Magic. . . It is a wondrous and awe inspiring power. It is what allows men to become gods and it is also what brought Amarist out of the Dark Years. Before the discovery of Magic, Amarist was a land filled with hundreds of clans and tribes that were constantly at war with each other; chaos reigned and there appeared to be no hope of change in sight. However, one-hundred and thirty years ago, a small sect of visionaries dedicated to changing Amarist, developed a way to channel Magic into a tangible, measurable form called Mana. They were then able to develop special devices that could never work without a rich power source. In order to distribute Mana on a widespread scale, massive Towers were constructed to serve as Mana Factories that continually convert ethereal Magic into tangible Mana and deliver it throughout the land through special runestones of various shapes and sizes that have been imbued with a concentrated, finite quantity of Mana known as Mana Drives. Logically, the larger the device the greater the power source needed and thus a larger drive and higher charge of magic is required. This discovery launched the people of Amarist out of the Dark Days and into the Magic-Industrial Revolution. Today Amarist is an innovative and prosperous land that uses the power of Magic to power many technological inventions that have revolutionized the way people live and function in society. From carriages that no longer need animals, to a constant source of light, Magic has enabled the citizens of Amarist to become an intelligent and progressive people.
Across the land of Amarist there are a handful of special academies that are dedicated to training a new generation of Amaristians to be the leaders of tomorrow. The most prestigious of these academies is Magus Academy of Eve City, the most prosperous and modernized city in all the land. The academies often specialize in one particular field such as magic, combat training, politics and so on. However Magus Academy is the only school that offers a curriculum that encompasses all of these fields and more. It is a rigorous process to get into Magus Academy and even tougher to stay in but what the students of the academy don’t know is that they are about to face their toughest challenge yet . . .
Hey, everyone. Okay so basically this RP will be taking place in a high fantasy setting such as Dragon Age, Skyrim, Fairy Tail, Golden Sun, and Zelda within the context of the Magic Industrial Revolution, a time of discovery and intrigue where magic serves as a power source for a number of technological advances. As you have read we will be RPing as young students at Magus Academy who are soon to come face to face with their toughest test yet. If you have any questions concerning the boundaries of the magic technology or the lore in general I have provided a Q&A section below but if I have not addressed your specific concerns feel free to PM me. This is going to be a fairly simple and linear RP as far as the plot and endgame goes but feel free to be as creative as you want with your characters and their interaction with the other players on our journey. Hopefully there will be enough interest in the story and I look forward to getting back into RPing.
Q: What is the difference in magic and mana? A: Magic is basically a universal, intangible, unmeasurable phenomena very much like the Force in Star Wars. Mana is the physical manifestation of magic and this can come in many forms. Mages are individuals who are born with a natural supply of mana that is coursing through their bodies who then learn to manipulate and concentrate this mana through spells. One is either born with an affinity for it or not; it cannot be learned. Mana Drives are special devices that focus magic into various types of mana that can be used to power devices. Mana can also be concentrated into a liquid form that is used in various potions.
Q: What is magic mostly used for? What kind of technological devices are we talking here? A: My vision for the technology of Amarist is similar to 18th-19th century levels of ingenuity from our own world’s history. So this means things like horseless carriages, light sources, magic-powered factories, and even magic-powered airships (although they are early in their design and very expensive). Conversely there are no televisions, no internet, etc. There is a form of long distance communication but a special device called an Oracle Matrix is required and they are quite expensive. There are no mechs in this lore but dwarves have capitalized on their ingenuity and use magic batteries to power their automatons i.e. Skyrim.
Q: Are mages a protected or persecuted minority in Amarist? A: Magic users, or mages, in Amarist are most often regarded relatively highly in Amarist due to the positive transformations that magic has brought to the land. However it’s not accurate to say there is no oversight. The MDR is divided into several jurisdictions relative to the Magic Towers scattered throughout Amarist. These divisions are responsible for keeping tabs on the mages within their jurisdiction. All magic related crimes are first investigated by the MDR and then either turned over to public courts or kept in-house for further investigation.
Q: Just how powerful are mages in this story? A: Most mages in Amarist are only capable of minor spells such as basic manipulation of the natural elements of the world, healing non-life threatening injuries and illnesses, and summoning the help of most species of wildlife. Approximately ¼ of the mages in Amarist have more significant control of their abilities and are some of the most formidable forces in all the land. Of course there are the select few individuals in Amarist who are capable of much more. The MDR tries their best to keep the public out of the know in these cases but there are rumors and whispers circulating through the land of mages capable of raising the dead, summoning demons, casting tremendously powerful elemental spells, seeing the future, and more. But, those are just rumors, right?
Q. Are there guns/firearms in this story? A. Yes, guns do exist in this story however they are powered by magic and not by gunpowder. Guns in Amarist look similar to guns from the 17th century of course with a high fantasy twist and the way they function is very similar to other technological devices in Amarist. Oval shaped stones are placed into a special chamber on the firearms that is able to charge the magic until it fires from the barrel. Due to the small size of the Batteries for guns, each one holds only enough magic for between 6-10 shots before the Battery must be ejected and replaced with a fully charged one.
