So, will there be any more to the RP, or just the arena fighting? Personally, I just want some nice and simple fighting. How many people are you looking for? Like, just a general estimate. And what's your stance on magic?
There will be something of a plot, and things you can do besides fighting, but players are totally free to just tackle this like an ordinary arena.
Appearance: Irina is a youthful woman of middling height and striking lavender hair, hanging wildly down to her shoulders. Her eyes are a hue of pale violet, giving her an unearthly appearance much unlike her rather ordinary human heritage. Her features are soft, and maidenly, giving her the impression of being the beautiful daughter of some long-running noble household. She has large breasts, becoming of her figure, and hips that show a matching image of fertility and health.
Her dress frequently favours blending in to the lowborn folk, consisting of basic, practical women's garbs such as dresses of common woolen cloth, of which she has three. However, no amount of commoner's clothes can hide her noble descent from a careful eye, and when she is not blending in, Irina's noble clothing allows others the sight of the full grace of all of her highborn heritage. She owns four distinct outfits, of high-valued silks and cloths, hand-made by famed craftsmen in the city of her birth. She keeps them, in case she must ever engage in business with nobles or other wealthy folk who would look down on her for wearing the clothes of a commoner.
She also has a hooded cloak, for when she wishes not to be seen, although she finds that this is quite counter-productive most of the time.
She looks to be in her early-mid twenties.
Backstory: Hailing from a city called Blueport, Irina is a descendant of the noble line Blue, which has held political dominance in Blueport since very early on in its formation. Her father, Heinrich Blue, and her Mother, Lily Blue (Maiden name, Sparrow), were as indulgent as parents that there could ever be, encouraging Irina's studies into magic while shielding her from those who might harm her development. She was their beloved, and for a while their only, child.
As a little girl, much of Irina's life was spent reading, often at her Mother's legs as the cheerful woman went about her daily sewing. Irina herself never liked sewing, but she did like reading. She read about all sorts of things, from adventures, and stories of brave knights and romantic princes, to complicated academic subjects such as mathematics, and the sciences.
And, of course, magic.
While her family library didn't have a whole lot about magic when she was born, she quickly found its shelves being filled with important information, likely at her parents' behest. And then, one day, a new person was introduced to her life.
He called himself "Ashworth".
Under Ashworth's tutelage, and with the careful supervision of Irina's parents, the little girl soon began to find her true calling. The magical arts came to her more naturally than any other subject had, even her much favoured mathematics, and by the time she reached her thirteenth summer, she had already reached a level beyond "Novice".
However, Irina quickly discovered that the sort of Magic this Ashworth taught her was not the kind of magic she wanted. So, she called for him to be taken away once she mastered the basics, and soon went a-studying for the magic that she felt most suited her style of thinking. In a sense, she was searching for herself, trying to find a place where her thirst for knowledge could be sated fully and properly.
When she was seventeen, she left her household. She has not returned since.
For a while, her location could not be verified. She didn't stay in one place for long, living off her own personal wealth and her skills in accounting to make money where she could. She was something of a wandering scholar, seeking out information on the ancient arts of magic, trying to find her purpose in life.
And then, one day, she found it. It was rainy, an evening in late-autumn in the small village where she was chasing the shadow of a century-old wizard's research. It was here that she found the grimoire, long-lost behind a secret passage in the local elder's small library.
It contained seemingly insane scribblings, incredibly detailed magic circles and runes that almost seemed to leak with an otherworldly power. And, most importantly, it contained a formula. Beneath it, was written in a simple, plain scrawl-
"Tdorbta."d
Personality: Irina is a cool, calculative pretty face, the sort who is equally as capable of enjoying a light drink over the ocean in a wealthy, Blueport cabin as she is of spending days on end studiously searching through a wealth of grimoires deep in some musty library. Despite her various flaws and booky nature, she is not unpleasant company to have, owing much to her noble upbringing and loving parents.
Once, she was a social creature, but time has twisted this nature and turned it into more of a sick interest than true enjoyment. To her, interactions with others is often more of a game than reality, and much of the fun she has with her social experiences is as a result of her own, slightly sadistic delusions.
She has been driven partially insane by her explorations in the field of Planar Magic, leaving her to experience elabourate and vivid delusions of whispers and visions from other worlds, polluting her mental landscape with images glimpsed through half-shut rifts in dimensional space. Her perception of time is slightly off, and there are days when she doesn't seem to notice the passage of time at all. Despite all of this, she possesses a deep intelligence and incredibly sharp reasoning for somebody of her... complications.
That isn't to say her intelligence and insanity are her only traits. Her early exploits and nurturing childhood ensure that she has at least a passing interest in matters of romance, of politics, and heroism. She is not a truly virtuous person, but she could hardly be called incredibly sinful either (at least as far as others know).
If you talk to her for a long time, you might find that she sounds a little older than she looks. This, and her intensely academic nature, seem to lend weight to the theory that Planar Magic has some subtle effects on the body and mind. Those who look into her eyes deeply, might find her to be incredibly difficult to read. Indeed, much of what truly goes through her mind is veiled in smiles and glamours and wit. Even those with minds twisted enough can only catch quick glimpses of her true intentions behind the violet haze, and those people who do lose what remaining sanity they hold onto in her hearts.
She is Irina Blue, a woman who delved into worlds beyond our own, beyond even the worlds of demons, and came back. What she saw, only the gods can know, and some of it even they can't comprehend. Whatever she saw, it warped her thoughts, turning her into a twisted husk of the human girl she might have once been.
