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NickTheSwing Since: Aug, 2009
#1: Jan 31st 2024 at 9:19:48 AM

In a world both far and fantastical, the Magic Academy at Phoebonon teaches the new generation of Mages from across the continent - even as their clans, kingdoms and empires at home scheme and plan for their own advancement. Each House controlling their own territory - jockeying for power. The one rule at the Academy based in the Free State of Phoebonon is that no direct and outright warlike conflict is allowed within the sprawling academy's boundaries. This is a compact that the disparate kingdoms agreed upon in order to facilitate their future.

However, there is a Curse spoken of - a supposed swirling mist that guarantees that the many ambitious Mage-Led states, kingdoms and empires would forever seek power over one another. A cloud, hanging over the heads of the students at the academy for years on end.

This, along with the consistent raids on the northern shores by the Nords - a savage seafaring people - creates a unique atmosphere in this generation of young mages off to try and make their mark. And possibly, change the way the world operates.

With darkness swirling at the peripheries from causes near and afar, the sprawling Academy at Phoebonon nevertheless goes on with their new year. And with that, a new crop of Mages from the various powerful clans.


More or less, in this RP you create both your character and their family of origin - a group of mages in charge of their own land in the setting. This is a fantasy RP with a number of kingdoms, empires, city-states, and local magocracies, the society largely based around the use of magic and privilege afforded to those who have it. By and large only the scions of these families can attend the Academy at Phoebonon - though there are some exceptions.

The rules for the RP are pretty clear;

  • No Script Format
  • No Godmoding
  • No Ghosting
  • Be excellent to one another.
  • Discord is required.


  • Name:
  • Age: (being students, this is gonna be largely teens 15 and up)
  • Clan and Background:
  • Personality:
  • Appearance:
  • Backstory:
  • Magic: (each clan usually specializes in one particular kind of magic)
  • Et Cetera:

Edited by NickTheSwing on Mar 2nd 2024 at 9:09:53 AM

Sign on for this After The End Fantasy RP.
LilyTheLitten The Light That Blinds from Rarepair Hell Since: Apr, 2020 Relationship Status: Above such petty unnecessities
The Light That Blinds
#2: Jan 31st 2024 at 9:42:01 AM

  • Name: Yune Asclepia
  • Age: 16
  • Clan and Background: House Asclepia. A house of healers, the clan occupied with magic that knits bones and cures illness. For a long time, they and their magic weren't seen as much more than that. Then, one of their heiresses discovered their healing did not just work on people and animals; it was also effective on plants, meaning crops could be protected from various ills for stronger harvests. Naturally, everyone jumped at the chance to have more food, and nowadays, Aegina (the land Asclepia rules) is one of the most prosperous, their people enjoying bountiful harvests and longer lives thanks to the House’s magic.
    • It has been theorized that their magic may go even further, going into straight biomanipulation rather than simple healing, but this has never been confirmed. As tense as the clans' relationships with each other can get, most are at least courteous to Asclepia; after all, do you want to piss off the guy with the food
  • Personality: Yune is...out there, fairly scatterbrained and a bit slow on the uptake, and oft-distracted by passing butterflies or squirrels. He's prone to getting lost in his own head, and can generally seem a bit odd to the people around him. Whenever he does focus, though, it's like a laser beam, to the exclusion of everything else around him.
  • Appearance: Not from around these parts. Stands at 5'5.
  • Backstory: Yune's parents hailed from another continent, though he hasn't a clue which. They came to Aegina in hopes of providing him a better life—a hope cut short when they were cut down by bandits when he was barely a few months old. Yune subsequently spent much of his childhood in an orphanage, manifesting magical powers when he was ten. The orphanage caretaker, not knowing what to do, contacted House Asclepia, and Yune was adopted into their ranks shortly thereafter. Despite being a bit of an outsider thanks to his origins (and general spaciness), Yune proved an apt learner of the House's magic, and was accepted into the Academy.
  • Magic: Healing magic, the power to knit bones, cure wounds, and relieve illness. May actually be straight up biomanipulation, and has been proven to work on all living things, including plants.
  • Et Cetera:'
    • Yune has two adoptive siblings, Athamas and Panora. Neither got into the Academy while Yune did, and both harbor a fair deal of bitterness over it.

"Kept me waiting, haven’t you? Tch. No matter. Dawdle all you’d like. In the end, your defeat remains inevitable."
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#3: Jan 31st 2024 at 9:57:05 AM

