St. Fortuna's Academy for the Higher Arts
A School for the Magically Gifted
Welcome to St. Fortuna's Academy for the Higher Arts, the best school for the study of magic in all of Prydain! You must be very lucky, or very wealthy, to have been accepted here! St. Fortuna's offers only the finest materials for their students, and their sacramentum-based schooling makes for one of the most successful magic-oriented schools in the world. You're all starting your second year here, correct? That means you'll finally be bonded to your first partner! What an experience! They say that first partners often become life-long friends, some even get married! Bonding is so important to our society and culture, that it's even taught in public schools! Of course, if you want to make the most of this education, the only place to go is St. Fortuna's. Oh, I just know you'll all be so happy here!
There are two kinds of people in the world. Mages and Familiars. Mages are born to a specific type of magic and can cast spells, while Familiars are born without the ability to do magic, but have a special talent called an Ability that is unique to them. Mages and Familiars are not passed through bloodlines. It is completely random who is a Mage and who is a Familiar. A Mage can be born to Familiar parents, and vice versa, or a Mage can be born to Mage parents, and vice versa. It is extremely rare that one family will only made up of Familiars or Mages, and “chains” of uninterrupted generations break quickly.
Because of this, there is no social hierarchy to being born a Mage or a Familiar. There are no hate crimes or magical racism towards either group, because everyone is related to or knows a Mage or a Familiar in some way.
Mages can perform act of magic to the element they are linked to, however, on their own, this magic is very weak. They simply use up magic far too quickly for large, grand, and long-lasting spells. Familiars, however, while being unable to use magic, tend to accumulate vast amounts of it, untapped and with great potential. But this results in the Familiar’s mind and body becoming clouded and strained, too burdened by the energy they cannot remove themselves. To use that magic to it’s full potential, Mages and Familiars form magical contracts that link their souls together. As a result, Mages are able to cast much more powerful spells by tapping into their Familiar’s reservoir of mana, and more powerful and well trained Familiars are highly sought after, and gain power in their own right. The main reason for why Familiars enter into this bond is because all that mana build up results in the inability to use their own ability. Bonding to a mage frees up their ability, making it stronger and easier to use.
Mages and Familiars form contracts with each other that, like most magical contracts, last for exactly 1 year and a day. These contracts require a skilled mage to preside over the ceremony, and both parties receive a seal, placed usually on their hands, that proves their contract. This contract, and the seal, are called sacramentum, meaning oath. As a result, the souls of the two individuals are tightly interwoven, and they share their mana. However, the intertwining of souls also leads to other unintended effects, such as easily influencing each other’s emotions, increased dependency on each other, shared dreams, and, in very rare cases, developmental telepathy. Sharing one’s soul with another is not taken lightly, and bonded pairs are expected to work in perfect unison with each other. This is not always the case, however.
Among the youth, bonding is seen not only as necessary, but as the mark of adulthood. At St. Fortuna’s Academy for the Higher Arts, it is mandatory that all second years be bonded to another student, usually selected by the Council of Educators, who take the student’s Ability and magic types, sex, personalities, backgrounds, and cultures into account to make the most educational and successful pairs possible. In their third year, students are still required to form a sacramentum, however they have the option of choosing their partner. In the fourth and final year, students are not required to form sacramentum, but may if they so choose.
While bonding between Mages and Familiars is an important step for young people in their education and in society, it is not required for adults to be bonded at all. Many who work in trades that don’t rely on magic, such as vendors, bureaucrats, landowners, and those in unskilled labor, are not in contracts at all. However, for those where magic is often used, such as in adventurer’s guilds, artisans, farming, construction, and the study of magic and science, bonding is not only required, but necessary for survival.
At St. Fortuna’s Academy for the Higher Arts, bonded partners share a dormitory that can be separated into two smaller rooms by a sliding wall. They also share a bathroom and shower, and are expected to work out their own schedules and arrangements for their use. This does not exclude bonded pairs where the parties are of opposite genders.
*Please note that St. Fortuna’s Academy for the Higher Arts does not tolerate sexual relationships of any kind on school property, and if a student is found to have been engaging in sexual acts with another student, both will be investigated. Punishments can range from suspension, detention, community service, to immediate expulsion. Any student found to be engaging in sexual misconduct will be detained and handed over to the authorities for a more formal investigation of the matter, and will be immediately expelled from school grounds. In addition, any student charged with sexual misconduct will be barred from attending other institutions of higher learning until such a time where the charges are proven false or are otherwise dismissed.*
Because of this, there is no social hierarchy to being born a Mage or a Familiar. There are no hate crimes or magical racism towards either group, because everyone is related to or knows a Mage or a Familiar in some way.
Mages can perform act of magic to the element they are linked to, however, on their own, this magic is very weak. They simply use up magic far too quickly for large, grand, and long-lasting spells. Familiars, however, while being unable to use magic, tend to accumulate vast amounts of it, untapped and with great potential. But this results in the Familiar’s mind and body becoming clouded and strained, too burdened by the energy they cannot remove themselves. To use that magic to it’s full potential, Mages and Familiars form magical contracts that link their souls together. As a result, Mages are able to cast much more powerful spells by tapping into their Familiar’s reservoir of mana, and more powerful and well trained Familiars are highly sought after, and gain power in their own right. The main reason for why Familiars enter into this bond is because all that mana build up results in the inability to use their own ability. Bonding to a mage frees up their ability, making it stronger and easier to use.
Mages and Familiars form contracts with each other that, like most magical contracts, last for exactly 1 year and a day. These contracts require a skilled mage to preside over the ceremony, and both parties receive a seal, placed usually on their hands, that proves their contract. This contract, and the seal, are called sacramentum, meaning oath. As a result, the souls of the two individuals are tightly interwoven, and they share their mana. However, the intertwining of souls also leads to other unintended effects, such as easily influencing each other’s emotions, increased dependency on each other, shared dreams, and, in very rare cases, developmental telepathy. Sharing one’s soul with another is not taken lightly, and bonded pairs are expected to work in perfect unison with each other. This is not always the case, however.
Among the youth, bonding is seen not only as necessary, but as the mark of adulthood. At St. Fortuna’s Academy for the Higher Arts, it is mandatory that all second years be bonded to another student, usually selected by the Council of Educators, who take the student’s Ability and magic types, sex, personalities, backgrounds, and cultures into account to make the most educational and successful pairs possible. In their third year, students are still required to form a sacramentum, however they have the option of choosing their partner. In the fourth and final year, students are not required to form sacramentum, but may if they so choose.
While bonding between Mages and Familiars is an important step for young people in their education and in society, it is not required for adults to be bonded at all. Many who work in trades that don’t rely on magic, such as vendors, bureaucrats, landowners, and those in unskilled labor, are not in contracts at all. However, for those where magic is often used, such as in adventurer’s guilds, artisans, farming, construction, and the study of magic and science, bonding is not only required, but necessary for survival.
At St. Fortuna’s Academy for the Higher Arts, bonded partners share a dormitory that can be separated into two smaller rooms by a sliding wall. They also share a bathroom and shower, and are expected to work out their own schedules and arrangements for their use. This does not exclude bonded pairs where the parties are of opposite genders.
*Please note that St. Fortuna’s Academy for the Higher Arts does not tolerate sexual relationships of any kind on school property, and if a student is found to have been engaging in sexual acts with another student, both will be investigated. Punishments can range from suspension, detention, community service, to immediate expulsion. Any student found to be engaging in sexual misconduct will be detained and handed over to the authorities for a more formal investigation of the matter, and will be immediately expelled from school grounds. In addition, any student charged with sexual misconduct will be barred from attending other institutions of higher learning until such a time where the charges are proven false or are otherwise dismissed.*
St. Fortuna's is a slice-of-life school RP that takes place in the fictional land of Prydain. It's a modern world with all the comforts of the internet age, laptops, cellphones, online shopping, that have developed alongside magic. The school itself is a private school that focuses on magic, and caters mostly to the wealthy and upper middle class. They do offer scholarships to poorer students, but if you fall behind on your grades and wind up on academic probation, you will be expelled.
All characters will be entering their second year of high school at St. Fortuna's, so the age range is between 15-16. (If you can make a good case for why they're older/younger than that in your CS, we might allow it.) Because this is the second year, characters can be returning students or transfer students, the choice is entirely up to the player. All characters will either be a Mage or a Familiar, you can't be both or neither. If you're a Mage, your education will focus primarily on gaining new spells. If you're a Familiar, the discovery and development of your Ability will be the focus of yours.
Because there's a lot to get through to better know your world, school, classes and roles, and this is already a long post, I'll have put all needed information about Familiars, Mages, magic, world, and lore in hiders below. See you on the other side!
All characters will be entering their second year of high school at St. Fortuna's, so the age range is between 15-16. (If you can make a good case for why they're older/younger than that in your CS, we might allow it.) Because this is the second year, characters can be returning students or transfer students, the choice is entirely up to the player. All characters will either be a Mage or a Familiar, you can't be both or neither. If you're a Mage, your education will focus primarily on gaining new spells. If you're a Familiar, the discovery and development of your Ability will be the focus of yours.
Because there's a lot to get through to better know your world, school, classes and roles, and this is already a long post, I'll have put all needed information about Familiars, Mages, magic, world, and lore in hiders below. See you on the other side!
(Lynden)
Though the world is a large, vast place full of many kinds of unique people and countries, our story takes place in one in particular. The Kingdom of Prydain. An island nation with a temperate climate, snowcapped mountains, and a plethora of lakes and rivers, Prydain covers 220,837 square miles of land, with 22,099 miles of coastline. With a wetter, colder north and a drier, warmer southwest, Prydain has a great agricultural industry, with great exports of wine, textiles, and wheat. It has a population of 41,415,000 people, with large, metropolitan areas and smaller, farming-based villages. It’s largest city and capital Lynden, is one of the oldest planned cities in the world, and is home to the royal palace, King’s Seat. Prydain is a constitutional monarchy, and though the king does have a voice in executive matters, most of the power lies in its parliament and high courts.
The academy itself sits in the south east of Prydain, in the remote countryside. Originally a monastery, it was converted into a fortress, a castle, and a winery, before finally being purchased by St. Fortuna of Ansh, who founded the school in the year E2 487. For the last 500 years, the school has kept it’s lively traditions and culture alive, and is one of the best schools in the world dedicated to the study of magic. Catering mostly to the wealthy and upper middle class, it does offer a scholarship to less fortunate students, averaging from 10-20 a year. It has a rigorous academic schedule, and students who fall behind in their studies are placed on academic probation, or eventually expelled. However, students who maintain excellent grades receive special privileges, such as an extended curfew, access to the Students Lounge and the Salon, the permission to keep some small pets in their room, and a weekly allowance, to spend as they choose.
Most students spend their free time and money in the nearby village of Enklen, a small tourist town with a small population, but thriving economy. Here the students may find numerous bakeries, cafes, grocers, art supply stores, boutiques, bookstores, arcades, computer cafes, plazas, and restaurants, as well as numerous stores and stalls catering to magical niches or ambitious students. Though the student population makes up a large portion of its consumer base, the town is also famous for its canals and hiking trails, being located near the scenic Thousand-year Damson, an ancient plum tree that is said to give magical fruit and cause the town prosperity. There are two local festivals in honor of the tree, the Plum Moon, on October 4th, when the fruit of the tree is gathered and shared, and the Flower Festival, on April 14th, when the tree blossoms. Students are welcome to participate in the activities, but are warned to not cause trouble for the townsfolk. The Thousand-year Damson is protected by the Pydainian Cultural Heritage Act, and causing any harm to the tree is punishable by up to 20 years in prison. If the villagers don’t get you first, that is.
Other Cities in Prydain:
Colbar
A foggy, coastal city known for its seafood industry and stark white cliffs. The hillside is rocky and not very good for agriculture. It is mainly a port city, and people here speak with a strange, northeastern accent. The buildings is closely packed, with some coastal villas and cottages having enough breathing room. Heavy rains and thunderstorms dominate the weather, and the city is famous for its lighthouses.
Erridún
A large city on the Dame river, Erridún is the second largest city in Prydain, and is famous for its watermills and textile industry. Much of the city is dominated by the various "Cloth Barons", who own the various mills and dye vats that make up for so much of the economy. Erridún is unfortunately nicknamed the "Deadliest City in Prydain", both due to a strong organized crime rate and the pollution of the Dame river. Though the city is currently under a rehabilitation effort, with a strong new mayor reorganizing the police force and Adventure Guilds taking measures to clean the river's waters and stop the pollution, it will take some time to clean up the city's reputation.
Maefeld
A metropolitan area originally built around an airfield, Maefeld is one of the fastest growing metropolitan areas in Prydain, and is its capital of fashion and technology. Everybody who's everybody has been to Maefeld's famous Galaria Extravaganza, its annual fashion show that showcases the newest pieces of high class designers and serves as vicious gossip grounds for those in the know. The Pearl district is the center of shopping in town, and retailers make a lot of money through boutiques, salons, spas, and lounges.
Capital City: Ville de Lumiere
Prydain's southern neighbor, Lutetia as a long history with Prydain, dating back thousands of years. Together with Teutonia, Prydain's eastern neighbor, they make the "three motherlands", three countries that border the Chauci Sea. With 233,032 square miles of territory, a population of 60 million, and an extensive coastline of 8490 kilometers, Lutetia is the largest country on the continent of Avrupa, and one of the most powerful nations in the world. A constitutional republic with a history cemented in civic nationalism, fierce pride, and the glory of the revolution, Lutetia is one of the longest lasting republics in the world. It was the first nation on the continent to grant women's suffrage and adopt civil rights, as well as banning the ancient familiar slave trade. It holds itself and its history with pride, and has several holidays dedicated to the martyrs of the revolution of E2 719. Often called the People's Revolution, the Glorious Revolution, or the Lutetian Civil War, it was a long, bloody war that lasted 10 years, and ended with the deaths of 1 million Lutetians, including the entirety of the royal family and most of the Lutetian nobility. However, the Lutetian's are a sturdy people, and a new government was formed from the ashes of the old one, who reorganized the military, set up a new constitution, and created the Lutetian Republic, which still stands today.
A country brimming with history, art, culture, and emotion, Lutetia has a temperate climate with tropical shores to the south, with crystalline seas and white beaches that make it a popular vacation spot. Their capital city, Ville de Lumiere, is one of the oldest cities on the continent, and is considered a world heritage site. Affectionately nicknamed "Lumi", the city even has its own patron goddess, Claire, who is represented as a strong, bare breasted woman holding a spear and a flag. She is sometimes accompanied by children, representing the people of the city, whom she nourishes, protects, and educates. The Church of Claire is prevalent in Lutetia, as she is considered the mother of the revolution and represents their spirit, and in some places, the religion holds more power than the Church of the Holy Star.
Lutetia is famous for its food, particularly wine, bread, and cheese. Lutetia food is seen as the best in all of Avrupa, and several professional chefs study and graduate from the Lutetian Culinary Academy. Lutetia is also a place of art, and the country's workshops and artisans make astounding, if not expensive, masterpieces. Lutetians look down on the aristocracy and any symbols of it, and large corporations are watched carefully and subject to state inspections at random. Lutetians have many jokes about the Prydainian monarchy and nobility, which they are more than happy to impart with their tourists and guests. Despite this, they are a friendly people, and welcome people into their country. Their branch of civic nationalism believes that one has a duty to their country if they live there, and the immigrants who choose to become Lutetians only strengthen their position as the dominant power in Avrupa.
Lutetia has a complex political system. It has a president, who represents the country in foreign affairs and is elected by popular vote. The president is advised by the prime minister, who is elected by the National Assembly, body of 600 popularly elected officials. The president then selects a council of ministers, 16 senior ministers appointed to their duties to serve as heads of their department. The ministers then appoint their own secretaries of state, junior ministers who work directly under them and assist in their duties. The president, national assembly seats, and prime minister are elected every five years. Currently, the largest political parties in the national assembly are the leftist Lutetian Socialist Party, and the more conservative and militaristic Lutetian Republican Party.
Lutetia has a history filled with war and sacrifice, and they have many monuments to the dead. If you die while serving in the Lutetian military, you are given the title "Martyr of the Revolution", your family receives a medal and pension, and your name is added to the Wall of the Fallen, a massive monument surrounding the center of Ville de Lumiere. The most bloody war in their history, since the Lutetian Civil War, was the War of Regret. More than 13 million Lutetians perished in the war, half of them civilians. Named for the Régrette River where the first battle began, the war was quickly changed into to War of Regret after the surrender of Teutonia. Lutetia has never forgotten the horrors of that war, with much of it's countryside used as a battleground and Ville de Lumiere almost burnt to the ground. More than 2 generations later, their population still hasn't fully recovered, and if one tours the eastern plains, they can find battle scarred woodlands, old bunker sites, and most notably, the old walls of death camps.
Capital City: Áth Cliath
An island nation to the north of Prydain, Eriu is rather small, with only 32,595 square miles of land and a population of 4.5 million. However, it's long, rugged coastline makes it nearly impenetrable, and it's port cities are well guarded. The capital city of Áth Cliath is the largest city in Eriu, with 800,000 citizens on the bank of the Green River. The country relies mostly on farming, fishing, and beer. Eriu's beer is considered some of the finest in the world, as is their cider and absinthe. Eric's largest consumer of alcohol products is it's neighbor Prydain, and Prydain imports some 220,000 gallons of Eriu beer annually.
