"Greetings, welcome to Montagne Academy."
We are a school that was founded by Lady Fiore for one purpose: The study of magic and the betterment of all people. At least that's the official statement! Who knows. Maybe there's something shady going on here. It doesn't matter how you've come into magic. Be it from self study, inheritance, or any other means. The point is, you have magic and can channel it.
I, Headmistress Fiore welcome all of you with open arms to my Academy. Here, we strive for excellence in all fields of study. Be it Prima magic, Alchemy, or Sanctus magic. All fields of magical study are welcome in Montagne. Make no mistake, our school is one of the best, if not the best. It is indeed a privilege to attend.
~What is Montagne academy?~
Montagne Academy. A school recently founded in the last fifty years by Lady Livia Fiore, one of Europe's strongest mages, if not the strongest mage in the region. She's been head of the school since its founding, and she doesn't seem to be going anywhere, not soon at least.
What is Montagne Academy? A school located in France. Specifically, in the Alps. It is protected by several magical barriers to keep out intruders, but it is indeed, generally open for the public to visit. In fact, the school often puts on public shows and other displays.
Montagne accepts all into their ranks. Humans, elves, dwarfs, demons. Any creature capable of casting magic is welcome. Even familiars who wish to find a master may attend and receive a formal education and learn the basics of magic.
~Races~
Some of the more common races seen at Montange, are as follows
Humans, Demons, Dwarfs, Elves, and Fallen Angels. Angels do, in fact, exist, however they normally are not interested in mortal affairs and go to their own private schools. Rarely, very rarely, will one be seen.
Humans are all around well balanced at any magic. They excel in none, but are weak with neither. Some of the most powerful mages in history have been human.
Demons, excel usually in Prima magic, and in other destruction based magic. Of course, they are not evil by nature as some religions and societies suggest. There are bad people however, like with any society.
Dwarfs are skilled with alchemy and more crafting forms of magic.
Elves are skilled in Bratus and Sanctus magic, being in tune more with the natural world.
Angels are skilled with healing and mentis magics.
Fallen Angels, are skilled with Healing and Destruction magics, while suffer in the arts of Alchemy and Mentis magic.
Of course, this isn't a comprehensive list. Any creature is welcome at Montange, so long as they are peaceful and do not cause trouble. Even creatures looking for a mage to call master may attend classes until they find a master. If they don't attend classes, then they must either work. The headmistress is very strict about not having slackers.
~Magic~
Most Demons, Elves, Angels, Humans, Dwarfs, and Fallen Angels, all are capable of naturally using it. Some have a natural affinity for a certain type. Familiars, for example.
Over time, various mages have classified magic into several schools of study.
Familiars abilities, are in fact not related to magic but inherent skills. A reapers ability to sense life, or a dragons lightning.
Schools of Magic
- -Prima Magic:
This is what any sort of elemental manipulation falls under. Fire, Water, Earth, Air, and Electricity in all their forms. Typically, these are the form of magic that takes the least skill and mana to cast, but they are incredibly destructive. However, a single mage may typically only learn two forms of manipulations. Most only ever learn a single one, and extremely rarely will one ever learn three. There has never been a documented case of someone manipulating four.
-Mentis Magic:
Anything dealing with the tricking of the mind, or mental powers go here. Mind reading, Illusions, etc. They appear as real as anything else. They can trap, ensnare, and otherwise confuse people. Make them attack something that isn't there. Make their vision completely useless by making them think they are trapped in an endless black room being chased endlessly by their worst nightmares. And do not mistake these illusions for parlor tricks. They can hurt just as much as anything else.
-Immuto:
Magic that heals, or modifies the body in any way fall under this. Buffs, debuffs, and other magics such as those can be found here. Strengthen your allies by increasing their speed, or strengthening their blows with a temporary boost to their physical abilities. Or heal their most fatal of injuries to keep them fighting longer!
-Alchemy:
Anything dealing with the elements of the periodic table. Changing one thing from one to another as long as someone has the required material. Or perhaps using an element to fight for you. Slam someone with fists made from earth, or a metal sword you made from a pipe laying on the ground. Another use, would be using chemistry and the knowledge of the natural world to create a variety of magical concoctions that can have devastating effects if used correctly.
-Bratus Magic:
Command the natural forces of the world. Make the very trees fight for you. Control their roots, ensnaring and trapping enemies or using them as weapons themselves. Hasten the growth of plants, and even make animals fight for you. Perhaps even take on the properties of an animal yourself. A very powerful form of magic, but it must be used creatively.
-Sanctus Magic:
'Necromancy or Exorcism' fall under this category. Any sort of manipulation of spirits of the deceased, or other lingering souls. One calls on spirits to help them fight. Calling upon a spirit to fight for you, by giving it a form, and a purpose. These mages may also exorcise harmful spirits and demons, and the spirits of other Exorcists.
-Circum Magic:
This is where teleportation falls under. Want to cross a distance in just a few seconds? Create a portal between two places? This is the magic you're looking for. This magic is incredibly taxing, and usually fairly powerful if used by one who is clever.
To perform magic, some creatures need a catalyst. Humans, Dwarfs, and Elves need one, while Demons, Angels, and the Fallen Angels, do not. Catalysts can be anything, so long as they help a mage channel magic. They can be your stereotypical staff, or something much less conspicuous - like gloves, or a ring. There are ways someone could be able to cast magic without a catalyst, but such methods are frowned upon and can usually end in the death of said mage if used carelessly.
