Hidden 5 yrs ago 5 yrs ago Post by Fifth Fighter
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Fifth Fighter Warrior of Light

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Mortalion Academy





"Until the end of time do we wait,
Wait for the darkness to abate?
Nay, nay, for there exists a tale,
Warming the hearts of those both strong and frail,
A weapon to unite the world.
Mortalion, bane of shadow,
Hope it may bestow,
Allow your banners to be unfurled."


- Words engraved upon an unmarked tombstone, belonging to a forgotten hero




The world of Runix is one in a constant cycle of peace and war. It is the focal point and center of a multidimensional rift that accepts all who wander to it, intentional or otherwise. Its countries and kingdoms are in constant chaos, as any new day could be one in which a new dark overlord, demon or some other such monstrosity falls through the rift and brings with it untold hatred and power. To fight against this evil and defy fate, the gods blessed the mortal races many millennia ago with a logic-defying power known as Discipline. Discipline was an absurd power not fully understood even in the modern day; nevertheless, it allowed mortals to fight against impossible odds and claim victory century after century, returning Runix to the status quo just on the brink of another disaster. Locked in a never-ending struggle, one hero rose above the rest during what was assumed to be the final hours of the planet. His Discipline shone brighter than any other, and wielding a legendary weapon known as Mortalion, struck down Malthus, the Lord of Crows and prince of demons. Mortalion was a holy weapon, powerful enough to purify Malthus in his entirety, leaving nothing left of the demon lord. The mere sight of Mortalion was enough to scatter the remaining demon clans that remained on Runix, hiding in the darkest pits of the realm and never to be seen again.

Or so it was thought to be.

The hero was mortal after all, and eventually passed on into memory - and further than that, forgotten entirely. Mortalion was lost to history, and with the passage of time came forth the demonic remnants, stronger than ever before with their time to skulk and plan for centuries. With the return of demons and the rifts bringing in new creatures constantly, the process of weaponizing Discipline on a worldwide scale began. Institutes and organizations were formed all over Runix, dedicated to the fight against demonkind. The core of these institutes was Mortalion Academy, named so for being founded on the location of the forgotten hero's grave. The school was seen as the greatest hope for Runix's survival, training the best and the brightest to become masters of war and heroes to protect the weak. It has stayed that way for ninety nine years, and the hundredth anniversary celebration of the academy's founding will soon arrive. With new students enrolling as well, it's expected to be the most joyous and memorable occasion in all the world.

The year is 1499 within recorded history, and right at the turn of the century, the world of Runix is at the height of its power. Would these new students step forth to end the demonic threat once and for all, or turn away in the face of overwhelming darkness?




The Academy




Mortalion Academy is the leading institute in the mass production of heroes and productive members of society. Over a three year course they will turn even the weakest souls into confident warriors ready to fight the demonic hordes threatening to overtake Runix. The academy itself is located in the heart of Nordren, the Kingdom of Light and birthplace of the wielder of Mortalion. Forested terrain surrounds the school's outskirts, and beyond that, vast mountain ranges and valleys. Many consider it to be the safest place in all of Runix for its powerful Disciplines and many famous heroes and celebrities that teach and live there. In almost every year since its founding it has been ranked number one in its efficiency and success among all the academies.




The Kingdoms



















Discipline


There are many different ways that the world can bless an individual. Before recorded history, the gods granted mortal races a sliver of their strength and imbued it into them as life energy - the power known as Discipline. Disciplines and their various uses became the great equalizer for sentient races, allowing them to fight back the forces that would threaten their existence time and again. Said by some scholars to be minor miracles or wishes condensed into pure willpower, it allows anybody to become what they truly desire to be. Even sentient and mortal races brought to Runix via the rifts may develop Discipline merely by coexisting close to others who possess it naturally.

Discipline Materialization


Disciplines materialize under different forms for different people. Before the academies had developed their teaching methods and explored different theories of Discipline's uses, an individual would materialize their power without any choice from themselves. These would come to be referred to as "Natural" Disciplines. After further study during the initial goal of weaponizing Discipline, scholars found ways to alter a person's Discipline from its natural course, as long as it's before they awakened to their powers. There would go on to be seemingly no differences or negative repercussions for doing so, and thus it would become standard practice to allow students that haven't awoken to their Disciplines to choose from a list of the most known and most common types out there.

Basic Disciplines


These are the Disciplines that make up the majority of the population. Only those with ambition and talent can ever advance beyond this point to an upgraded Discipline. Either through the culmination of years of study, hard work, or an immense emotional reaction to trauma, a Discipline can be awoken in an individual provided they have the ability to do so at all. It has never been fully confirmed what the physical differences are between somebody with the capability to obtain a Discipline, and one who can't, are.

