Welcome to Mordhaben's Institute for Aspiring Mages!
The School
Welcome to Mordhaben's Institute for Aspiring Mages!, more commonly known as Mordhaben's, or to locals The Institute. We are a school dedicated to educating future generations of Mages in The Way for the sake of science and safety. Mordhaben's Institute for Aspiring Mages was founded in the year 27PW, long before the Unoctocan Empire's founding, and has a long and rich history of progress for the sake of humanity.
Mordhaben's Institute for Aspiring Mages is a welcoming place and accepts applications from students of all ages that have completed primary and secondary education, or have gotten a diploma equivalent certificatation (D.E.C.). Tuition is completely free to students as the Institute is funded through the Unoctocan Empire's Mage Corps. Graduates are given a license for open usage of advanced and dangerous Magic skills, and are automatically given the option of joining the Mage Corps upon graduation. Graduates are, however, not required to join the Military, and the majority of graduates go into freelance work or get employment requiring advanced Magic knowledge.
At Mordhaben's, we focus on nurturing the inborn talents in every student. As such, we recognize that not everybody's talents lie in the same areas. The Entrance Exam only requires that applicants pass a single test out of a multitude of different types of test, including written tests of knowledge, practical tests, athletic tests, and tests of strategy. If the honored applicant has a hobby or interest, we request that the applicant informs us so that we may work that hobby or interest into the entrance exam in some form and evaluate whether it has use.
We offer a multitude of courses in academics and military training, with a strong focus on Astronomy, Geology, Strategy, Aircraft Piloting and Maintenance, and Mechanized Cavalry Command and Maintenance. Combat training is mandatory for all students, and consists of Pistol, Rifle, Knife, and Unarmed training. More specialized subsets of martial arts training are also available, though not necessary and not always recommended - your rifle will carry you further than knowing how to use a chain whip will.
In addition to our classes, all students will go on weekly mandatory excursions for community service, typically for community safety and defense. Each student will choose a partner for each excursion, and will be overseen by either a teacher or a professional Mage during their outing.
Setting
A mysterious race of beings, seen as Devils by some and as Gods by others, has given humanity a second chance at survival after humanity bombed itself nearly to oblivion. Thousands of years afterwards, humans finally climbed up from the bronze age to something more resembling modern society. Technology is finally on par with pre-cataclysm World War 1, and national tensions are rising. One of the gifts given in addition to humanity's survival was the ability to manipulate the world around them - also thought of as Magic.
A form of martial arts known as The Way has been around ever since the first few generations of survivors sprung up, and has been shifting to fit technological developments ever since. These days, it's essentially military training combined with magical training.
Dedicated colleges for training in The Way have sprung up, and our characters play the roles of teachers, students, and professional Mages. Mordhaben's Institute for Aspiring Mages is one of the oldest and most prestigious of them all, but it certainly isn't the only one.
The year is 7210 AD, or rather, 1210 Post-War. In the year 2322 AD, Earth made first contact with a superior alien civilization. They were nothing like we expected, and rather than utilizing what could be strictly considered technology, they used what humans could only think of as "magic". Their consciousnesses meshed with the foundations of the universe rather than existing under it as ours do. Humanity, in its greed, attempted to uncover how to gain the aliens' powers to alter reality, and in doing so fell into a civil war between those who wished to do so militarily, and those who wished to do so peacefully. Mars (which lacked a formal name), the Titan Colonial Mandate, and the Belt Stations' Confederation formed an alliance opposing the Democratic Republic of Terra's aggression, and in 2365, interstellar antiplanetary antimatter missiles were exchanged between both sides, wiping out all life on Earth, Mars, and Titan. Only some farming and mining stations in the Belt Stations' Confederation were left intact, with very, very few remaining educated people, and with all central libraries destroyed, almost all of humanity's knowledge was lost.