Q: What are the plants and wildlife like in Amarist? A: Amarist shares many of the same times of flora and fauna as our world and most common fantasy creatures. But there are a few distinct species that are found only in Amarist. We can develop the animal wildlife as we go but I am okay with using most types of creatures found in the previously mentioned sources of inspiration (Zelda, Golden Sun, Dragon Age, Skyrim, Fairy Tail). I have taken the liberty of listing the plants here:
Flora >Jiss - This low-growing plant has large fan-like leaves. It reproduces via clusters of royal purple five-petaled flowers. It is often used as a treatment for various minor illnesses. Very common plant found throughout Amarist.
>Pink Rose - This tree has tiny lacy leaves. It reproduces via a single hot pink three-petaled flower. Somewhat common plant used for romantic gestures in central Amarist.
>Bell Wort - This sprawling plant has tiny leaves shaped like bells. It reproduces via a cluster of dark orange five-petaled flowers. It is often used as a treatment for burns.
>Winter Skull - This climbing plant has tiny ovoid leaves. It reproduces via clusters of white five-petaled flowers. It is a rare toxic plant found only in the coldest mountaintops. Used for powerful toxins.
>Red Hood Bur - This tall-growing plant has huge heart-shaped leaves. It reproduces via numerous large dark rose catkins.
>Gold Lace - This low-growing plant has tiny frilly leaves. It reproduces via several moderate-sized four-petaled bright gold flowers. Rare plant valued for its use in décor.
>Green Root - This low-growing plant has tiny frilly leaves. It reproduces via several moderate-sized five-petaled bright rose flowers. It is highly valued for its roots which are green in color and are used as a treatment for bleeding injuries such as cuts and punctures and general pain relief. Very common plant found throughout Amarist.
>Yellow Fox Mint - This shrub has tiny star-shaped leaves. It reproduces via several moderate-sized six-petaled bright yellow flowers. It is used to be ground up into a paste for fresh breath and clean teeth. Very common plant found throughout Amarist.
>Duck Berry – A white colored berry that provides a small amount of nutrition. Sour flavor. Common plant that is only found near water.
>Red Spur - This tree has moderate-sized leaves shaped like arrowheads. It reproduces via numerous huge pastel red four-petaled flowers.
>Toad Spear -This sprawling plant has moderate-sized pointed round leaves. It reproduces via a single dark pink five-petaled flower. Rare plant often found in swamps. Contact with human skin can cause warts to form.
>Crond Berry – An indigo colored edible berry that provides a small amount of nutrition. Sweet flavor.
>Threirt - This low-growing plant has huge frilly leaves. It reproduces via a cluster of plum purple five-petaled flowers.
>Rooster Head - This tree has tiny feathery leaves shaped like a rooster’s comb. It reproduces via a cluster of maroon flowers.
>Snottle - This tall-growing plant has huge star-shaped leaves. It reproduces via a single lime green six-petaled flower. It is found at higher elevations in the west.
>Poison Berry – As its name suggests, this is a poisonous berry bright red in color.
>Elfanth - This bush has tiny round leaves. It reproduces via clusters of bright yellow four-petaled flowers. Rare plant found in the southern forests of the elves. Valuable piece of many sacred elven rituals.
Q: What is the geography like in Amarist? A: I have provided a map of the overworld along with descriptions of each major area. We will most likely develop the smaller areas of the world as we go. As for metals and minerals in the world, just like with flora and fauna our world and Amarist share many of the same metals and minerals such as iron, gold, emeralds, and diamonds but I have listed a few below that have specific purposes in the lore:
Minerals & Metals >Nespyx – A rare gemstone that is turquoise in color found in central and eastern Amarist. It has a unique property that allows it to resist magical attacks but is especially vulnerable to physical damage.
>Kineolite – A special, orange hued metal found in the southern portions of Amarist. It has an interesting property that makes it especially resistant to melee attacks but vulnerable to magic attacks.
>Glittergold- This look-alike metal is the Amarist equivalent of fool’s gold. It is mostly used as counterfeit money by some of the less reputable entrepreneurs in the world. Many elated miners have had their dreams dashed thanks to this imposter.
>Dustice Adamant – An extremely rare silver metal that is virtually indestructible. It must first be melted to be used in any type of forging which requires a special furnace that only a couple of smiths have access to. It is only found in the Elven lands to the southwest.
>Rocksteel – An intriguing blend of metal and mineral that is widely mined by the dwarves underneath the mountains in the north. It is an extremely durable material that can is typically forged into valuable pieces of armor or prize swords. It is an upgrade to common steel or iron.
Key Terms:
> Magic-Industrial Revolution - Term defining the current time where magic has given rise to a new society brimming with prosperity and new technology. In Amarist, roughly 3 in 10 people are born with a natural affinity for magic. > Mana Drive – A Mana Drive is essentially a magic-powered battery that energizes all forms of technology in Amarist that would otherwise require electricity, an engine, or other forms of power. Their size and charge can vary wildly depending on the device it is will be used to energize. As of now Mana Drives can be recharged but only through another source of mana. This means that most people have no way to recharge the Drives and so they must be replaced when they have used up all of their stored mana. Most Mana Drives can energize their intended device for 4-6 weeks and many devices can use more than one Drive at once.