  • Name: Marah Asadi
  • Age: 18
  • Clan and Background:
    • House Asadi holds reputation as either fearsome or foolish dependent on who you ask. Purveyors of knowledge, they seek to understand the world and the magic within it, and are willing to discard propriety and ignore taboo to do so. They will sup with beastfolk, invite demons into their homes, and defy the very gods in their pursuits.
    • They care little for politics, intervening in earthly matters only to further their studies. Other houses tolerate them for the advances they make, but the Asadi do draw some ire. In particular, the Asadi are willing to assist even the most outcast and downtrodden if it suits them, which puts them at odds with more 'noble' houses. Conversely, the Asadi are more popular amongst the poor for their willingness to kneel down in the dirt for the sake of research.
    • They hold an affinity for Void and Nothingness, stemming from their desire to unravel the secrets of existence itself. They often fight with living shadows, and are good at countering and negating other forms of magic.
  • Personality: Somewhat vain, though she possesses enough self-awareness to know her own weaknesses, her haughtiness tempered by caution. While she may come across as uncaring of others, she does wish to help people, if only to fix what she sees as flaws in society. She's quite cunning and manipulative, a natural socialite, and enjoys talking philosophy with others. She harbors resentment for the House system as a whole, but is willing to make use of it for her own purposes. While not as pronounced as other members of her family, she also enjoys learning and is interested in all kinds of magic and even mundane disciplines.
  • Appearance: A short, dark-skinned woman with black braids that fall down to her ankles. Heavily tattooed from the neck down with arcane glyphs.
  • Backstory: The latest scion and heir apparent of her House. A quick learner from an early age, as her parents were pleased to find. At age ten, per tradition, she was given her warding sigils, a long and painful process in which nearly her entire body was tattooed. She grit her teeth and bore it, but secretly vowed to abolish the practice once she became head of house. It was only natural that she would attend the Academy, both to further her ambitions and to get away from the family she resented.
  • Magic: Like her forebears, her affinity is Void. She has a natural talent for countermagics and spells aligned with Darkness. Conversely, magics of Light and Creation are nearly impossible for her.
    • Grand Refutation: The symbols etched into Marah's skin are the culmination of Asadi research, a living document that refuses the world itself. A potent countermagic that protects from all curses and evils. Casting spells upon Marah without her permission is exceedingly difficult.
    • Hollow Shell: Calling upon the darkness, the traditional shadow-magic of the family. In Marah's case, she uses her hair as the conduit - her black braids become darker than void, a living shadow that moves to protect her and attack enemies, even acting of its own accord should she be distracted or unaware. Though only a shadow, it is much stronger than one would expect. At once the witch's sword and shield, it can sharpen into blades, twist into tools, and unleash fragments of itself as projectiles.
    • Neverworld: That which she or her darkness touches can be erased. Magic is absorbed, and physical matter is slowly eroded by Marah's will. Those with magic can resist this effect, for a time, but long enough contact with this power would eat the energies of even the strongest sorcerer.
    • Azi: Her familiar, a black cat with ruby-red eyes. A gentle, intelligent creature at first blush, yet those with the sense for it might notice its unsettling nature. In truth, it is a daemon of living nothingness, bound into a lifelike doll. Or rather, half of one. The other half is within Marah herself, binding her eternally to Azi. Regardless of distance, she can borrow his senses, and use him as a conduit for her shadow magic.
  • Et Cetera:
    • Enjoys sewing. She can use her darkness as both needle and thread, and has a small collection of homemade dolls.
    • Theme song

Edited by kagescorpionakki on Feb 2nd 2024 at 11:43:20 AM

What is so amusing about this? Why do you take lives? How can you forget?
bobbitwormhobbitwyrm Since: Aug, 2020
#4: Jan 31st 2024 at 11:04:04 AM

Name: Cecilia Abdera

Age: 16

Clan and Background:

  • House Abdera: The subject of much mockery, the Abdera family rules their state barely even in name. For much of the past fifty years their power has waned, with far more authority being vested in the wealthy but non-aristocratic merchants and bureaucrats. Many current members of the house greatly resent these changes and have become staunch reactionaries. Much insistence is placed on the absolute adherence to tradition. House Abdera specializes in summoning magic, with all the pomp and circumstance with which it is traditionally associated. Despite their outdated ways, the family's longstanding vaults of lore allow them to remain prominent in the magical sphere even as they wane in the political.
Personality: Cecilia styles herself as an iconoclast, willing to argue any position no matter how blasphemous. She seldom pays much regardless to consistency in this regard, arguing one way or another as the mood strikes her. Despite her claim to hold nothing sacred, she is still very much the product of immense privilege, and though she would never admit it, the thought of radical political change makes her genuinely uncomfortable . To those who can stand her contrarianism she is quite cordial, at least to her fellow mages.

Backstory: Cecilia was born in a time of great upheaval in her home country. Her family, once uncontested autocrats, had been divested of much of their political power before she was born. No longer burdened by the restrictive views of old, her nation experienced an explosion of new forms of thought. Soon the kingdom became synonymous with modern intellectualism. The Abdera family, unaccepting of these developments, retreated into their estates, pouring over their ancient summoning lore. Most of the children of the Abdera family in this age are more or less completely isolated willfully ignorant of life beyond their vaults. In more recent years however, her family has gained increasing interest in influencing their nations bureaucracy, it was towards this end that Cecilia was sent to be educated in the outside world. Of course, children seldom develop exactly as their parents wish, and in this new environment she soon becomes resentful of the traditions that had stifled her younger years. As the years went on Cecilia grew into a bullheaded and contrarian young woman, increasingly at odds with the rest of her family. Her only saving grace was that among her siblings she was the only one to demonstrate any real aptitude with their specific form of magic. Eventually it became clear that a political career for Cecilia would be disastrous to House Abderas' interests and reputation. Wishing to save some shred of face, the only thing to do was to continue her education as a mage, sending her to Phonebon with little farewell.

Magic: Summoning Magic, the ability to bind extra dimensional beings into ones service. Doing so requires an extended ritual and negotiation with the entity in question, so this is of little use without prior preparation. Each practitioner within her family specializes in a specific class of beings, generally something extravagant like angels or elementals. Cecilia herself specializes in the class of amphibian-like beings known colloquially as Pancosmans, one of the most widespread and least respected classes of creatures that dwell beyond the Material Plane.

Edited by bobbitwormhobbitwyrm on Jan 31st 2024 at 11:08:16 AM

Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#5: Jan 31st 2024 at 11:12:28 AM