Some special catalysts have special properties. A Grimiore that can recite/store spells. A staff that can absorb magic. Such catalysts are rare and considered extremely powerful.
Most students at Montagne are ever masters of a single school before they graduate. However, most also tend to dabble a bit in other magics depending on their desires and fields of study.
~Familiars and Contracts~
Familiars and mages, often times share an intimate or otherwise close relationship. As such, choosing a familiar is usually a major decision to most mages. A familiar can literally be almost anything, so long as a mage makes a contract with it. However, there are certain traditions and rules familiars and mages are supposed to follow.
~Laws of the Contract~
1: By tradition, a familiar is expected to obey their master. Nobles tend to care more about this and view it as wrong to disobey even minor commands such as telling them to dress a certain way. Others tend to have a more progressive view and think a little command such as that can be ignore. Everyone thinks it is taboo to disobey a major command or a serious, direct order.
2: On the other hand, a master is expected to treat their familiar well. Generally ordering a familiar to constantly do things they find immoral or otherwise seriously objectionable is wrong, and could result in punishment for the mage.
3: While most familiars are sentient, the master is considered responsible for both of their actions. Some familiars tend to have some very strong personalities and when one picks up a familiar they should be expected to keep it in line to an extent. If you pick a dragon, you better be able to handle one.
4: A mage or familiar cannot take an action that will harm the other with the intent of causing injury or death without an honest belief it's 'for their own good'." Sometimes, however, this can go horribly wrong if something happens.
5: Above everything else, the contract is what the pair swear to each other. If a mage swears to protect their familiar (or a familiar to kill all the mages enemies), they will feel compelled to try and do it to the best of their ability. If they try and resist the urge, the bond will weaken and they will start to feel VERY sick or possibly suffer magical backlash. This doesn't mean you have to succeed at fulfilling all the obligations, but only that you must put forth an honest effort to do so.
The contract may be as complex or as simple as the mage or familiar wants. Most, tend to not make such long winded contracts, however.
6: Either party can 'break the contract' If unhappy with their master, a Familiar may simply leave should they desire it strongly enough. Likewise, a mage may simply rescind the bond. In the case of being tricked into a bond, or pressured into it - it will simply be up to the familiar whether to stay or leave if they desire it.
In most cases, however, being tricked into it usually means the mage doing the tricking made them swear an oath that would be un-breakable. It's not that hard to do. Then it becomes a problem for the courts.
If a mage rescues a familiar from such a state, it is generally accepted as alright to take them as your own, if they do not mind themselves.
~School Grounds~
The school is indeed quite large. Montagne is built right into the Alps, and consists of the large Academy, and the surrounding acres. The entire mountain the academy resides on, could be considered all of Montange. Aside from the academy itself, there's a small city located a short walk away - or teleport, if you can do such a thing. It has all the amenities any city would. A shopping center, restaurants of every kind, and stores where one my find sometimes rare and pricey magical items.
Oh, and the Drinking age is 16.
So have fun, kiddies~
~The world~
A few little notes about the world
-Current year is sometime 20XX
-Demons are ruled by an Oligarchy. They are formally ruled by Seven people, with the princes being the chairmen and the Lords being simply minor nobility.
-Elves are ruled by a traditional monarchy.
~RULES~
-srsly. Follow 'em or I'ma smack someone-
-srsly. Follow 'em or I'ma smack someone-
- -No Mary Sues, Gary Stus or similars.
-No Metagaming
-No Godmodding
-Interact with other characters. Not necessarily positive interactions. If your character is shy, then just have them brushing the others aside or something.
-Romance is heavily encouraged, but nothing beyong PG-13. Anything past that goes to PM and you have to leave us with a cliffhanger and a fadeaway.
-Pointless swearing and dirty jokes are all right OOC, if everybody is all right with 'em.
-Also, if you are chatting with another member of the RP about something unrelated to the RP, and the chat drags for too long, take it to PM's.
-No flame wars, please. If there is something, solve it at PM's or bring it to me. I'll see what I can do about it.
-Character Sheets this time need to be posted in the OOC.
-If you are going away for some time and can't post, then just tell me. I'll have to Godmod 'em a bit, but nothing major.
-I usually give people the benefit of doubt, so if you can't post for a while, I'll wait for you at least a week. The others are free to move on and handle your character as they see fit to go on with the story. If you get past that week, your character will have a sudden and horrible death.
-People can have up to two characters the moment they join the RP.
-No speed posting, please. Wait for a post or two after a response meant for you before posting again.
-Conversations or battles that you think will drag for a while IC, please make them a collaborative post. You can use titanpad.com for this if you like.
-Your Holy GM and savior shall deliver and smite those that fight over things in the OOC or who break the rules. Smiting shall come with extra kisses.
-Don't try to kill your GM and co-GM's in the OOC, pls. Do it in PM's.
-We can reject any CS for any Reason. We will be reasonable about this, but we still have the right to do so.
-For now, No more Pyromancers. We have like, five of them.
-Also no more electricity users plz.
-And lastly, have fun!
-More rules may be added at my discretion.
~CS~