> Magic Waste - Dust-like particles that are the relatively harmless by product of all magic devices. It can cause serious mutations and sickness, though, if one comes into contact with intense concentrations of it.
> Magic Distribution and Regulation (MDR) - Affiliation that organizes ensures magic is being regularly distributed throughout the land by way of a controlled method as well as disposing of potentially harmful amounts of Magic Waste. They are also responsible for overseeing and managing the mages in Amarist to ensure that all mages abide by the laws of the land and that no ill-intended group or individuals acquire too much power.
> Magic Administration Council – This institution is responsible for establishing universities and training facilities for mages throughout Amarist. They also work alongside the MDR to keep an eye on any young mages that may be exhibiting extraordinary abilities.
> Tower City - A Tower City is a city that has been developed near and around a Magic Tower. They are typically the most magic driven areas in Amarist.
> ManaTek Industries – This is the largest and wealthiest company in Amarist. They own the rights to the Mana Towers in Amere, Oshvale, and Glassloch and are constantly working on the construction of more Towers under their name. They are also responsible for the production of many Mana Drive products in Amarist.
Humans - Humans represent a majority of the population and whose culture varies wildly from region to region. Approximately half of the humans have a deistic philosophy as magic has essentially replaced dogmatic religion across Amarist but there are a small number of branches of various religious beliefs throughout the land.
Dwarves - The second most populous race who dwell predominantly underground in Arcatia and New Eden but do operate an expansive merchant’s guild on the surface. Dwarves are a non-religious race for the majority and instead they practice a strict policy of ancestor worship. While dwarves are capable of wielding magic, it is much rarer than in any other race. Dwarves can live slightly longer than humans but not nearly as long as the Elves.
Elves - The third most populous race in Amarist who consider Catharnas their home. The Elves have the longest and richest history in this world, even spanning further back than the ancient dwarves. The bulk of the Elven population call their home the forests in eastern Catharnas. Many adolescent elves will venture out into the world before returning home to Catharnas but a small percentage of these Elves will decide to not return. They have their own special pantheon of gods and goddesses & are arguably the most religious group as a whole in Amarist. Elven lifespans can last over several centuries with the oldest elves reaching 700 years of age.
Felani - Felani are the feline race who are native to Murabia and are widely known for their mysticism and animist religion. They are the least populous race in all of Amarist. Outside of their animist belief system however, not much is known about Felani culture to outsiders. Felani have slightly shorter lifespans than humans.
Governments of Amarist
New Eden – New Eden is a constitutional monarchy governed by a beloved queen who strives to provide all citizens of the province with a suitable standard of living. Recently however, political corruption has begun to seep into the government as some members of the royal family have struck under-the-table deals with ManaTek Industries.
Murabia – This province is a representative democracy with elections every eight years that places a significant emphasis on military defense and capitalism. Voter turnout in Murabia is relatively high but has been dipping the past two elections due to accusations of voter fraud. Murabia is currently governed by a male president who is extremely outspoken on his desire for increased border control as many smugglers attempt to travel through Murabia to New Eden and Arcatia from Hollow Edge.
Arcatia – This province is an oligarchy that is governed by the heads of the five major dwarven families. The political beliefs of these families vary across the spectrum to hardcore conservative to radical liberal. Council meetings of the heads of the families have been known to erupt in full-fledged fist fights yet somehow the government remains stable.
Catharnas – Catharnas is a theocratic empire ruled by a pious, old emperor who has grown more reluctant to interact with and support the other provinces of Amarist as he has grown older. His right hand man and closest advisor is the Prime Minister who is directly responsible for overseeing religious affairs of Catharnas. While Lightwyn is the largest city in Catharnas, Eluvian is still considered as the true heart of the Elven Empire.
Sign-Up Sheet
Name: (First and last)
Age: (15-21 years relative to the race you choose)
Gender: (Male or female)
Race: (Human, Elf, Felani, or Dwarf)
Appearance: (Please be as detailed as possible)
Personality: (A detailed paragraph will suffice)
Abilities/Weapons of Choice: (Please be as detailed as possible and keep in mind our character‘s ages when deciding on your abilities and weapon proficiency)
Bio: (A detailed paragraph will suffice)
Other: (Any other miscellaneous information you'd like to include)
Question, Do the races have set descriptions? Particularly the Felani race, are they like.. Anthropomorphic animals or is it more humans with I dunno feline features (ie: Cat ears and cat tails and such) and have the same dexterity and power as they do?
For the Felani I was inspired primarily by the Khajiit from the Elder Scrolls series if that helps you gain an understanding of what they are. And yes their physical abilities do reflect that of a normal cat.
Okay, so it's still kinda rough but this essentially it! Let me know if I have to change anything of if I was unclear about anything & I'll be happy to fix it.