The people of Eriu call themselves Erish, and speak in a strange language not related to Prydainian. Their musical pattern of speaking leads outsiders to dub them the Song Folk, and the Erish accent and pacing are considered among the hardest in the world to imitate. Throughout their history, the Erish have been rather isolated, due to their craggy coast. However, they remained in contact with Prydain, and had a cultural exchange. The customs of the people of Eriu were adopted by the ancient Prydainians, who reorganized it into the Church of the Holy Star, and spread it throughout the continent. Even the word Druid comes from the Eriu word Draoi, meaning sorcerer. The Draoi were supposedly powerful mages and familiars who shared the same mind, and mastered the art of magic and soul. They had secret organizations and covens, and supposedly could speak to those who were not human.
Eriu has a thick woodland to the northeast, which covers 12% of the country. This forest is largely unexplored, and is called the Baile na Sióga, the home of Seelie. Seelie are an Eriu legend, small glowing people who live in the woods and cast strange magic. They feature in many local legend, and are called Fairies by the Prydainians. No Seelie have ever been recorded or captured, but there are still reports of strange lights and music coming from the forest, and locals place offerings for the Seelie that disappear overnight. People make sure to stay away from the forest, for fear of never returning, and to this day, the heartland of the Baile na Sióga remains unexplored.
Capital city: Rhéo
A peninsular country that juts out into the warm White Sea, Lupinia is a long, crescent shaped country, with hundreds of small islands under its sovereignty. Encompassing 133,462 square miles, Lupinia is a country with fruitful plains to the north, and active volcanoes to the south. Mount Aithō, meaning “I burn”, is the largest volcano on the Avrupan continent and has been in a state of constant eruption for the last 60,000 years. The last largest eruption was a cataclysmic explosion in E1 56, which damaged 10 nearby towns and buried the nearby town of Katane in ash and lava. It is constantly active, with new lava flows constantly appearing on its weaker eastern wall, making it a popular tourist attraction. The volcanic valley is home to several monsters not found anywhere else in Prydain, making it a literal hotspot for naturalists.
Lupinia’s history is just as impressive and tumultuous as it’s natural landscapes. From the years of E-1 380 to E1 570, the Lupinian Empire dominated Avrupa, with Rhéo as its capital. From the northern coasts of Ifrane to the eastern shores of Asiwiai, and as far north as Prydain and Ros’enia, Lupinia held onto it’s territories for over 500 years, ruling with a disciplined and organized military. Though bonds between Familiar and Mage had been used by the northern tribes before, they usually required a ceremony of marriage or years of cultivated love and trust. The Lupinians were able to overcome that, and developed the Sacramentum, a contract allowing for a mage and familiar to exchange mana without relying on something silly like love.
Using the stolen scriptures of the norther Draoi, the Sacramentum was quick, efficient, and temporary, allowing different mages to bond with different familiars who suited them better. This revolutionized magic-based combat and allowed for better organization of the Lupinian legions, and allowed for their rapid expansion. The Lupinians waged a series of wars against the northern tribes of Lutetia, Teutonia, Ros'enia, and Prydain. The Lupinians looked down on the northern tribes as barbarians who were inferior, but they had some use for them. As prisoners were taken and sent back to Rhéo, Mages were immediately culled, but Familiars were taken into slavery and forcefully bonded and tortured, to make them give mana to their lords. This happened during the twilight years of the Lupinian empire, and the northern tribes quickly took revenge, and sacked the city of Rhéo 7 times. However, the Familiar slave trade would be revived, particularly by the Ros'enians, and the Teutonian and Lutetian nobility, who craved more power. The slave trade was never popular in Prydain and Eriu, who were heavily influenced by the Draoi and saw forced sacramentums as heretical. The Familiar slave trade would eventually be banned after the Lutetian Revolution, and would taper out before finally being outlawed in 2E 878.
Lupinia eventually recovered, but never regained it’s former empire or military strength. Today, the nation and its people are more concerned with wealth and culture. Being at the crossroads between Ifrana, Avrupa, and Asiwiai, Lupinia has always been at the center of trade between the three continents, and they have long since prospered from the commerce. In addition, the popularity of the warm White Sea means that Lupinia also has the largest and most luxurious ocean liners in the world. Lupinia’s coast is mostly metropolitan, with smaller rural villages towards the interior. The stunning geography has long inspired sculpters, painters, and poets from around the world, and great engineers as well.
But Lupinia is not merely a place of great culture and breath taking views. It is also the seat of the Arcanum, the best college in the world for those studying alchemy, potions, and transmutation. The Arcanum seeks to revive the long lost spells of the Lupinian empire, and has an extensive library of magical documents, under the careful and constant supervision of scholars. Some documents were lost during the War of Regret, but many have hope that they can be recovered.
Capital city: Bärwald
A thickly forested nation, Teutonia is one of the leading powers of Avrupa, second only to Lutetia and Prydain. Teutonia’s only coast is to the north, where is borders the Chauci sea. However, is is a land of many lakes, rivers, swamps and glacial alpines, which make it rather wet in comparison to its neighbors. Its rugged terrain makes it difficult to traverse, and its roads and railways are vital to the unification of the country.
Teutonia’s economy runs mainly on its logging and refining industry. The vast forests of the country produce high quality lumber, and to the northern marshes, a great deal of iron and copper ore can be found. Its capital city, Bärwald, grew out of an ancient ore refinery, and to this day, the great smokestacks of the city are still in use. Teutonia’s time as a democratic republic is rather short, the dictatorship of the Erzmagier having only come to an end 60 years ago. However, the scars from that period are still visible in the land, as 75% of Teutonia’s buildings were destroyed during the war, and the country lost all but 1/4th of their Familiars. Because of this, Teutonia's economy and military are in a point of stagnation, and it is heavily dependent on other nations to have some slow growth. Familiars who emigrate to Teutonia are given preferential treatment and receive a small yearly pension for helping the country get back on its feet.
A defining moment in Teutonia’s history, as well as the history of Avrupa, was its role in the War of Regret, the deadliest war in history. Lasting 8 years from E2 938 to E2 946, the War of Regret claimed the lives of roughly 45,000,000 people, and is considered the most violent and bloody conflict in human history. More than 20,000,000 of the dead were civilians, killed in the crossfire, from bombings, or from disease or famine. Roughly 11% of population of Avrupa was killed, and many places have yet to recover. Entire villages were wiped off the map, to disappear forever. The greatest burden to live with, however, was the guilt. The shame. The regret.
Eventually, Teutonia would be defeated in the war, with a coalition force of Lutetian, Prydanian, and Ros’enian forces. The Erzmagier dictatorship was abolished, the military downsized, and a provisional government put in place for 10 years, supervised jointly by the victors of the war. A number of Teutonian scientists were executed for their crimes against humanity, particularly those against Familiars. As a result of the policies of this war, Teutonian Familiars were all but destroyed, as few survived the death camps. Teutonians have had to live with the guilt of their legacy, as does all of Avrupa.
Capital city: Moskva
Ros’enia is a country over two continents. Stretching over Avrupa and Asiwiai’s continental divide, Ros’enia is the northernmost country in the world, with most of its territory an uninhabitable tundra. Its souther, however, is the secret to its success. The south-eastern plains were once part of a rich basaltic lava field, and thus are some of the most fertile lands in the world. The region of Cucuten in the southern steppes is where most of the nation’s wheat is grown, and is also where horses and cattle were first domesticated.
The government of Ros’enia is a federal single-party constitutional socialist republic, over 100 years old. In E2 917, the country overthrew their emperor and shot the royal family. A civil war followed, commonly called the Ros’enian revolution or the Year of Blood. The people were split between the revolutionary forces and the imperial loyalists, but by the end of the year, using brilliant guerrilla tactics and decapitating enemy leadership, the revolutionaries triumphed.
The revolutionaries purged all traces of the old elite with a brutal show of force, the likes of which not seen since the Lutetian Revolution. However, the purges were flawed, and tens of thousands of administrators and landowners were killed simply for holding imperial sympathies, or being accused of holding them. The replacements were not appointed or approved until late fall, and the mismanagement of resources, combined with a meager harvest and harsh winter, led to widespread famine. More than 10 million Ros’enian’s died in the first two years of the new government from starvation alone, and hundreds of thousands more joined them from cold, disease, and violence.
Ros’enia rejected the Church of the Holy Star, and outlawed magic as a religious practice. All magic happens under state control, and is strictly limited to military, scientific, or medical purposes. Mages and Familiars are trained in state academies, and must receive a license to be bonded and practice their art. The Sacramentum is done only by administrators of the state, and is reserved solely for work. Anyone found breaking the law is subjected to having their license revoked, bond broken, and shipped off to labor camps in the far east, until their debt has been paid. There are no prisons in Ros’enia. Only camps.
Because of this, the other countries of the continent reject Ros’enia, and refuse to trade with it. Lutetia, Lupinia, and Prydain are especially vocal detractors of Ros’enia, both for its authoritarian control over the every day lives of its citizens, and its one-party system that renders it, in all essence, a dictatorship. Still, Ros’enia has persevered, relying on trade within its own borders to nourish its population. It seemed to be on the rise to greatness, until the War of Regret. The war killed more Ros’enian youth than any other country, and devastated the nation. So many young men and women were lost that the government had to revoke pensions, or else they would have gone bankrupt. This triggered a massive loss of life, and the numbers of people who died from starvation and poverty after the war is still incalculable, in part due to the Ros’enian government’s refusal to disclose census information. However, international estimates place is at close to 20,000,000 people.
Today, Ros’enia is a mysterious country, shrouded in secrecy. Though their borders are open, government officials refuse to speak to outsiders without first consulting the NSC, the National Security Counsel. However, what rumors and information does come out speaks of rife corruption and economic stagnation, and the growing concern over the rising cost of food. It seems as though the Ros’enian government’s days are numbered, although whether a change will come tomorrow or in twenty years is anyone’s guess.
Magic is a very complicated process that begins within the earth, and ends up as an expression of energy. To start, all living things have a type of energy called Rün. It’s so plentiful on earth that it passes in and out of all things like light and air, it is everywhere and in everything. It is a raw, primordial power source, free and untappable. It clings to live creatures like dew to a leaf, and eventually enters the soul.
Inside the soul, Rün is contained and changes into Mana, which can be expressed by mages in the form of Magic. Mages have special “faucets” in their souls which determine how their magic will manifest, essentially determining their magic type. However, the presence of faucets is a problem in itself, as it allows excess Mana to slip through too easily, limiting to power of a Mage’s spell. To counter this, a Mage must be able to tap an enormous reservoir of Mana in a being which has no faucet, and thus, no magic.
Familiars are unique in that, thought their souls also contain Mana, they have no faucet to release it, causing a buildup of Mana within them. Mages who bond with Familiars are able to create a unique relationship, where they can use the Mana their Familiars store as a kind of tank to greatly boost the effectiveness of their spells. Familiars also benefit from this relationship, as the relieving of excess mana acts as a soothing process that decreases stress, leads to better moods and improvements in focus, and is even tied to a better mastery of one’s Ability.
The soul is often characterized as a 12 pointed star, with each point representing a faucet. Each faucet is named and tied directly with the 12 known types of magic, and even has a constellation in the night sky and a zodiac sign. Despite this, there is no known correlation between one’s zodiac sign and one’s magic element, and such astrology is only present in folk tales and superstition.
It is important to note that though magic is tied to the elements, magic truly is the manipulation of these elements and the harnessing of their energy to create more powerful spells and enchantments. Magic cannot create matter, only manipulate it, changing the form of elements or speeding up the processes of life. The only elements that can truly be created are fire and electricity, and even there, there are prerequisites. Fire cannot be created in environments that are too wet. Plants must come from seeds and need water and soil to grow in. Light can only be controlled when it is present, and darkness requires shadows.
Specialities:
Fire: The southern faucet, it is the first sign of the Prydainian zodiac, representing September. It’s associated with the constellation Salamandra and is personified as a salamander. Fire is one of the four natural elements, along with wind, water, and earth, and is one of the only elements that can actually be created. Mages who command fire must be in a dry environment with ample air, and must be careful to not let their flames touch them, or else they will burn. People who are born with this faucet have their magic manifest in the form of fire manipulation.
Water: The northern faucet, water is the second sign of the Prydainian zodiac and represents October. It’s associated with the constellation Delphinus and is personified as a dolphin. Water is one of the four natural elements, along with wind, fire, and earth. Mages who manipulate water must first have water nearby, and the water must be in liquid form, not gaseous or solid. People who are born with this faucet have their magic manifest in the form of water manipulation.
Earth: The eastern faucet, earth is the third sign of the Prydainian zodiac and represents November. It’s associated with the constellation Ursula and is personified by a female bear. It is the only zodiac sign to have a specifically female gender. Earth is one of the four natural elements, along with fire, water, and wind. Mages who command earth must have rocks, soil, or crystals nearby, and can only control the rock’s growth, type, and form with the crystals they have available. (i.e., no turning slate into diamonds or making huge boulders out of tiny pebbles.) People who are born with this faucet have their magic manifest in the form of earth manipulation.
Wind: The western faucet, wind is the fourth sign of the Prydainian zodiac and represents December. It’s associated with the constellation Aquila and is personified as an eagle. Wind if one of the four natural elements, along with fire, water, and earth. Mages who command wind must be in an area with air, and cannot change the “breathability” of the air. (i.e., no turning CO2 into O2 or removing pollutants from the air.) People who are born with this faucet have their magic manifest in the form of wind manipulation.
Ice: The daughter faucet, ice is the fifth sign of the Prydainian zodiac and represents January. It’s associated with the constellation Vulpe and is personified as a white fox. Ice is one of the offspring elements, along with metal, electricity, and weather. Mages who command ice must have water nearby, like water mages, and must be aware that their ice structures will melt eventually. The higher the temperature, the quicker they will melt. People who are born with this faucet have their magic manifest in the form of ice manipulation.
Metal: The son faucet, metal is the sixth sign of the Prydainian zodiac and represents February. It’s associated with the constellation Draco and is personified as a dragon in a forge. Metal is one of the offspring elements, along with metal electricity, and weather. Mages who command metal must have metal nearby, cannot change the quantity or quality of the metal they have, and the less malleable a metal is, the more mana is require to shape it. People who are born with this faucet have their magic manifest in the form of metal manipulation.
Electricity: The child faucet, electricity is the seventh sign of the Prydainian zodiac and represents March. It’s associated with the constellation Muraena and is personified as a two-headed eel. Electricity is one of the offspring elements, along with ice, metal, and weather. Mages who command electricity must have a copper ring or ball on them, to help channel their magic, and the wattage they output is directly tied to the mana they receive from their familiars. (A mage by themselves does not have enough mana to cause serious harm to a person.) People who are born with this faucet have their magic manifest in the form of electricity manipulation.
Weather: The sibling faucet, weather is the eighth sign of the Prydainian zodiac and represents April. It’s associated with the constellation Bōs and is personified as a golden cow. Weather is one of the offspring elements, along with ice, metal, and electricity. Mages who command weather must be aware that the further the weather they desire is from the current weather, the more mana it will take to cause a change. People who are born with this faucet have their magic manifest in the form of weather manipulation.
Healing: The crown faucet, healing is the ninth sign of the Prydainian zodiac and represents May. It’s associated with the constellation Serpens and is personified as a winged snake. Healing is one of the life elements, along with plants. Mages who utilize healing magic are limited in that their magic merely stimulates the growth of cells, and the more serious an injury or illness is, the more mana is required to heal it. People who are born with this faucet have their magic manifest in the form of cell growth manipulation.
Plants: The heart faucet, plant life is the tenth sign of the Prydainian zodiac and represents June. It’s associated with the constellation Castanea and is personified as a chestnut tree. Plants are one of the life elements, along with healing. Mages who utilize plant magic must have already existing plants or seeds of plants nearby, as well as adequate soil and water, or else their plants will wither. They also cannot manipulate dead plant matter. People who are born with this faucet have their magic manifest in the form of plant manipulation.
Darkness: The trickster faucet, darkness is the eleventh sign of the Prydainian zodiac and represents July. It’s associated with the constellation Equus and is personified as a dark horse. Darkness is one of the aureole elements, along with light. Aureole elements are unique in that they are the manipulation of immaterial elements in ways that affect the material world. Mages who utilize darkness must be in an area with shadows, and their shadow constructs are not physical and cannot harm others. People who are born with this faucet have their magic manifest in the form of darkness manipulation.
Light: The revealer faucet, light is the twelfth sign of the Prydainian zodiac and represents August. It’s associated with the constellation Ovis and is personified as a ram. It is the only zodiac sign with a specifically male gender. Light is one of the aureole elements, along with darkness. Aureole elements are unique in that they are the manipulation of immaterial elements in ways that affect the material world. Mages who utilize light must be in areas with a source of light, and their light constructs are not physical. People who are born with this faucet have their magic manifest in the form of light manipulation.
Styles: Magic appears in different forms due to one’s faucet, but also appears differently depending on how it is conjured and applied. Students start out knowing one spell by their second year, and can learn up to 4 different spells by the end of their second year. The requirement for each spell are 40 points, and students choose which type they want to learn.
Summon -The basic spell, is taught the first year for mages. Allows them to summon the element of their type and gives very limited control over it. All second year mages know this.