  • Name: Corwin Ostavia
  • Age: 18
  • Clan and Background: House Baldesion is considered something of a joke in the cut-throat politics of the world: While most Houses compete directly in their shadow war for influence, the influential elders of House Baldesion prefer to conduct daring expeditions to various 'parts unknown'. Naturally, this has on more than one occasion led to major members of the House leadership going missing presumed dead on expeditions to "barbarian lands" the House has managed to survive being invaded and fully destroyed by utilising an impressive arsenal of unusual spells and artefacts retrieved from all corners of the globe in bloody defence.
  • Personality: Corwin has a severe, studious character that makes her the perfect student in many ways; humble enough to recognise her flaws, yet hard-working and ambitious enough to not give into her failures, instead seeking to learn from her mistakes in order to improve herself one small bit at a time. Her simple, yet tough upbringing has contributed to her straightforward personality, and she is aware of the dangers of disrespecting the arcane arts to the point where she'd rather take things slow than rush to catch up with her peers. Corwin worries that she is plain and uninspiring to be around, and that she has no motivations beyond learning to become more magically adept—feeling as if she lacks goals or loyalties so far, and her meekness in social situations adds to her feeling that she is nothing but a boring person masquerading as a gifted learner. However, this outward simplicity belies a rich inner world within Corwin's mind, as her ability to make mental connections and alter the spells she has learned into different variations is second to none.
  • Appearance: 5'6" in height. When not in her robes, she dresses in a plain tunic with rough pants and simple footwraps for her casual attire, owing to her humble village upbringing. Hidden beneath her hair, her ears taper slightly to a point, hinting at a heritage not entirely human.
  • Backstory: Corwin Ostavia is a freshly adopted member of House Baldesion, a studious young woman originating from a humble village—who after discovering a cache of research papers on magical theory close by to her family home—has developed an affinity for seemingly sporadic displays of wizardry that range from hurling small motes of fire to conjuring volumes of sticky spider silk. She was discovered by pioneers from House Baldesion during one of their exploratory missions into parts unknown, a few years after she had first started practising rudimentary evocation. After demonstrating her potential to them, and eager at the idea of being able to be taught by others, Corwin packed her things and said her farewells to her friends and family, before heading off with House Baldesion back to their region in order to start a new life of magical tutelage. Though she has yet to find her calling, Corwin views her inexperience as a blessing, as she is able to view the local cultures with fresh eyes and take in all she can regarding magical practices around her, in the hopes of pushing what is unusual even further beyond.
  • Magic: Unlike many of her peers, Corwin has no particular affinity towards a given practice of magic, and instead is capable of learning spells of almost any kind so long as she is thoroughly taught the principles or studies extensively in the relevant magical theory. Because of this, Corwin holds much potential as a jack-of-all-trades, though she consequently has a harder time in attuning to a particular spell in a way that her schoolmates might, since her lack of affinity means that nothing truly comes 'natural' to her. The following is a list of spells she has so far come to know through her studies:
    • Firebolt: A concentrated mote of flame that Corwin can conjure in either or both of her hands, which she prompts by rubbing her palms together quickly in order to generate heat, and then magically harnessing said heat in order to draw out a flame. While it is lit, she may hold it for a time before it sputters out from lack of fuel, or she can hurl it a flammable object (or person) in order to set it (or them) alight. Though it is a relatively easy spell for her to use in succession, it weakens in potency the longer she uses it consecutively without resting.
    • Torchlight: Activated the same way as her Firebolt by rubbing her hands together, this spell allows Corwin to conjure a mote of spherical light that is simply harnessed radiance and only mild aspects of heat. Because of this, she can maintain this light for hours at a time, even dimming or flaring it so long as she is in contact with it, and it can be moved about in space with a simple gesture of her hands. She often uses this light in order to read while in the dark, dimming it to a simple reading lamp that she can hover beside her without disturbing any of her sleeping peers at night. Due to its low heat, it is completely harmless.
    • Filament: A sticky substance akin to spider silk that Corwin can secrete from her hands, by first curling her fingers together and then pulling them apart like a cat's cradle. After conjuring this filament, Corwin can then weave it into a single thick rope which she can then use as a whip or to bind her opponents, or spread it out into a net in order to ensnare others or set up near-invisible traps in strategic locations. Corwin can also coil the filament into sticky cobwebs, which she can throw at her enemies to blind or bind them from afar.
    • Hearsay: A mode of long-distance communication, wherein Corwin can point towards another person with her finger and whisper a short message beneath her breath, which only her target can receive. The recipient can whisper back a response in much the same way, though only once before the connection is broken. The spell works even if Corwin only points a finger towards her target without stretching her arm, so long as she knows where they are and so long as they are a maximum of 30 metres from her. The message can travel through openings and around corners, but it cannot pass through thick walls or magic barriers.
  • Etcetera: Corwin's Theme.

Edited by Enirboreh on Jan 31st 2024 at 7:13:50 PM

bork
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#6: Jan 31st 2024 at 11:29:03 AM