Personal Information Full Name: Albert (Al) Archibald
Gender: Male
Age: 19
Appearance: Al is a young man standing at 5’ 11” with an athletic build and weighing in at around 180 lbs. He has short black hair, vibrant aquamarine colored eyes, deep and glistening like jewels, and an olive toned complexion clear of blemishes and having a well kept look altogether. More often than not, Al can be found in his school uniform, though when he is not wearing that he can often be found in rather formal outfits. On the dressier side, he wears a white button down shirt under a scarlet vest and a matching long, red jacket as well as black pants and boots. On the more casual side, he wears a red turtleneck, black shorts, and and boots as well, still keeping a rather formal appearance even when trying to relax.
m.imgur.com/oA2UKlu?r (This link gives a better look at his outfit. It's also the best picture I coukd find of what I wanted, but I may change it if I find something better.)
Brief Personality: Al is a perceptive, serious, resourceful, and very competitive person. He prides himself in hus whit and tactfulness. Though he gives off the impression of being prim and proper at first glance, he is, in actuality, notably loud, shrewd, stingy and bossy. Al is very confident in himself as well as his skills as a mage, so he often finds no trouble in speaking his mind and letting you know what is on his mind. That being said, he usually means well for those he cares about, not necessarily changing his behavior for others but doing whatever he can to help someone in need. His manner of speech is often hostile and dismissive of other people, often getting carried away with himself. It only takes a simple mistake to knock him back off his high horse, though.
Weapon(s)/Abilities: Jewels - Al carries a large, scarlet cloth pouch, an i signia of an owl embroidered into thw cloth with silver stitching. In this pouch is where Al kreps many types of jewels in which he uses to cast spells. Each jewel is capable of using different types of spells based on how they were infused with mana.
Jewel Magecraft - The Archibald family's magical strength is not necessarily in their mana, but rather how they use is. In jewel magecraft, the mage imbues jewels and gems with certain types of mana. Once this is done, the mage can then use small amounts of their own mana in order to trigger the mana within the gem, causing a chain reaction in order to use minimal mana and still cast multiple spells at a time. This said, this only prolongs the battle for so long. In Al's case, though he is tactful and intelligent, he is still a novice and can only handle casting so many spells at a time. This also limits him to the amount of jewels he is carrying with him. Simple spells often only require one or two jewels, where as stronger spells require four or five, so once he is out of jewels, he is out of luck. All this being said, Al is still rather talented, able to use most types of elemental magic, though strongest using fire, earth, and dark magic. He is trained well for both close combat and ranged fighting, though can only hold his own at a distance, often keeping himself too ooen for attack when in close range. Also, he is a very skilled tactician, relying more on traps and skillful executions rather than full on assaults. He uses very simple spells in unison in order to skillful outwit his enemies.
Spells: Ifrit Schuss - Fire projectiles that seek out and strike a target, can also be used to cast fiery bursts or explosions. (Simple) Odin Schild - A weak crystalline barrier capable of momentarily fending off attacks (works better on magical attacks, easily shattered by physical attacks). (Simple) Verbeugung - A strong gravitational pull that lasts momentarily to hold a target in place. (Simple) Brynhildr Gnade - A blinding burst of light that renders those in the area momentarily blind (essentially a flashbomb). Can also be used to unravel illusionary spells or dark magic. (Simple) Wise Krieger - Owl-like familiars made of jewels that act on their own and follow Al’s commands, similar to a golem, requires constant use of personal mana to maintain form and control, even after created. (Strong) Krista ll Krieger - Summons crystalline armor around Al’s arms and legs, stronger than steel and usually used as a last resort. Typically used for close combat. (Strong) *More spells to come, though these are the only spells Albert will know at first.*
History: Albert comes from a prestigious family of mages, brought up as the successor to his family's magecraft, and was instructed by his father, Samuel Archibald, to prioritize magecraft over his own interests. His family was run by strict tradition, his mother, Tabetha, being married into the family by arrangement. Due to unexpected and unfortunate events, his father was betrayed and killed while he was still young, and his mother dying of illness several years afterward. Because of this, he was left alone in his studies and watched after by his uncle, who would assure him that sometimes the path to becoming a great mage required sacrifices. Although Al resents the sacrifices he has endured for the sake of tradition, he is fiercely competitive and eager to prove himself as a skilled and capable mage. This dream is bittersweet, though, for to him, we're he to accept such a date, he would have to assume the same role as his father before him; marrying for power as oppressed to love and merely carrying on the family name and magecraft.
I also kept it kind of brief on the history and the personality, I don't want to give too much and just make him an open book.
Awesome character! I can definitely our guys working together. My only request is that you move your character over to the characters tab of this thread.
Appearance: Naukus is quite the happy man, who loves to revel in the wonder of magic. He can rarely be seen without a smile on his face, though, this wasn't always the case. His hair is short, messy and jet black, rarely taken care of or styled outside of the lazy trims he gives it to keep it short. His eyes are a deep navy blue, like sapphires, with veins of a deeper blue, all the way down to off-black. The hair of his face grows quicker than he cares to keep up with, so he always seems to have a frame of black stubble around his strong jaw line. His body is well built, evidence of his past as a hard-working miner, his appearance that of a linebacker. As opposed to his old style of dress (consisting of heavy miner's gear all day, every day), nowadays he's decked out in runes, form fitting leather-plate armor, and a variety of curious devices.