Ball -A tier I spell, very easy for beginners. The user concentrates their magic into a ball, which they may use as a projectile. A large enough ball can also be used as a shield or bubble surrounding the caster. Used by fire, water, air, earth, ice, metal, electricity, healing, light, and shadow mages.
Whip -A tier I spell, easy for beginners. The user can now manipulate their magic into a constant stream that they can move with much more versatility than a ball. Used by fire, water, air, metal, and electricity users.
Shape -A tier II spell, moderately challenging. The user can now change their summoned element into more complex shapes, which can be used in art, illusion, or tactics. Used by fire, water, earth, ice, metal, plant, darkness, and light mages.
Enhance -A tier II spell, moderately challenging. The user can take a tool or weapon and channel their magical energy through it, making the item more effective for its task. The tool in question, however, can only be used by the person enhancing it. Used by all mages.
Enchant -A tier III spell, extremely challenging and for dedicated mages only. Enchanting allows a user to apply a custom spell to a tool or weapon, so long as it corresponds with their element, that can be used by any mage, regardless of element. The purpose of an enchanted item varies from item to item, but they are all meant to improve quality of life. A never extinguishing lantern, a cloak that reflects light, or a thermos that always keeps your soup warm are examples of enchanted objects. Used by all mages.
Alter -A tier I spell that grows more difficult the more different the desired substance is from the original substance. Alter spells change the physical form of an object from one material to another material, such as lead to gold, coal to diamonds, or sunny weather to stormy. Used by earth, metal, and weather mages.
Grow -A tier I spell that grows more difficult the larger the structure the user wishes to grow. The caster can accelerate the growth of the object they wish, provided it has the necessary materials for that growth. Plants need soil, nutrients, and water, crystals require adequate chemical elements, and weather cycles need the proper amount of water, the correct temperature and pressure, and the right wind currents. Used by plant, earth, and weather mages.
Heal -A tier I spell that grows more difficult the more damage has been done to an individual. The user can heal cellular damage that has been done to an individual, from cuts and bruises to skin grafts, broken bones, and organ damage. However, they cannot heal old injuries, such as scars, and cannot replace lost organs or limbs. This magic is used solely by healing mages.
Inside the soul, Rün is contained and changes into Mana, which can be expressed by mages in the form of Magic. Mages have special “faucets” in their souls which determine how their magic will manifest, essentially determining their magic type. However, the presence of faucets is a problem in itself, as it allows excess Mana to slip through too easily, limiting to power of a Mage’s spell. To counter this, a Mage must be able to tap an enormous reservoir of Mana in a being which has no faucet, and thus, no magic.
Familiars are unique in that, thought their souls also contain Mana, they have no faucet to release it, causing a buildup of Mana within them. Mages who bond with Familiars are able to create a unique relationship, where they can use the Mana their Familiars store as a kind of tank to greatly boost the effectiveness of their spells. Familiars also benefit from this relationship, as the relieving of excess mana acts as a soothing process that decreases stress, leads to better moods and improvements in focus, and is even tied to a better mastery of one’s Ability.
The soul is often characterized as a 12 pointed star, with each point representing a faucet. Each faucet is named and tied directly with the 12 known types of magic, and even has a constellation in the night sky and a zodiac sign. Despite this, there is no known correlation between one’s zodiac sign and one’s magic element, and such astrology is only present in folk tales and superstition.
It is important to note that though magic is tied to the elements, magic truly is the manipulation of these elements and the harnessing of their energy to create more powerful spells and enchantments. Magic cannot create matter, only manipulate it, changing the form of elements or speeding up the processes of life. The only elements that can truly be created are fire and electricity, and even there, there are prerequisites. Fire cannot be created in environments that are too wet. Plants must come from seeds and need water and soil to grow in. Light can only be controlled when it is present, and darkness requires shadows.
Specialities:
Fire: The southern faucet, it is the first sign of the Prydainian zodiac, representing September. It’s associated with the constellation Salamandra and is personified as a salamander. Fire is one of the four natural elements, along with wind, water, and earth, and is one of the only elements that can actually be created. Mages who command fire must be in a dry environment with ample air, and must be careful to not let their flames touch them, or else they will burn. People who are born with this faucet have their magic manifest in the form of fire manipulation.
Water: The northern faucet, water is the second sign of the Prydainian zodiac and represents October. It’s associated with the constellation Delphinus and is personified as a dolphin. Water is one of the four natural elements, along with wind, fire, and earth. Mages who manipulate water must first have water nearby, and the water must be in liquid form, not gaseous or solid. People who are born with this faucet have their magic manifest in the form of water manipulation.
Earth: The eastern faucet, earth is the third sign of the Prydainian zodiac and represents November. It’s associated with the constellation Ursula and is personified by a female bear. It is the only zodiac sign to have a specifically female gender. Earth is one of the four natural elements, along with fire, water, and wind. Mages who command earth must have rocks, soil, or crystals nearby, and can only control the rock’s growth, type, and form with the crystals they have available. (i.e., no turning slate into diamonds or making huge boulders out of tiny pebbles.) People who are born with this faucet have their magic manifest in the form of earth manipulation.
Wind: The western faucet, wind is the fourth sign of the Prydainian zodiac and represents December. It’s associated with the constellation Aquila and is personified as an eagle. Wind if one of the four natural elements, along with fire, water, and earth. Mages who command wind must be in an area with air, and cannot change the “breathability” of the air. (i.e., no turning CO2 into O2 or removing pollutants from the air.) People who are born with this faucet have their magic manifest in the form of wind manipulation.
Ice: The daughter faucet, ice is the fifth sign of the Prydainian zodiac and represents January. It’s associated with the constellation Vulpe and is personified as a white fox. Ice is one of the offspring elements, along with metal, electricity, and weather. Mages who command ice must have water nearby, like water mages, and must be aware that their ice structures will melt eventually. The higher the temperature, the quicker they will melt. People who are born with this faucet have their magic manifest in the form of ice manipulation.
Metal: The son faucet, metal is the sixth sign of the Prydainian zodiac and represents February. It’s associated with the constellation Draco and is personified as a dragon in a forge. Metal is one of the offspring elements, along with metal electricity, and weather. Mages who command metal must have metal nearby, cannot change the quantity or quality of the metal they have, and the less malleable a metal is, the more mana is require to shape it. People who are born with this faucet have their magic manifest in the form of metal manipulation.
Electricity: The child faucet, electricity is the seventh sign of the Prydainian zodiac and represents March. It’s associated with the constellation Muraena and is personified as a two-headed eel. Electricity is one of the offspring elements, along with ice, metal, and weather. Mages who command electricity must have a copper ring or ball on them, to help channel their magic, and the wattage they output is directly tied to the mana they receive from their familiars. (A mage by themselves does not have enough mana to cause serious harm to a person.) People who are born with this faucet have their magic manifest in the form of electricity manipulation.
Weather: The sibling faucet, weather is the eighth sign of the Prydainian zodiac and represents April. It’s associated with the constellation Bōs and is personified as a golden cow. Weather is one of the offspring elements, along with ice, metal, and electricity. Mages who command weather must be aware that the further the weather they desire is from the current weather, the more mana it will take to cause a change. People who are born with this faucet have their magic manifest in the form of weather manipulation.
Healing: The crown faucet, healing is the ninth sign of the Prydainian zodiac and represents May. It’s associated with the constellation Serpens and is personified as a winged snake. Healing is one of the life elements, along with plants. Mages who utilize healing magic are limited in that their magic merely stimulates the growth of cells, and the more serious an injury or illness is, the more mana is required to heal it. People who are born with this faucet have their magic manifest in the form of cell growth manipulation.
Plants: The heart faucet, plant life is the tenth sign of the Prydainian zodiac and represents June. It’s associated with the constellation Castanea and is personified as a chestnut tree. Plants are one of the life elements, along with healing. Mages who utilize plant magic must have already existing plants or seeds of plants nearby, as well as adequate soil and water, or else their plants will wither. They also cannot manipulate dead plant matter. People who are born with this faucet have their magic manifest in the form of plant manipulation.
Darkness: The trickster faucet, darkness is the eleventh sign of the Prydainian zodiac and represents July. It’s associated with the constellation Equus and is personified as a dark horse. Darkness is one of the aureole elements, along with light. Aureole elements are unique in that they are the manipulation of immaterial elements in ways that affect the material world. Mages who utilize darkness must be in an area with shadows, and their shadow constructs are not physical and cannot harm others. People who are born with this faucet have their magic manifest in the form of darkness manipulation.
Light: The revealer faucet, light is the twelfth sign of the Prydainian zodiac and represents August. It’s associated with the constellation Ovis and is personified as a ram. It is the only zodiac sign with a specifically male gender. Light is one of the aureole elements, along with darkness. Aureole elements are unique in that they are the manipulation of immaterial elements in ways that affect the material world. Mages who utilize light must be in areas with a source of light, and their light constructs are not physical. People who are born with this faucet have their magic manifest in the form of light manipulation.
Styles: Magic appears in different forms due to one’s faucet, but also appears differently depending on how it is conjured and applied. Students start out knowing one spell by their second year, and can learn up to 4 different spells by the end of their second year. The requirement for each spell are 40 points, and students choose which type they want to learn.
Summon -The basic spell, is taught the first year for mages. Allows them to summon the element of their type and gives very limited control over it. All second year mages know this.
Ball -A tier I spell, very easy for beginners. The user concentrates their magic into a ball, which they may use as a projectile. A large enough ball can also be used as a shield or bubble surrounding the caster. Used by fire, water, air, earth, ice, metal, electricity, healing, light, and shadow mages.
Whip -A tier I spell, easy for beginners. The user can now manipulate their magic into a constant stream that they can move with much more versatility than a ball. Used by fire, water, air, metal, and electricity users.
Shape -A tier II spell, moderately challenging. The user can now change their summoned element into more complex shapes, which can be used in art, illusion, or tactics. Used by fire, water, earth, ice, metal, plant, darkness, and light mages.
Enhance -A tier II spell, moderately challenging. The user can take a tool or weapon and channel their magical energy through it, making the item more effective for its task. The tool in question, however, can only be used by the person enhancing it. Used by all mages.
Enchant -A tier III spell, extremely challenging and for dedicated mages only. Enchanting allows a user to apply a custom spell to a tool or weapon, so long as it corresponds with their element, that can be used by any mage, regardless of element. The purpose of an enchanted item varies from item to item, but they are all meant to improve quality of life. A never extinguishing lantern, a cloak that reflects light, or a thermos that always keeps your soup warm are examples of enchanted objects. Used by all mages.
Alter -A tier I spell that grows more difficult the more different the desired substance is from the original substance. Alter spells change the physical form of an object from one material to another material, such as lead to gold, coal to diamonds, or sunny weather to stormy. Used by earth, metal, and weather mages.
Grow -A tier I spell that grows more difficult the larger the structure the user wishes to grow. The caster can accelerate the growth of the object they wish, provided it has the necessary materials for that growth. Plants need soil, nutrients, and water, crystals require adequate chemical elements, and weather cycles need the proper amount of water, the correct temperature and pressure, and the right wind currents. Used by plant, earth, and weather mages.
Heal -A tier I spell that grows more difficult the more damage has been done to an individual. The user can heal cellular damage that has been done to an individual, from cuts and bruises to skin grafts, broken bones, and organ damage. However, they cannot heal old injuries, such as scars, and cannot replace lost organs or limbs. This magic is used solely by healing mages.
Familiars are all born with a certain talent, commonly called an Ability, that makes up for their lack of magic. There are 5 kinds of Abilities, loosely gathered together based on the 5 categories they fit into. They are Ocular, Psychic, Athletic, Kinetic, and Enigma. Every Familiar’s Ability fits into one of these categories, though some are more obscure than others. In addition, certain abilities are Active, that is, they are always in use and do not “turn on/off”, and those that are Inactive, which require skill and effort to use. There are millions of different Abilities that manifest in different ways and with different limitations. In addition, certain abilities are always active, while others can only be activated by the will of the Familiar possessing them. Knowing your Ability’s type, its activity status, and whether it’s better suited to offense, defense, or support are all keys to using your Ability well.
Ocular Abilities affect the senses, most commonly the eyes, which they are named after. However, they can also manifest in hearing, touch, smell, and taste. Ocular Abilities are the most common and diverse of all Abilities, and while not particularly powerful, they are nonetheless incredibly useful. Some examples of Ocular abilities include:
-Seeing when a person is lying
-Increased sensitivity of the affected sense (super-hearing, super-sight, etc…)
-Aura reading
-Echolocation
-Bloodhound-esque sense of smell
-Seeing past or future events
-Seeing ghosts and beings that normally hide themselves from human sight
-Detecting earthquakes and/or sensing changes in barometric pressure
-Seeing people’s emotion
-Nightvision
-Seeing the bonds of love between people
-And more
Psychic Abilities affect and manifest in the mind, and are, for the most part, non-offensive Abilities. Psychic Abilities are the second rarest type of Ability, and make use of humanity’s larger brain power in fantastic ways. Some examples of Psychic Abilities include:
-Telepathy
-Precognition
-Clairvoyance
-Mental manipulation
-Empathy
-Persuasion
-Hypnosis
-Medium
-Enhance memory and learning abilities
-Prescience
-And more
Athletic Abilities, unlike psychic or ocular, focus on manifesting in the human body. They often strengthen or enhance physical human talents. Athletic Abilities are the second most common Ability, and are almost exclusively offensive based. Some examples of Athletic Abilities include:
-Enhanced healing factor
-Super Speed
-Super Strength
-Supernatural Beauty (Yes, that does qualify)
-Enhanced Durability
-Enhanced Agility
-Disease/Poison immunity
-Enhanced reflexes
-Powerful voice
-And more
Kinetic Abilities are the Abilities whose manifestations are closest to magic. Kinetic abilities manifest outside of the body, taking the energy of a Familiar’s soul and projecting it outwards. Kinetic Abilities are never Active Abilities, and using them for extended periods of time cause a great deal of strain and damage to their user. Some examples of Kinetic Abilities are:
-Flight
-Levitation
-Teleportation
-Astral Projection
-Telekinesis
-Holographic mental projection
-Illusion creation
-Cloaking
-Animation
-And more
Finally, Enigma Abilities are the last and most rare Abilities, only occurring once in every hundred thousand births. Enigma Abilities are defined by not fitting in the other four categories, requiring an entirely new category to house them all. As a result, no two Enigma Abilities are exactly alike. Some examples of Enigma Abilities are:
-Pheromone attraction
-Copying abilities
-Shapeshifting
-Invisibility
-Adaptation
-Talking to Animals
-No language barrier
-Item Generation (Specialized and random)
-Force field generation
-Dowsing
-And more
However, no Ability is without its drawbacks and weaknesses. Some only can be used defensively or offensively, other have time limits on them, other take a physical toll on their users the more they’re used. Since Familiars are more resistant to magic, they are also more resistant to healing spells, so Familiars must be careful not to needlessly overexert themselves. Particularly when they’re young and unskilled. In time, however, Familiars can learn to use their Ability to its full potential, overcoming all obstacles and becoming one with their power.
Ocular Abilities affect the senses, most commonly the eyes, which they are named after. However, they can also manifest in hearing, touch, smell, and taste. Ocular Abilities are the most common and diverse of all Abilities, and while not particularly powerful, they are nonetheless incredibly useful. Some examples of Ocular abilities include:
-Seeing when a person is lying
-Increased sensitivity of the affected sense (super-hearing, super-sight, etc…)
-Aura reading
-Echolocation
-Bloodhound-esque sense of smell
-Seeing past or future events
-Seeing ghosts and beings that normally hide themselves from human sight
-Detecting earthquakes and/or sensing changes in barometric pressure
-Seeing people’s emotion
-Nightvision
-Seeing the bonds of love between people
-And more
Psychic Abilities affect and manifest in the mind, and are, for the most part, non-offensive Abilities. Psychic Abilities are the second rarest type of Ability, and make use of humanity’s larger brain power in fantastic ways. Some examples of Psychic Abilities include:
-Telepathy
-Precognition
-Clairvoyance
-Mental manipulation
-Empathy
-Persuasion
-Hypnosis
-Medium
-Enhance memory and learning abilities
-Prescience
-And more
Athletic Abilities, unlike psychic or ocular, focus on manifesting in the human body. They often strengthen or enhance physical human talents. Athletic Abilities are the second most common Ability, and are almost exclusively offensive based. Some examples of Athletic Abilities include:
-Enhanced healing factor
-Super Speed
-Super Strength
-Supernatural Beauty (Yes, that does qualify)
-Enhanced Durability
-Enhanced Agility
-Disease/Poison immunity
-Enhanced reflexes
-Powerful voice
-And more
Kinetic Abilities are the Abilities whose manifestations are closest to magic. Kinetic abilities manifest outside of the body, taking the energy of a Familiar’s soul and projecting it outwards. Kinetic Abilities are never Active Abilities, and using them for extended periods of time cause a great deal of strain and damage to their user. Some examples of Kinetic Abilities are:
-Flight
-Levitation
-Teleportation
-Astral Projection
-Telekinesis
-Holographic mental projection
-Illusion creation
-Cloaking
-Animation
-And more
Finally, Enigma Abilities are the last and most rare Abilities, only occurring once in every hundred thousand births. Enigma Abilities are defined by not fitting in the other four categories, requiring an entirely new category to house them all. As a result, no two Enigma Abilities are exactly alike. Some examples of Enigma Abilities are:
-Pheromone attraction
-Copying abilities
-Shapeshifting
-Invisibility
-Adaptation
-Talking to Animals
-No language barrier
-Item Generation (Specialized and random)
-Force field generation
-Dowsing
-And more
However, no Ability is without its drawbacks and weaknesses. Some only can be used defensively or offensively, other have time limits on them, other take a physical toll on their users the more they’re used. Since Familiars are more resistant to magic, they are also more resistant to healing spells, so Familiars must be careful not to needlessly overexert themselves. Particularly when they’re young and unskilled. In time, however, Familiars can learn to use their Ability to its full potential, overcoming all obstacles and becoming one with their power.
