Research” Become A Master of my abilities. Pick up something new, strange, and different than the Levizan norm( ™) Meet like-minded people. Finally get a first love, then the whole menu.
And with these plans and his secrets to leave the home he knows-everso well and so sweetly-Cormac decided to give outsiders his gift from SHE WHO FELL and his very Charisma!
Side Notes: Cormac does not believe that SHE WHO FELL’s real name is Liziel. His doubts lead him to only call her SHE WHO FELL and trust in himself ( and well as mistrust “documents” ) that SHE WHO FELL’s name was something different, and longer. MAybe he’ll be proven wrong or right.
Secondly he has a tattoo-his first tattoo- it’s of a character. The character is male, mesomorphic, and has eyes that can see the Truth. This is just artistic interpretation, this harmless tattoo is named Cag.
Thirdly! The Supernatural Stalkings work like this; After listening to a song twice (or two songs in a row ) the healed individual will begin to notice a tall figure with brilliant purple eyes staring at them. This figure vanishes after twenty seconds, then reappears; four days later. It manifests in the homes of Cormac’s clientele...And after two nights the Shadow Figure follows them in their daily lives. Although this can be dispelled if somebody realizes what the Shadow Figures are.
-Appearance (and Full Regal Attire, which is used only for the most formal events and/or matters back home)-
-Foreign Casual Clothing Examples-
Stats: (Letter grade S-F, include any bonuses from abilities/spells) (S=superior in every way, a one-in-amillion standout/A=Super human ability/B=Peak human ability/C=high end of average human ability/D=low end of average human ability /E=below average human ability/F=any ability in this field is almost negligible)
Strength: C
Speed: D
Precision: C
Endurance: C
Mana Reserve: B
Control: B
Spellcasting Class: Mage
Specialization:
-Necromancy (Royal House)-
Ramesses practices a variant of Isilan Necromancy, which has been practiced along the bloodline of his mother’s family for generations since the first of his mother’s line supposedly gleaned it from the teachings of the Sphinxes. As his mother’s family has been of the blood of the past “bodies” of the God-King, and produced many a concubine to be had in the king’s harem, this brand of necromancy has been called “Royal House Necromancy” over time.
It is a complex and varied form of Necromancy that, whilst placed under the general label of “Necromancy” for classification’s sake, is unique and incredibly varied in what it can do. In fact, one can say it is akin to Runecraft in that it can cover the ground of some other schools of magic. This form of Necromancy also differs from the more notable and generally known forms in that it divides the existence of a person into several distinct parts when taking into account its spells and more specialized potential uses:
>Hut (physical body and physical remains)
>Seh (spiritual body, aka: the spiritual extension to the physical body that exists in living things, which allows for interaction with non-physical things and the incorporeal. Is, just like the physical body, controlled by the conciousness of the user.)
>Kej (life force, what allows one to “be alive”)
>Suwt (one’s shadow, a manifestation of one’s essence that in appearance mimics the original form and spiritual form in a 2d manner. It is a representation of them given shape by magic, parallel to how a statue if a king is a representation of them, and can be used magically for tasks or such things.)
>Shm (power, or the mana an individual contained in life which passes on with their death)
>Ren (one’s name, which when evoked magically or with certain spells in this area can call potentially upon their memories and/or conciousness, and even allow conversation with the dead without a proper spirit having to appear for it to occur.)
With this all in mind, the use of this magic is far more than “dealing with the dead”, though it certainly is adept at that to a more minute degree than the standard “necromancy” one might think of in nations like Cresia and Verholt and Levisa. Users in this art are also trained with a level of discipline instilled in them, mainly to prevent the evil misuse of it. However, summoning up skeletons to serve one’s self is incredibly common with himself, his mother, and her family and other practicioners tied to that bloodline. It isn’t seen as a “taboo” to do this, or even summon a zombie to assist one’s self in battle, as the soul and mind are not being used for such these tasks. Likewise, conjuring up the memories of the dead, is seen as merely a means to investigate or learn (much like reading a book, or looking into the lives of past individuals to learn from them or what happened to them).
Royal House Necromancy has been used for legal cases in the court of the God-King on certain occasions when those tied to his mother’s bloodline are working with the case, mainly to discern true guilt, or see from a dead victim’s eyes what happened, or other such things. Further, users of this necromancy tend to conjure undead minions/beings for use rather than grab up actual remains to make into a minion, though the latter is still fully possible but far less popular a concept in Royal House Necromancy.