Personality: Naukus isn't completely there. He's very happy, very aggressive, always smiling. He loves to tinker, and he's very smart, a true problem solver. He believes that he is truly a master artificer, and that he isn't totally human, that he is equal parts human, magic, and machine. To keep himself relatively sane, he believes fervently in his made up belief, the Zhu Zeal, the balance of the world. This is comparable to our Yin Yang, but also encompasses the dualities of Time and Space, as well as Light and Sound.
Abilities/Weapons of Choice: The entirety of his skin is decked out in runes designed to collect ambient magic as he moves, funneling it to power his Drives, one on his chest and back. Those drives power the various devices he augments himself with, namely his tempered bronze boots that function like roller-skates, hovering on soundwaves so high that they're inaudible. Each hand is adorned with a gauntlet with two runes entwined, a light rune and a sound rune (this combo rune is the symbol he claims to be that of the Zhu Zeal), both fed from the energy if his Drive to allow him to manI plate light and sound freely as lon as theyre continuously powered. He wears a pair of modified welding goggles with light runes inscribed to overlay real-time energy levels and types over his normal sight, allowing him to see people and sources of magic through solid objects. Finally, he likes to use a collection of grenades, essentially reusable metal shells that explode a few moments after being triggered. They have mana stored within them beforehand, and there are two kinds that he uses; a flashbang style, and one that releases a destructive pulse of sound. The only personal magic he can use is healing magic, which he generally fuels with mana, but he can fuel with the mutagenic properties of Magic Waste, however, this is only for emergencies. The healing is incredibly potent, but dangerous.
Bio: Naukus is the classic example of a second chance going horribly wrong. Having been a miner of Northfield for his whole life, he was driven to the brink by the monotony of his own life. He was an incredibly creative soul, an engineer at heart, but he could never find a way to get into the industry. Tinkering was his one joy, his backyard creations growing more and more refined as his obsession grew. When he discovered magic, his ideas truly blossomed. This was his second chance! Unfortunately, his addictive personality, alongside the infinite possibilities of magic drove him to an even greater obsession. He stopped showing up to work, supplementing his income by selling his new magical creations. He became a young artificer, a prodigy, if not all there. After a few years, his inventions grew less and less benevolent, from mana-powered food preservers to weapons of battle. People became discouraged, and stopped purchasing his wares. His newer clientele, those seeking weaponry fueled by magic, were not as plentiful as the common folk and the wealthier figures who purchased his domestic devices, and competition was strong. So, now he works to better his credentials, as well as the quality and understanding of the magic he works with, by attending an academy of magic. The only question is, will his normal aversion to people inhibit his ability to work well in this environment?
Appearance: Alyn is rather young in appearance, standing at a short 5’2” and appearing a slightly underweight 105 lbs. Having a lean and lithe frame, Alyn appears very physically weak. Her skin appears slightly more pale and fair than normal. Falling over her icy blue eyes is her short length hair that falls just above her shoulders. Alyn is almost never seen without her cloak. Falling all the way down to her legs from its baggy hood in the back with an open front, it is a royal blue color from bottom to top, slowly darkening as it reaches its end. Underneath her cloak, she wears a simple blue dress of a very similar color that ends just above her knees. Her feet are usually occupied by a simple pair of slippers of a matching color to her cloak. From midway up her palm all the way to her upper forearm, there is a large scar. Upon Alyn’s visage, a look best described by the word ‘neutrality’ comes to mind. She always appears rather absent of outgoing emotions, though this emptiness can often give off a feeling of grim sadness. There is an almost absent look upon her face when she looks at others, as her vision is extremely impaired.
Personality: Alyn is very reserved and tactful in her speech, giving off a rather shy, solemn, and soft spoken vibe to those who encounter her. Of course, it is rare to have an encounter with an individual with these slightly introverted tendencies. Alyn often tries to avoid getting close or even interacting with others if she can avoid it. She views such trivial interactions as pointless and destined for betrayal. This makes Alyn very much a loner. This doesn’t come without its rumors of course, but Alyn seems to care very little about what others think of her. Once you get to know her, Alyn has a very childlike and sheltered outlook on things despite her negative past. She seems to perceive even the worst types of magic and violence to be normal even though they may frighten others.
Abilities/Weapons of Choice:
Binding Ritual: Alyn has recently learned the family secret of binding creatures. Her skill in this type of spell is very weak and can be used very sparsely, especially because of the ample amount of time the rituals consume. At the start, Alyn may only able to bind small imps and lesser magical creatures, allowing her access to the most basic evocation spells that will allow her to appear like a normal mage. Once the creature is binded, Alyn offers the creature its freedom for the use of its magic for a short time.This ritual requires a large amount of mana and Alyn often needs some sort of Mana Drive to keep the ritual magic up for more than one of the bound creature’s spells.
Summon Servant: This is one of Alyn’s most basic necromancy spells. Using ritualistic magic, Alyn can expend mana to bring forth an incorporeal spirit that can physically interact with objects around her despite being shapeless and massless. This spirit has no will of its own and instead becomes a simple extension of Alyn’s consciousness, but has no ability to attack others. Instead, it is used to carry and manipulate the area around Alyn. It requires a constant input of mana, but the input is minor and depends on how much work the force is doing. This spell is often used under the guise of a telekinesis spell.