Students are expected to attend their classes throughout the year, participate in activities and cause minimal disruptions. Classes such as Magic and Spells are a necessary part of the academic core, and you cannot choose to not take them. The classes below are categorized as Core Classes and Elective Classes.
Core Classes
Secondary Magic and Spells
Teacher: Professor Al Chymé
The main core class for Mages, Magic and Spells is where you will be learning new spells, practicing old ones, and learning how to take magical energy from your Familiar. Familiars take this class too, and learn to cooperate with their Mage to allow them access to their mana. Alberta Chymé is a 40-year veteran teacher, and though gentle, she's very stern on homework and does not tolerate fights in her class.
Ability Training
Teacher: Professor Fitz Nesser
The main core class for Familiars, Ability Training is exactly what it sounds like. Learning to discover and enhance their Ability. Not every Familiar knows what their Ability is when they enter the school, and this class is designed to help them uncover the secrets within themselves. Ability training is a course that focuses on strengthening the body and mind, and in this sense doubles as a P.E. class. Mages are present in this class too, to alleviate the burden of magical energy on their Familiars and thus allow them a greater range to explore their capabilities. Professor Fitz Nesser, a former Adventurer, is a strict, disciplined man with no tolerance for nonsense. Anyone caught fooling around in his class is punished with running laps.
Math: Algebra 1 & 2
Teacher: Doctor Calvin C. Ullus
One of the core classes taken by all students, four years of math is required to graduate from St. Fortuna's. Taught by Doctor Ullus, a dull, boring man with a dull, boring voice and a dull, boring curriculum, math is understandably one of the more difficult subjects for second years all around. Try not to fall asleep in his class, or at least, wake up before the bell rings. More students are given detention by Doctor Ullus than any other teacher, due to the widespread habit of slumber in his classroom.
Science: Chemistry and Potions
Teacher: Professor Theodora Rhys & Nurse Connie Philter
Another core class taken by all students, four years of science is required to graduate from St. Fortuna's. Biology is taught by the eccentric Professor Theodora Rhys, the so called "Mad Witch". A moniker given by the students, Theodora is a kindly yet understandably erratic teacher, performing experiments in class that, more occasionally than one would hope, end up with some sort of explosion. Student injuries are a common occurrence, though rarely serious, due to the quick interventions of Nurse Connie Philter. Nurse Philter has a permanent station in the classroom, and subs for Professor Rhys when she is out. Nurse Philter's specialty is potion making and brewing.
Literature
Teachers: Mr. Jansen Poe & Mrs. Dolores Tree.
The third core class taken by all students, four years of literature is required to graduate from St. Fortuna's. Jointly taught by Mr. Jansen Poe and Mrs. Dolores Tree, this is perhaps the most confusing class students may take. While Mr. Poe is a melodramatic man obsessed with symbolism, hidden themes in language, and the eloquence of verse, Mrs. Dolores is strict, stalwart, and harsh, thoroughly obsessed with correct spelling and grammar. Their differences in teaching, grading, and methods would be confusing in separate classes, and downright chaotic in the same. The upside is that students rarely get sent to detention in this class, as neither teacher can ever agree on what qualifies for what punishment before the bell rings.
History
Teacher: Sir Archibald Hives
The last core class taken by all students, four years of history is required to graduate from St. Fortuna's. History is a favorite of many students, as it is taught by the rotund, jolly Archibald Hives. A former world explorer who always has a grand tale to tell, Sir Hives is one of the most prestiged teachers of the academy, and has even been knighted by the king in return for his service. Despite being balding, round, and having a high, squeaky voice, Sir Hives is full of energy and exuberance, and rarely gives homework, preferring lectures over grading. The downside to this, however, is that missing his lectures can result in falling behind rather quickly, so you'd best take notes, or know someone who does.
Elective Classes
Music
Teacher: Primadonna Primia Di Donna
An elective taught by the boisterous prima donna Primia Di Donna, music is one of the two arts classes open to second years. The prima donna is loud, dramatic, and perhaps over enthusiastic about music, but she truly is one of the best opera singers in Prydain. Whether or not you appreciate opera, however, may determine your opinion of her sporadic arias and trills.
Painting
Teacher: Madame Paulette Mahl
An elective taught by the morose Madame Mahl, art is one of the two arts classes open to second years. Often a chance for students to sit, paint, and gossip, as long as they keep their whisperings out of earshot of the Madame. Hearing things that are too sad are enough to make her burst into tears, and students sit in awkward silence as she hiccups and wails through her lessons. In spite of her temperament, her advice on painting and perspectives is easy to apply and master, and the Madame usually does not give out punishments, as her empathy causes her to sob so incoherently, that offending students don't know what to do. Best just to sit in the detention hall for an hour, just in case.
Introduction to Monster Hunting
Professor Knotte A. Munster
An elective taught by the battle-worn Professor Munster, Introduction to Monster Hunting is one of the electives open to second years. A class heavy in physical activity and battle magic, it is not for the faint of heart and weak bodied. Students will be trained especially in combat magic, and will study the physiology and characteristics of the many monsters that inhabit the world. There will also be training matches in the place of exams, between other students and against specially bred monsters, so make sure you're up to the task. A veteran monster hunter of 45 years, Professor Munster comes from the illustrious Swords of Faith, one of the oldest and greatest adventurer's guilds in all Prydain. A heavily scarred, muscular woman, do not let her age deceive you, for she is one of the strongest Familiar's produced in the modern history of the guild, and can easily drop your ass with a flick of the wrist. She's stern, strict, and harsh, and does not tolerate troublemakers, laziness, or stupidity. Make sure not to get on her bad side.
Cooking
Monsieur Pâté Berger
An class taught by Monsieur Berger, cooking is one of the electives available to second years. Taking place in the academy's kitchen, cooking is meant to teach students not only the skills they will need to feed themselves, but to do it with style, with care, and with prudence. Students working in pairs at separate stations to create different dishes, with each station having some autonomy in what they make. Students will learn knife skills, recipes, and all the tips and tricks known by the famous chef and gourmet, Monsieur Berger. A tall, thin man with a heavy accent and equally heavy mustache, Monsieur Berger believes that all students can improve and learn the joys of cooking. A world class chef himself, Monsieur Berger is also the head of the kitchen staff at St. Fortuna's, and allows privileges to students with good grades. Such privileges include being able to order or even cook your own meals, and access to the kitchen stores.
Horticulture
Doctor Leif Roanoake
A class taught by Doctor Roanoake, Horticulture is one of the elective classes available to second years. Taking place in the academy gardens and greenhouse, Horticulture is the study of the various plants that are native to Prydain, their uses, and their dangers. Students will often be going on hikes to collect samples to study, learn how to nourish and care for plants, and even have an active role in taking care of the gardens, from flower beds to rare herbs. Doctor Roanoake is one of Prydain's top botanists, and provides all plant mages with the seeds they need to practice their craft. Students should be wary, however, that some of the work involved means taking care of some rather... aggressive weeds. Get ready to get your hands dirty in this class!
Core Classes
Secondary Magic and Spells
Teacher: Professor Al Chymé
The main core class for Mages, Magic and Spells is where you will be learning new spells, practicing old ones, and learning how to take magical energy from your Familiar. Familiars take this class too, and learn to cooperate with their Mage to allow them access to their mana. Alberta Chymé is a 40-year veteran teacher, and though gentle, she's very stern on homework and does not tolerate fights in her class.
Ability Training
Teacher: Professor Fitz Nesser
The main core class for Familiars, Ability Training is exactly what it sounds like. Learning to discover and enhance their Ability. Not every Familiar knows what their Ability is when they enter the school, and this class is designed to help them uncover the secrets within themselves. Ability training is a course that focuses on strengthening the body and mind, and in this sense doubles as a P.E. class. Mages are present in this class too, to alleviate the burden of magical energy on their Familiars and thus allow them a greater range to explore their capabilities. Professor Fitz Nesser, a former Adventurer, is a strict, disciplined man with no tolerance for nonsense. Anyone caught fooling around in his class is punished with running laps.
Math: Algebra 1 & 2
Teacher: Doctor Calvin C. Ullus
One of the core classes taken by all students, four years of math is required to graduate from St. Fortuna's. Taught by Doctor Ullus, a dull, boring man with a dull, boring voice and a dull, boring curriculum, math is understandably one of the more difficult subjects for second years all around. Try not to fall asleep in his class, or at least, wake up before the bell rings. More students are given detention by Doctor Ullus than any other teacher, due to the widespread habit of slumber in his classroom.
Science: Chemistry and Potions
Teacher: Professor Theodora Rhys & Nurse Connie Philter
Another core class taken by all students, four years of science is required to graduate from St. Fortuna's. Biology is taught by the eccentric Professor Theodora Rhys, the so called "Mad Witch". A moniker given by the students, Theodora is a kindly yet understandably erratic teacher, performing experiments in class that, more occasionally than one would hope, end up with some sort of explosion. Student injuries are a common occurrence, though rarely serious, due to the quick interventions of Nurse Connie Philter. Nurse Philter has a permanent station in the classroom, and subs for Professor Rhys when she is out. Nurse Philter's specialty is potion making and brewing.
Literature
Teachers: Mr. Jansen Poe & Mrs. Dolores Tree.
The third core class taken by all students, four years of literature is required to graduate from St. Fortuna's. Jointly taught by Mr. Jansen Poe and Mrs. Dolores Tree, this is perhaps the most confusing class students may take. While Mr. Poe is a melodramatic man obsessed with symbolism, hidden themes in language, and the eloquence of verse, Mrs. Dolores is strict, stalwart, and harsh, thoroughly obsessed with correct spelling and grammar. Their differences in teaching, grading, and methods would be confusing in separate classes, and downright chaotic in the same. The upside is that students rarely get sent to detention in this class, as neither teacher can ever agree on what qualifies for what punishment before the bell rings.
History
Teacher: Sir Archibald Hives
The last core class taken by all students, four years of history is required to graduate from St. Fortuna's. History is a favorite of many students, as it is taught by the rotund, jolly Archibald Hives. A former world explorer who always has a grand tale to tell, Sir Hives is one of the most prestiged teachers of the academy, and has even been knighted by the king in return for his service. Despite being balding, round, and having a high, squeaky voice, Sir Hives is full of energy and exuberance, and rarely gives homework, preferring lectures over grading. The downside to this, however, is that missing his lectures can result in falling behind rather quickly, so you'd best take notes, or know someone who does.
Elective Classes
Music
Teacher: Primadonna Primia Di Donna
An elective taught by the boisterous prima donna Primia Di Donna, music is one of the two arts classes open to second years. The prima donna is loud, dramatic, and perhaps over enthusiastic about music, but she truly is one of the best opera singers in Prydain. Whether or not you appreciate opera, however, may determine your opinion of her sporadic arias and trills.
Painting
Teacher: Madame Paulette Mahl
An elective taught by the morose Madame Mahl, art is one of the two arts classes open to second years. Often a chance for students to sit, paint, and gossip, as long as they keep their whisperings out of earshot of the Madame. Hearing things that are too sad are enough to make her burst into tears, and students sit in awkward silence as she hiccups and wails through her lessons. In spite of her temperament, her advice on painting and perspectives is easy to apply and master, and the Madame usually does not give out punishments, as her empathy causes her to sob so incoherently, that offending students don't know what to do. Best just to sit in the detention hall for an hour, just in case.
Introduction to Monster Hunting
Professor Knotte A. Munster
An elective taught by the battle-worn Professor Munster, Introduction to Monster Hunting is one of the electives open to second years. A class heavy in physical activity and battle magic, it is not for the faint of heart and weak bodied. Students will be trained especially in combat magic, and will study the physiology and characteristics of the many monsters that inhabit the world. There will also be training matches in the place of exams, between other students and against specially bred monsters, so make sure you're up to the task. A veteran monster hunter of 45 years, Professor Munster comes from the illustrious Swords of Faith, one of the oldest and greatest adventurer's guilds in all Prydain. A heavily scarred, muscular woman, do not let her age deceive you, for she is one of the strongest Familiar's produced in the modern history of the guild, and can easily drop your ass with a flick of the wrist. She's stern, strict, and harsh, and does not tolerate troublemakers, laziness, or stupidity. Make sure not to get on her bad side.
Cooking
Monsieur Pâté Berger
An class taught by Monsieur Berger, cooking is one of the electives available to second years. Taking place in the academy's kitchen, cooking is meant to teach students not only the skills they will need to feed themselves, but to do it with style, with care, and with prudence. Students working in pairs at separate stations to create different dishes, with each station having some autonomy in what they make. Students will learn knife skills, recipes, and all the tips and tricks known by the famous chef and gourmet, Monsieur Berger. A tall, thin man with a heavy accent and equally heavy mustache, Monsieur Berger believes that all students can improve and learn the joys of cooking. A world class chef himself, Monsieur Berger is also the head of the kitchen staff at St. Fortuna's, and allows privileges to students with good grades. Such privileges include being able to order or even cook your own meals, and access to the kitchen stores.
Horticulture
Doctor Leif Roanoake
A class taught by Doctor Roanoake, Horticulture is one of the elective classes available to second years. Taking place in the academy gardens and greenhouse, Horticulture is the study of the various plants that are native to Prydain, their uses, and their dangers. Students will often be going on hikes to collect samples to study, learn how to nourish and care for plants, and even have an active role in taking care of the gardens, from flower beds to rare herbs. Doctor Roanoake is one of Prydain's top botanists, and provides all plant mages with the seeds they need to practice their craft. Students should be wary, however, that some of the work involved means taking care of some rather... aggressive weeds. Get ready to get your hands dirty in this class!
St. Fortuna’s Academy for the Higher Arts has a uniform policy for their students that must be followed, or else offending students will face detention and possible suspension. The dress code is set by the Student Council, and is reviewed yearly with input from the student body. As a result, the dress code of St. Fortuna is more lax than many other schools of similar prestige, and prides itself on how expressive and well-behaved its students are within this medium of self expression.
The student uniform has 4 top variations and 4 bottom variations, which can be mixed and matched as students wish. These are:
-White long-sleeved button down shirt
-White short-sleeved button down shirt
-Wool knit vest, in light gray or beige
-Blazer with school emblem, dark gray
-Trousers, dark gray
-Loose slacks, dark gray
-Long pleated skirt (3 inches above ankle), dark gray
-Short pleated skirt (3 inches above knee), dark gray
-Ribbon or tie (Red for Familiars, yellow for Mages)
-White or Black socks (calf high, knee high, and thigh high)
-White or black tights
-Brown unisex loafers
Students are required to wear their uniforms at all times during school hours, with no exceptions. However, students may wear their own casual clothes after school, on weekends, and on holidays.
Students may wear jewelry and accessories, under certain conditions. Earrings may be worn during class hours, if they are studs and not hoops or chains. Facial piercings may never be worn in class, but may be worn after school or on weekends. Tattoos of any kind must be covered at all times. Hair ornaments, such as ribbons, barrettes, hair bands, hair ties, and and hairpins are allowed, as long as they do not obscure students view and are not outrageous and distracting. Animal ears, sexual symbols, and ridiculously large corsages are not allowed. Hats are not allowed, but may be worn outdoors on weekends and after school. The same goes for sunglasses, except in the cases of students with visual issues, such as blindness, sensitive eyes, or otherwise distracting Ocular Abilities. Jewelry may be worn, as long as it is not offensive and does not distract others or inhibit learning.
As for casual clothing guidelines, the student counsel of St. Fortuna’s has been extremely lenient in this regard. Students of both genders must always have their torsos and bottoms covered, and must always wear some kind of footwear. The only exception is during swimming, where boys are allowed to be topless, and boys and girls may abandon their shoes. Offensive and sexual imagery on clothes are banned, and repeated offenses against the dress code may result in suspension.
In addition to the school uniforms required to wear, students also have a sports uniform that they must wear to classes involving physical activities. This consists of a red and yellow jersey, red and yellow shorts, long white socks, and cleated shoes. In addition, the school will provide students with a swim, navy blue swimming trunks for boys, or a navy blue one piece suit for girls.
The student uniform has 4 top variations and 4 bottom variations, which can be mixed and matched as students wish. These are:
-White long-sleeved button down shirt
-White short-sleeved button down shirt
-Wool knit vest, in light gray or beige
-Blazer with school emblem, dark gray
-Trousers, dark gray
-Loose slacks, dark gray
-Long pleated skirt (3 inches above ankle), dark gray
-Short pleated skirt (3 inches above knee), dark gray
-Ribbon or tie (Red for Familiars, yellow for Mages)
-White or Black socks (calf high, knee high, and thigh high)
-White or black tights
-Brown unisex loafers
Students are required to wear their uniforms at all times during school hours, with no exceptions. However, students may wear their own casual clothes after school, on weekends, and on holidays.
