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『 Class Camellia


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Students:










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Kress Alstein

15 y/o | Male | 5'1 | 109 lbs


Personal Information
Date of Birth: July 13
Hobbies: Studying Magic, Clothes Shopping, Fine Dining, Water Painting, Learning
Personality
Kress is happy and sheltered, someone who doesn’t really mind or care about the Class C curse at all. After all, while others may be at Avalice to graduate (never mind that the chances of graduating is 5%), he’s just happy to be in school at all. Friends to study and play with, teachers to learn from, and the most fascinating subject of all to study. Who could ask for any more, really? So long as he didn’t fail, Kress was pretty much fine with everything else; after all, he’s set for life just based off interest and inheritance alone!

History
Third son of the illustrious Alstein family, a lineage of aristocrat-mages who distinguished themselves seven generations past and had been granted lands and prestige that they cared for and made prosperous ever since, Kress Alstein was the baby of the family, sheltered and cared for by all his older siblings. An adorable, if sickly, kid growing up, Kress’s frail constitution and penchant for getting into trouble had pretty much ended with him never once leaving his family’s estate. Which, to be fair, was 100 acres of orchards, old-growth forests, rivers, and a white sand beach, but to him, accustomed to it all as he was, it still felt confining. His brothers and sisters would head off to Genelogia every week and come back with armloads of new stuff, from good food to fine clothing, and all Kress could do was watch them!

So he resolved himself. He studied hard. He exercised where he could. He made it his first conviction to convince his parents to let him out of the estate, away from all those familiar faces and into the great unknown of Genelogia! A boarding school, perhaps? An academy? No, even better…how about the Academy?

With persistence and results of the magical kind, Kress, after much trouble, got his parents to agree to send him to Avalice. It was the greatest school on the continent, after all, and every one of the professors was a wizard or warrior of some fame. Where else could be safer than the Alstein Estate, if not the school that pumped out Legends every year? A generous donation and five letters of recommendations later, and Kress was finally off on his own!

He didn’t even mind being placed in Class C; he was just happy to be here.


Combat Information
Classification: Magic
Mana Color: A blue akin to ocean water, in that it’s not really a blue after all.
Mana Characteristic: Comforting and peaceful, the ebb and flow of the tides, the soft seeping of the spring, the gurgling of the stream.
Equipment
Abacus – A silvered frame, with nine rods, each containing seven beads. The frame can be altered, lengthened both width-wise and length wise to insert more beads or more rods, but for Kress, his current configuration is what he’s comfortable with. Each individual rod contains beads that represent the same element, and by moderating the separation and grouping up of the beads, one can cast a variety of magic in a manner more flexible than with book-bound grimoires. The elements Kress currently has are Earth, Fire, Wood, Metal, Water, and Aether.

Magic: Abacus Magic – Creation Calculation
Spells:
Make Chair (3 Wood) Makes a wooden chair, fit for Kress’s size.
Make Clean (2 Aether, 1 Water, 1 Fire, 2 Wood) Makes a sphere of soapy water that floats in the air, rotating at fast speeds.
Make Tea (1 Wood, 1 Earth, 1 Water, 1 Fire) Makes hot tea where Kress designates a location.
Make Shield (3 Aether, 2 Metal) Makes a translucent barrier, suspended and locked in space.
Make Spear (4 Metal, 2 Aether) Makes a sharpened stake of metal, before launching it at a designated target.

Techniques:
The Kress Alstein Special Runs away.


Parameters
Mana: 2 / 5
Channeling: 2 / 5
Magic: 2 / 5
Technique: 1 / 5
Strength: 1 / 5
Speed: 2 / 5
Body: 2 / 5
Intellect: 3 / 5
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Hidden 5 yrs ago 5 yrs ago Post by Fluffy Bunny
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Fluffy Bunny Ain't Noboby Gonna / Jack This Rabbit

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Personal Information
Name: Dragomar Phentalux

Titles: Drake/The Red Drake

Age: 17

Gender: Male

Date of Birth: August 28th

Hobbies: Sports(not so much anymore), Woodcarving, Researching History and Folklore (specifically looking for ways to break curses hoping to find a way to break the Class C Curse, but with the vast resource that is the academy library, he's certainly developed it into a hobby...)

Height / Weight: 6'2" / 212 lbs


Personality: Drake is bitter, even though he tries not to be. He wants to be seen. He wants to be appreciated. He has been let down by a lot of people, and doesn't expect much from other people. He doesn't really trust anyone else to have his back when it matters. So, he has a bit of a reputation for being a fair weather friend on top of his antics.

Oh, and he has antics.

He is barely able to keep his own emotions under control. It's more like they control him, actually. When he's angry or down, it's all scathing criticisms and bleak humor towards anyone and everything. But when he's proud or happy, you will have a great time just being near him, the smiles, encouragement and heartfelt compliments roll off of his tongue like wheels of generosity.

