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Days of Allurand: Students of the Sapphire City (A Slice of Life Magic School RP)

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GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#1: Apr 23rd 2018 at 8:22:56 AM

Màna, the Sapphire City, stands atop the mountains of Elysius. Through the harsh cold, through the biting wind....many make the journey, for power overwhelming awaits those who dare-!

Eura, will you stop monologuing, we're almost at the school.

MOM!


Hello! So, what exactly is this? Well, this is a slower, lighthearted, more fun RP based on the likes of Little Witch Academia. And, well, Harry Potter, because duh.

The premise is rather simple, you are a new student at Màna, the biggest magical academy in the whole kingdom. Also, it's literally an entire city. The RP will follow you guys in your day to day life: learning spells, studying for exams, getting roped into magic duels...chasing senpai's escaped experiments...trying not to get eaten by a dragon, you know, school stuff~.

Yes, the setting is a medieval fantasy setting. It's actually a shared setting developed by good friends of mine that I've borrowed. (More than once in fact.)

Info on the setting can be found here and here, although you can worldbuild with us if you want, small towns and background stuff.

Now for lore bits directly relevant to the RP:

Elysius and the City of Màna

Elysius is the northern region of the United Kingdom of Allurand. ....It's really friggin cold. The mountainous, perpetually snowy region doesn't have much in the way of big cities, it only really has Màna, but despite the harsh weather, the people live surprisingly comfortably as Elysius the magical capital of the Kingdom. Wizards and Sorcerers work hard to keep the quality of life consistently high, beating back monsters and sharing knowledge.

....Not to say that there aren't dangers, like escaped magical experiments or psycho wizards with delusions of grandeur, but they're rare. Honest!

Elysius is surrounded by mountains, and there's quite a few within as well, and in the heart of the region lies Màna.

The city stands on a plateau atop a tall mountain smack dab in the middle of Elysius. It's a circular, walled affair of around 75 square miles, and interestingly enough...the entire city is a school.

Màna is divided into the outer and inner rims. The outer rims houses the residences, shops and other functions of the city, like restaurants and even a concert hall (Elysians love music). The shops sell ingredients for rituals and potions, all sorts of books...think Diagon Alley.

....Unfortunately, the outer rim also houses a giant black market dealing with premade thesis, scrolls that have precast spells and illegal magical ingredients. (Dragon eggs? Yes, please.) So yes, Knocturn Alley as well.

The inner rim is the Academia itself. The school is divided into eight colleges of magic, each with its own campus.

And at the very center of the city lies Mireena's Tower, where the Queen of Elysius trains her handpicked students, as well as being the hub of Elysian government.

The Schools

Màna is basically Wizard College. All applicants must at least already know the basics of magic before enrolling.

The school year is divided into two five-month semesters with a sem break of two weeks in between. The course has four years worth of curricullum.

The curricullum is divided between the eight colleges of magic, think of it like a course in the real world.

The eight colleges of magic are:

  • Abjuration: spells of protection, blocking, and banishing. Specialists are called abjurers.
  • Conjuration: spells that bring creatures or materials. Specialists are called conjurers.
  • Divination: spells that reveal information. Specialists are called diviners.
  • Enchantment: spells that magically imbue the target or give the caster power over the target. Specialists are called enchanters.
  • Evocation: spells that manipulate energy or create something from nothing. Specialists are called evokers.
  • Illusion: spells that alter perception or create false images. Specialists are called illusionists.
  • Necromancy: spells that manipulate life or life force. Specialists are called necromancers.
  • Transmutation: spells that transform the target. Specialists are called transmuters.

Lastly, there are "irregular" students that take classes from more than one college, but those are pretty rare and maximum colleges allowed is two.

After graduation, you may apply at the Tower to be taught by Mireena herself. This is sort of like a Master's degree/doctorate.

The eight colleges each have a headmaster - either someone from the eight noble houses of Elysius or someone they specifically appointed.

Mireena

The Boss Lady herself. The Goddess of Magic and Music, Songstress of Winter, etc. The goddess manifests in the Tower, teaches students there, grade tests, experiment and the like. Students outside the Tower don't usually see her, but if you do, feel free to say hi. She's pretty cool.