Students may wear jewelry and accessories, under certain conditions. Earrings may be worn during class hours, if they are studs and not hoops or chains. Facial piercings may never be worn in class, but may be worn after school or on weekends. Tattoos of any kind must be covered at all times. Hair ornaments, such as ribbons, barrettes, hair bands, hair ties, and and hairpins are allowed, as long as they do not obscure students view and are not outrageous and distracting. Animal ears, sexual symbols, and ridiculously large corsages are not allowed. Hats are not allowed, but may be worn outdoors on weekends and after school. The same goes for sunglasses, except in the cases of students with visual issues, such as blindness, sensitive eyes, or otherwise distracting Ocular Abilities. Jewelry may be worn, as long as it is not offensive and does not distract others or inhibit learning.
As for casual clothing guidelines, the student counsel of St. Fortuna’s has been extremely lenient in this regard. Students of both genders must always have their torsos and bottoms covered, and must always wear some kind of footwear. The only exception is during swimming, where boys are allowed to be topless, and boys and girls may abandon their shoes. Offensive and sexual imagery on clothes are banned, and repeated offenses against the dress code may result in suspension.
In addition to the school uniforms required to wear, students also have a sports uniform that they must wear to classes involving physical activities. This consists of a red and yellow jersey, red and yellow shorts, long white socks, and cleated shoes. In addition, the school will provide students with a swim, navy blue swimming trunks for boys, or a navy blue one piece suit for girls.
For every post a player makes, they will gain a point. Points can be used to unlock certain events, such as access to dungeons, new spells, and better social standing. Points are also funneled into stats, allowing the character to have a certain curve of improvement necessary for obtaining good grades, being fit physically, and being proficient in their magic or ability. In addition, participation in certain tasks and events will double points, allowing for greater gains. Students start off with 10 points to distribute amongst their stats as they see fit. To put this in overarching perspective, you will need 50 points in intelligence to pass your first term finals, and 200 to pass the finals at the year’s end.
The first stat, Proficiency, is in regards to the proficiency with which player can increase their character’s magical or ability-related capabilities. Proficiency is required for Mages to learn and master new spells, to make old spells more powerful, and to take more energy from their Familiar. For Familiars, Proficiency is necessary to better utilize their Abilities and make self-improvements. Players with higher Proficiency stats are more likely to score higher on magic/ability based examinations, and perform better in magical/ability based combat overall.
The second stat, Intelligence, is in regards to the character’s scholastic abilities and their resultant grades. The requirement to pass tests will gradually increase as the RP goes on, so missing long periods of time will ultimately result in your character’s points lagging behind. Characters who fail or receive low grades too often will be placed on Academic probation, and risk failing a year or being expelled. Players with higher intelligence will be more likely to receive excellent grades and will receive greater allowances and academic freedoms.
The third and final stat, Athletics, is in regards to the character’s overall fitness and the means that must be taken to retain it. Unlike the other stats, Athletics is unique in that it has a cap at 100, with 100 points being peak physical fitness for a 16 year old. Any further additions to the Athletics stat will not increase your character’s strength, endurance, speed, or stamina. Athletic abilities involving speed, strength, endurance, and stamina can be continued to be improved in the Proficiency section.
Certain activities can increase points for stats if included and described in the post. For example, your character studying will double points for intelligence. Practicing magic and Abilities will double points for proficiency. And exercising and eating well will double points for fitness. In addition, certain events will take place throughout the year that will double the points any post makes, and will stack with the constant modifiers of studying/practicing/exercising. Which means that, for example, studying during one of these events will net you a grand total of 4 points to spend. Don’t spend too much time focused on point collecting though, or you might miss some valuable plot.
Also in cases where your points are doubled, one points goes into whatever you were doing to double it, while the other you can spend as you like. In the case of a multiplier, then 2 go into what you were doing, and the other 2 go into whatever you like.
The first stat, Proficiency, is in regards to the proficiency with which player can increase their character’s magical or ability-related capabilities. Proficiency is required for Mages to learn and master new spells, to make old spells more powerful, and to take more energy from their Familiar. For Familiars, Proficiency is necessary to better utilize their Abilities and make self-improvements. Players with higher Proficiency stats are more likely to score higher on magic/ability based examinations, and perform better in magical/ability based combat overall.
The second stat, Intelligence, is in regards to the character’s scholastic abilities and their resultant grades. The requirement to pass tests will gradually increase as the RP goes on, so missing long periods of time will ultimately result in your character’s points lagging behind. Characters who fail or receive low grades too often will be placed on Academic probation, and risk failing a year or being expelled. Players with higher intelligence will be more likely to receive excellent grades and will receive greater allowances and academic freedoms.
The third and final stat, Athletics, is in regards to the character’s overall fitness and the means that must be taken to retain it. Unlike the other stats, Athletics is unique in that it has a cap at 100, with 100 points being peak physical fitness for a 16 year old. Any further additions to the Athletics stat will not increase your character’s strength, endurance, speed, or stamina. Athletic abilities involving speed, strength, endurance, and stamina can be continued to be improved in the Proficiency section.
Certain activities can increase points for stats if included and described in the post. For example, your character studying will double points for intelligence. Practicing magic and Abilities will double points for proficiency. And exercising and eating well will double points for fitness. In addition, certain events will take place throughout the year that will double the points any post makes, and will stack with the constant modifiers of studying/practicing/exercising. Which means that, for example, studying during one of these events will net you a grand total of 4 points to spend. Don’t spend too much time focused on point collecting though, or you might miss some valuable plot.
Also in cases where your points are doubled, one points goes into whatever you were doing to double it, while the other you can spend as you like. In the case of a multiplier, then 2 go into what you were doing, and the other 2 go into whatever you like.
Basic Rules for Applicants
1. Students must apply to the Academy.
St. Fortuna's, unfortunately, does not have the time nor resources to offer an education to every child in Prydain. Would-be applicants must apply to the school, write an essay of why they would like to attend, and pay a yearly tuition of 10,000G a year. (USD equivalent of $30,000) Scholarships are available to students who cannot afford tuition, however, such a student must have exemplary grades, recommendations from at least two teachers, and agrees that if they fall back on academic probation, they will immediately take a make-up exam, or be expelled.
2. Criminal behavior will be punished.
Students found to be engaging in criminal activity will be immediately suspended from the premises and handed over to local authorities. St. Fortuna's does not tolerate criminals or criminal activities of any kind. Students with a criminal record will not be accepted to the academy, and students caught falsifying their criminal record will not only be reported to the authorities, but will likely find their prospects of higher education stymied.
3. Curfew will be enforced.
Students must be in their dorms by 10:00 at night, unless prevailing circumstances, such as holidays, dictate otherwise. This curfew is extended to 11:00 on weekends, but still must be followed. Any student caught outside of their dorms after curfew will be given detention, and repeat offenders may be suspended.
4. Drugs, alcohol, and sex are all prohibited on school grounds.
Any student found to be in possession of contraband will be immediately suspended as an investigation takes place to determine a proper course of action. Punishments vary by circumstance, and may include suspension, detention, revoking of privileges, community service, and expulsion.
5. Good behavior gains access to the Students Lounge.
Students who have not broken and rules within the last month and maintain a GPA above B+ are allowed access to the Student's Lounge, and are issued a keycard to access it. The Lounge contains a restaurant and cafe, arcade, theater, swimming pool, aviary, ball room, jukebox, mini-boutique, and free wifi. Membership of the lounge also give students an allowance of 50G (USD equivalent of $150) a month.
1. Students must apply to the Academy.
St. Fortuna's, unfortunately, does not have the time nor resources to offer an education to every child in Prydain. Would-be applicants must apply to the school, write an essay of why they would like to attend, and pay a yearly tuition of 10,000G a year. (USD equivalent of $30,000) Scholarships are available to students who cannot afford tuition, however, such a student must have exemplary grades, recommendations from at least two teachers, and agrees that if they fall back on academic probation, they will immediately take a make-up exam, or be expelled.
2. Criminal behavior will be punished.
Students found to be engaging in criminal activity will be immediately suspended from the premises and handed over to local authorities. St. Fortuna's does not tolerate criminals or criminal activities of any kind. Students with a criminal record will not be accepted to the academy, and students caught falsifying their criminal record will not only be reported to the authorities, but will likely find their prospects of higher education stymied.
3. Curfew will be enforced.
Students must be in their dorms by 10:00 at night, unless prevailing circumstances, such as holidays, dictate otherwise. This curfew is extended to 11:00 on weekends, but still must be followed. Any student caught outside of their dorms after curfew will be given detention, and repeat offenders may be suspended.
4. Drugs, alcohol, and sex are all prohibited on school grounds.
Any student found to be in possession of contraband will be immediately suspended as an investigation takes place to determine a proper course of action. Punishments vary by circumstance, and may include suspension, detention, revoking of privileges, community service, and expulsion.
5. Good behavior gains access to the Students Lounge.
Students who have not broken and rules within the last month and maintain a GPA above B+ are allowed access to the Student's Lounge, and are issued a keycard to access it. The Lounge contains a restaurant and cafe, arcade, theater, swimming pool, aviary, ball room, jukebox, mini-boutique, and free wifi. Membership of the lounge also give students an allowance of 50G (USD equivalent of $150) a month.
Scientific Name:
Ursus Felix
Common name:
Bearcat
Appearance:
The Bearcat is a small, robust animal, with adults reaching 80lbs and standing at 2 feet tall on their hind legs. In the wild, their coats are a mottled brown for camoflauge. However, domestic Bearcats tend to have a mix of yellow and brown striped fur, though there are breeds that specialize in white, black, tabby, tortoiseshell, calico, and tuxedo colorations. Their fur is very coarse and thick, and makes them seem larger than they really are. They have incredibly sharp, retractable claws on each paw that can easily cut through flesh, and are hooked to help them latch on to larger prey.
Biology:
The Bearcat is a small predator, hardly larger than a human toddler. What it lacks in size, however, it makes up for in sheer ferocity. Grumpy, angry little creatures, their faces seem frozen in a permanent glare, and once they have been threatened, they become a berzerker ball of fur and claws. Wild Bearcats are often seen as pests, due to their habits of killing chickens, rabbits, and even attacking larger animals like sheep and cattle. Farmers, however, have a unique solution to this problem. Because if there's one thing a Bearcat hates more then anything else, it's another Bearcat.
Domestic Bearcats are larger and stockier than their wild brethren, with more pleasant dispositions and voracious appetites. Since time immemorial, Bearcats have been used as guards, repelling any invading wild Bearcats and driving them away from their territory. Because Bearcats are mostly solitary creatures, it is inadvisable to house more than two Bearcats together unless they are well bred for manners. Bearcats mate in the fall and litter in the winter during hibernation, and mating and taking care of young is the only time they are social. Mother Bearcats protect their young fiercely, and usually have 3-5 in a litter. The young stay with their mother for one year, before leaving for parts unknown.
Bearcats are carnivorous predators with a great appetite, and some have been known to wipe out entire chicken coops in a single night. They eat until their stomachs are swollen and round, and sometimes can't escape through tight entrances. Domestic Bearcats have a similar appetite, and owners must be careful not to let them become too fat, as obesity is among the greatest health threats to Bearcats. Because of their unpredictable temperaments, it is inadvisable to allow even Domestic Bearcats near young children unsupervised, as accidents and clawing can easily happen even with family pets. Bearcats generally live between 10-20 years, with the longest known Bearcat surviving until 32.
Diurnal or Nocturnal:
Primarily Nocturnal
Habitat:
Bearcats live in a variety of habitats all over Prydain, from the forest, prairie, and even the alpines. Their coats vary by their habitat, and Alpine Bearcats are known to turn completely white in the winter.
Strengths:
-Stocky. Bearcats have a great deal of stamina, and because of their solid yet small bodies, they're rather hard to kill.
-Agility. Despite their squarish frames, Bearcats are surprisingly fast and agile, and can reach speeds of 25mph in a sprint.
-Adrenaline Rush. When a Bearcat has been threatened or perceives a threat, they go berserk, attacking anything and everything in their vicinity until the threat is gone or the Bearcat is exhausted.
-Yowling. Bearcats are known for their high-pitched scream that can startle would-be hunters and inexperienced adventurers.
Weaknesses:
-Water. Bearcats cannot swim, due to their heavy bodies and thick fur, and they hate and fear water more than anything else. A quick splash is all a hunter needs to get them out of berserker mode, and the cat will flee, screaming all the way.
-Intelligence. Bearcats are not smart creatures by any means, and have terrible memory. Because of this, they are easily trapped and tricked, and quickly lose interest in prey they can't catch. On the upside, this means that despite their demeanor, they never hold a grudge, because they can never remember why they were angry in the first place.
-Fire. Bearcats are terrified of fire, as their instinctual aversion to water means that they are completely vulnerable to it. Merely waving a torch at a Bearcat is enough to send it running, but be warned! If trapped between water and fire, the Bearcat will never willingly enter water, and will attack the fire holder.
Misc:
Bearcat fur is often used in winter clothing, and because they are pests, Bearcats are allowed to be hunted for private and commercial purposes. Domestic Bearcats are common pets, and adapt easily to new environments. Though it is now illegal, Bearcat fights were a common sport in the past, with the caged animals being forced into berserker mode to attack each other for onlookers amusement. It is a common idiom to refer to a hostile, temperamental person as a "wild Bearcat".
Ursus Felix
Common name:
Bearcat
Appearance:
The Bearcat is a small, robust animal, with adults reaching 80lbs and standing at 2 feet tall on their hind legs. In the wild, their coats are a mottled brown for camoflauge. However, domestic Bearcats tend to have a mix of yellow and brown striped fur, though there are breeds that specialize in white, black, tabby, tortoiseshell, calico, and tuxedo colorations. Their fur is very coarse and thick, and makes them seem larger than they really are. They have incredibly sharp, retractable claws on each paw that can easily cut through flesh, and are hooked to help them latch on to larger prey.
Biology:
The Bearcat is a small predator, hardly larger than a human toddler. What it lacks in size, however, it makes up for in sheer ferocity. Grumpy, angry little creatures, their faces seem frozen in a permanent glare, and once they have been threatened, they become a berzerker ball of fur and claws. Wild Bearcats are often seen as pests, due to their habits of killing chickens, rabbits, and even attacking larger animals like sheep and cattle. Farmers, however, have a unique solution to this problem. Because if there's one thing a Bearcat hates more then anything else, it's another Bearcat.
Domestic Bearcats are larger and stockier than their wild brethren, with more pleasant dispositions and voracious appetites. Since time immemorial, Bearcats have been used as guards, repelling any invading wild Bearcats and driving them away from their territory. Because Bearcats are mostly solitary creatures, it is inadvisable to house more than two Bearcats together unless they are well bred for manners. Bearcats mate in the fall and litter in the winter during hibernation, and mating and taking care of young is the only time they are social. Mother Bearcats protect their young fiercely, and usually have 3-5 in a litter. The young stay with their mother for one year, before leaving for parts unknown.
Bearcats are carnivorous predators with a great appetite, and some have been known to wipe out entire chicken coops in a single night. They eat until their stomachs are swollen and round, and sometimes can't escape through tight entrances. Domestic Bearcats have a similar appetite, and owners must be careful not to let them become too fat, as obesity is among the greatest health threats to Bearcats. Because of their unpredictable temperaments, it is inadvisable to allow even Domestic Bearcats near young children unsupervised, as accidents and clawing can easily happen even with family pets. Bearcats generally live between 10-20 years, with the longest known Bearcat surviving until 32.
Diurnal or Nocturnal:
Primarily Nocturnal
Habitat:
Bearcats live in a variety of habitats all over Prydain, from the forest, prairie, and even the alpines. Their coats vary by their habitat, and Alpine Bearcats are known to turn completely white in the winter.
Strengths:
-Stocky. Bearcats have a great deal of stamina, and because of their solid yet small bodies, they're rather hard to kill.
-Agility. Despite their squarish frames, Bearcats are surprisingly fast and agile, and can reach speeds of 25mph in a sprint.
-Adrenaline Rush. When a Bearcat has been threatened or perceives a threat, they go berserk, attacking anything and everything in their vicinity until the threat is gone or the Bearcat is exhausted.
-Yowling. Bearcats are known for their high-pitched scream that can startle would-be hunters and inexperienced adventurers.
Weaknesses:
-Water. Bearcats cannot swim, due to their heavy bodies and thick fur, and they hate and fear water more than anything else. A quick splash is all a hunter needs to get them out of berserker mode, and the cat will flee, screaming all the way.
-Intelligence. Bearcats are not smart creatures by any means, and have terrible memory. Because of this, they are easily trapped and tricked, and quickly lose interest in prey they can't catch. On the upside, this means that despite their demeanor, they never hold a grudge, because they can never remember why they were angry in the first place.
-Fire. Bearcats are terrified of fire, as their instinctual aversion to water means that they are completely vulnerable to it. Merely waving a torch at a Bearcat is enough to send it running, but be warned! If trapped between water and fire, the Bearcat will never willingly enter water, and will attack the fire holder.