  • Name: Alicia Blackwood
  • Age: 15(?)
    • Being a bastard, her birthday was never properly recorded. However, she seemed the right age to be sent to the Academy, and so she went.
  • Clan and Background: House Blackwood
    • House Blackwood was previously composed of wardens against the darkness, binders of dangerous mystical creatures, and arbiters of justice due to their great facility with curses. Their motto is Eye for Eye, Tooth for Tooth. Sadly, their once-great house has degenerated over the long span of the years, as political jockeying sapped much of their power, and noble righteousness is no guard against poison in winecups and daggers in the shadows. Now they serve at the behest of the Houses they once towered over as little better than mercenaries and assassins, though that gives them a better bead on information than most. And should that fail, they have agents in every crook and nanny, so it's hard to say if their situation is what they planned all along. This has given them a reputation which now contrasts with their historical honor, as if the dirty business of politics has irrevocably tainted them at last. Now all that's remembered is their facility with curses, which should put every employer on edge—but more often than not, this has not been the case. After all, if their prey were so wary, House Blackwood would not have survived the initial purge in the first place.
    • Every curse has a cost, and one must make sure that they are cast in the name of balancing a wrong—which is often supplemented by sufficient spite in the event of a lack of judiciousness on behalf of the Cursewright. Fail to pay the costs in mana or blood, and the effects of the curse sticks to you for a time. Add to this the Geas that the Patriarch has currently bound the family to—"All blood flows downhill"—and one can see why the family is so busy with jockeying for rank. Lower-ranking members must pay the costs for the miscasting of curses by higher-ranking ones, and nobody wants to be at the bottom. But the effects of some curses can chain together to mitigate the effects of others, leaving most of House Blackwood functional at best, and a carrier of a dangerous grab-bag of curses at worst.
  • Personality: Alicia is demure and deferential, befitting the ideal class of maidservant that House Blackwood trains, but with a great and terrible melancholy in her, which is pleasing to the crueler members of her family. She sees little hope for permanent escape or even temporary freedom from her House these days, though she tries to keep blood out of the water in this respect. She knows how to keep quiet and out of sight, and may share secrets she overhears with those she trusts. Despite her dire straits, there is a deep well of compassion within her, and when push comes to shove, she will utterly refuse to back down for the sake of those she chooses to protect.
  • Appearance: A little princess who goes barefoot.
  • Backstory: Alicia Blackwood is a bastard of House Blackwood, and woe to their bastards indeed. For they are the lowest of the low, even outside of the ranking system of the literally cursed family, and cannot rely on its fearsome reputation for protection. But because fresh blood and mana is always needed to fuel the meatgrinder of their magic, philandering outside the family is quietly encouraged, and the resulting bastards are employed as maids, servants, and "spare parts" for the rest of the family if necessary. If they are lucky, they are made to take on curses that can balance one another out, and soon acquire skill with curses if only to craft more to maintain that tenuous balance. Those with enough facility with the family business get noticed and adopted into the House proper, and such was the case for young Alicia. Notably, she did so not by crafting new curses to lay upon herself, but took on the existing curses of her fellow bastard siblings in an attempt to ease their burdens. And so did Alicia earn her right to attend the Academy, though it was not without price for her. She secretly hopes to overturn the Geas on her family and free her other siblings from the Patriarch's control, but she has to toe the party line for now.
  • Magic:
    • Blackwood Sin-Eater: Due to most members of House Blackwood already being riddled with curses, they are usually somewhat resistant to the application of additional ones, as they would take up too much magical bandwidth on a single target to really stick. Thus, curses cast upon them have a nastily common habit of rebounding upon the caster, and it is only through the House's predilection for cursing themselves and one another that they have reached their current state. However, because Alicia has chosen to take on curses to spare her siblings, she has a stronger positive karmic balance than the rest of her House, meaning that further curses, hexes, and jinxes of all kinds will not affect such an "undeserving" victim. Alicia's condition offers as much protection as that of House Asadi's tattoos, if one would like a comparison.
    • Red-Hot Iron Shoes: Alicia's feet glow red-hot with molten veins running throughout her lower body, and only through constant movement and dancing can she avoid the the deleterious effects. The curse has granted her a supernatural grace to do so with, however, as it was meant to be an ironic punishment for missing a step during a dance performance. Ironically, it also gives her endless stamina and strength with which to cavort, protects her from being harmed by stepping onto anything sharp, and even allows her to dance on the surface of water should she choose. She can leap impossible distances as part of a performance and deliver kicks strong enough to dent steel, as well as command the flaming sparks that spring from her every step. The extraneous conflagrations can be put out with mundane water, however, Alicia's feet can only be quenched temporarily using milk.
    • Rime-Ringed Retinas: Implanted into Alicia's eyes, turning them a frosty blue color when in use, these cursed mirror shards allow her to lower the temperature of any area she glares at intensely to summon ice and frost, and perhaps more esoterically, make the flaws of things more readily assert themselves, rendering them brittle and easily broken. These flaws can even be esoteric, causing opponents to stumble when fighting her or making magic more easily unraveled. Taken from a fellow servant who accidentally shattered a mirror while attempting to polish it, this curse has been made more manageable by the fact that it only inflicts near-sightedness on Alicia. She now needs glasses to see properly, instead of undergoing the original effect of the curse, which included intermittent hallucinations, delusions, and paranoia caused by seeing the flaws in everything from objects to people. The heat generated from her constant dancing keeps the icy shards in check.
    • Springbloom Symbiont: This curse has been implanted into Alicia's heart in the form of a thorny seed, and it is a biological vessel for its magic. Due to this, a rose grows right over where her heart is, and the symbiotic relationship between her and the organism allows her to sprout thorns and vines from her body to use as projectiles, armor, and whips, as well as scatter poisonous soporific pollen around herself in combat from crimson blooms. The gardener that originally held this curse planted the wrong color of rose and later paid the price for it by becoming a hedgerow, but the frost in Alicia's body won't let the symbiont grow to take her over completely. Instead, it remains within her, and feeds on the nutrients in her bloodstream, needing nothing else other than a few hours of sun every day.
    • Swan Maiden: Alicia's left arm has been turned into a swan-like wing, and has nothing special about it other than the fact that it lets Alicia regenerate from injury more easily due to the curse continuously trying to turn her wholly into a swan. However, the curse is held back by the equal and opposite transfiguration effect of the rose symbiont, so outside of the wing itself, the regeneration does not progress all too quickly. Once the punishment of a poacher on the Blackwood lands, Alicia uses her new wing to add flourishes to her dancing and as a kind of organic war fan—a wing can slam as well as shield, that much is true for false swans as well as the true. As her wing tends to be clumsy in all other situations, however, she usually keeps it drawn in close when she is at rest.
  • Et Cetera:

Edited by JumpingFruit on Feb 25th 2024 at 1:49:57 AM

I wear the skin of the Elder Things, having come unto my own.
kkhohoho Deranged X-Mas Figure from The Insanity Pole Since: May, 2011 Relationship Status: Pining for the fjords
Deranged X-Mas Figure
#7: Jan 31st 2024 at 1:22:08 PM