Well, that's done so....CHARACTER SHEET.

  • Name:
  • Age:
  • Gender:
  • Race: (It's a fantasy setting. Are you an elf? A dwarf?)
  • Origin: (Where in the Kingdom are you from?)
  • Appearance:
  • College: (Which College of Magic do you study in?)
  • Signature Spells: (Pretty low leveled, as you're starting school, but competent enough. I'm pretty lax with what I'll allow. Be Megumin if you want.)
  • Other Skills:
  • Possessions: (Things you brought from home. Màna is a boarding school. Includes familiars.)
  • Personality:
  • Bio:

Lastly, my co-GM here is Lior Val.

edited 23rd Apr '18 8:46:32 AM by GrimHelm

Nothing is what it seems. Master of Shipping and Sadism.
guyshane Combat mode, engage Since: Jan, 2012 Relationship Status: You can be my wingman any time
Combat mode, engage
#2: Apr 23rd 2018 at 2:40:42 PM

  • Name: Nala Kumori
  • Age: 90
  • Gender: Female
  • Race: Elf
  • Origin: Kallian
  • Appearance: Graceful and slender (as expected of an elf) with soft features, long dark hair and shockingly blue eyes. When attending class or during practical work she wears a grey robe and a white coat. However she also has a casual outfit which is a dark top with long tails, a short skirt, thigh highs and a witch's hat.
  • College: Necromancy
  • Signature Spells: Revivify, Spare the Dying
  • Other Skills: She is a skilled at first aid and herbology
  • Possessions:
    • Owl Familiar: She named him Jerry for some reason
    • Medical kit: Pretty self-explanatory
    • Transformation Ring: A ring that will pull clothes from her closet and apply them to her. Has settings for both her work and casual clothes as well as a thrid setting that so far no one at the school has seen.
    • Silver Skull: An enchanted skull made of silver, it just laughs evilly or makes dire sounding predictions when tapped. She mostly just uses it when she wants to play up the necromancer image
    • Diary: Touch it and die
  • Personality: Nala is a very empathetic and driven woman who cares about the plights of others. She's always willing to provide medical or mental support even when she knows someone got their injuries doing something they shouldn't have. The obvious exception to this is those who intentionally harm others, she's just as willing to blast them through the wall as an evocation mage. She'll often take a big sister kind of role to those less mature than she is.She also has a twisted sense of humor often revolving around the expectations of necromancers.
  • Bio: Nala was raised in the Kallian republic by two druids. She was naturally expected to follow in their footsteps as a healer....which she did just not in a manner anyone expected as when she was quite young she resurrected a young owl her parents had already declared dead. (Jerry has stayed alive for something like 70 years now but has also grown and lived as expected so no one is quite certain on the state of his mortality). There was a great deal of push back from her parents at first but they have gradually relented and allowed Nala to use her necromancy for good, albeit with the expected family dinner grumblings and offers to get her apprenticeships. They and her patients seems to be the only ones who appreciate her unfortunately, so Nala applied, got in and left for Mana as soon as she could so she could get a degree certifying that she can be both a necromancer and a healer.

edited 23rd Apr '18 8:39:14 PM by guyshane

-dramatic music ensues-
SomethingRandom113 That Friend Nobody Likes from R'lyeh, the Pacific Ocean Since: Aug, 2017 Relationship Status: Complex: I'm real, they are imaginary
That Friend Nobody Likes
#3: Apr 23rd 2018 at 2:55:56 PM

Oooh! This reminds me of a Dark Is Not Evil Necromancer Academy RP I was thinking about awhile ago. You can sign me up.