Fangs of the Vampire King: Alyn, through her family’s great necromantic prowess, has gained an affinity for the undead. Though she, herself is not an undead entity, through great practice, she has learned to summon aspects of some of the world’s most infamous undead creatures. By channeling her mana, Alyn is able to augment her teeth with conjured vampiric fangs. These elongated fangs become hard enough to sunder steel with enough force. The fangs are mainly used as a melee weapon since Alyn carries no source of defense and relies entirely on her magic. If the fangs happen to draw blood, Alyn can use the magic in the fangs to convert the blood into miniscule amounts of mana which helps her maintain the fangs longer or power other spells.
Commune: This is one of the most simple necromantic spells that the Divina family learns. Although its use is very limited this spell is almost innate to those with the Divina family curse. Expending mana over time, Alyn can use this spell to hear the voices of the dead. It is the first spell taught to every one of the Divina family necromancers even though none of the family members seem to have found a use for it. It requires very little mana as the spells use is so narrow.
Clairvoyance: This is Alyn’s most common spell. Due to her very weak vision, whenever she needs to see well or focus, she casts Clairvoyance to give herself a perfect vision of everything in a small radius around her. This supernatural vision requires more mana to have a larger range or for a longer duration. Alyn often keeps a short range Clairvoyance up for long periods of time so she can see.
Ghost Step: Channeling the energy of incorporeal beasts through her body, Alyn is able to change her form to that of a ghost, allowing objects to pass through her. When going into her ghost form, all of Alyn’s belongings go along with her. Instead of being a physical being, Alyn becomes a white and shimmering image of herself. As she moves while in ghost form, Alyn expends quite a bit of mana so this spell is most effectively used while standing still and in short bursts.
Bio: Born the third and final child to a rather prominent, wealthy, and noble family in Lightwyn, particularly by the sea, Alyn has had a rather sheltered life, but that hasn’t stopped her from witnessing the great evils that magic can bring along with its wonderful deeds. The Divina family had a list of dark secrets kept hidden to keep numerous illegal and forbidden magical traditions out of public eyes. Be it working with demons or working with the dead, there was a rumor that involved the Divina family.
Tracing back to Alyn’s great grandfather who is rumored to still be kept alive via necromantic magic to this day, the evil secrets of the Divina family are much more than rumors. Alyn’s great grandfather, in a move for power, took up the art of binding magic. He contracted a demon in exchange for the life of one of his family members to give his bloodline powerful magic. The demon then bestowed what most considered a curse upon the Divina family. The demon crippled their abilities to battle with normal arcane arts and replaced this potential magical energy with prowess for Necromancy.
Ever since this curse, the family has become learned in their evil art, becoming a detriment to others to give themselves power. This leads all the way down to Alyn’s birth, where the ritualistic necromancy and binding magics were granted to her. This didn’t save her from the evil that the magic brought, though. When she was young and her older brother learned to bind, he sacrificed a great amount of Alyn’s blood. This left her physically weaker than she should have been and with a great scar upon her arm.
Of course, the Divina family still had the ability to take up practice of magic other than the dark arts, but it was not as strong as it could have been. Alyn, soon realizing the disdain outsiders held towards the ways of her family took up this practice, keeping her necromancy spells and binding spells to a minimum. This was a little secret that she held from her family. A young child’s defiance can only remain hidden for so long, though. Alyn was soon found out, and she became known as the rebel of the family. Believing it was a simple phase or that she would come around, Alyn wasn’t paid any heed.
This, of course, was not to Alyn’s liking. When she reached the age of 15, and was finally old enough to seek out an academy, she decided that she needed to become something other than another menace of the Divina family, but her magic wasn’t the strongest. Her heart was set on Magus Academy, but her magical prowess had destined her for something completely different. She had to do something drastic.
With the assistance of her father, Alyn made an attempt to bind a weaker demon that would allow her to appear outwardly better at magic than she was, but her plan didn’t go so perfectly. Her father, in an attempt to help her learn to become a better binder, didn’t fully take control of the demon, allowing Alyn to deal with him directly. In the end, the creature was able to escape his binding and granted Alyn her wish only if she gave something up. Stuck between a rock and a hard place, Alyn agreed, allowing the demon to take away most of her ability to see, leaving her vision impaired, but luckily, she still had some sight.
After the struggles, the demon was compelled by her father to channel its magic through Alyn so she outwardly appeared like a strong mage. This allowed her to make it into Magus Academy and finally flee her family. Her first year was a great struggle, as Alyn was greatly incapable of most offensive spells. She had to resort to binding lesser imps and very weak fiends and creatures to even allow her to cast simple spells that evoked elements. Slowly and slowly, Alyn descended into more and more of a Dark Artist.
Other: Despite Alyn’s ‘loner’ attitude, there is one thing that keeps her company. The one thing Alyn calls friend is her pet. In her company is a simple crow that she calls Beltran accompanies to every one of her classes at the academy.