The truth is that deep down he judges himself with standards that would make an ancient Revanian Inquisitor ashamed of how lax they were in torturing heretics. He has trouble forgiving both others and himself.

History: Born on a farm, a few miles from Genelogia but still legally a part if the city-state, Dragomar is the son of a soldier father (Comander Argus Phentalux) and a mage mother (Verana Arilion). They were not Legends. But they were dutiful and honorable citizens of Genelogia who gave their lives defending their community from a bandit attack. The attack was led by a fallen Legend by the name of Tivus Erandren or The Bleak Smile. The Bleak Smile was a former graduate of Avalice, who had been a member of The Miracle Seven in his year. But after graduation he grew from an arrogant prodigy into an insatiable, power hungry villain. The skirmish which claimed the lives of Dragomar's parents was the first of many which eventually led to the other six of The Bleak Smile's Miracle Seven being called upon to stop him.

This story was not revealed in full to Dragomar until he was a young teen. His aunt Mirys, and his uncle Salator Arilion raised him. And the boy had been intent upon training to be a soldier like his father from a young age. After he learned the full tale of what happened to his parents, he begged for the chance to go to Avalice himself, to become a Legend. So that he could defend people and not die.

When he arrived however, he was unprepared for the distractions he would face. Though, he put in a great deal of effort towards mastering his craft, Dragomar's weakness was the beautiful and talented young ladies all around him. In the first year he broke a few hearts and had his broken in return. But he managed to keep up with his studies no problem And to join the red team of Avalice's Ring Ball extracurricular club. In his first year, however, he was still in class Yarrow.

When he transferred to class Camelia the following year, he didn't believe in the curse. He was cocky, dedicating more time to Ring Ball and skirt chasing than to his studies. But the girls he chased did seem to believe in the curse. And the rejections he was met with caught him off guard. A former classmate from Yarrow, Juna started talking to him, though. She knew A couple of the girls he had dated before as well, so she had to know he wasn't cursed.

Before Dragomar knew it he was back in his groove. His speed and powerful jumps on the Ring Ball field for the red team earned him the moniker The Red Drake. He was falling for Juna too. She really wasn't like the other girls. He was patient with her. Still distracted from his studies, his grades were not getting back in shape yet, but he had hope. So much hope. Until Juna humiliated him by publicly insulting him in front of crowded hallway and admitting that she had been playing him the whole time as revenge for how he treated her friends last year. As if that wasn't enough, she was actually already seeing Edwyn Merac, the Captain of the Ring Ball blue team and Dragomar's former best friend when they were in class Yarrow together.

The rest of the year was defeat after defeat. On the field. In class. In life. He quit the Ring Ball club entirely by the years end, and decided to focus on studying harder than ever before the next year and make up for all his failures in his second year.

This was a noble idea, but his mind had already begun to believe that he was cursed. He threw himself into training so recklessly that he sustained injuries and had to take a week in the Healing Wards. His now desperate attempts to seduce the female student body were becoming creepy. And his refusal to engage in any social hobbies weren't making his third year any easier. Now his grades were becoming very poor. Thanks in no small part to the fact that for the whole second half of the year he spent more time stalking and ambushing Headmaster Augustine and begging him to be transferred out of Class-C, than he did studying combat.

Now, his fourth year is upon him.

Combat Information
Classification: Might

Mana Color: Misty Scarlet Red (As If There's An Underlying Orange Or Gold Light Being Obscured By A Thick Scarlet Fog)

Mana Characteristic: Hot, Busy, Twisting, Writhing, Like Many Beams Of Warm Light Wrapping Upon One Another In A Serpentine Orgy Of Chaos.

Equipment:
~ Shiana, his father's sword.
~ A custom suit of bloodsteel chain armor. A gift from his aunt and uncle.
~ Battlemagic For Beginners, a relatively unimpressive spellbook.

Magic:
War Magic: Fire

Spells:

Molten Shield: He can create a small barrier which absorbs spells, blocks physical attacks, and inflicts fire damage if an enemy charges full force into it.

Flame Blast: A good old fireball is just the right tool for so many jobs.

Techniques:

Blood Drop: Dragomar can leap high into the air and descend upon an opponent with a vicious melee attack.

Sanguine Flurry: With uncanny speed and deadly grace, Dragomar can launch a series of three melee attacks in the time an average warrior would take to execute one strike.

Parry & Riposte: Dragomar has mastered this fencer's classic block and counter attack combo.

Parameters
Mana: 3 / 5
Channeling: 2 / 5
Magic: 1 / 5
Technique: 5 / 5
Strength: 3 / 5
Speed: 5 / 5
Body: 4 / 5
Intellect: 3 / 5
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The Black Prince

16 | Male | 31 July | 4 Cubits | 3254 Gold Debens

Hobbies
Dice games, chariot racing, hunting, fashion, makeup, jewelry, plotting to usurp his father's throne.