  • Name: Nellsin Parnath
  • Age: 16
  • Gender: Male
  • Race: Human, but he suspects he has the blood of something evil and ancient as well. Of course, he worries too much, but still...
  • Origin: Elysius
  • Appearance: Nellsin is Eerie Pale-Skinned Brunette through and through. His skin is so pale it seems almost translucent, and long, messy hair colored the deepest shade of black falls down to his shoulders. He has unnaturally vibrant blue eyes. He has a somewhat Bishonen-y aspect to his appearance, but his skinniness, messy hair, and eerie coloration completely ruin any attractiveness his facial features give him. And that's not to mention the fact that he smells like half-rotted meat and dresses in poorly-made furs.
  • College: Necromancy
  • Signature Spells: Animate dead, Heal
  • Other Skills: Hunting, survival in extreme climates, knife fighting/brawling
  • Possessions: Ragged fur clothing, large knife, mostly-empty spellbook
  • Personality: Nellsin worries too much, says his mind when he says anything, and does not like being around other people. He comes off as aloof, rude, and self-centered, even though he is none of these things (except maybe for rude sometimes). He thinks everyone wants something from him, usually something he can't or won't give them, and worries that whatever he does isn't nearly enough. This does not mean he's selfish, he's willing to risk his life to help other people, he simply thinks everyone else is.
  • Bio: Nellsin was born to an unhinged father and a mother who left soon after he was born, leaving him behind. His father spent about a third of his time teaching his son how to survive at the freezing edge of the mountains, another third being extremely demanding, and the remaining third ranting at and lecturing him. His father died when he was 7, and he led a nomadic life, hunting, trapping, and occasionally trading or stealing to survive in the frigid wasteland. His social skills were extremely stunted as a result. His life changed when he found a man dead in the snow with a spellbook in his hands. He took the spellbook and spent a long time mastering a few of the spells contained within. He knows the basics of pretty much all of the schools, but necromancy spells took up most of the spellbook, so he's best at necromancy by default. The next year was harsh, and a group of bandits attacked him during that time. He somehow managed to fight them off, though to this day he doesn't know how, and got his knife from the belt of one of the few bandits he'd managed to kill. He raised that bandit as a zombie and tasked it with protecting him. Eventually, he found his way to the academy, though he's still not sure if this was a good idea. His zombie was left outside the city with orders to stay where it was and wait for further orders when he entered the city.

edited 28th Apr '18 11:11:36 AM by SomethingRandom113

Umm... so, I was here, I guess. If I wasn't, someone hacked my account. So, yeah.
Taco Since: Jan, 2001
#4: Apr 23rd 2018 at 4:36:24 PM

  • Name: Squire Kendrix Cassan
  • Age: 20
  • Gender: F
  • Race: Beastkin
  • Origin: Northern Elysius
  • Appearance: Kendrix is dressed in furs most of the time, about 5'9 and muscular.
  • College: Evocation
  • Signature Spells: Kendrix cures wounds via evocation—rejuvenating the body by introducing more juice to it. She can't throw around fireballs too well past a few feet, but she can pass fire to things, igniting objects with a touch.
  • Other Skills:
    • Kendrix is a skilled swordswoman, trained in the martial arts from a young age.
    • Kendrix knows how to maintain a knight's whole set of armor and horse stuff and leathers and weapons. She's like a general handyman in a lot of ways.
    • Ser Isobel didn't stop Kendrix's education in her people's ways of survival. She is talented at wilderness survival and has the palate and constitution to eat anything.
  • Possessions:
    • Kendrix carries an arming sword on her right hip and a knife on her left at all times. She owns two arming swords, however, and normally just carries the one that that's blunted so that she can potentially break bones in self defense but not maim anyone.
    • Thurston, a Bearded Vulture familiar that can be used as the origin points of any spells Kendrix casts. He can certainly speak and understand English but prefers to do neither.
    • Kendrix has numerous charms and trinkets salvaged from her home, none of which are inherently magical.
    • Kendrix's cape is a symbol of office as a Squire and not a true Paladin—its cleanliness a sign of disuse and of her inexperience at travel. She only provides minimal care to it, as wear and tear on a Paladin's traveling cloak is a sign of experience and wide-ranging journeys.
  • Personality: Kendrix is intense and righteous. If she finds something she likes she's all about it, but on the flipside she doesn't tolerate violations of her own personal values; she thinks people who simply live and let live are cowards. She's 100% willing to talk through things, and is definitely a very active interrogator and investigator, but if she has objective proof someone's up to some fuck shit she will escalate rapidly (or just tell on them and record evidence of wrongdoing). As this is a school for goddamn wizards she's predisposed to protect the sanctity and respect due to those without magic, to the disabled, the elderly, the holy, the dead, the state, and the natural world, all those things wizards regularly mess with and that Mireena would disapprove of her powers being misused in. She values her education at Màna and the institute's legitimacy as a whole, and will not tolerate anything that would jeopardize either thing.
  • Bio: Kendrix's family were nomads from some of the most northern mountains in Allurand, fierce people that struggled for survival in bitter cold year-round. Naturally, the struggle to survive hanged above them daily and Kendrix learned early to appreciate every second of her life. This struggle also meant that dealing with extant threats to her clan were separate from actually just surviving, and their enemies, over time, grew bolder. This went south rapidly, and after a bloody massacre Kendrix was left abandoned at six years old, hidden in a snowbank and rapidly freezing to death. It was only with the aid of a holy knight dedicated to Mireena that she was able to survive—the knight came upon her while searching for some forgotten temple full of lore, and she pledged herself to Ser Isobel so that she could one day repay being saved. She became a Squire to Isobel at a young age and trained for years so that she could eventually take up a full education as a swordmage and a crusader, and from there complete her education at Màna.