Without the support of farms on Mars, the Belters were faced with certain starvation, and made contact with the aliens (who refused to be named, or whose names were unpronounceable via sound - that knowledge has been since lost). The alien civilization was neither benevolent nor malevolent in reality, as their morality does not match our own. But modern humans curse them as demons for what they did, and modern humans curse their ancestors as savages for their own past actions.
The remains of humanity were given roughly what they wanted, in the form of bioengineering, terraforming, and replenishment of flora and fauna, giving them access to something vaguely similar to the aliens' innate abilities and making Earth habitable once more. And, to boot, the aliens guided a number of the surviving stations back to Earth's surface, where they still rest, oftentimes centers of civilizations. But what humanity gave up wasn't worth it. They had traded their sovereignty and their future for immediate survival.
In the past few thousand years, humans have had to build their civilization back up from the early bronze age, with very little real technology. They now know almost nothing of what they once did, save for that space exists and Earth isn't the center of it, that they will one day return to the Stars, and that a civilization of Gods and Devils once saved them from themselves at a great cost. Periodically, landing craft appear on Earth and take the entire population of a small town to who-knows-where without saying a word. And people are getting very, very unhappy about it.
Earth is a shattered, torn place these days. It's been just under five thousand years since the Solar Civil War tore the planet to shreds, and the Earth is still reeling from the aftereffects of the apocalyptic weapons exchanges. When the missiles struck the Earth, they embedded themselves hundreds of meters into the ground before detonating, effectively cracking the planet open like a clump of clay struck with a baseball bat. Enormous craters were formed as huge chunks of the planet were thrown into the sky, and the explosive shock triggered tectonic activity on levels not seen since the planet first formed and cooled.
Continents have shifted about, new mountain ranges have formed, and existing mountain ranges have been split in half to form deep ravines kilometers deep. Debris thrown into orbit from the explosions includes remainders of old human cities, stone, dirt, clay, and enormous volumes of water. In the past five thousand years, the Earth has gained a new Satellite - much smaller than Luna, but much more unusual. "The Glob", as the common folks call it, is a large hunk of loose mud and gravel saturated with water, and shifts in shape as it passes through the sky, freezing on the side furthest from the sun and shifting from an orb to an oblong egg any time it passes near Luna. Luna itself has had its orbital path thrown off by The Glob, and rather than moving in a proper ellipse, its orbital path shifts on a routine basis, though neither satellite seems to be in any danger of falling out of orbit any time soon.
The Earth also has a spiral of debris hundreds of thousands of kilometers long trailing along on a suborbital trajectory, steadily being pulled back down to the planet between the tropics with the heaviest concentration centered along the Equator. This debris spiral is responsible for ending the Great War that occurred over a thousand years ago, when it finally came back into contact with the planet and rendered the tropics almost uninhabitable. Smaller chunks of debris simply burn up in the atmosphere on descent, but the larger ones have resulted in ceaseless streaks of fire across the sky as the Earth turns, and the spiral trail's slow reentry has caused a thick layer of ash clouds to cover most of the region. These "Deadlands" are now the home of swarms of Monsters who have migrated to escape the steady expansion of human territories.
Tropical weather has grown rarer with the cooling of the oceans in the tropics, and arctic weather has increased in frequency in further north and south latitudes, leaving the remaining habitable regions of the planet with a temperate and pleasant Spring and Summer, but harsh Winters.
While some of the most common flora and fauna on the old Earth are still present, the scenery is much different due to the replenishing and terraforming efforts of the alien civilization that saved humanity's remnants from starvation. Large "mushroomlike" trees are more common than pine or oak ever were, several regions have oddly colored and razor sharp grasses, and in general the ecosystem is a completely different beast. It's still plenty fertile though.