Misc:
Bearcat fur is often used in winter clothing, and because they are pests, Bearcats are allowed to be hunted for private and commercial purposes. Domestic Bearcats are common pets, and adapt easily to new environments. Though it is now illegal, Bearcat fights were a common sport in the past, with the caged animals being forced into berserker mode to attack each other for onlookers amusement. It is a common idiom to refer to a hostile, temperamental person as a "wild Bearcat".
Scientific Name: Lapidem Domum
Common name: Eremite, also occasionally refered to as Bouldrab in slang (shortened from 'boulder crab')
Appearance:
(Like this, but huge and with a boulder on its back.)
The Eremite can be quite simply described as a giant hermit crab. The average adult carapace length roughly ranges from 1.5 meters (4.9 feet) to 2 meters (6.5 feet), although outliers on both ends exist, with the largest recorded Eremite reaching a length of 4.67 meters (15.3 feet), and the smallest at 0.48 centimeters (1.57 feet). They are typically light brown or pale brown in colour, although rarer Eremites can be found in varying shades of red, with either dark brown or white spots all over their legs and claws. Their eyestalks are particularly long, often double the size of their claws, and have two dark ovals that are often mistaken for their eyes on the front of their head. Unlike regular hermit crabs, Eremite's have a distinct proclivity to using boulders and large rocks as their homes, as compared to shells.
Biology: Eremite's can spend years searching the bottom of the ocean for the perfect rock for them to call home, and can spend an even equally long amount of time hollowing out the boulder with their razor sharp and powerful claws. They are known to be incredibly picky with their choice of home, needing to find one that will suit their specific size, but even then Eremite are occasionally known to not choose boulders that do fit their needs, the most accepted theory being that Eremite are drawn more towards certain speific colours of rocks. Only when they find and hollow out their boulder-home do they emerge from the ocean. From thereon, most Eremites are known to become essentially beach wayfarers, travelling between coastal regions until they near the end of their lifespan, wherein they usually return to the ocean to find a partner to mate with. Braver Eremite are even known to venture further inland, making sure to keep a supply of water in the back of their boulder, as they require the moisture to survive. This instinctive need to explore the world seems related to how Eremite can spend a vast portion of their life searching for the 'perfect' boulder, an impulse that seems to cross over when reaching land, despite not having anything specific to search for.
Like regular hermit crabs, Eremites are omnivorous and will eat basically anything at all, from vegetables to meat, fruit to plants, grass to decaying wood. No matter what it is, an Eremite will probably be able to eat it with little digestive issue, although they have a particular love of vegetables and sweets. That being said, an Eremite could easily go a couple weeks without needing to eat at all, depending on their size and how active they are. Many Eremite also store food within their boulders, although many are poor judges as to how long the food will keep fresh.
Unlike regular hermit crabs (which are not actually hermits, despite their namesake), Eremites are solitary creatures, to the point that most actively attempt to avoid each other on their travels. It has occasionally been observed that land Eremites, upon realising that they are close-by to another of their species, will just up and bolt away as fast as they can. It has been theorized that they fear the other Eremite will attempt to steal their home. While this does happen with hermit crabs, there has not been a recorded case of an Eremite stealing another's home, although this may be because of their relative rarity up on land. As Eremite sleep during the day, some people do not always realise that they are nearby one, although most people usually find a single, lone boulder lying in the middle of a beach to be suspicious and will avoid them. Whilst it is not common for Eremites to actively attack humans, they can be incredibly aggressive to any creatures that approachs or wakes them. Crushed and broken bones are a very common outcome of coming too close to an Eremite, especially younger Eremites.
Eremites can live exceptionally long lives, albeit with wild variance. The oldest (known) living Eremite is estimated to be 324 years old, and is still roaming the coastline (he was also affectionately given the nickname 'Grumpy Geezer' by those studying him, or just 'Grumpy'). Considering Eremites return to the ocean to find mates when nearing their death, it is unknown how much longer Grumpy will continue on. Through this, it can also be shown that older Eremites are less naturally aggressive than their younger counterparts. Zoologists found that they could easily approach Grumpy with little more than a mildly threatening raising of the claw. Overwise the average life expectancy of Eremites sits at around 250 years, with many returning to the ocean roughly a few years before their deaths.
Diurnal or Nocturnal: Nocturnal
Habitat: 'Homeless' Eremites live exclusively in the ocean. Eremite's with homes will travel to any coastal area (particularly beaches) that are not overly populated. They prefer more humid areas, but can survive in most environments as long as they have water stored in their boulder. Most land Eremite temporarily return to the ocean during Winter if the climate proves too cold.
Strengths:
-- Considering that they carry around literal boulders that they hollowed out with their own claws, Eremite's are known to have ridiculous claw and leg strength that would not have any difficulty crushing any bones it got its claws on.
-- Eremites can run at rather surprising speeds. Whilst an adult human would easily be able to outrun an Eremite on hard ground, not many people expect a creature carrying a boulder to move as fast as it can, and can be caught off guard when it does. There is also taking into account that it is much harder for a person to run in sand, whilst Eremites have no such difficulty.
-- Eremites are not always easily noticable. Whilst they may occasionally attempt to 'hide' in the middle of an open beach, the more clever ones will sleep amongst rock banks, or dig into the sand so the boulder appears smaller than it is, or at the least, more naturally placed.
Weaknesses:
-- Whilst their legs and claws are incredibly solid, their abdomens are a soft and thin exoskeleton that is easily pierced. While this helps for attacking 'homeless' Eremites, getting an Eremite out of its boulder is virtually impossible, making places to attack them rather limited.
-- If you do manage to identify a Eremite hiding in its boulder, it is, in theory, not particularly difficult to trap them as long as you do not make much noise and wake them.
-- Loud noises. Go to a beach and let off a megahorn. Most Eremite will instantly bolt off, and become disorientated if the noise is close to them.
Misc: The rarer smaller Eremites were heavily sought after as pets by those rich enough to afford them. This sparked a large media controversy roughly 15 years ago over whether it was cruel to deprive a heavily nomadic creature from being able to travel, and as a result making Eremites pets was classified as animal abuse. This was also considering Eremites in captivity tended to live far smaller lives, with their usual long life-span shortening to at least a tenth of they would normally be capable of.
Common name: Eremite, also occasionally refered to as Bouldrab in slang (shortened from 'boulder crab')
Appearance:
(Like this, but huge and with a boulder on its back.)
The Eremite can be quite simply described as a giant hermit crab. The average adult carapace length roughly ranges from 1.5 meters (4.9 feet) to 2 meters (6.5 feet), although outliers on both ends exist, with the largest recorded Eremite reaching a length of 4.67 meters (15.3 feet), and the smallest at 0.48 centimeters (1.57 feet). They are typically light brown or pale brown in colour, although rarer Eremites can be found in varying shades of red, with either dark brown or white spots all over their legs and claws. Their eyestalks are particularly long, often double the size of their claws, and have two dark ovals that are often mistaken for their eyes on the front of their head. Unlike regular hermit crabs, Eremite's have a distinct proclivity to using boulders and large rocks as their homes, as compared to shells.
Biology: Eremite's can spend years searching the bottom of the ocean for the perfect rock for them to call home, and can spend an even equally long amount of time hollowing out the boulder with their razor sharp and powerful claws. They are known to be incredibly picky with their choice of home, needing to find one that will suit their specific size, but even then Eremite are occasionally known to not choose boulders that do fit their needs, the most accepted theory being that Eremite are drawn more towards certain speific colours of rocks. Only when they find and hollow out their boulder-home do they emerge from the ocean. From thereon, most Eremites are known to become essentially beach wayfarers, travelling between coastal regions until they near the end of their lifespan, wherein they usually return to the ocean to find a partner to mate with. Braver Eremite are even known to venture further inland, making sure to keep a supply of water in the back of their boulder, as they require the moisture to survive. This instinctive need to explore the world seems related to how Eremite can spend a vast portion of their life searching for the 'perfect' boulder, an impulse that seems to cross over when reaching land, despite not having anything specific to search for.
Like regular hermit crabs, Eremites are omnivorous and will eat basically anything at all, from vegetables to meat, fruit to plants, grass to decaying wood. No matter what it is, an Eremite will probably be able to eat it with little digestive issue, although they have a particular love of vegetables and sweets. That being said, an Eremite could easily go a couple weeks without needing to eat at all, depending on their size and how active they are. Many Eremite also store food within their boulders, although many are poor judges as to how long the food will keep fresh.
Unlike regular hermit crabs (which are not actually hermits, despite their namesake), Eremites are solitary creatures, to the point that most actively attempt to avoid each other on their travels. It has occasionally been observed that land Eremites, upon realising that they are close-by to another of their species, will just up and bolt away as fast as they can. It has been theorized that they fear the other Eremite will attempt to steal their home. While this does happen with hermit crabs, there has not been a recorded case of an Eremite stealing another's home, although this may be because of their relative rarity up on land. As Eremite sleep during the day, some people do not always realise that they are nearby one, although most people usually find a single, lone boulder lying in the middle of a beach to be suspicious and will avoid them. Whilst it is not common for Eremites to actively attack humans, they can be incredibly aggressive to any creatures that approachs or wakes them. Crushed and broken bones are a very common outcome of coming too close to an Eremite, especially younger Eremites.
Eremites can live exceptionally long lives, albeit with wild variance. The oldest (known) living Eremite is estimated to be 324 years old, and is still roaming the coastline (he was also affectionately given the nickname 'Grumpy Geezer' by those studying him, or just 'Grumpy'). Considering Eremites return to the ocean to find mates when nearing their death, it is unknown how much longer Grumpy will continue on. Through this, it can also be shown that older Eremites are less naturally aggressive than their younger counterparts. Zoologists found that they could easily approach Grumpy with little more than a mildly threatening raising of the claw. Overwise the average life expectancy of Eremites sits at around 250 years, with many returning to the ocean roughly a few years before their deaths.
Diurnal or Nocturnal: Nocturnal
Habitat: 'Homeless' Eremites live exclusively in the ocean. Eremite's with homes will travel to any coastal area (particularly beaches) that are not overly populated. They prefer more humid areas, but can survive in most environments as long as they have water stored in their boulder. Most land Eremite temporarily return to the ocean during Winter if the climate proves too cold.
Strengths:
-- Considering that they carry around literal boulders that they hollowed out with their own claws, Eremite's are known to have ridiculous claw and leg strength that would not have any difficulty crushing any bones it got its claws on.
-- Eremites can run at rather surprising speeds. Whilst an adult human would easily be able to outrun an Eremite on hard ground, not many people expect a creature carrying a boulder to move as fast as it can, and can be caught off guard when it does. There is also taking into account that it is much harder for a person to run in sand, whilst Eremites have no such difficulty.
-- Eremites are not always easily noticable. Whilst they may occasionally attempt to 'hide' in the middle of an open beach, the more clever ones will sleep amongst rock banks, or dig into the sand so the boulder appears smaller than it is, or at the least, more naturally placed.
Weaknesses:
-- Whilst their legs and claws are incredibly solid, their abdomens are a soft and thin exoskeleton that is easily pierced. While this helps for attacking 'homeless' Eremites, getting an Eremite out of its boulder is virtually impossible, making places to attack them rather limited.
-- If you do manage to identify a Eremite hiding in its boulder, it is, in theory, not particularly difficult to trap them as long as you do not make much noise and wake them.
-- Loud noises. Go to a beach and let off a megahorn. Most Eremite will instantly bolt off, and become disorientated if the noise is close to them.
Misc: The rarer smaller Eremites were heavily sought after as pets by those rich enough to afford them. This sparked a large media controversy roughly 15 years ago over whether it was cruel to deprive a heavily nomadic creature from being able to travel, and as a result making Eremites pets was classified as animal abuse. This was also considering Eremites in captivity tended to live far smaller lives, with their usual long life-span shortening to at least a tenth of they would normally be capable of.
Scientific Name:Poecile atrippyllus
Common name: Chikoddee
Appearance:
The name of the chikoddee stems from its… odd and birdlike appearance. They hatch from pale mint-colored eggs after three weeks, being about 6” tall. Within five weeks, they grow to full age, being up to 3’ tall. They have yellow or brown eyes, and a cream body, white chest, gray wings, and a black face. The newly hatched are about 5 lbs., and the adults are 97 lbs.
Biology: The chikoddee-- as stated above-- is fully grown within a short time. It then finds a mate, breeds, and lays anywhere between five to ten eggs. The chikoddee dies within a year and a half of its hatching. Its beak is startlingly sharp, and its wings sting like nettles when they touch you. They are very territorial. They can fly, but not very well.
Diurnal or Nocturnal: Diurnal
Habitat: Forests, occupying trees at birth, then the forest floor as it grows.
Strengths: Sharp beak, Stinging wings, Size, flight (see weaknesses)
Weaknesses: Very slow, very ungainly, incredibly clumsy flight
Misc: Its flight is very uncontrolled, due to its large size.
Common name: Chikoddee
Appearance:
The name of the chikoddee stems from its… odd and birdlike appearance. They hatch from pale mint-colored eggs after three weeks, being about 6” tall. Within five weeks, they grow to full age, being up to 3’ tall. They have yellow or brown eyes, and a cream body, white chest, gray wings, and a black face. The newly hatched are about 5 lbs., and the adults are 97 lbs.
Biology: The chikoddee-- as stated above-- is fully grown within a short time. It then finds a mate, breeds, and lays anywhere between five to ten eggs. The chikoddee dies within a year and a half of its hatching. Its beak is startlingly sharp, and its wings sting like nettles when they touch you. They are very territorial. They can fly, but not very well.
Diurnal or Nocturnal: Diurnal
Habitat: Forests, occupying trees at birth, then the forest floor as it grows.
Strengths: Sharp beak, Stinging wings, Size, flight (see weaknesses)
Weaknesses: Very slow, very ungainly, incredibly clumsy flight
Misc: Its flight is very uncontrolled, due to its large size.
Scientific Name:Regis Draconius Umbrae
Common name: Shadow Dragon
Appearance:
Shadow Dragons are an interesting breed of monster, as their bodies are completely composed of a mist-like form of Shadow magic. Rarely seen by people due to their usually shy dispositions and natural elusiveness, these creatures travel in the shadowy depths of large population centers in order to feed of the negative emotions and nightmares of those who live here. If you have ever felt yourself suddenly cool off from after getting really angry, or remember a nightmare that suddenly stopped for no apparent reason, then it's likely that you were visited by one of these creatures.
Biology:
Not much is really known about the make-up of these mysterious creatures, as they tend to avoid interacting with humans as much as possible, and when it comes to attempts to capture them on film, most have nothing happen and others have the camera become disabled without the creature ever being seen. Such ocurances, however, do let biologists know that the creatures are extremely intelligent, perhaps even fully sentient, as they're able to recognize the attempts to record them.
Of the few encounters that have been recorded, oft by adventurers traveling to face dangerous monsters that have killed many, many people, shadow dragons tend to be no bigger than a large dog at most, a form of roiling shadow in the shape of a dragon with piercing red eyes watching from the distance. Attempts to capture one shadow dragon has lead to rather precarious situations, as the creature has a rather interesting defense mechanism. Like most dragons, it's able to let out a breath attack of sorts, but instead of fire, ice or energy, the shadow dragon instead unleashes a thick cloud of mind-altering magic gas upon it's foes, causing them to suffer from vivid hallucinations, though the duration of them is actually rather short. However, the dragons then seem to follow-up this attack by using their shadow magic and another form of illusion magic to trap their prey in their hallucination. The trap lasts anywhere from 3-5 minutes if the subject is left unattended, though this can be negated easily enough by shaking the individual in question.
However, one encounter with a shadow dragon proved that the creatures are not always so anti-confrontational and can actually be a rather dangerous threat. A group of adventurers, investigating a missing person's case with the local law enforcement in Erridun, found a unusually large specimen, this one the size of a lion, if not bigger, that had seemed to have collected a number of children and young adults, trapping them in a magically-induced slumber for what can only be the purpose of feeding on their dreams. After a brief, but harrowing battle, the adventurers where able to overcome and slay the beast, freeing it's hostages from their slumber. The creatures from quickly faded into nothingness, though from this nothingness coalesced a single egg, it's shell black as pitch and seeming to abosrb all light that came into contact with it. This egg was taken for further study, but so far, nothing has come from it as the egg has yet to hatch, though scans of it have shown that each day, it seems to be forming a core of Shadow Magic at it's center that grows more and more potent everyday.
Diurnal or Nocturnal:Nocturnal
Habitat:As stated above, they are thought to live most densely in cities, where the heavy population density(as well as the stresses of everyday urban life) provide a bountiful feast of negative energy for them to feed on, though adventurers have noted that they also seem to hang around the nests of particularly dangerous or angry monsters that they go to put down. The lack of sightings have lead their to be thoughts that Shadow Dragon's tend to have a low population, and reproduce in a Phoenix-like cycle of death and rebirth.
Strengths:
-Incorporeal form:They cannot be harmed by normal physical attacks
-Mist-like body: The creature's formless body makes it incredibly agile and capable of slipping through even the tiniest of cracks.
-Illusion magic: It's quite adept at casting spells that can alter the senses of those it deems a threat, often making them see things that aren't there or messing with their sense of balance and equilibirum. More malevolent uses of this magic come in the form of radical nightmares and making the affected individuals attack their allies in fear. A noticed trait of this magic is that is seems to have less of an effect on Familiars than it does mages, possibly due to the large amounts of magical energy in their bodies providing some sort of interference with the form of illusion magic they cast.