edited 24th Apr '18 9:28:30 PM by Taco

TroyandHawk The Blinder from Back Home. Since: Jul, 2012 Relationship Status: 700 wives and 300 concubines
The Blinder
#5: Apr 23rd 2018 at 5:21:44 PM

  • Name: Temple Cimitere
  • Age: 21
  • Gender: Male
  • Race: Half-Elf
  • Origin: Copia
  • Appearance: Temple is a tall, slender, dark skinned man with raven colored hair that goes down to his waist and dark eyes. As is custom in his family, he wears a long black coat over a simple white shirt and black pants with a pair of old boots that look like they once belonged to a pirate. Aside from that, he wears many fetishes, usually small decorations forged from the bones of frogs or birds. However, the one that is most important to her is the black, stovepipe hat that he wears.
  • College: Necromancy
  • Signature Spells:
    • Create undead: A low level zombie or Skeleton can be resurrected from a zombie (The size of a cow at the largest) and give a few, rudimentary orders.
    • Mass create Undead: Can raise up to a dozen zombies. Unfortunately, it's draining and the more that are created, the less brainpower available amongst them. At the highest number, it's little more than a shuffling, moaning horde.
Possessions:
  • Countless totems and fetishes.
  • A shovel (Sharpened edges if she has to 'correct' a wronged Resurrection)
  • An old crocodile skull formerly belonging to Old Tom (Familiar)
  • Countless books and puzzles.
  • An old brass horn
  • A Bag Of Bones
  • Personality: Where Temple is from, life is a party and death isn't that much different. As such, he's very much gung-ho in everything he does. Hell, his favorite thing to do is play his horn and try to teach zombies to dance...or sing...or frankly, do anything more than what they can do. He's a little annoyed with how limited his magic is, but he tends to have a sense of humor. Unfortunately, he's not exactly a city kid so stuff like swearing is very much shocking to him. He also has yet to understand that the first response to 'My relative/pet is dead" is not 'Well, fifty gold pieces and i can wake him up!'
  • Bio: Born to a group of necromancers in the Gretchen Swamps, Temple was trained by his grandmother in the family arts of necromancer, Temple showed aptitude for it at a young age. Unfortunately, this aptitude definitely manifested as a 'quantity' and not a 'quality'. While he was able to summon more undead than most his age, they were not half as smart as most kids were. So, Temple just kept trying and when that failed, he walked into the swamp until he came to find an old dead Alligator. This Gator identified itself to him as Tahmeldam, and promised that its powers would be his if Temple served him...Temple misheard his name as 'Tom', took his head and now occasionally talks to it, that being said, his necromancy powers have not increased at all. Not that Temple minds, most people at school don't have the talking skull of a magical alligator.

edited 23rd Apr '18 7:05:35 PM by TroyandHawk

Good to be back
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#6: Apr 23rd 2018 at 11:09:53 PM