Humans are pretty much what they always have been in shape, size, appearance, etc., but they have gained a few new tricks. Humans are now able to manipulate the fabric of reality as long as they have access to suitable forms of energy - heat, motion, electricity, radiation, fat stores, whatever. Humans are no more durable than they used to be though, which limits how much power a single person can take in and use, and the initial source of magic energy always has to be the caster's own body (typically resulting in a blood sugar drop). Mages have to "step up" their energy chain with other sources, or else they risk exhausting themselves.
Each person has an affinity for certain forms of reality manipulation, based on their personality and genetics. But attempts to classify such skills have almost all failed, as the potential abilities of each person are far too varied. Elemental manipulation, creating matter from energy, creating energy from matter, telepathy, retroactive manipulation, proactive manipulation, body enhancement, and precognition are just a few of the skills that people can master. No one person has ever successfully mastered more than a few different talents at once, and even within those talents, there are strongly preferred skills, such as pyrokinesis, telekinesis, beast summoning, cosmic disaster creation, and the like, which each person will find they have an affinity for.
A new martial art has appeared that capitalizes on manipulation skills. It's known by many different names - The Way, Star Fist, Gift of Angels, etc., for some very rough translations. But the central concepts are all the same. Intense concentration on the world around oneself, intense concentration on the world one wishes to see, and even more intense concentration on the split between the two concepts have all become an artform. Foundation, the world itself, allows one to protect oneself against other manipulations. Vision, the ideal reality, gives insight into what was, is, will be, and what is possible. Compromise is the ability to split the difference between Foundation and Vision, and as some have put it, is the art form of arguing with the universe and winning.
The more steadfast one person's Foundation is, the less effective others' abilities will be against them and their environment. The more powerful one's Compromise is, the greater the degree to which they can change the environment. Foundation is almost incapable of completely preventing Compromise from having an effect, but remaining committed to reality as it currently is certainly makes it harder for others to change it. Vision is needed in both, to see what is wanted, to see what has happened, to see what still is, and to see what will happen. Foundation cannot protect without knowing the arguments of Compromise, which Vision will give, just as Compromise cannot be achieved without using Vision to know what changes to make.
Vision and Compromise can be used to draw energy from alternate sources and magnify the degree of the effect a Mage can create. While the initial power source must be in direct contact with the Mage in some way, the Mage can 'steal' energy from natural occurrences with enough knowledge and experience.
Only some of the life that existed on Earth was able to be resurrected after the great cataclysm - some trees, the most widespread animals, bacteria, viruses, etc. Most life on the planet was created by the alien saviors using their own plants and animals as a base. The most dangerous of these are simply referred to as Monsters, and all Monsters are able to use magic either on par with or vastly exceeding the average human. Some Monsters have created their own small, tribal civilizations far away from humans, but there have been some small scale clashes between sentient Monsters and humans from time to time.
Whether out of incompetence or as a cruel joke, humans and Monsters are capable of breeding with one another, which lead to the birth of bizarre hybrids - usually referred to as Chimeras. Chimeras are hated by all of Monsterkind, and humans have a distaste for them because of their strange appearances, so Chimeras typically either live in segregated areas of human cities, or in neighboring tribes of their own.
Chimeras are categorized by generations interbred with humans, and by familial Monster genetics. Chimeras may interbreed with other Chimeras, which results in odd mishmashes of Monsterlike features layered on top of the human features they've gained. Monster aspects are universally recessive traits.
First Generation Chimeras are the most Monsterlike by a long shot, and have typically only gained an Earthlike and humanlike skeletal structure, removing half of their ribs and reforming their limbs and joints to more closely resemble Humans. They typically retain their Monster sizes and most Monster internal and external organs, and tend to have trouble communicating with humans vocally. They are invariably just as intelligent as humans are though, regardless of Monster species in the mix. First Generation Chimeras are the most hated by Monsters, and more aggressive Monsters that might ignore humans will often attack them on sight. A First Generation Cephalopod Chimera would walk on two primary legs and have a human internal structure, but would also have slimy and slick hides and (depending on species) extremely thick natural shells, resembling walking nautiluses or squids.