  • Name: Menos Memoria
  • Age: 18
  • Clan and Background: The opposite to House Asclepia, the Memori's are naturally gifted in necromancy. Channeling their morbid obsessions they can raise the dead, but they don’t do such things out of preservation. They know nothing lasts forever, nor is it to meant to. They live to the fullest, living each day like it’s their last because there’s a good chance it is. They never embrace death or seek to hasten it, but treat it more like an old friend than an enemy. Instead, they use their necromancy for physical labor, using corpses and skeletons to build houses and harvest the fields. In keeping with this philosophy, they often hold amazing feasts, but their large appetites necessitate larger cropshares and and their population isn’t large enough to handle it themselves.
    • Their undead servants are soulless automatons, the souls that inhabited them departing tears ago. Some houses consider this taboo, but as long as the soul is gone and the proper rites are performed, Memoria doesn't consider it offensive or disrespectful. Some are worried Memoria could amass an army of the undead with little effort, but Memoria itself does not wish to hasten anyone's end through unnatural means. They're mostly used for physical labor, building houses or tilling the fields. This translates to a vast expendable workforce and has made them the second biggest breadbasket of all the Houses. They lend their undead creations to other houses depending on their needs, but there are some houses they'll refuse to work with on principle.
    • They can use their magic in other ways. Rot, mental illness, physical degradation, are all possible within their domain. With proper practice, they can mold dead tissue into horrific monstrosities, suck the living dry and so much more. But their twisted powers do not make themselves twisted. It would be all too easy to lose themselves in delusions of grandeur, but their understanding of death and its consequences keeps them in check.
    • As part of their religion, House Memori worship Mentis, Reaper of Souls. He brings order to the living and the dead and guides everyone to Menmas, the afterworld that awaits them. Menmas is neither heaven nor hell. It is nothing but the next stage of existence. Because of this, Memorians don’t fear death, but neither do they race towards it. They know they were given physical existence for a reason and will not prolong or shorten their time on the mortal plane for longer than Mentis wills.
  • Personality: Mentos is many things, but is nothing if not pleasant. Charming and affable to a fault, she never fails to dominate, winning arguments through sheer force of personality. But she's not inflexible. Her sense of self-preservation is unusually strong for a Memori, but she knows when to fold. So long as she has an advantage she's relentless, but take that away and she'll become your faithful servant. Inquisitive and focused, she's eager to learn any scrap of knowledge and glad to discuss all manner of philosophy, even if she disagrees with the arguments.
  • Backstory: Mentos Memori is the latest prodigy of House Memori. While she's a devout follower of her clan's traditions, this wasn't always so. Originally born a commoner to a single mother, she only learned of her father after she passed away. His status as a member of House Memori gave her the same privilege, but growing up a commoner gave her different ideas on how their magic should be used. Years of her father's teachings have dispelled most of those notions, but she can't stop thinking about lost souls. If it's possible to resurrect corpses and skeletons, couldn't do they same for souls as well? Ostensibly she was enrolled in the Academy to improve her clan's reputation, but she wants to put her theories to the test.
    • But she has another reason to enter. Due to their intimacy with death, the clan is proficient in their knowledge of diseases. Her mother succumbed to such an illness, but her disease was proven to be hereditary. So far Menos is clean, but if her mother had it, there's a good chance she does too. She's not sure it could be found, but within the Academy's walls may be other ways to cheat death. Incidentally, a close inspection of her mother's corpse led to certain questions she doesn't have the answers to. On the surface she remains committed to her House's ideals, but the more she worries, the more she begins to question.
  • Magic: As is Memori tradition, Menos is well versed in the art of necromancy. It has many applications, some yet to be discovered.
    • Army of Darkness: Channeling forces from the beyond, Menos can resurrect the dead to do her bidding. Whether it's a corpse or skeleton doesn't matter. Corpses are tougher and more malleable, but skeletons are easier to manipulate. She can only summon so many undead before she tuckers out, but they're decently strong and durable. The more powerful she becomes, the more corpses she can resurrect. At present she can't summon fallen souls, both because of her inexperience and the beliefs of House. But she does wonder if it's possible.
    • Corpse Manipulation: Her control over the undead isn't limited to simple commands. If a corpse isn't too decrypt, they can be molded and sculpted as she sees fit, mashed together or split apart however she fancies. The more corpses she has the more grotesque monstrosities she can create, but her control doesn't extend to the living.
    • Life Drain: Most necromancer's are suited for close range combat, but they have a nifty skill to help them in a pinch. So long as they make physical contact with their opponent they can suck them dry, draining their life force and healing themselves in the process. If used often enough it could extend their lifespans, but their beliefs keep them in check. Most Memorians only use this skill if they're hurt, seeing it as balancing the scales. Menos has stuck to this so far, but the older she gets, the more tempted she becomes.
    • Brain Picking: It's against most Memorian's beliefs to touch another soul, but searching a corpse's brain is another matter. If the brain isn't too decomposed, they can search its memories, absorbing their skills and information for their own use. It's a useful skill, but it's easy to become overwhelmed if they dig too deep. In the worse case scenario it's possible for the corpse's memories to merge with the user's, even supplant them. As such, using this spell properly demands caution.
  • Et Cetera: Menos always has at least one corpse to attend her. It rests in a gold/black casket, waiting until it's called. Her latest corpse is called Charlie, but she gets a new one every year.
    • Apart from Charlie she also keeps the corpse of a black cat. It's not cute or cuddly, but she loves it anyway.
    • Menos is okay with being a girl, but doesn't have a strong attachment to it. If she was born a man, she'd feel the same way. Whether that's all it is or there's something deeper she can't say, but the more she's grown the more she's started thinking about it. It's certainly not helping her anxiety.

Edited by kkhohoho on Mar 3rd 2024 at 10:41:55 AM

Doctor Who — Long Way Around: https://www.fanfiction.net/s/13536044/1/Doctor-Who-Long-Way-Around
Skyzerk Bona-Fide Mastah from Chaldea Since: Apr, 2014 Relationship Status: Maxing my social links
Bona-Fide Mastah
#9: Feb 1st 2024 at 4:08:06 AM

Definitely interested. I’ll post a signup either today or tomorrow! :D

Booky Since: Sep, 2015
#10: Feb 1st 2024 at 9:00:47 AM

I'm interested-slowly trying to assemble a sheet.