-Artificery-
(He has taken an interest in it, being a novice himself at it, and has learned of it mostly through reading tomes upon tomes about the subject and watching the artificers in his homeland at work.)
Notable Spells/Techniques:
Hutar- A basic spell for summoning a basic zombie or skeleton minion who will obey commands without hesitation. They don’t have minds of their own, and more or less are remains conjured from the realm of the dead by Royal House Necromancers. Weak individually, they are more or less free labor and servants to be employed in whatever uses the user has for them. They are admittedly stronger in numbers (which can become mana intensive beyond small handfuls), and can be summoned with basic sword/shield and ancient or primitive armaments (though never any proper armor) on them if desired.
As the user gets stronger, so too can the use of this spell be employed for stronger minions to be summoned and called forth. A very basic-level spell, however, it is the first anyone learns when becoming a student of Royal House Necromancy.
Suwtah- A basic spell for controlling one's own shadow, utilizing it to interact with the corporeal or incorporeal. Usually useful for trying to trip up enemies in combat, retrieve objects using the shadow, or frankly perform tricks with it to spook small children.
Renkaj- A spell that allows the user to read/see the memories of the dead, either in their own mind or projected outwards onto a physical space in the form of an illusion of sorts. The caster can flip through it as easy as reading a book, though since the memories are from the original possessor’s perspective they at parts will be naturally imperfect or skewed (say if they saw something whilst half asleep, or were drugged at the time or high on something, or even if didn’t see anything since they were unconcious).
Kejkar- A name meaning “life force infusion”, it is a spell of Royal House Necromancy that recycles a little bit of the lost life force of the dead into a basic all-rounder healing spell. It isn’t great with specialized issues, like specifically treating poison (where specific healing spells would be most effective in this area perhaps), but it sure as anything is great for general ailments and helping improve the condition of someone with multiple ailments (or injuries) at the same time.
Magical Items/Equipment:
>Cane of the Sphinxes (seen in the first pic under the hider used for his appearance)- A magic staff he was given on his 13th birthday, a gift from one of his father’s Viziers who is a close relative. It is an ancient style of tool in Isila that requires a very insignificant of mana to use. When it is used, however, the object will draw in mana from the environment and channel it into the user in a converted and useable form, albeit the item itself is notably less efficient that what a shaman does, it is still a useful item. In other words, it acts as a source of extra mana if the user is getting low or is casting a really big or channeled-over-time spell. In reality was secretly a gift from his father (who had heard about his magic training) that was passed through the Vizier to him.
It is a generally lower-tier, very useful and traditional kind of magical tool in its own way.
Short History:
A son born to one of the God-King of Isila’s concubines...among the hundreds of concubines the God-King has, in fact. Much like other children of such concubines, along with the concubines themselves, this has granted him a special status and level of granted revernece among the populace of Isila.
Personally, however, he is a determined individual who wants to become the strongest and mightiest among all in Isilia. He dersires to rise to the top and help hold his peoples’ ancient nation together in the face of the coming ages, to help it rise in prominence on the world stage, and to assist in raising the numbers of the revered Sphinx population. One could say he has been inspired by his father, the God-King himself, and indeed the young prince aspires to become the next heir if possible. Barring that, if he doesn’t achieve that position, he desires to rise as close to it as possible in life so he can help shoulder the nation’s burdens alongside the next heir to rise as the next vessel of the God-King.
Beyond this, he has enjoyed the palace life in earnest and to its fullest. Flirting with young maid girls, eating the best among foods, sleeping in the softest beds, donning the best clothing, and more. At the same time, however, he has been found wandering among the populace at times and conversating with people ranging from common folk to the God-King’s officials. His face stands out among the many children of the God-King’s concubines, at least in regards to his pursuits and seeming desire for learning. He’s been a regular in the palace library for a decade, even.
He has also worked on his magic for years as well, however, learning as intensely as he could about magic from his mother and more-accessible relatives to help gain power and skill for his desired future. This...until he was one day summoned by his father. It was the first time he was personally summoned to meet the God-King himself, and he most eagerly accepted his father’s following request for him to go to Arkus Academy on behalf of Isila. Not that he’d be representing the entire nation (he wouldn’t), but this left him with a great many opportunities to study foreign magics and observe them. It gave him a chance to interact with the outside world beyond his beloved nation’s borders as well, and perhaps....even potentially prove himself more in his the God-King’s eyes by handling himself out there.