Appearance: Ambrosia has a look that is easy to spot in a crowd. She is a short girl standing at 5’4 and weighs in at 112 lbs. Her hair is extremely long and has naturally large spring curls draped in the twisted golden locks. It is often put up into two high ponytails with her bangs laying on out and on face, curving in toward her neck. This is often paired with large bows or charms that are placed on her head. The attire she wears is mostly consistent of soft pastel dresses with lace, frills and cute looking accents. These range from long dresses, to-the more common ones she wears- the short cupcake like dresses. When she wears the short dresses she often pairs long, thigh-high socks, usually the colour white with a coloured frill or bow on them, and white slip on shoes with them. Her eyes are a clouded blue, with dark bags on her porcelain pale skin. Though she is often always smiling, her eyes never show that emotion being empty and void of all feeling.
Personality: Ambrosia is a very happy go lucky girl, she greets everyone with a huge smile and a hug if allowed. She has no meaning of personal space as she is extremely clingy towards those she considers to be her friends, but at least knows when enough is enough. Her emotions are easy to read as she is very expressive with them on her face. Being around Ambrosia is something of a roller coaster, flipping from extreme happiness to being moody and pouting back to happy once more. This often times makes her a bit hard to talk to as she is very naive in general and takes things a bit too literal or personal. Even so she quickly gets over them just as quickly and peps right back up. Her voice is very soft to match that very fluffy personality. But beneath her fluffy, happy, exterior lays a very dark and twisted person who gets extremely violent when her ‘person’ is in harm's way. She becomes absolutely void of her happy personality, becoming just as empty as those bleak blue eyes. When in this state, her magic becomes much more deadly, going out of her way to hurt anyone she feels deserves her divine punishment for putting whom she has attached to in danger. Her actions become rash, unaware of everything, like her common decency was thrown out of the window and she goes into a rampage unconcerned with any other people who may be caught her crossfire. The only way to calm her is either she feels the threat has been eliminated or the person she lost control over tells her to stop. She has full control and memory of these episodes, only apologizing to people who accidentally got in her way. This violent personality switch must be triggered, otherwise she is very outgoing and happy.
Abilities/Weapons of Choice:
Candy Magic- This is the primary form of magic Ambrosia uses. It is a type of summoners magic. It requires a staff to be used to trigger the magic in the air to condense and form into what she needs. Most of the spells and the style of fighting for this magic is a lot of long ranged combat and support. She has a moderate control of this magic, knowing mostly basic spells and seeks to improve on them and learn the many other spells that can be known in this form of magic.
Spells:
Rock-Candy Shards: This is a long ranged attack, using the staff, it hardens the earth's natural energy into spikes that spring from the ground that are usually red crystallized shards but can vary to be weak, pink ones depending on the amount of energy in that particular area. The darker the colour the stronger they are, and the lighter the more brittle and less fatal they are. Though she is only able to extend the shards so far, the farther they go the less power and durable they are.
Bubble Gum Shield: This is as it states. By swinging her staff in front of her, she is able to form a bouncy, pink shield. This can absorb both physical and magical attacks and, 50% of the time, reflect any projectiles back to the person. Though they are much weaker than when they are sent. The shield can be small enough to cover her or others and even float to cover another person. It is not indestructible though, just as gum it can deflate and become weak the more it is hit. Once broken, it will form piles of gummy globs on the ground. It takes time between each use to recharge.
Sugar Powder: A special magic, she dispels a powdery dust on a singular opponent to make them hallucinate for a short period of time. This takes a large amount of energy to build up and concentration to keep the hallucination up. Ambrosia is unable to keep the image up longer than a few minutes and she can only use it standing still. The person must get the powder in their system and she is to have them stare into her staff, making her wide open for attacks.
Jawbreaker Shot: A projectile magic. It uses the Magic-Waste in the air, pressing it into pellets and are shot from the head of the staff in a rapid fire. It has a small down time between each succession of shots. The more time they are spent being condensed the larger and faster the shots are. There are always 5 shots to be had with her experience level but can get up to 20 at a time.
Cotton-Candy Veil: A healing magic that is disguised at a Candy Magic but is a Blood Magic spell. The wound is covered with a soft pink fluff, when Ambrosia sets her hand on the wound, she forces her own blood to draw and manipulate her own mana on the wound causing it to be healed. Though it only works on minor wounds where blood must be drawn.
Staff: Ambrosia’s staff is a medium staff a pink colour with a yellow star and wings on either side. It can be used in slight hand to hand defensive combat. Using the mana flowing within the staff she can shrink it in size and make it much more convenient to carry around.
Blood Magic- This is a secondary magic Ambrosia has, it is known as a forbidden magic. When she has her switch flipped, this magic becomes her go-to magic. The mana running through her body is entwined with her blood, giving her complete control of the motion and workings of it. Though it comes with major draw backs, as she has to first harm herself to initiate it and use a large amount of inner mana to control it. Though this magic comes much more naturally to her as it is all internal, it is one she cannot use so freely as it is a darker magic. She is unable to use more than 2 spells at a time and even then she tends to focus on one at a time to quickly shift between them.
Iron Defense: Through manipulation, Ambrosia is able to harden parts of her blood inside her body to make her skin as strong as steel. Though she can only do this one spot at a time making the side of her body that is not hardened very susceptible to attacks.
Blood Blade: An incision is made on Ambrosia’s arm or palm and the blood streams out of the wound, forming a sharp blade that is used to cut foes down. Though if the blade were to break from the wound it would cause immense pain causing the blood of the sword to liquify.