Second Generation Chimeras become more human medically speaking, taking on human internal organs and further reshaping their bodies to resemble humans. Sizes are brought down or up towards human, though not always fully. Some Monster appendages and attributes are lost, and their hides become more mammalian. Second Generation is roughly where Chimeras are guaranteed to have humanlike vocalization abilities, though their voices tend to be very unusual and grating. Second Generation Chimeras onwards have a progressively greater chance of losing their second set of eyes in favor of a humanlike face. A Second Generation Molluscoid Chimera would have a much smaller shell and loses most of its limbs, with the remaining limbs becoming more mammalian and its facial structure moving from completely molluscoid towards humanoid.
Third Generation Chimeras generally have their entire bodies covered in mammalian, humanlike hides, though exterior things like feathers, fur, and spines tend to remain. They have fully humanlike vocalization. Typically, the Monster-esque secondary pair of eyes is gone by the Third Generation. This is roughly where average humans without odd fetishes stop being horrified by their appearances. Third Generation Cephalopod Chimeras may resemble Illithids as presented in Dungeons and Dragons.
Fourth Generation Chimeras are almost entirely humanlike in appearance and behavior, save for a small number of Monster features that may remain, such as claws, carapaces, animalistic ears, fur, feathers, etc. Occasionally duplicate appendages may be present depending on ancestral Monster species, such as a second pair of arms or legs, or the standard Monster secondary pair of eyes. Monsterlike organs that are still functional under the new humanlike form tend to remain - for instance, a Fourth Generation Insectoid Chimera would likely have compound eyes sitting within a human shaped face.
Fifth Generation Chimeras are almost entirely human, only retaining one or two minor Monster attributes, such as digitigrade legs, animalistic ears, tails, shells, wings, and the like. These include animal-like people often present in old Earth animated shows and graphic novels such as nekos and Faunus in RWBY.
Sixth Generation Chimeras only retain vestigial Monster aspects. The most extreme Sixth Generation monster aspect recorded to date has been a case in which a man's big toes were used as a foot support rather than his heels, which were narrow, unpadded, and rested atop his big toes while standing. More common aspects tend to be fewer or more fingers, slightly sharper teeth than average, the ability to wiggle one's tailbone, etc.
Seventh Generation onwards are effectively entirely human, though there is a minor possibility that children borne between two seventh generation Chimeras may resemble Sixth Generation Chimeras if remaining Monster genes are passed on from both parents.
Monsters come in a multitude of different forms. While they are all capable of performing Magic, they tend to look wildly different from one another, save for a few things in common due to their origin as modified xenofauna.
Monsters generally have complete rib cages rather than half rib cages like Earth fauna do, meaning there is no such thing as a Monster with a soft underbelly. Monster hides are often thicker and more radiation resistant than Earth fauna hides are. Almost all Monster species have four eyes rather than two, with both predatorlike forward eyes and preylike side eyes. And Monster "fur" and "hair" is generally more akin to spines, and resembles either narrow, bladelike scales, or feather shafts. Monster "fur" and "feathers" are also more brittle than Earth fauna equivalents as well, owing to the higher concentration of silica and iron in Monster bodies. Monster pelvic and shoulder joints are always side-mounted rather than vertically mounted, giving their legs a much wider range of motion, and Monsters' pelvises and tailbones extend further to provide their legs more muscle mounting points and greater range of motion.
Monsters are categorized by resemblance to Earth fauna, by size, and by danger rating.
Sizes are S, MS, M, ML, L, XL, 2XL, 3XL, and X. Danger Ratings are F, D, E, C, B, A, S, and X.