  • Name: Maybelle Etoile Justina Hamford AKA: May
  • Age: 17
  • Gender: Female
  • Race: Halfling
  • Origin: Copia
  • Appearance: May is a young lady of a Halfling, a somewhat short individual of an even shorter race, standing at merely 96 cm of height. Possessed of long, brown hair reaching roughly to her waist (normally somewhat wavy and curly but magically straightened), a slender build of long limbs for her size, a pretty face and bright, light blue eyes. Her tiny feet are possessed of strong soles that makes it so that she doesn't really need shoes, though far away from home she started wearing them. If the school has a defined uniform she'll likely wear it as tidily as possible with a few extra accessories if she can afford them.
  • College: Trasmutation
  • Signature Spells:
    • Prestidigitation: The basic wizardly parlor tricks and spells that make life just a tad more convenient and magical. Include heating or chilling things, changing the color of things, imbuing a mark on things, cleaning or soiling things among other small bits of wonder.
    • Minor Wildshaping: The ability to turn into animals. At this time, May can only turn into small animals no larger than she herself is. Can attempt to cast it on someone else who is willing.
    • Minor Alchemy: Ability to change an inert material into another. Like stone to wood, wood to paper, metal to wood and the like. Depending on the extent of the change and the material, it takes longer for the change to take. Invariably, the material reverts back to its initial state after an hour at most, less if May loses her concentration in the spell.
  • Other Skills:
    • May is quite athletic as she lived a healthy, happy life in the countryside playing with other kids. She can run fast, run far, swim deep, climb onto anything and in general is quite dexterous and agile. She also has a gift for being quiet and sneaky, helped immensely by her tiny stature.
    • She has quite a few housekeeping skills, such as cleaning, cooking, sewing, budgeting among others.
    • She's a good study, with a good sense of discipline and a good head above her shoulders. So long as she concentrate on what is in front of her, she'll likely remember it.
    • A somewhat embarrassing amount of knowledge of agriculture and farm work in general, as well as the details of how to work a rural community.
    • Finally, she has a nice singing voice and is a good dancer.
    • She's good with animals.
  • Possessions: May has brought to the school her savings, her familiar, a white ermine called Nite, her wand, uniform, a suit style outfit, some more comfortable loungewear, her spellbooks, a few novels, her favorite pen and writing implements, a hooded cloak, her father's old pocket watch, her mother's old brooch, a dagger, a plushie from home, a journal, a set of cooking tools and an alchemy kit.
  • Personality: Once a long time ago, May was a very different child than she is today. Full of mirth, energy and mischievousness, she ran through the countryside without a care in the world, playing and indulging in her curiosity with reckless abandon. Carefree, boyish and a darling of her rural community, she didn't take things too seriously until a tragedy in her family life brought upon her the weight of the expectations set upon her and all the things she had taken for granted. Now trying to step away from her carefree childhood, May is a serious and no nonsense halfling lady doing her best to bring pride and happiness back to her homeland. All her life she had been marveled by the transformation of things... people growing up, bugs and metamorphosing into their adult figures, how people in her village took from the land and transformed base ingredients into so many useful things. This childish glee guided her initial forays into her inborn magic... and it would be later on when she matures that she also sees the value in internal change, in people putting their heart into becoming a different person. Thus, her passion for Transmutation is a deep and personal one. She's trying to appear more dignified and to be more of an honor student than she is at heart.
  • Bio: May comes from a small, Halfling rural village... Small in more than a few senses of the word. Stuck in their little corner of the world, the halfling people are happy to be left alone when it comes to great happenings in the world, just loving to hear about it if it becomes a neat story to tell in festivals. The town of Honeybell was prosperous and generally happy... and May was privileged to be the daughter of the man who, while not being the mayor, basically ran a lot of the place as the richest halfling in the place. A learned and serious man with a knack for planning, he and his wife helped develop much of the town's efforts to expand and for that, the man was greatly loved by his community as well as his efforts to represent their interests with the outside world. However, while the man expected much of his daughter, specially after she showed signs of being blessed with magic, May was a bit of a rebel who just wanted to play outside and enjoy the wonders of Honeybell as much as possible. Given the love the people had for her father, May with her energy and cheer was also deeply beloved and spoiled by the community... and to be honest, even her strict father couldn't help but to dote on her. However, despite having a happy and full childhood, May's entire world was turned upside its head when an accident on a stormy night traveling back home, her father lost his life as his cart fell down from a narrow path on the hills. The whole town mourned the man... but May's was the most affected by his loss. Much of her carefree life came simply by having his strong presence behind her... and knowing all the dreams and expectation he had for her... as well as the town had for him, sobered the girl to her irresponsible style of life. Haunted by the memory of his strict, but gentle demeanor, May resolved to do her best to do him proud... and after a few years cleaning up her act and studying, finally the little Halfling managed to secure a spot on the illustrious academy. There she will rise as far high as she can manage and bring home a thoroughly educated mage to carry on the job her father left unfinished of making Honeybell the greatest rural community around.