-Hallucinagetic breath: A gaseous stream of magic that is blasted out of the dragon's mouth, it often causes the target to momentarily use all concept of reality for 5-10 seconds, making the world a whole mess of images and senses that vary from person to person, but almost always leave them temporarily paralyzed as they struggle to make sense of what's happening. Often used as either an opening attack so to keep the target disoriented and more susceptible to the illusions cast immedieately after, it's believe that they can only use this ability every so often, as adventurer's who've encountered them only ever noted the breath being used once, even for extended chases. It's also been noted that again Familaiar's are less effected by this ability then mages, often coming out of the haze after about 1-2 seconds.
Light Magic absorption: Contrary to what most beleive, Shadow magic doesn't exactly harm these creatures, but instead strengthens them greatly, giving their form a solid weight and causing them to grow in size, both increases dependant on the brightness of the light present. The caveat to this increase, however, is that thier has to be a shadow cast for it to happen. If no shadow is being cast by the attack(the creature's own shadow doesn't count) then it will be completely destroyed by the burst of light as their bodies grow to big for them to sustain.
Weaknesses:
Magical attacks: Most forms of combat spells do some damage to them, some more than others, as the magical presence in the spell matter often interferes with the magic that holds their body together. The same holds true for physical attacks that have been enhanced with magic, or enchanted weaponry, though to a somewhat lesser degree.
Weak bodied: Most shadow dragons don't have very strong bodies, and as such, they don't take many hits to take down, even the bigger, more aggressive ones. They rely heavily on their agile nature and powerful illusion spells, to take care of any that get in their way.
Mist-like body: While not successful done, it has been observed that the mist-like magic that forms a Shadow dragon's body is an adherent of some laws of physics, and thus, can be manipulated and disrupted by harsh winds, making wind magic one of the better kinds to use when going up against one. This also means their bodies can be vacuumed into and sealed away within an air-tight compartment for easy containment, though such a thing is easy said then done.
Darkness-infused: Shadow Dragons are very much victims to the whims of a shadow magic user, as they can easily manipulate the body of a shadow dragon to a great deal, making it difficult for the creature to fight back properly as it fights it's own form in order to do anything.
Misc:There have been rumors among certain websites that Shadow Dragons some Shadow Dragon's are able to either take on human form or take over a human body in order to infiltrate human society, though the reasons for such actions are all over the place. This theory is discredited by most biologists and considered as completely ludicrous when factoring the behavior and attributes of Shadow Dragons as a whole.
Common name: Shadow Dragon
Appearance:
Shadow Dragons are an interesting breed of monster, as their bodies are completely composed of a mist-like form of Shadow magic. Rarely seen by people due to their usually shy dispositions and natural elusiveness, these creatures travel in the shadowy depths of large population centers in order to feed of the negative emotions and nightmares of those who live here. If you have ever felt yourself suddenly cool off from after getting really angry, or remember a nightmare that suddenly stopped for no apparent reason, then it's likely that you were visited by one of these creatures.
Biology:
Not much is really known about the make-up of these mysterious creatures, as they tend to avoid interacting with humans as much as possible, and when it comes to attempts to capture them on film, most have nothing happen and others have the camera become disabled without the creature ever being seen. Such ocurances, however, do let biologists know that the creatures are extremely intelligent, perhaps even fully sentient, as they're able to recognize the attempts to record them.
Of the few encounters that have been recorded, oft by adventurers traveling to face dangerous monsters that have killed many, many people, shadow dragons tend to be no bigger than a large dog at most, a form of roiling shadow in the shape of a dragon with piercing red eyes watching from the distance. Attempts to capture one shadow dragon has lead to rather precarious situations, as the creature has a rather interesting defense mechanism. Like most dragons, it's able to let out a breath attack of sorts, but instead of fire, ice or energy, the shadow dragon instead unleashes a thick cloud of mind-altering magic gas upon it's foes, causing them to suffer from vivid hallucinations, though the duration of them is actually rather short. However, the dragons then seem to follow-up this attack by using their shadow magic and another form of illusion magic to trap their prey in their hallucination. The trap lasts anywhere from 3-5 minutes if the subject is left unattended, though this can be negated easily enough by shaking the individual in question.
However, one encounter with a shadow dragon proved that the creatures are not always so anti-confrontational and can actually be a rather dangerous threat. A group of adventurers, investigating a missing person's case with the local law enforcement in Erridun, found a unusually large specimen, this one the size of a lion, if not bigger, that had seemed to have collected a number of children and young adults, trapping them in a magically-induced slumber for what can only be the purpose of feeding on their dreams. After a brief, but harrowing battle, the adventurers where able to overcome and slay the beast, freeing it's hostages from their slumber. The creatures from quickly faded into nothingness, though from this nothingness coalesced a single egg, it's shell black as pitch and seeming to abosrb all light that came into contact with it. This egg was taken for further study, but so far, nothing has come from it as the egg has yet to hatch, though scans of it have shown that each day, it seems to be forming a core of Shadow Magic at it's center that grows more and more potent everyday.
Diurnal or Nocturnal:Nocturnal
Habitat:As stated above, they are thought to live most densely in cities, where the heavy population density(as well as the stresses of everyday urban life) provide a bountiful feast of negative energy for them to feed on, though adventurers have noted that they also seem to hang around the nests of particularly dangerous or angry monsters that they go to put down. The lack of sightings have lead their to be thoughts that Shadow Dragon's tend to have a low population, and reproduce in a Phoenix-like cycle of death and rebirth.
Strengths:
-Incorporeal form:They cannot be harmed by normal physical attacks
-Mist-like body: The creature's formless body makes it incredibly agile and capable of slipping through even the tiniest of cracks.
-Illusion magic: It's quite adept at casting spells that can alter the senses of those it deems a threat, often making them see things that aren't there or messing with their sense of balance and equilibirum. More malevolent uses of this magic come in the form of radical nightmares and making the affected individuals attack their allies in fear. A noticed trait of this magic is that is seems to have less of an effect on Familiars than it does mages, possibly due to the large amounts of magical energy in their bodies providing some sort of interference with the form of illusion magic they cast.
-Hallucinagetic breath: A gaseous stream of magic that is blasted out of the dragon's mouth, it often causes the target to momentarily use all concept of reality for 5-10 seconds, making the world a whole mess of images and senses that vary from person to person, but almost always leave them temporarily paralyzed as they struggle to make sense of what's happening. Often used as either an opening attack so to keep the target disoriented and more susceptible to the illusions cast immedieately after, it's believe that they can only use this ability every so often, as adventurer's who've encountered them only ever noted the breath being used once, even for extended chases. It's also been noted that again Familaiar's are less effected by this ability then mages, often coming out of the haze after about 1-2 seconds.
Light Magic absorption: Contrary to what most beleive, Shadow magic doesn't exactly harm these creatures, but instead strengthens them greatly, giving their form a solid weight and causing them to grow in size, both increases dependant on the brightness of the light present. The caveat to this increase, however, is that thier has to be a shadow cast for it to happen. If no shadow is being cast by the attack(the creature's own shadow doesn't count) then it will be completely destroyed by the burst of light as their bodies grow to big for them to sustain.
Weaknesses:
Magical attacks: Most forms of combat spells do some damage to them, some more than others, as the magical presence in the spell matter often interferes with the magic that holds their body together. The same holds true for physical attacks that have been enhanced with magic, or enchanted weaponry, though to a somewhat lesser degree.
Weak bodied: Most shadow dragons don't have very strong bodies, and as such, they don't take many hits to take down, even the bigger, more aggressive ones. They rely heavily on their agile nature and powerful illusion spells, to take care of any that get in their way.
Mist-like body: While not successful done, it has been observed that the mist-like magic that forms a Shadow dragon's body is an adherent of some laws of physics, and thus, can be manipulated and disrupted by harsh winds, making wind magic one of the better kinds to use when going up against one. This also means their bodies can be vacuumed into and sealed away within an air-tight compartment for easy containment, though such a thing is easy said then done.
Darkness-infused: Shadow Dragons are very much victims to the whims of a shadow magic user, as they can easily manipulate the body of a shadow dragon to a great deal, making it difficult for the creature to fight back properly as it fights it's own form in order to do anything.
Misc:There have been rumors among certain websites that Shadow Dragons some Shadow Dragon's are able to either take on human form or take over a human body in order to infiltrate human society, though the reasons for such actions are all over the place. This theory is discredited by most biologists and considered as completely ludicrous when factoring the behavior and attributes of Shadow Dragons as a whole.
Scientific Name: Draconius Intactilis Reptilia
Common name: The Trickster
Appearance:
The Trickster can grow up to 35Ibs and 2'6" standing up. The babies are small and start developing two small horns on their heads. They have small sharp teeth. on its backside it has a folding ribbed dorsal fin it uses when going into water. Its tongue has a unique shape and is quite flexible. It has an oddly shaped tail that can be used as an appendage and support its weight. Along with that it has an outlined soft spot on its belly and retractable claws.
Biology:
Nature: Not aggressive, but will fight back if attacked.
These creatures are actually quite rare, and do not spend time around large populations of humans often. In the past they have been attempted to be captured but most attempts had failed, since these little guys are quite elusive and evasive. Due to this not too much is known about this evasive creature, other than appearance and behavior.
The name Trickster is quite misleading, as some may think that this monster has malicious intent. This is quite contrary to what is true. This little monster loves to play around and have a little mischief. They always want to have a little fun but sometimes end up making things go wrong for anyone involved, hence the name Trickster
The Trickster is quite fond of swimming actually, as it has a folding ribbed dorsal fin on its back for whenever it does get caught in water. And it is quite agile in the water as it is on land.
The Trickster usually keeps away from civilization, living in remote places of the world and forming small communities/packs of other Tricksters. Their mating can happen up to three times a year, and the result is a singular egg about the size of a small football. The eggs are quite weak and have to be guarded by the parent until they hatch.
Tricksters sometimes wander into civilization, and just the sight of such a rare and unfamiliar creature can attract alot of attention. Their presence usually entails a string of disasters, usually small disasters, rearely large scale, due to its insatiable desire to have fun and mess around with people.
Diurnal or Nocturnal: Diurnal
Habitat: The Trickster prefers mountainside forests and mountainside caves, wherever it can get a reclusive spot really. Every so often one of these rare creatures will wander into a civilized area, usually marking its appearance by a string of disasters, as it causes a bit of mischief.
Strengths:
Eagle eye: The Trickster has exceptional vision and can see quite far, even going as far as some species having night vision, albeit a primitive form of it.
Scent: The Trickster has strong sense of smell, like that of a dog
Teleportation: The Trickster can teleport short distances within its field of vision, not too often though as this can strain and tire it.
Magic Resistance: The Trickster's skin is magically resistant and provides some protection against magic attacks.
Armor: Its skin also protects against weaker forms of physical attacks.
Phase: The Trickster can go into phase form, whereas its bottom half becomes mistified and it becomes somewhat translucent, and gains the ability to pass through most material objects.
Agile: The creature is quite agile and quick on its feet, also being able to move around quickly both running and jumping.
Weaknesses:
Chink in the Armor: The Trickster has a soft spot on the underside of the belly where it is weak to most attacks.
Over attachment: The creature can become over attached to a person or thing and can then let down its defenses. One trying to slay one of these things would try by leading it into a false sense of security.
Ice: This creature is moreso vulnerable to forms of ice magic, as it can easily pierce its skin and easily end its little life.
lil guy: The Trickster is quite small and is not that big of a threat.
Misc: This lil wee beastie is attracted to ethanol quite a bit, having a sort of sweet tooth for this substance, wanting to be around it also as the smell is quite pleasant.
Common name: The Trickster
Appearance:
The Trickster can grow up to 35Ibs and 2'6" standing up. The babies are small and start developing two small horns on their heads. They have small sharp teeth. on its backside it has a folding ribbed dorsal fin it uses when going into water. Its tongue has a unique shape and is quite flexible. It has an oddly shaped tail that can be used as an appendage and support its weight. Along with that it has an outlined soft spot on its belly and retractable claws.
Biology:
Nature: Not aggressive, but will fight back if attacked.
These creatures are actually quite rare, and do not spend time around large populations of humans often. In the past they have been attempted to be captured but most attempts had failed, since these little guys are quite elusive and evasive. Due to this not too much is known about this evasive creature, other than appearance and behavior.
The name Trickster is quite misleading, as some may think that this monster has malicious intent. This is quite contrary to what is true. This little monster loves to play around and have a little mischief. They always want to have a little fun but sometimes end up making things go wrong for anyone involved, hence the name Trickster
The Trickster is quite fond of swimming actually, as it has a folding ribbed dorsal fin on its back for whenever it does get caught in water. And it is quite agile in the water as it is on land.
The Trickster usually keeps away from civilization, living in remote places of the world and forming small communities/packs of other Tricksters. Their mating can happen up to three times a year, and the result is a singular egg about the size of a small football. The eggs are quite weak and have to be guarded by the parent until they hatch.
Tricksters sometimes wander into civilization, and just the sight of such a rare and unfamiliar creature can attract alot of attention. Their presence usually entails a string of disasters, usually small disasters, rearely large scale, due to its insatiable desire to have fun and mess around with people.
Diurnal or Nocturnal: Diurnal
Habitat: The Trickster prefers mountainside forests and mountainside caves, wherever it can get a reclusive spot really. Every so often one of these rare creatures will wander into a civilized area, usually marking its appearance by a string of disasters, as it causes a bit of mischief.
Strengths:
Eagle eye: The Trickster has exceptional vision and can see quite far, even going as far as some species having night vision, albeit a primitive form of it.
Scent: The Trickster has strong sense of smell, like that of a dog
Teleportation: The Trickster can teleport short distances within its field of vision, not too often though as this can strain and tire it.
Magic Resistance: The Trickster's skin is magically resistant and provides some protection against magic attacks.
Armor: Its skin also protects against weaker forms of physical attacks.
Phase: The Trickster can go into phase form, whereas its bottom half becomes mistified and it becomes somewhat translucent, and gains the ability to pass through most material objects.
Agile: The creature is quite agile and quick on its feet, also being able to move around quickly both running and jumping.
Weaknesses:
Chink in the Armor: The Trickster has a soft spot on the underside of the belly where it is weak to most attacks.
Over attachment: The creature can become over attached to a person or thing and can then let down its defenses. One trying to slay one of these things would try by leading it into a false sense of security.
Ice: This creature is moreso vulnerable to forms of ice magic, as it can easily pierce its skin and easily end its little life.
lil guy: The Trickster is quite small and is not that big of a threat.
Misc: This lil wee beastie is attracted to ethanol quite a bit, having a sort of sweet tooth for this substance, wanting to be around it also as the smell is quite pleasant.
Scientific Name:
Mortuus Eremita Cochlea
Common name:
Corpse Snail
Diurnal or Nocturnal:
Does not require sleep.
Habitat:
Rain-forests
Appearance:
An obsidian colored slug that comes in multiple sizes, with the smallest being the size of a bird, with the largest growing to the size of a lion. It has a thousand extendable appendages that are extremely sticky and flexible, which it uses to grip and control its' shell. It does not have a visible mouth or eyes.
Mortuus Eremita Cochlea
Common name:
Corpse Snail
Diurnal or Nocturnal:
Does not require sleep.
Habitat:
Rain-forests
Appearance:
An obsidian colored slug that comes in multiple sizes, with the smallest being the size of a bird, with the largest growing to the size of a lion. It has a thousand extendable appendages that are extremely sticky and flexible, which it uses to grip and control its' shell. It does not have a visible mouth or eyes.
Biology:
It's body is soft and malleable, capable of nearly flattening itself entirely. From research it appears to sense movement through vibrations in the air and ground. It gains nutrients by absorbing it from its current shell, which is the corpse of the latest animal it 'renovates' as its home. It stays in its home for 5-8 days before it becomes invalid and switches to a new body. While it occupies its shell, asides from empty eye-sockets and awkward movements, it's otherwise indistinguishable from other members of its shells species, allowing it to blend in relatively easily among a pack or crowd until the time comes for it to switch to another shell, where there will be an ample amount of choices. It grows continuously until it dies, become larger every month.
It does not have any other vital organs asides its brain, which travels freely across its body. Its body can be chopped to bits but so long as as its core remains intact it will remain alive. A Corpse Snail has a lifespan of six months to a year and a half. The longest living Corpse Snail is recorded to have lived up to two years, and was twice the size of a regular Corpse Snail.
The Corpse Snail typically mate thrice in its lifetime, with females releasing a scent that can only be picked up by male snails. They are required to leave their shells in the time required for them to mate, where the eggs are fertilized for a week and layed inside detached parts of its body which are deposited underground. It hatches from eggs two weeks after they are layed, appearing to be a light purple in infancy, which then grows darker with age.
It does not have any other vital organs asides its brain, which travels freely across its body. Its body can be chopped to bits but so long as as its core remains intact it will remain alive. A Corpse Snail has a lifespan of six months to a year and a half. The longest living Corpse Snail is recorded to have lived up to two years, and was twice the size of a regular Corpse Snail.
The Corpse Snail typically mate thrice in its lifetime, with females releasing a scent that can only be picked up by male snails. They are required to leave their shells in the time required for them to mate, where the eggs are fertilized for a week and layed inside detached parts of its body which are deposited underground. It hatches from eggs two weeks after they are layed, appearing to be a light purple in infancy, which then grows darker with age.