Mordhaben's Institute is in the remnants of what used to be Wyoming, roughly one hundred miles to the southeast of the tail end of the Rocky Gorge. Further to the west, the Sierra Nevada cliffs stand on either side of the Flynenhael Sea. Across the Flynenhael Sea is a large landmass that used to be the western coast of North America, stretching all the way from a narrow land bridge near what used to be Alaska all the way down to Baja California. To the East of Mordhaben's Institute, build near the ruins of Chicago, is the great city of Unoctoc Station, seat of the Unoctocan Empire. Further to the east of that lies the Northeastern Bay - a blasted crater hundreds of miles wide opening up much of the continent to the ocean.
In the Southeast, cutting across from what used to be eastern Texas all the way up to what used to be northern Virginia, is the nation of Airelosia, which is currently at a white peace with the Unoctocan Empire. The Unoctocan Empire covers most of the landmass, but borders with the Flynenhael Conglomerate to the west are fuzzy at best and heavily disputed.
The Unoctocan Empire is home to Mordhaben's Institute, and most closely resembles old Prussia culturally, though the government is required to be more egalitarian than its old Earth equivalent simply by merit of the existence of magic. While they do have a royal family, this royal family eternally has the sword of the military held above their heads, and parliament has the sword of its citizens held above their heads as well. Revolution is paradoxically staved off by encouraging revolution.
The Flynenhael Conglomerate to the West is less a nation and more a loose confederation of communities, and resemble old tribal societies more than anything, using a mixture of direct democracy and mutual trade, with a strong focus on magic for long distance communications. Each community is free to join and leave the Conglomerate as they please, though the Conglomerate has spent large amounts of resources in ensuring that its member communities are self-sufficient and extremely well protected with static defenses.
Airelosia to the Southeast is the most brutal by far, with a military meritocracy in place that actively encourages would-be rulers to assassinate their superiors, under the thinking that a strong enough leader for their nation's needs will be able to protect themself. Airelosia is a watery place, overrun with the descendents of bamboo and kudzu and continually bombarded with heavy rainy seasons throughout the year, giving it a unique culture all of its own. Airelosia is notable in that it exterminates all traces of non-domesticated Monsters wherever it can, including Chimeras.
Name:
Appearance: (Picture optional, text description required)
Age: (16 and up, or Monster equivalent in the event of shorter lifespans)
Species: Human, Monster (describe type - restricted to S through ML size), or Chimera (list generation and type)
Gender:
Occupation: (Students only at this time. List year, first years preferred. Will open up to Professional Mages at a later date, when the roleplay mandates it).
Personality: (only what others would notice immediately; I'd recommend filling out the Big Five test scores below, but you can remove those if you have a suitable description)
Distribute 40 Points. Most characters' stats should range between 3 and 8. Minmaxing players had better be good at playing that character, because these numbers ain't just for show.
0=Dead or Unresponsive. Don't use this. 1=Severely Disabled 2=Disastrous 3=Exceptionally Poor 4=Poor 5=Average 6=Above Average 7=Gifted 8=Exceptional 9=Monstrous 10=Absurd
P/F/V/C impact what each attribute is most useful for. P = Physical, F = Foundation, V = Vision, C = Compromise.
Strength: P (Obvious) Endurance: PFC (How long can one continue to work, fight, or use magic?) Constitution: PF (Welcome to the Salty Spitoon! How tough are ya? - Physical durability) Agility: P (Movement speed, acrobatics - gross motor skills) Dexterity: P (Fine motor skills - weapons accuracy, finesse, writing neatness) Intelligence: FVC (In this case, ability to learn new things quickly.) Wisdom: FV (Resistance to faulty information and impulse control) Charisma: C (Social skills, language skills, and animal skills! Contrary to popular belief, not boosted by alcohol.)
Magic Type Preference: (Magic category - manipulation, energy conjuration, object conjuration, time alteration, illusion, etc. - come up with shit if necessary) Innate Magic Talent: (specific magic usage that may or may not be linked to magical type preference, such as chucking fireballs, dispelling magic, seeing into an object's past, etc.) Interests: (E.g. underwater basket weaving.) Skills: (add a few things your character is good at; you can keep filling it out as the RP goes on)
Biography: (3+ paragraphs, 5 preferred. Put your heart into it!)