After all, what’s the worst that could happen?
Name: Asteria Starwood
Age: 15
Appearance:
Stats: (Letter grade S-F, include any bonuses from abilities/spells) (S=superior in every way, a one-in-amillion standout/A=Super human ability/B=Peak human ability/C=high end of average human ability/D=low end of average human ability /E=below average human ability/F=any ability in this field is almost negligible)
Strength: E
Speed: D
Precision: C
Endurance: D
Mana Reserves: A
Control: C
Spellcasting Class: Mage
Specialization: Faelight, Illusion
Faelight is a form of unique magic among the fae, an innate magical talent Asteria has possessed since birth due to her strong Otherfolk lineage and her mother.
Some fae from the Nilsovan swamps can generate what are called “will-o-wisps” or “fae fire”, a magical phenomenon formerly seen across areas of Cresia, Verholt, certain eastern areas of Osunn, and rare areas of Isila when the fae were more numerous in the world. “Fae Fire” itself is most generally (outside of Nilsova) described as: “Pale white or blue fire, usually seen in a ball-like form, that is used as a light source by some types of fae. It has a rumored history of being used to guide lost humans to safety, confuse wicked travelers, and attack those who get on this particular type of fae’s bad side”.
Other varying descriptions can be found of it in the various lands, including rumored uses such as them being “guide posts for the spirits of the dead to help them to the afterlife”. With the supposed extinction or total disappearance of the Otherfolk in modern times, according to the world beyond NIlsova at least, this phenomenon is mainly found within the swamps of Nilsova and is familiar to many locals there. Beyond Nilsova as well, scientific ‘explanation’ of these lights (aka: “swamp gas”) is considered the gernerally accepted ‘truth’ of the matter for the most part in the most advanced nations.
Truth be told, however, these “will-o-wisps”/”fae fire”are not actually balls of fire, though what they are made of certainly looks the part. The “fire” they are made of is instead plasma of a white or blue color, which feels cool/cold in proximity to it and gets more and more so the closer you get to it physically. This being said, this plasma is of an extremely high temperature internally (which is usally self-contained unless the user loses control), and putting one’s hand inside of it would be as bad an idea as sticking their hand inside of an (admittedly very, very hot) fire. Water won’t put out this plasma, though dispelling magic can dispel it with some relatively light struggle to actually “undo” it.
This form of magic’s proper name mainly comes from a nickname for “will-o-wisps”/”fae fire” that scholars once assigned to it for making quick and easier references in an educated setting. Of course this name was, maybe somewhat ironically, used in writing to “disprove” it or “document” its “supposed” sightings in legends and rumors.
Notable Spells/Techniques: Beyond various general applications for Faelight and Illusion, such as invisibility or spooking people or freezing water or the like, she really has no special spells that stand out for her at this point in time. Maybe with development, training, and picking up more magical capabilities she will acquire some “signature” spells of a sort.
Magical Items/Equipment: (none, at least at first)
Short History:
A Nilsovan native, she was born between the union of a Nilsovan man (desended from a mixed-blood line), and a powerful fae named “Titania” living in a fairy kingdom hidden within the deeps of the Nilsovan swamps. From afar Titania admired Asteria’s father, a fourth-generation Nilsovan artificer and overall kindhearted man, for many years. She would visit him at times in dreams and converse with him about the world, watch upon his work from afar using magic during the waking hours, and eventually found herself unable to bear to be without him. Though initially having been kidnapped, Asteria’s father eventually fell in love with her mother, and the two eventually wed and concieved a child: Asteria herself.
Raised with a human father and fae mother among Otherfolk, at least for the first few years of her life, Asteria lived a life that perhaps many could only dream of. But when her father eventually fell ill and died, her mother tearfully sent the then 8 year old Asteria back to her father’s family. This, to ensure the girl had a full life, a life that wasn’t merely isolation from the world whilst living among only fae and such Otherfolk. It was a severe shock to her father’s family, who had asumed her father dead years ago, but they took her in like one of their own without question. To them, family was family even if they were mixed-blooded.
Though while she was raised lovingly, and raised as best as possible to help her grasp her skills and capabilities, eventually it came to light after some years that she needed a better place to learn. She was no shaman who could learn more easily from a local, nor was she enough of a mage to train as an artificer at home at this point in time. So to try to help her along, her father’s family decided to send her to go to Arkus Academy to help hone her skills. It’d also give her some chance to, maybe, pick up some useful knowledge and skills to bring back home as well.