Strengths:
Has complete complete control over the body it vacates. If the animal it uses as its shell has magical properties, expect the Corpse Snail to have access to those properties - including humans.
As long as its core is intact, it is capable of regenerating its lost body parts in a short span of time.
As long as its core is intact, it is capable of regenerating its lost body parts in a short span of time.
Weaknesses:
Fragile outside its shell, cannot live longer than a week without one.
Sensitive to salt and salt-based minerals. Applying salt to it dissolves its body.
Does not have perfect control over its shell, resulting in somewhat awkward movements that sometimes hinder it.
Becomes sleepy in temperatures under 15 degrees Celsius.
Even slight damage to its core kills it.
Sensitive to salt and salt-based minerals. Applying salt to it dissolves its body.
Does not have perfect control over its shell, resulting in somewhat awkward movements that sometimes hinder it.
Becomes sleepy in temperatures under 15 degrees Celsius.
Even slight damage to its core kills it.
Misc:
When the time for it to transfer shells comes close, they use their current home to kill a suitable host that it will then occupy.
Its body and core are used as luxury ingredients, unfortunately their body parts are difficult to preserve and pry out of its shell. The best way to harvest it would be in the small window of time where it is out of its shell.
Its body and core are used as luxury ingredients, unfortunately their body parts are difficult to preserve and pry out of its shell. The best way to harvest it would be in the small window of time where it is out of its shell.
Now the hard part is over! For me to write, and for you to read. Now we can get on to the rules, CS formats, and the quizzes you'll take to determine your magic type or ability! We GM's have also gone through this process, so don't worry, you're not alone. When you submit your CS and quiz answers, we will accept you and give you the magic type/ability that the quiz has determined! If your CS requires changes, we may hold off on giving you your magic type/ability until the changes have been made. Once you have received your magic type/ability, you can consider yourself accepted by all the GM's, and may post your CS in the character tab.
- Players may have 1 character each. The only exception is with the GMs, who require 2 characters to help progress the plot.
- Posts must be at least 1,000 characters long. You can post more if you like, but each post must have 1,000 characters as a minimum.
- Absolutely no god-modding. Do not control another person's character. Don't do it.
- GM's word is law. Onenote, Errorist, and I have final say. We've worked very hard on this RP, and we want to work well with you. Please respect us and your fellow players.
- Do not threaten us. Do not make anonymous accounts pretending to be your buddy, your brothers, sisters, cousins, and try to bully the GMs or other players. We've had it happen. We know when it's happening. You will be banned and reported if you do it. Don't even think about it.
- Keep things civil in the OOC. We encourage OOC chatter and communication between players, but keep things civil. We will not hesitate to stop arguments when we see them. We will try to be fair, but that means you'll have to live with the compromise we give.
- No smut. If you want romances to develop between characters, that's fine. If you want things to go farther, take it to PMs. Keep this thread is PG-14. One warning.
- Swearing is allowed, but please don't use curses every other word. Drugs, alcohol, cigarettes, torture, and murder are not allowed in this RP.
- No face claims. Do not face claim in your CS. We allow models, anime, doll makers, drawn images and written descriptions in your CS, but selfies, face claims, and famous actors are not allowed. Don't even try a furry or non-human character, you will be rejected.
- Keep angst reasonable. Bad things do happen in life, but characters with backstories that include murder, rape, torture, drug or alcohol abuse, brutality or gore, insanity, imprisonment, child abuse, teenage pregnancy and cults will be asked to remove these things from their backstories, or be rejected. If you're unsure if the backstory you have is too close to including these things, PM us, and we can work something out.
- Do not spam the IC. Wait 5 hours between each of your own IC posts, and let 1-2 people post after you before you post again.
- Do not post your character sheet in the characters tab before you have been accepted.
- We all make grammar and spelling mistakes, but please try to keep these to a minimum. You can edit your posts to correct these mistakes at any time.
- If you truly hate the magic style/Ability you have been given, you get one free pass. After that, you live with what you're given.
- To show you've read these rules, include your favorite food in the Password section of the CS.
Name:
Image or Description:
Age: (15-16, unless you can give a convincing reason as to why they're younger or older)
Gender:
Orientation:
Mage or Familiar: (Pick one)
Magic Type: (Leave this blank until you are accepted. If you're a Familiar, omit this entirely)
Ability: (Leave this blank until you are accepted. If you're a Mage, omit this entirely)
Known Spells: (Leave this blank until you are accepted. If you're a Familiar, omit this entirely)
Partner: (Leave this blank until your partner is announced)
Personality:
Biography:
Likes:
Dislikes:
Points: (Total number of points you've earned from posting. You're responsible for keeping track of them. Start out with 10, assign them to your stats as you like.)
Proficiency:
Intelligence:
Athletics:
Misc.: (Miscellaneous information about your character)
Quiz Answers: (Include your quiz questions and answers here in a hider.)
Password: (Put your password here)
Image or Description:
Age: (15-16, unless you can give a convincing reason as to why they're younger or older)
Gender:
Orientation:
Mage or Familiar: (Pick one)
Magic Type: (Leave this blank until you are accepted. If you're a Familiar, omit this entirely)
Ability: (Leave this blank until you are accepted. If you're a Mage, omit this entirely)
Known Spells: (Leave this blank until you are accepted. If you're a Familiar, omit this entirely)
Partner: (Leave this blank until your partner is announced)
Personality:
Biography:
Likes:
Dislikes:
Points: (Total number of points you've earned from posting. You're responsible for keeping track of them. Start out with 10, assign them to your stats as you like.)
Proficiency:
Intelligence:
Athletics:
Misc.: (Miscellaneous information about your character)
Quiz Answers: (Include your quiz questions and answers here in a hider.)
Password: (Put your password here)
1. What is your character's dream career?
2. Your character is caught telling a lie/cheating. How do they react?
3. Your character finds out someone close to them has been lying to them. How do they react?
4. If your character were given $50, what would they do with it?
5. Someone close to your character gives them something very important and asks them to hold on to it until they come back. However, your character somehow loses it. What do they do?
6. Your character is given the chance to perfect any one talent. What do they choose?
7. What is your character’s favourite book or movie genre? Why?
8. Who does your character admire/look up to?
2. Your character is caught telling a lie/cheating. How do they react?
3. Your character finds out someone close to them has been lying to them. How do they react?
4. If your character were given $50, what would they do with it?
5. Someone close to your character gives them something very important and asks them to hold on to it until they come back. However, your character somehow loses it. What do they do?
6. Your character is given the chance to perfect any one talent. What do they choose?
7. What is your character’s favourite book or movie genre? Why?
8. Who does your character admire/look up to?
1. What is your character's greatest regret?
2. Your character is home alone after watching a horror movie and they hear a strange sound. What do they do?
3. Two of your characters’ friends are fighting over something trivial, and they want them to stop. How do they go about this?
4. While your character is on their way to class, they realize they forgot something crucial. They’re already on the verge of running late. What do they do?
5. If your character had the opportunity to turn into any animal, what would that animal be?
6. If your character’s house were on fire, and they only had time to save one thing from their room, what would it be?
7. What season does your character like best and why?
8. Vacation! You character gets to spend a week anywhere! Where is it and what do they do?
2. Your character is home alone after watching a horror movie and they hear a strange sound. What do they do?
3. Two of your characters’ friends are fighting over something trivial, and they want them to stop. How do they go about this?
4. While your character is on their way to class, they realize they forgot something crucial. They’re already on the verge of running late. What do they do?
5. If your character had the opportunity to turn into any animal, what would that animal be?
6. If your character’s house were on fire, and they only had time to save one thing from their room, what would it be?
7. What season does your character like best and why?
8. Vacation! You character gets to spend a week anywhere! Where is it and what do they do?
And with that, this Opening post is done! Expect it to be updated when the RP starts and as time goes on! With that, have fun!
Accepted Mages:
Liliac de Blanc (Hammerman)
Felicity Joy Goldberg (Invader Len)
Monty Goldberg (The Errorist)
Nancy Jones (onenote)
Robert Allen (Natsu)
Leo John de Couer (TheHangedMan)
Samuel Deniel (duskshine749)
Mikayla Iovine (karamonnom)
Jeanette Blackwood (Raijinslayer)
Rena Narim (Natsu)
Accepted Familiars:
Richard J. Bateman (Invader Len)
Ruby Doer (onenote)
Beatrice Quincy (The Errorist)
Korrigan Umbraisis (Raijinslayer)
Regis Dimitrios (Discontent)
Marth Carter (pkken)
Talia Nitro (Redmarshmellow)
Alice Amanda Anette Anderson (TheHangedMan)
Luciano Vega (Nyahoo)
Mui Rei (liferusher)
Waiting List:
Elijah Asterius (GummyCat)
Kyra Valentina (Sorrelmyst)
Ngiwan Ziajk Liep, Vyvyan Imperial (Republic)
Nathaniel Zane Elswood (MechonRaptor)
Loke Blackhardt (HeartlessNobody)
Janine Alyra (GeneralScales)
Partners:
Familiars: | Mages: |
---|---|
Richard J. Bateman | Robert Allen |
To Be Decided | To Be Decided |
Ruby Doer | Samuel Deniel |
Marth Carter | Liliac De Blanc |
Luciano Vega | Nancy Jones |
Beatrice Quincy | Jeanette Blackwood |
Mikayla Iovine | Alice Amanda Anette Anderson |
Korrigan Umbraisis | Felicity Joy Goldberg |
To Be Decided | To Be Decided |
Regis Dimitrios | Monty Goldberg |
Rena Narim | Mui Rei |
Talia Nitro | Leo John de Couer |
Edit #1: Just a reminder that in this world, everyone is either a Mage or a Familiar. There are no "normal", non-magical people.
Edit #2: Important work from our local Minister of the Office of Heights.
Edit #3: Amazing inventions in digital media from the Marquis of Video Games and Digital Media
Men
Korrey - 6'6" (!!)
Leo - 6'5"
Richard - 6'2"
Marth - 6'1"
Elijah - 5'11"
Monty - 5’9”
Nathan - 5'7"
Robert - 5'6"
Vyvan - 5'4"
Regis - 5'2"
Samuel - 5'7"
Women
Ruby - 5'7"
Felicity - 5'7"
Nancy - 5'6"
Janine - 5'5"
Talia - 5'3 1/2"
Alice - 5'3"
Mui - 5'3"
Beatrice - 5’2”
Mikayla - 5'1"
Lilac - 5'0"
Kyra - 4'11"
Korrey - 6'6" (!!)
Leo - 6'5"
Richard - 6'2"
Marth - 6'1"
Elijah - 5'11"
Monty - 5’9”
Nathan - 5'7"
Robert - 5'6"
Vyvan - 5'4"
Regis - 5'2"
Samuel - 5'7"
Women
Ruby - 5'7"
Felicity - 5'7"
Nancy - 5'6"
Janine - 5'5"
Talia - 5'3 1/2"
Alice - 5'3"
Mui - 5'3"
Beatrice - 5’2”
Mikayla - 5'1"
Lilac - 5'0"
Kyra - 4'11"
Introducing (If allowed) some cutting edge technology.
This world's equivalent of tinder, it matches familiars with mages, and just like tinder, it's just as shady. (Students won't use this)
App that allows direct and quick communication with your bonded partner, very useful in some situations.
This world's equivalent of Facebook, and yes it is still mostly used by old people and edgy teens.
It's basically snapchat, and yes there are still many odd filters.
Hey you there! You look like you could use an app on your phone that will make you get of your lazy bum. Well you're in luck! Introducing Link Duel Go! A revolutionary application. How does it work you ask? It's simple. First you register with it and it will make you either a mage or familiar in the game, accurate to what you are in real life. The app will have a current location tracker and show nearby areas and terrain. In the game there are entities and points of interest. Some areas you may find treasure, which can go into your game credits, and some areas you will find monsters. You will start out with one type of magic or ability, depending on if you're a familiar or a mage. As a mage fighting and taking down these monsters or finding hidden treasure will allow you to unlock more spells and even new types of magic! As a familiar defeating these monsters or finding the treasure will increase your current ability strength and sometimes allow the collection of even more abilities, the strength and rarity of the ability/ magic all depends on the monster or hidden treasure. In the game it is also possible to form bonds between mages and familiars, and then use your acquired spells and abilities to take on other people, usually in a 2v2 fashion. Bonded partners yield more loot and do better, as in real life. So what are you waiting for?! Go get it, go on.
(Welcome to Link Duel Go! Basically this world's equivalent of Pokemon Go, except the pokemon are objectives that have to conquered in order to level up and become more powerful. Then you can duel your friends with your amassed power. The more powerful the magic or ability the rarer the objective. For familiars, finding an enigma ability in the game is extremely extremely rare, and thus it is worth alot more, anyway this is my latest development. More content will be launched in the upcoming days :D )
The game Skree centres around a small ant-sized guy who can run pretty fast. It is primarily a platforming game with some enemies throughout, some bosses. The game starts out with him in an underground tunnel system, having to run and jump his way through to the end over many obstacles, obtaining many additions and powerups along the journey. This is a very popular game and is available on many handheld systems, consoles, computers, and even has its own Arcade machine, since it was made long ago starting out in many arcades.
(This is still an original idea im in the process of making so you can expect further additions to this one, its popularity is supposed to match that of pacman and such.)
(Concept Art:
just a quick sketch)
Timber
This world's equivalent of tinder, it matches familiars with mages, and just like tinder, it's just as shady. (Students won't use this)
Link-up
App that allows direct and quick communication with your bonded partner, very useful in some situations.
FaceTome
This world's equivalent of Facebook, and yes it is still mostly used by old people and edgy teens.
Picto
It's basically snapchat, and yes there are still many odd filters.
Introducing: Link Duel Go!
Hey you there! You look like you could use an app on your phone that will make you get of your lazy bum. Well you're in luck! Introducing Link Duel Go! A revolutionary application. How does it work you ask? It's simple. First you register with it and it will make you either a mage or familiar in the game, accurate to what you are in real life. The app will have a current location tracker and show nearby areas and terrain. In the game there are entities and points of interest. Some areas you may find treasure, which can go into your game credits, and some areas you will find monsters. You will start out with one type of magic or ability, depending on if you're a familiar or a mage. As a mage fighting and taking down these monsters or finding hidden treasure will allow you to unlock more spells and even new types of magic! As a familiar defeating these monsters or finding the treasure will increase your current ability strength and sometimes allow the collection of even more abilities, the strength and rarity of the ability/ magic all depends on the monster or hidden treasure. In the game it is also possible to form bonds between mages and familiars, and then use your acquired spells and abilities to take on other people, usually in a 2v2 fashion. Bonded partners yield more loot and do better, as in real life. So what are you waiting for?! Go get it, go on.
(Welcome to Link Duel Go! Basically this world's equivalent of Pokemon Go, except the pokemon are objectives that have to conquered in order to level up and become more powerful. Then you can duel your friends with your amassed power. The more powerful the magic or ability the rarer the objective. For familiars, finding an enigma ability in the game is extremely extremely rare, and thus it is worth alot more, anyway this is my latest development. More content will be launched in the upcoming days :D )
A Project in the Making: Skree
The game Skree centres around a small ant-sized guy who can run pretty fast. It is primarily a platforming game with some enemies throughout, some bosses. The game starts out with him in an underground tunnel system, having to run and jump his way through to the end over many obstacles, obtaining many additions and powerups along the journey. This is a very popular game and is available on many handheld systems, consoles, computers, and even has its own Arcade machine, since it was made long ago starting out in many arcades.
(This is still an original idea im in the process of making so you can expect further additions to this one, its popularity is supposed to match that of pacman and such.)
(Concept Art:
just a quick sketch)
7:00 am to 7:55 am- Breakfast
8:00 am to 8:55 am- History
9:00 am to 9:55 am- Algebra
10:00 am to 10:55 am- Science: Chemistry and potions
11:00 am to 11:55 am- Literature
12:00 pm to 12:55 pm- Lunch
1:00 pm to 1:55 pm- Secondary magic and spells
2:00 pm to 2:55 pm- Ability training
3:00 pm to 3:55 pm- First elective
4:00 pm to 4:55 pm- Second elective
5:00 pm- School ends
6:00 pm to 7:00 pm- Dinner
Curfew is 10:00 pm on weekdays, and 11:00 pm on weekends.
8:00 am to 8:55 am- History
9:00 am to 9:55 am- Algebra
10:00 am to 10:55 am- Science: Chemistry and potions
11:00 am to 11:55 am- Literature
12:00 pm to 12:55 pm- Lunch
1:00 pm to 1:55 pm- Secondary magic and spells
2:00 pm to 2:55 pm- Ability training
3:00 pm to 3:55 pm- First elective
4:00 pm to 4:55 pm- Second elective
5:00 pm- School ends
6:00 pm to 7:00 pm- Dinner
Curfew is 10:00 pm on weekdays, and 11:00 pm on weekends.
In the Beginning, There was Discord
You heard it first here folks! Introducing the official St. Fortuna's Academy for the Higher Arts Student Chatroom. Use this to chat with people, Coordinate actions IC more quickly, and allow even more interaction between you lovely people. Brought to you by Discord.
Just click the link to join!
Edit: Please wait until your CS is accepted to join the Discord. Strangers and applicants will be kicked until their CS is accepted.
discord.gg/VfRJGbJ