The only definitive evidence that somebody who hasn't awoken to a Discipline has the potential to, is due to studies conducted during the Autumn season. When leaves fall from trees, the fallen leaves will gradually form a perfect circle around the person without touching them; provided they don't move for an extended period of time. One scholar attempted to hypothesize that the amount of leaves that would surround a person was indicative of how much potential and strength their Discipline had, but this was dismissed as an attempt to boost the status and reputation of noble families, and forgotten soon after.




Knight: Fights with swords, hammers, spears and shields. Wears heavy/medium/cloth armor. They are the most defensive of the basic Disciplines, and are relied upon heavily in encounters against heavy-hitting enemies. Knights can fight long after the normal physical limitations of a mortal race, reducing the pain they feel as they fight due to the Stalwart passive.

Archer: Fights with bows, crossbows, and other ranged weaponry. Wears medium/cloth armor. Snipers by trade, an Archer litters the battlefield with a hail of projectiles to subdue or eliminate foes before they can become a threat. Archers have a perceptive eye such that they can more easily detect the presence of others due to the Perception passive.

Magus: Studies apprentice-level magic, and also fights with daggers and staves. Wears clothes. Gifted in attack, defensive and support magic, a Magus' goal is to manipulate the battle - slinging fireballs, casting barriers and mending wounds. Their power is drawn from the blessing of the world, however, and that blessing only permits them to cast a limited amount of times per day. They may learn more spells by studying and reading magical texts via the Scribe passive.

Rogue: Fights with daggers and bows. Wears medium/cloth armor. Less skilled than an Archer with bows, but unmatched in their ability to dexterously maneuver a fight with their daggers. They can also pick non-magic locks with the Lockpick passive and have flexible control over their body such that they can more easily fit in tight spaces and move with acrobatic precision via the Agility passive.

Brute: Fights with axes and martial arts. Wears medium/cloth armor. Aggressive warriors who channel their emotions into fighting power. They care little for defense or for getting dirty, and thus fight with heavy axes. Some Brutes, however, forgo a weapon entirely - choosing instead to fight with punches and kicks. The strength of a Brute defies logic such that they can cleave weaker foes into pieces with their axes or shatter bones with their fists due to their Barbarism passive. The trade-off to this, however, is that they are less perceptive in battle than others, more easily succumbing to sneak attacks or illusions.

Performer: Casts apprentice-level support and defensive magic, and also fights with daggers and instruments. Wears clothes. Where a Magus adopts support and defensive magic, Performers see it as a way of life. A Performer cannot use any offensive magic or heal, but do not rely on the world's blessing to cast their spells. Rather, they use instruments imbued with magic to cast their spells - and may continue to cast these spells as long as they play their instrument. A Performer must be wary, however: their instrument can be damaged or broken, and a Performer without their instrument is as threatening as any random peasant. A Performer may learn new spells by practicing the conversion of magical text to musical notes through the Recital passive.

Smith: Fights with any weapons they create. Wears clothes. Smiths are generally considered non-combatants - all of the power and miracles of their Discipline are directed towards the ability to create, rather than destroy or heal, through the Creation passive. They are able to use any weapon they create as skillfully as a trained warrior of that weapon, but never to surpass them, due to the Weapon Mimicry passive. With enough determination, Smiths can eventually create magical equipment; however, they will require the assistance of a caster able to imbue the spell to the item during the crafting process, and it may only be of apprentice-level.

Jack: Fights with anything. Wears medium/cloth armor. Jack is a formless Discipline generally considered useless by many. Those who attain it naturally are looked down on, and those who choose it via academic study are always met with confused stares and ridicule. A Jack can learn the abilities or spells of other Disciplines with immense time and effort, but otherwise have no outstanding talent or proficiency at anything. Their ability to comprehend combat is not enhanced by their Discipline, such as a Knight's ability to endure more damage or an Archer's enhanced perception; rather, they are a normal person of their race that gains nothing significant naturally. Many Jacks die horrible deaths trying and failing to learn the abilities of others, leaving themselves open to vicious assaults with their durability not enhanced by any Discipline or magic. The process of learning abilities for a Jack is wrought with peril, and many studies have failed to grasp the true requirements of it. Eventually, Jack simply became known as a dead-end Discipline. Their one and only known passive that allows them to copy others' abilities and skills, Mimic, ends up seeming like a curse more than a blessing to many.




Upgraded Disciplines


After an individual has had sufficient practice and understanding of their Discipline, they will be permitted to ascend to an Upgraded Discipline. This concept was not fully understood or believed to even exist until after the founding of the academies and their cultivating of students' Disciplines. Each basic Discipline has a path they may undertake to strengthen their powers under the guidance and tutelage of scholars and a ritual via support magic.




