BlitzTrain Since: Apr, 2014
#11: Feb 1st 2024 at 8:35:29 PM

Interested, but English is taking up all my good words and grammar today. Do you have a start date in mind for the RP yet?

Booky Since: Sep, 2015
#12: Feb 2nd 2024 at 4:25:59 AM

Do you have more background information on the world of the RP? More is better for inspiration! And perhaps a link to the Discord, if you want.

Edited by Booky on Feb 2nd 2024 at 4:31:50 AM

Skyzerk Bona-Fide Mastah from Chaldea Since: Apr, 2014 Relationship Status: Maxing my social links
Bona-Fide Mastah
#13: Feb 2nd 2024 at 4:23:45 PM

  • Name: Lanell “Lane” Heschel
  • Age: 16
  • Clan and Background:
    • The High House of Heschel: One of the noble houses of the land of Lungrell, long standing advisors to the High Lord of Lungrell. They are viziers, alchemists, and mages who mastered the art of fusing their crystal magicks with the naturally occurring founts of magic found around the Lungrell region. These fused crystals were found to impart their element to specialized gear they spotted into. Perhaps it’s due to this innovation that there are rumors that house Hechel’s matriarch has designs for the throne herself…
    • Lanell is the second of three sons born to house Heschel, and the second youngest of 5, two sisters, 3 brothers. Among them, he is the most proficient in the family’s magic in this generation, hence his entrance into the academy.
  • Personality: Serious and sometimes taciturn, Lanell is a man who dedicated himself to his studies, but beneath it all is a shy young man who wants to see the wider world. Someone who wants friends, caring not for the politics of the world.
  • Appearance: Lanell is a young red haired man with bright green eyes usually covered with black rectangular glasses. His formal schooling attire consists of a red cloak and deep blue mantle emblazoned with the sigil of his house, a dragon clutching a large crystal. His casual attire consists of a loose red tunic and black slacks.
  • Magic: Crystalline Formulae: A form of alchemic magic originating from a circle inscribed on the back of the caster’s hands. Allows the usual we to channel magic into creating crystals of various size and structure. These crystals can, after a prolonged period, absorb sources of energy such as fire, rushing water, howling winds, and lightning, which can then be released with a simple spell known as Break. Unenchanted crystal usually fades away into the ether rather quickly without supplied magical energy. Furthermore, prolonged usage of the formula has been observed to sprout crystals on the caster’s skin.
    • Crystal Wall: Causes a wall of crystal to sprout from the ground in front of the caster.
    • Shard Shower: Summons a large chunk of crystal and shatters it, spraying the shards down from above in a large area.
    • Infuse: Begins the process of infusing a crystal with an element. Time taken varies with the size of the crystal and the amount of the element.
    • Break: The caster snaps their fingers, shattering an infused crystal that can see or have tethered to magically, breaking it and releasing it’s stored energy.
  • Et Cetera: Can usually be seen feeding stray animals around town.

Edited by Skyzerk on Feb 2nd 2024 at 12:32:04 PM

NickTheSwing Since: Aug, 2009
#14: Feb 2nd 2024 at 7:59:10 PM

[up] I'm afraid I can't accept that, as there is no high king.

Each House is basically their own master / kingdom unto themselves.

kkh, JF and the rest of you, though, you're accepted.

Sign on for this After The End Fantasy RP.
Skyzerk Bona-Fide Mastah from Chaldea Since: Apr, 2014 Relationship Status: Maxing my social links
Bona-Fide Mastah
#15: Feb 2nd 2024 at 9:25:14 PM

Well, what about like…regional royalty, as opposed to like, worldly royalty?

Edit: I edited it to High Lord of Lungrell, if that helps.

I apologize if I’m being pedantic, trying to tie backstories in with a buddy of mine for the RP

Edited by Skyzerk on Feb 2nd 2024 at 1:31:47 PM

NickTheSwing Since: Aug, 2009
#16: Feb 2nd 2024 at 10:39:17 PM

Yeah that works. Every Family has basically their own word for the head.

It can be accepted in that case.

Edited by NickTheSwing on Feb 2nd 2024 at 10:42:43 AM

Sign on for this After The End Fantasy RP.
bestmand902 Since: Aug, 2015
#18: Feb 8th 2024 at 6:03:47 AM

Name: Zephyr Kahl

Age: 17

Clan and Background: Clan Kahl; A house of summoners, they draw their power by forming pacts with magical creatures called "Wylds", mysterious entities possessing elemental powers that prefer to take forms that resemble animals.

The house was founded by Elias Kahl, an idealistic noble who, in order to protect his people from an invading army, sought out the aid of Silver Kong, one of the strongest Wylds in existence. Impressed by how far a mortal was willing to go to protect what he held dear in the face of overwhelming odds, Kong formed a pact with Kahl and the two successfully fended off the invaders. Ever since, members of the house have strived to follow Elias' example and his belief that it is the duty of those with power to aide those without it. Whether this be due to genuine altruism or simply trying to curry favor with Elias varies from member to member, but regardless, this results in House Kahl's territory being exceptionally well-protected and the citizenry having a high quality of life.

Wylds: Though these magical creatures choose to take on the forms of animals, they're far from nonsentient, being just as varied in terms of personality and morality as the humans they're so fascinated by. Whether they be fey, demon, or something else entirely is unknown, but what is known is their ability and willingness to share their elemental powers with those they create pacts with. While pacts can be formed by besting one in combat or a simple bargain, the strongest pacts are formed by those who manage to impress one. What impresses a Wyld is based on the individual but great acts of bravery, intelligence, mercy, or, in the case of a more malicious Wyld, cruelty or evil, tend to be the most common. Pacts are signified by magical rings that allow for the sharing of power between Wyld and Summoner and allow the summoner control over the Wyld. Though these rings may be durable, if the pact ring is destroyed, the bond is broken and the pact is null.