Personality
Sekhandur is narcissistic, hedonistic, indulgent, and uninhibited; all traits one would expect from a one who literally believes himself to be a god walking among mortals. Despite these qualities, he is surprisingly genial, lacking the pettiness or cruelty one would expect from one with his mannerisms. Sekhandur can also be diligent, determined, quick-witted, generous, and contemplative. His more benevolent nature stems from his god complex as well-- he truly believes that he is genuinely a superior being, and feels no insecurity or need to defend that fact. Even so, he is not without a dark streak. If the situation calls for it, Sekhandur can be utterly ruthless, scheming, or deceptive, as he sees no reason to choose the most pragmatic route to attaining that which he desires.

History
Sekhandur is the bastard son of the God-King of the Empire of Kemet, Pharaoh Qezremah IX, and a highborn woman of lesser nobility, Nefertari Khain. Kemet is a vast empire that rules much of the deep desert, famous for its towering stone monuments constructed by legions of slaves and undead. Qezremah, the ninth Pharaoh to bear that name, is referred to by many of his subjects as the White King, partially due to his kindness and generosity, but also due to his perceived weakness and cowardice. It was this kindness that moved him to bring Sekhandur to live with him at court, legally recognizing him as the Pharaoh's son, when he learned of his birth. A largely unprecedented act for a king, this action spurred much discontent among his advisors and the high nobility. Despite their protests, Sekhandur lived as a prince in the royal palace, enjoying the same care and privilege as his trueborn sisters, as for the longest while he was Qezremah's only male offspring.

Much changed when Qezremah's sister-wife, the Queen Manya, bore him a son, the prince Orimund. Now that he had a trueborn male heir to marry to his daughter Itzara when it came time for her to ascend to the throne, he had no need for Sekhandur within the palace. Rather than simply do away with him as a more brutal king might, Qezremah had him sent away to the distant city-state of Genelogia, under the guise of having him study to become Itzara's vizier. In truth, he hopes that Sekhandur never returns to Kemet, and in fact bribed the administrators of Avalice to set Sekhandur up for failure, who complied with his request by placing the exiled prince in the class with the worst track record for graduating students: Camellia.

However, Sekhandur learned of his father's plot quite some time in advance, as he first sensed something amiss when his magical tutor refused to teach him the domain of Kemeti magics reserved for those of royal blood: Sesha-Hebsu, the Closed Book. Rather than having this power denied to him, before his departure for Genelogia Sekhandur stole into his father's private vault and made off with his personal grimoire, hoping to teach himself the secret magic of kings.

Combat Information
Classification
Magic

Mana Color
Iridescent shimmering GOLD on BLACK

Mana Characteristic
The humbling magnificence of a billion stars shining in the desert sky.

Equipment
Sekhandur carries a Was staff for channeling his power, a magnificent tool adorned in pure gold and lapis lazuli. He also carries bears his father's grimoire, the tome "Hymns of the Creation of the Temakh", which carries not only the secret utterances of kings, but ancient history about the origins of Kemet and its royal bloodline.

Magic
Sekhandur is a student of Sesha-Hebsu, the secretive branch of Kemeti magic reserved for its God-Kings and their descendants. This magical style draws on the divine power that has been preserved for generations in the pharaonic bloodline since they first mixed their flesh and souls with the Shan'iatu thousands of years ago. Sehsa-Hebsu literally translates to "the closed book," but is also called "Utterances of Kings," by some, and its power is terrible. This magic can call upon the natural elements to do the bidding of the king, release the pure energy of mana from the king's soul, commune with the stars to divine their secrets, and even assert mastery over the forces of life and death.

Spells
AWAKEN THE DEAD
Sekhandur can compel a corpse to do his bidding. Either briefly rousing it to answer his questions, or reanimating the body as a simple, shambling undead,.

CTHONIC DOMINION
The incorporeal undead are also Sekhandur's to command. With this spell he may reveal the ghosts in an area, render them vulnerable to physical harm, bind them to his will, or swallow them to consume their mana.

GIFT OF THE GOD-KING
Unleashing the majesty of his divine soul, Sekhandur can mend wounds and injuries.

REBUKE THE VIZIER
Sekhandur can shield himself from magic power with special wards.

SECRETS RIPPED FROM SKIES
By staring into the night sky, Sekhandur can divine the his exact location and the hour of night.

WATER OF LIFE AND DEATH
Sekhandur can summon a spring of fresh, clear water where he stands, which heals those that imbibe from it.

WRATHFUL DESERT POWER
Sekhandur commands the essence of the earth. He may scour his foes with blasts of sand, create dust devils that chase down his enemies like living beasts, or create a clay shell to armor himself.

Parameters
Mana
☥☥☥☥

Channeling
☥☥☥☥

Magic
☥☥☥☥☥

Technique
☥☥☥

Strength
☥☥☥

Speed
☥☥

Body
☥☥

Intellect
☥☥☥☥
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『 The Miracle Seven 』














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