Elements, Skills and Spells


Elements: Every creature has a natural element to them. Fire, wind, earth, lightning, water, light and darkness are the basic elements that make up the world of Runix. Some magical creatures are naturally attuned to a particular element, but with some races such as humans or elves it's more ambiguous. For those not born with an element, it will awaken to the individual after receiving their Discipline. Unlike with Disciplines, there is no way to choose one's element - a person is simply born with their element, and it cannot be altered through the academy's methods. The only way for one to control multiple elements not belonging to themselves, is for a person to make use of magic items or become a magic Discipline such as a Magus which can use all elements. Typically, however, people find the greatest success using their innate element; even those capable of using multiple through magic. Non-magic Disciplines may still make use of their elements, by imbuing their attacks and techniques with their element through a type of ability called a skill.

Elements also have weaknesses and strengths against other elements, as listed below:

Fire > Wind > Earth > Lightning > Water > Fire, and Light <> Darkness

Skills: Those without the ability to use magic learn to instead draw power from within, using skills to increase their damage or defense. An example would be a Knight with the element of fire setting their blade ablaze as they slash, creating a skill that would be commonly known as 'Flame Slash'. Disciplines capable of casting spells must instead choose whether to learn a new skill or study a new spell. Those starting out with their Disciplines start with two free slots to allocate to either skills, spells, or one of each. Skills, unlike spells, do not share daily uses; rather, each skill has three uses per day.

Spells: Those who can cast spells may draw from their natural element, or from another that they have studied. Unlike with skills, all spells share a daily usage pool from those that they know. Magic Disciplines at the start may choose any number between two skills, two spells or one skill and one spell to know. At the start, a caster has a daily spell pool of four, gaining more through study and combat experience. A caster also starts with an extra element known for the purpose of casting spells using that element.

There are three types of spells that casters may use depending on their Discipline.

Offensive: These spells damage and destroy, leaving nothing but dust in their wake. The original magic of demons, introduced to the world during their invasion of Runix.

Defensive: These spells reinforce and protect, as well as strengthen the physical or mental abilities of allies.

Support: These spells heal and rebuild, as well as anything miscellaneous that might not fit into either of the other two categories such as magical sleep, paralysis, blindness, etc.



Hidden 5 yrs ago 5 yrs ago Post by Heyitsjiwon
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Heyitsjiwon

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Name: Caelis Wolff
Race: Human
Gender: Male
Age: 18
Discipline: Jack
Element: Light
Skills:

Flash: Caelis found out, much to his surprise, that he has some magical ability tho it seems to be very minimal. One day, he was startled by something moving in the forest while he was camping at night. Next thing he knew, a quick, bright light burst out of his hand and blinded him for a few seconds. The spell isn't very powerful or long lasting, meaning it couldn't be used as a light source, but it can blind people around him (or himself too if he's not careful) for a few seconds.

Distract: Caelis is able to draw attention to himself through various means whether it be saying something outrageous to anger a person, tell a really good story, or even flirt a bit.

Racial Abilities:
N/A

Passive Abilities:

Silver Tongue: Caelis has been educated and brought up in a business environment. Needless to say, he seems reliable and cordial to most sentient beings that he meets for the first time, giving them a more positive disposition towards him than towards a complete stranger.

Bookworm: Caelis is a very quick reader and well read. While he might not be the most talented fighter, he could tell you quite a bit about some of the most renown sword masters in history or the theory and development of the mordhau.

Personality: Caelis believes in two fundamental principles. One is that the wealthy and powerful have an obligation to take care of and treat those who work for them like family. Two, to always treat others cordially despite any differences. While it may come off as privileged at times, he does genuinely hope to use his abilities to make positive changes for all, and is rarely ever rude or malicious in his interactions as he believes that everyone has their own circumstances and being cordial to all makes life a lot more easier for everyone involved.

History:

The Wolff family is an a relatively well off merchant family that has its history tied to the Academy. The Wolff Trading Co has long been a contractor for the Academy, getting the school whatever it is that they need. Need Ice Phantom Ectoplasm for a lecture in two weeks? The family will get it in 10 days. Need to find out the location of someone who is being smuggled/on the run? Well... the Wolff family does know some people in Valcroft who might be able to help the Academy find this person.

Caelis himself was brought up to continue the family business and began participating in caravans and trade envoys ever since he was 13. By 16, he was leading one himself and meeting all of his family's acquaintances as his parents wanted to slowly give him more responsibilities to eventually take over the family business. Then on one caravan trip, it had happened. The Flash. Caelis, who never had any magical ability suddenly emitted a burst of light from his hand. Knowing that his discipline had manifested itself, Caelis finished the long trip and returned home to attend the Academy.

Little did he know that he was a Jack, which was a disappointment. But even in these circumstances, he found a way to be closer to the Academy than ever before. Determined to help the Academy and his family, Caelis continues his studies to better learn how the Academy operates and what more that he and his family can do to make positive changes in the world.
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