Personality: Zephyr is the near-polar opposite of their sibling. Whereas Theo was charismatic, talkative, loud, social, open, and confident, Zeph is quiet, terse, secretive, as charismatic as the wooden staff they wield, and is barely sure of their own identity. Needless to say, being suddenly thrust into the spotlight as House Kahl’s representative has exacerbated all these issues and insecurities. Nonetheless, Zeph is determined to live up to these new expectations thrust upon them. Though they may seem standoffish, they possess a kind heart underneath their chilly exterior.

Appearance: https://cdn.discordapp.com/attachments/1198142886030610442/1200657674040262688/Zephyr_4.png?ex=65d03518&is=65bdc018&hm=61711a404ed011b9c08d29998feed28a8a4038511084d06e57a9ffb63b73ceff&

Backstory: The youngest of Elias’ children, Zephyr and Theo found a mutual bond in being overlooked in favor of their older, more well-known siblings, and became an inseparable duo since childhood, both vowing to see the other become the strongest they can be. As the two trained over the years, their progress caught the attention of the House’s leadership, and it wasn’t long before both were considered for Academy enrollment as the representative of House Kahl. However, it would ultimately be fate that would do the choosing, as Theo was tragically killed in battle while rescuing innocents from the beast known as Ignis Khan. Now, thrust into the spotlight, Zephyr vows to not only live up to House Kahl’s expectation, but keep their promise to Theo to be the best they can be.

Magic: Summoning; As established, House Kahl’s magical specialty comes from making pacts with magical creatures called Wylds who share their powers with their summoner. While a summoner can have multiple Wylds pacted to them, it usually takes energy to have more than one summoned at a time. The only Wyld currently pacted to Zephyr is Fara, a monkey-like creature with lightning magic

Edited by bestmand902 on Feb 8th 2024 at 9:04:10 AM

UndyingPhoenix Since: Feb, 2015 Relationship Status: You cannot grasp the true form
#19: Feb 9th 2024 at 10:58:20 AM

Name: Juna Libero (formerly Moliere)

Age: 17

Clan and Background: House Libero are a house of artisans, artists and artificers, first and foremost. There are no finer craftsmen of magical items in the land, and this is the driving force behind their economic power with the other Houses. To a Libero, expression of an idea, or oneself, is of utmost importance, and so their works combine form with function, balanced alongside inventiveness and creativity.

  • House Libero's penchant for lateral thinking and rather off-the-wall solutions has left them as being see as rather...eccentric by the other Houses. Still, several breakthroughs in many fields have come about due a Libero thinking to look at things from a different angle, or make some extremely niche gadget to perform a task that would never come up even at the worst of times. This approach has been a result and a defiance of their own homelands, calling the ashen, blasted landscapes of previous wars with other Houses their home, the House making up for their small magic-capable population with diversity of members and versatility of their magic.

  • This obsession with creativity is just as easily as their downfall. "As certain as a dreaming Libero" is often used mockingly by other Houses to ridicule the House Libero's focus on vision over practicality or simple solutions. Libero often argue with each other over differing perspectives, and yet many often bond over understanding views beyond their own. All in all, House Libero is a vastly diverse group, focused on the arts and crafts. Their motto is "Truth In Deed".

Personality: Juna is generally carefree and upbeat, the classic young Libero temperament. Though she generally carries herself with confidence and friendliness, the sudden shift from a common girl to a mage in House Libero has left her feeling rather uncertain about herself, and the tinge of that nervousness stains her demeanour beneath the surface. She's generally a peaceful person, though she's no stranger to having to defend herself (mostly from audience members trying to get a bit too close for comfort.) but will avoid it if possible. At the end of the day, she's the stereotypical image of a member of her House, driven by a passion to express herself, even if lately that expression has an undercurrent of doubt and anxiety. She can't quite place it, but she doesn't really feel comfortable with herself.

Appearance: "Let's dance!". She tends to wear clothes that cover a bit more these days though.

Backstory: Juna is one of the newest members of House Libero. Back in her home town, she was the daughter of two common folk, Gustavo Moliere and Esmeralda Moliere. Gustavo was a cobbler, and Esmeralda a baker by trade. They got by, but by no means were they well-off. To this end, Juna took up her best pair of shoes...and danced. Out in the town square, among the many other performers that so frequent the domain of the Liberos, she learnt their steps, their rhythm, their body's attunement to itself and the world around them. Soon, Juna was a bit of a small town celebrity, earning some modest coin from tourists and locals alike for her performance.

  • When magic manifested during one of her performances, it was by some small nudge of fate that a member of House Libero was in the audience. Soon, Juna was whisked into a world unlike the one she had lived in before, the already anxious youth now even more unsure of who she was and her place in the world. But the tiniest tinge of optimism rang clear. There was a better future to be had.

Magic: Juna has little in the way of traditional bulky Libero artifice, save for the gauntlet she wears that fires blasts of magical energy. Her own magical prowess tends to be with relation to force and energy, specifically lightning, and has a minor talent for conjuring energy constructs. She's also able to cast magic with her feet, an unconventional method even for House Libero. Her most notable spells, however, are as follows.

  • Glyph of Force: By tracing a circle, Juna forms a disc with a variety of effects and uses. Her most common use is using repulsive force from one to propel things, most notably herself, though they can also function as solid constructs and conduits for her other magic.

  • Scarf of Storms: Not really a scarf, but rather a whip. Juna is able to conjure up a flexible tendril of lightning to use as a weapon. This tends to match well with her dance-like movements and casting.

  • Gravity Defiance: Juna is able to "hold" herself in the air, slowing down her descent and allowing her a full field of movement even when airborne and hence having nothing to push off of to propel herself. Basically, she can pull off some insane acrobatics. She can't fly or hover, but she certainly can fall with style.

  • Dancing Shoes: Though she had little need of it before, Juna's magic-empowered movements and dances required a certain degree more balance and control to not have stumble and fall over. To this end, she has a pair of magical shoes, made with the help of other House Libero members, that ensure she always lands steady on her feet. It's really hard to bowl her over while she's wearing these unless she chooses to fall.