Scarlet Stream: This is a risky move to pull off for Ambrosia (though that does not stop her.) A large, open, gash must be made on her back and one large or four smaller tentacles made up of her blood are expelled. They linger and serve as either bashing weapons, forming large rounded off worm like masses. Blade weapons, giving quick jabs and forming sharp tips. Or distance, expelling shards of scarlet blood out them. When using this spell, Ambrosia cannot move at all as her body only has enough blood in it to keep her functioning properly. This leaves her vulnerable to most attacks if she is not focused on her surroundings.
Ruby Shards: This is a weaker projectile attack, Slits are made on her inner palms and she can shoot small, weak, dart like, projectile crystallized shards of her blood from them.
Stitched Wounds: All gashes made on her body can be stitched up through extreme manipulation of mana. This is the basis for Cotton-Candy Veil, but Ambrosia’s mana is forced into her skin from her blood and closes wounds manually. This requires a lot of concentration to send the mana through her body like that so she cannot do it as quickly as other blood magic users.
Sap Sipper: This ability is used when her blood is in direct contact with the other persons. If her blood blade is lodged into a person she can sap the mana that is running through their blood. But she must be in constant contact with the person for this to work and therefore is not used often.
Mana Manipulation: If she is able to get close enough to her foe, Ambrosia will bite down or slice a person and drink their blood. This gives her small amounts of control over their mana use making their accuracy much worse than normal. The more blood she ingests the more control she will have. Though the control is only throwing off their balance of mana in their body.
Ambrosia relies heavily on magic to defend her so it depletes her energy very quickly. Her hand to hand combat is weak and her magic leaves her open to close range attacks. When she has an episode is the only time she can withstand physical attacks as she can harden the blood in her system to soften any blows. Though using both the Candy Magic and the Blood Magic at the same time is extremely difficult and as of right now can only use them together to use for the Cotton-Candy Veil. Using them both during combat is near impossible for Ambrosia currently, as they both require a large amount of concentration to use and take up a lot of mana usage.
Bio: Born to a small family in Falconmont, Ambrosia was an only child to 2 young elves. Her mother specializes in Candy Magic and her father only had relatives who were blessed with magic as he was not. She started out a normal child, as a baby she was very blessed and into her younger life she was always very smart, learning quickly about her own magic. That was until she turned 6 years old, and the first incident occurred while she was at school.
She had a massive break when someone had knocked over her childhood best friend. This was when it came to light, her blood magic. She inherited this from her father’s side of the family as his family was cursed with the forbidden magic for unknown reasons. After this was awakened, her once bright eyes drained of life, becoming mere voids. They tried to live the rest of their time in the city, but others persecuted and alienated them to the point the Tapia family had to leave their home in Falconmont and move to Lightwyn.
She was once again a normal, happy child. Finding her way to developing her magic, guided by her mother. And to, in secret, control the Blood Magic. She began going to another school in the city. Once again, the same loss of control happened once more at the age of 11, causing her to injury many classmates. It was over the same issue, a very close friend had been hurt in some way and Ambrosia became enraged. She claimed that this person was no one else's but hers. She formed close bonds and attachments to the people she felt she was defending. As if stuck on repeat, her family left the city to end up in Kingsport.
There, her control of her magic was much more honed. Ambrosia became much tamer and sweet, creating herself into the pastel princess. Her violent outbursts became much less frequent and her Blood Magic became something she had nearly under control there. Only one incident happened over a specific person in the city, but it was quickly swept under the carpet. This did not stop the people around her to treat her differently, including the person she was protecting. This caused this person to drift apart from her and finally, leave Ambrosia just as everyone else did. Although this never deterred Ambrosia, she did try to keep herself distant from others. The overwhelming protective nature she felt for just one person was eating her alive, unable to contain herself she decided to move to Eve City.
Another clean slate, determined to keep one person safe regardless of their relationship was her mind set. Do this all while she keeps her Blood Magic on the downlow even if she has little care for it being a forbidden magic, but more so that she does not have to start over again. Now living in Eve City, she is in Magus Academy, keeping her distance from most people in search of that one friend she will hold dear.
Other: She carries a white pink bunny with her and considers it to be the only other thing she will lose her temper over. She claims she is it’s true protector and it will never come to be harmed. Though mostly it is comical, her care for the bunny is true as it is the only thing that she has had since her first outburst. It’s name is Lilith.
Everyone's characters look very interesting and I really like the creativity behind these characters. The only thing I would ask of everyone is if you could move your characters over to the character tab of this thread for easy reference once we get started. I will work to have the first IC post up this weekend!
@Ursane Unless I am reading your post wrong, it doesn't seem like your character is a student enrolled at Magus Academy but is instead a mercenary. For this particular story we will all be RPing as students at the academy so you will need to tweak your characters bio to fit with that requirement. Everything else looks good though.
Ok, everyone, I've put up the first IC post so feel free to get the ball rolling! I won't be going through every single one of Phillip's class for the day but just wanted to use this as a jumping off point. I established some finer details about the Academy's enrollment numbers for reference and just as a reminder if you would like to establish any kind of preexisting friendship or relationship with another player's character just make sure it is agreed to by both parties.