Think about your character, post here or PM it to me. IC and OOC post are going up in 4-5 days.
Appearance: (Picture optional, text description required)
Age: (16 and up, or Monster equivalent in the event of shorter lifespans)
Species: Human, Monster (describe type - restricted to S through ML size), or Chimera (list generation and type)
Gender:
Occupation: (Students only at this time. List year, first years preferred. Will open up to Professional Mages at a later date, when the roleplay mandates it).
Personality: (only what others would notice immediately; I'd recommend filling out the Big Five test scores below, but you can remove those if you have a suitable description)
Distribute 40 Points. Most characters' stats should range between 3 and 8. Minmaxing players had better be good at playing that character, because these numbers ain't just for show.
0=Dead or Unresponsive. Don't use this. 1=Severely Disabled 2=Disastrous 3=Exceptionally Poor 4=Poor 5=Average 6=Above Average 7=Gifted 8=Exceptional 9=Monstrous 10=Absurd
P/F/V/C impact what each attribute is most useful for. P = Physical, F = Foundation, V = Vision, C = Compromise.
Strength: P (Obvious) Endurance: PFC (How long can one continue to work, fight, or use magic?) Constitution: PF (Welcome to the Salty Spitoon! How tough are ya? - Physical durability) Agility: P (Movement speed, acrobatics - gross motor skills) Dexterity: P (Fine motor skills - weapons accuracy, finesse, writing neatness) Intelligence: FVC (In this case, ability to learn new things quickly.) Wisdom: FV (Resistance to faulty information and impulse control) Charisma: C (Social skills, language skills, and animal skills! Contrary to popular belief, not boosted by alcohol.)
Magic Type Preference: (Magic category - manipulation, energy conjuration, object conjuration, time alteration, illusion, etc. - come up with shit if necessary) Innate Magic Talent: (specific magic usage that may or may not be linked to magical type preference, such as chucking fireballs, dispelling magic, seeing into an object's past, etc.) Interests: (E.g. underwater basket weaving.) Skills: (add a few things your character is good at; you can keep filling it out as the RP goes on)
Biography: (3+ paragraphs, 5 preferred. Put your heart into it!)
Here ya go. Y'all can think about your characters while stuff is getting in order. CS is a bit long/detailed, but that's mostly because we want there to be very little confusion when it comes to roleplaying characters, and we'd like to prevent a repeat of the last time we tried running this (a few players just disappeared from the site completely).
4-5 days before the main IC, OOC, and Character tab posts go up.
Attributes aren't going to be used for numbers and dice rolls or anything, but rather are there to help judge what a character can do, what their biography might be, how to roleplay them, etc. Attributes are not meaningless numbers, so keep them to what you think you would be able to handle. They will have a minor impact on class benefits.
Further notes: We will be blitzing through classes where possible. A simple paragraph or two posted by GMs, Co-GMs, or players who by some miracle convinced me to give them a staff character, will suffice, and actually roleplaying out every single class every single day will not be necessary unless players very much want to do it. This is to keep player relationships from advancing faster than the story itself does.
You don't have to create a CS that'll be ready on day one, though. I just want people to think about it. ;)
Appearance: Copper hair and pale skin, he is a ginger after all. Brown eyes Short for his age - 5'6"
Age: 18
Species: Human
Gender: Male
Occupation: Student
Personality:
Openness to Experience: 20 (Not very open to new experiences, he's fine with where he is and what he's doing. He doesn't need or very much want change)
Neuroticism: 80
(His father wasnt the nicest man, he hit and yelles at him every time he had reason to. Whether that was spilled a glass of milk, coming home 2 minutes late, or flunking a test. Paired with paranoid schizophrenia, Fox still believes his father will cime back from whever he went two years ago and beat him sensless for all the "wrong" things he has done. Either he will do it himself or through someone else. Also because of his father (and maybe the paranoid schizophrenia), he constantly believes people are going to hurt him, whether that's through abusing his trust, playing with his emotions, hurting his mother, or hurting him.