Edited by UndyingPhoenix on Feb 9th 2024 at 9:00:01 PM

Pentigan Fwomph from The Underverse Since: Apr, 2010
Fwomph
#21: Feb 14th 2024 at 1:59:35 AM

  • Name: Voron Baldesion
  • Age: 17
  • Clan and Background: House Baldesion, see Corwin for the description.
  • Personality: Bright-eyed and smiling, Voron is full of energy and big ideas and a desire to make friends and help them become allies. He is helpful, charming and perhaps most importantly knows when to be a perfect picture of politeness around those who might prove hostile to his ideas. He's prone to giving speeches or elaborate statements about his ideals when prompted, or even just when he feels the situation calls for one.
  • Appearance: Image. His garb is notably far more in line with the type worn by those who work within House Baldesion's continental libraries and museums rather than their explorers. The bird pictured, while a good representation of the Birds of Baldesion, is not normally visible to mundane sight.
  • Backstory: As the son of House Baldesion's Chief Keeper of Scripts, Vor was considered a part of the House by birthright even before his potential for magic was obvious. As a child he was part of some of the 'safer' expeditions of the House, mostly to well-worn places beyond the continent to meet and trade with those the House had come to trust in foreign lands. He saw through those voyages a perspective most don't get to have: That there were many peoples out there, most nothing like those who lived on the continent and most living lives totally unlike those under the Houses. When his magical potential did become obvious, and when it turned out to be as varied as the lands he had traveled before even properly becoming a man, he was dispatched to the Academy to refine his talents (and in his own ambitions, cultivate a network of allies willing and able to change the world).
  • Magic: Voron is not quite as eccentric in his magic as his fellow Baldesion student, Corwin. He uses most of his House's traditional divination and arcane manipulation techniques, though his choice to channel much of his magic through what to most might seem to be a strange amalgam of a staff, a sword and a ritual vessel is borne of his travels; it is the preferred casting style of a foreign land, where the local wildlife is often quick enough to make melee prowess a necessary skill even for those with magic.
    • Birds of Baldesion: Focusing inwards, the caster sends forth their perception of sight and sound as a normally invisible floating construct (direct observation of magical energy reveals the spiritual beast made of blue energetica that gives this technique it's name).
    • Beyond The Horizon: A type of passive, sporadic precognition. When out in the world exploring these brief glimpses usually tell of what lays ahead on the path, focusing mostly on the presence (or highly notable lack thereof) of sapient beings and their gathering-places. However, when cooped up in a single location most House members who use this technique find their gaze turns to far-flung locales with no sense of where they may even be or, importantly, whether they exist in the present, the past or are yet to be. Vor particularly finds it difficult to discern whether any given vision is a real divination or simply a flight of fancy pondering ways a civilization may be.
    • Traveler's Blessing: By manipulating the flow of arcane energetica, members of house Baldesion weave arcane shrouds to protect against exotic magical phenomena. As much as it sounds like a useful ward, the ever-changing nature of actively cast spells makes the shroud useless in combat; it's far more useful when the danger is consistent (or at least periodic), omnipresent and in a place without honor. And it works on a few different types of mundane weather as well, helping Baldesion explorers stay dry in rain and unburdened by sand and ash storms!
    • Verscathe: The central spell of Vor's combat style, this blast of raw magical energetica is a battering force on its own, but is far more devastating when the target has some sword wounds already for it to exacerbate.
  • Et Cetera:
    • Voron is literate (like most mages, admittedly) and writes extensively about his ideals and experiences. He hopes to one day curate his notes into a tome of history.
    • Vor is excited to learn at the Academy, not simply whatever the Academy itself teaches but also to talk his classmates into sharing their own techniques.

Edited by Pentigan on Feb 14th 2024 at 9:07:12 PM

It's clearly a case of backroom political albumizing.
Faelisya Since: Jan, 2022
#22: Feb 16th 2024 at 11:24:34 AM

Name: Meriam Rebis-Genus

Age: 17

Clan and Background: In discord server tba

Personality: Merry is mild mannered, well educated and tidy. To many approaching her is a bit difficult as she keeps a durable defensive wall for those she doesn't know. This isolative behaviour isn't helped by the fact that instead of being a resident of the Academy's dorms House Genus has a small cottage on the premises of the academy, far enough that any tamed Chimera would be at a safe distance from any adventurous, or dumb student.

Being a child of one of the houses higher ranks she is a strict adherent to her House's beliefs of not killing opponents unless absolutely necessary, her axes are blunted and covered so their blows hurt, but aren't lethal.

Appearance: Merry is of a smaller stature then the average Northerner woman. Her Red hair is a sign of her House's heritage, and melding a Nord clan into the houses ranks.

Backstory: Second child to Mona Genus, and Olrich Rebis-Genus. Thanks to Meriams high affinity to magic, her homes teacher no longer having anything to teach had recommended her to be sent to the Academy. The first Child to be sent there since the teacher themself graduated the Academy in the years past.

Magic:Biomancy, the ability to shaping the flesh into new forms. Due to not having exposure to other forms Merry uses her biomancy with ease, but struggles with even the simplest spells of other houses.

Et Cetera: House Genus has earned itself some jealousy at the Academy as they have their own private lodge on the premises. The practical reasons of not having to hear or smell Genuss Chimeras had silenced the complaints.

Theme:https://youtu.be/ocFnPBo_WQE?si=jML6E-mJUkeNzPle

Edited by Faelisya on Feb 16th 2024 at 8:28:36 PM

J99908 The Ruined King from The Shadow Isles (The New Guy) Relationship Status: Healthy, deeply-felt respect for this here Shotgun
The Ruined King
#24: Feb 16th 2024 at 11:53:04 AM

Question: is Discord where the games is going to/ is being played?

Love ruins all.
NickTheSwing Since: Aug, 2009

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