How she found out about the tower: Due to her heretical nature, it has always been important for her to keep her ear to the ground for incoming danger. In some curious whim of the gods, she caught wind of the invitations going out to established mages, and sent a letter asking to join them as well.
The response she got was enthusiastic enough, likely due to her at least being mildly known among the Magical community, although only in rumours, and with much of the details of herself and her work shrouded in mystery.
Weapons: A single, ornate dagger, concealed for usage in "self-defense".
Magical Skills: Irina studied briefly beneath a single Master, by the name of Ashworth, who taught her the basics of the magical arts and the theories behind them. She has never had an Apprentice, or taught a single pupil in her life. Her heresy and strength has caused her to be pursued relentlessly by many enemies, but she has evaded them throughout her entire life. -Knowledge of general Magical mechanics, Magic Theory and the applications of practical Magic. -Capable of incredibly complicated multi-dimensional planar calculations, predictions and analyses. -Can recognize and diagnose spatial anomalies and distortions. -Knowledgeable about worlds beyond our own, and their inhabitants.
The Basics: Planar Sorcery is an absurdly complicated and difficult field of Magic, which has been sought after by few, and achieved by even fewer still. In all the world, there can be said to only have been a few individuals who have truly mastered it, and it has been known to drive seekers of its completion completely insane in the process.
Making use of the Planar theory, first developed by an understudy claimed to have belonged to the great wizard Primus himself, Planar Sorcery uses complex magical formulas to alter the qualities of space, in such a manner that guided tunnels are opened in the local dimensional walls, effectively opening holes into entire new worlds besides our own.
Because of the incredible difficulty of this art, and often the time it takes to use, it is a very impractical and convoluted field of Magic, so much so, that for the longest time it was considered to not even exist. However, none can deny the potential academic, and magical advantages to it over other arts.
The Problems: The long, elaborate magical formulas required to use Planar Sorcery makes it a titanic pain in the posterior to use quickly, and wherever there are even slight distortions in space, these irregularities must be accounted for during the casting portion of the magic itself. While its power of tunneling through space itself allows the end-location to be theoretically an infinite distance away without it becoming any more difficult, the starting point must always be very close to the caster, and the magics can not accurately be cast remotely.
Additionally, the intense concentration and the difficulty of the calculations required for Planar Sorcery's usage mean that it is very exhausting to use, so much so that novice users often find themselves fainting when attempting to open even the smallest of rifts. This means that, in order for the magic to be used practically, a workaround must be developed to allow the user to remain conscious while preforming mental feats beyond a normal human's capabilities.
What's more, once one has finally reached the level of being able to accurately open holes to other dimensions, they have to figure out a way to apply this practically. There is little use in being able to open a door to a world inhabited by incredible, alien tentacle beasts comprised of concepts beyond human understanding, if one is unable to come up with a way of using it to gain some benefit, to themselves or to the world at large.
The Solutions: There are several solutions to these problems, which have been developed and recorded by Planar Sorcerers throughout the ages to deal with the crippling weaknesses of Planar Sorcery as it was in its inception. The two that are employed most heavily by Irina are, -Thought Acceleration. Basic magical reinforcement of the brain, for the purpose of enhancing one's processing capabilities to handle the difficult calculations and formulas associated with Planar Magic. -Magic Circles. Takes some of the strain off the caster by instead inscribing some of the magical formulas into the world itself. Probably the most simplistic of the approaches, but also very necessary for arriving at accurate coordinates, as the human mind is prone to making minuscule mistakes in interplanar calculations. Circles can be formed with any substance, but ideally one wants their circle to be as clean as possible, and free from any potential interference. Because of this, chalk on a smooth, hard material is ideal.
These solutions are not absolute, and do not make the intricacies of Planar Sorcery easy by any stretch, but they do make it possible to be used at least on a rudimentary level on the field. Needless to say, Irina is a master of applying both strategies to the height of their ability.
The Applications: Having overcome the pitfalls of Planar Sorcery, what exactly the sorcerer becomes capable of is limited mostly to their creativity. Commonly, its users have been known to open doors to worlds inhabited by terrible, monstrous beings, guiding them to our world to lay waste to the wizard's enemies. Long-distance travel becomes greatly expedited through the use of dimensional tunnels, as one can hop into another world quickly, and then hop back out anywhere in the world (providing they have accurate coordinates.)
Communication with beings on a higher plane is possible, but difficult. Irina herself claims to have come into contact with a Dark God from another world, although the truth in this statement can't possibly be proven without experiencing it yourself.
Along with interplanar travelling, there is a certain effect experienced relating to the caster's aging. It's noticeably slowed, more so in humans than in the longer-lived elves or dwarves. The reason for this isn't known, but theories state that a possible existence that has been dubbed a "Planeswalker" is possible if one truly reaches the ultimate secrets of Planar Sorcery.
It's no big deal, but I still need it filled out, of course.
As for planar magic, I like it. Just don't use it to always avoid combat- which may come about- and it's accepted. I loved your CS. Details and long-ness is good.
Of course~
I'm glad you liked it, tomato. I was honestly pretty worried about the length, and despite what you said about not skimping out on it, I totally cut some stuff out at the very end of her backstory just to have it stop at a dramatic point.
As for using it to avoid all combat: That probably won't happen. Irina really isn't a fighter, though, so try not to bully her too much...