Agreeableness: 70
(Delta has his own opinions on things, but unless its a very strong opinion he won't say anything. If you want to go left when he wants to go right, he'll go left without a fuss. His guess is that his father beat out the majority of disagreement he had in him. Extroversion: 26 Paranoia doesn't help anyone's case when they want to go out and make friends. Delta is scared that he'll be attacked, especially by people he's just met. So, he'd rather stay away from people.)
Conscientiousness: 90
(He had to be careful about everything he does, otherwise his father would beat him. Even with his father gone, Fox can't help but think he'll come back and mill him for making so many mistakes.)
Fox doesn't trust anyone or anything. He's extremely skittish and always expects someone to hit him. He's also always anxious about something. Fox loves strategy and planning, and when he's playing a strategy game or planning something he becomes surprisingly calm. His love of chess is the one thing he will openly share, and he usually bonds with people that have the same love of similar things. Although, Delta will passive-aggressively destroy anyone who messes with his plans.
Attributes: 0=Dead or Unresponsive. Don't use this. 1=Severely Disabled 2=Disastrous 3=Exceptionally Poor 4=Poor 5=Average 6=Above Average 7=Gifted 8=Exceptional 9=Monstrous 10=Absurd 40 points
Strength: 4 (Pretty weak. He'd rather stick to what he's good at, which is not exercise.)
Endurance: 4 (The only endurance he has is enduring puzzles and beatings. He doesn't do much else.)
Constitution: 4 (His mental disorder kind of stole any constitution he had, so now he's left with a measly four. He doesn't have a lot going for him.)
Agility: 5 (He's not complete trash, gosh.)
Dexterity: 5 (He doesn't have the best balance, but it's not terrible either.)
Intelligence: 8 (His father always made sure he was the best and brightest in any class. He had to have ALL A' s, and mentally destroy those that opposed him. Otherwise, he'd get hurt. His father made sure not to hit him in the head though.)
Wisdom: 7 (He's been through a lot and so he knows how to deal with a lot. One time, as a test, his father even went as far as leaving him in the woods for a week.)
Charisma: 3 (He doesn't talk. He wasn't allowed to and he doesn't like to. He'll try, but that doesn't mean he'll be good at it.)
Magic Type Preference: Illusion Innate Magic Talent: Destruction (I.E. Chucking Fireballs.) Interests: Strategy Games Reading Medicine Skills: Planning Strategy Basic Medical Knowledge
Biography: (3+ paragraphs, 5 preferred.
Fox had a fear of pretty much anything due to his abusive upbringing and built in paranoia, let's just say his father wasn't a very kind man and his mother's genome wasn't the cleanest. One particularly terrible day at his home, his father had come through the door in one of his infamous rages, fuelled by his time at the nearby bar. He blamed Delta for being the reason he was fired from his job. A silly excuse, but his father was one to put his problems on the nearest person. His father through a book at Fox, not the worst thing, but that fact that was it was a hardback didn't make it a good thing either. Scared out of his mind, he froze, eyes screwed shut. He managed to duck, sending the book crashing through a lamp instead of his face. His father blamed him for that too, even though Fox immediately passed out from the fear afterward. Fox also had what seemed like an affinity for being in the wrong place at the wrong time. He one day decided to talk an alternate route to school and ended up being arrested for a murderer. He was later released since they ended up catching the real culprit, but that's what he gets for walking under a bridge, past a corpse one day. It's still on his record though, they forgot to erase the fact he was wrongfully accused of murder, so he won't be getting a high-end job anytime soon. Fox's father disappeared a couple years from now, for an unknown cause. This frightened his mother, since all of his unpaid debts would roll onto them both, but Delta was glad to be rid of the man. Even with the danger of loan sharks, gambling buddies, and who knows what else, he was finally free to be himself, even if it still mostly fell in line with his father's rules.
Other: He is always carrying the book his father had thrown at him, "Being Mortal: Medicine and What Matters in the End" by Atul Gawande. It's a reminder that not everything will go terribly, he can at least rely on himself.
There is so much information to take in but hopefully, I get it all right when I'm making my CS. I usually wait for a few people to make their CS's before I make mine just to verify with myself XD
Appearance: Joseph has short brown hair, blue eyes, and stands at 184cm (6ft). He usually keeps himself neat and tidy, although not to an excessive degree. He prefers to wear simple clothing that doesn’t get in the way of any physical activity. If he has a choice in the matter, he will show up in a plain combination of a shirt and pants, but if there’s a dress code, he will absolutely keep up with it. Joseph has a personal disdain for pointlessly showy displays of appearance, and goes out of his way not to indulge in anything of the sort if he can help it.
Age: 18
Species: Human
Gender: Male
Occupation: Student, First Year
Personality: Joseph is a big cynic, though not to the point that he’s overtly hostile. He’ll make conversation, but don’t come to him if you’re looking for a kind word and a hug. Joseph is frank and “to the point” in any conversation, as he hates to make small talk and feels that making progress on something is more important than a person’s feelings. If somebody has a legitimate problem, Joseph likes to think he would do everything he can to help them with it, provided he actually can. He has been taught that any proper military unit operates on co-operation between its soldiers, and so he strives to live up to that ideal.
Joseph’s big motivation in life is to just do well at any given task. Whether it’s soldiering or scrubbing the floors, Joseph wants to leave off every day feeling he has done his best and met with the satisfaction of others. He’s not competitive about it, and he could care less if someone else does it better as long as he feels he’s done right by himself and others. He also lacks any ambition to rise in status, as he finds the idea of being an officer laughable and even undesirable. He prefers simple work for simple gains.
Biography: Joseph was born the son of a low class soldier. From an early age, he took an interest in military affairs from the point of view of an ordinary soldier. As a child, he always romanticised the idea of being something of a hero that went out and fought all the Empire’s enemies and brought peace and justice to the land. His dad would always laugh when he talked about it, though Joseph would take a while to realise why. Joseph also saw the discrimination faced by Chimeras and considered it a great injustice, and one that he would strive to right in later years.
He got his chance to strike a blow for what was right when he found a Chimera hiding in the backyard of their house. Joseph had no idea why, but he could tell they were fleeing from the authorities who were making a big stink of searching for him in the community. The young boy thought the only right thing to do was to offer to hide the Chimera in his house. The Chimera gleefully accepted the offer, and Joseph decided to go one step further and give the local guards a false tip that he saw the Chimera escaping the district. With his task completed, Joseph arrived back home, where neither of his parents had been at the time, to find that the Chimera he had sheltered had stolen multiple items from his house and fled the area for real. He would later learn said Chimera had indeed been fleeing on account of being a thief. Joseph was greatly disappointed, and he doubly feared his parents would be furious. As it turned out, his father was more sympathetic than he realised, and just told him that these things happened. When Joseph asked him what he should do, with his primitive world view having been shattered, his father told him the only thing he could truly rely on in this world was hard work.
It was after that event that Joseph rededicated himself to the idea of joining the military. This time not for some childish ideal of being a hero, but simply to put effort into something he felt he could succeed at and have it pay off. His great mission was no longer to stand up for “justice” or anything like that but to just work hard. With the discovery of some magic talent in him, he decided to attend Mordhaben’s Institute for Aspiring Mages. While he could care less about the prestige or the ability to do fancy magic, he figured that if he could actually cast spells, he may as well join the military as a magic soldier rather than a regular one.