edited 24th Apr '18 11:04:14 PM by daltar

If I'm sure of something it's that I'm not sure of anything.
HeroicSociopath Mike Jones from Nebraska Since: Aug, 2015 Relationship Status: Noddin' my head like yeah
Mike Jones
#7: Apr 23rd 2018 at 11:40:23 PM

  • Name: Mike Oxlong
  • Age: 17
  • Gender: Male
  • Race: Beastkin - Coyote
  • Origin:
  • Appearance: A coyote beastkin, Mike is tall and lean. He has long, raven-black hair that often covers his ears, and a bushy tail. [1]
  • College: Illusion
  • Signature Spells:
    • Invisibility: Mike turns invisible. He can turn other or objects invisible as well, provided he's touching them.
    • Image: Allows Mike to create a 3-dimensional illusion. He can move it, and to some extent animate it. The illusions are indistinguishable from real objects, but only exist as a distortion of light. His illusions can block light as if they were physical objects. The total size of the illusion is limited to a 7x7x7 foot cube, though he can spread it out. The illusions last as long as he's mentally maintaining it, until he tries to make a new one, or if he steps beyond 200 feet of one (about a block.)
    • Summon Banana Peel: A conjuration cantrip Mike made himself. He points at someone who is mid-stride, and a banana immediately appears underfoot. Depending on how fast they are, they might be able to avoid it, but if they don't it will likely lead to them taking a rather embarassing fall!
  • Skills:
    • Having worked on a farm much of his life, Mike is very strong and has incredible stamina. He is extremely tolerant of most weather conditions.
    • He is a mischievous young man, and is skilled both in stealth and sleight of hand.
    • He knows more about sheep than he really cares to.
  • Possessions:
    • His great-great-great-great-great-great-great-great-great-great uncle's jawbone, handed down for generations. He uses it like a wand. It seems to "like" spells used for mischief, and so makes casting that sort of spell a little faster.
    • A big warm cloak, black, made with wool from his family's herd.
  • Personality: Looking at him might suggest he is a cool, calm, reserved, dependable individual. He is actually a big goofball, very friendly and outgoing, and kinda dumb. He mostly just decided to become an illusionist so he could do shows. He enjoys playing tricks on people and showing off crazy illusions. He is also into strange games played with dice and grid paper.
  • Bio: Mike comes from a family of shepherds, though a few generations back the Oxlong family produced a few wizards. Mike was never into farming. He dreamed of going to the city and finding his fortune as a magician. Mike was about 15 when he found a book of cantrips among his long-dead grandfather's things. Self-taught as he was, it took him a couple years to get a good grasp of magical theory and learn a couple simple spells so he could get accepted to Mana.

edited 27th Apr '18 2:59:25 PM by HeroicSociopath

Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#8: Apr 24th 2018 at 12:52:02 AM

  • Name: Cormac MacCumhaill
  • Age: 21
  • Gender: M
  • Race: Human
  • Origin: Kallian
  • Appearance: Solera, I can hear you!
  • College: Evocation/Abjuration (Runic magic)
  • Signature Spells:
    • Runic Ward: Cormac can place a rune of varying size on any portal (door, window, etc.) to a room and will keep it from being opened forcefully by any means, though an adequately powerful mage could easily overpower the enchantment.
    • Elemental Rune: By drawing a rune on an item or object, Cormac will imbue it with the rune's corresponding element. Currently his skills with this ability only extend to minor enhancements (heating or cooling objects with fire and ice runes respectively), but with time Cormac will come to learn how to use these spells more effectively.
    • Earthen Circle: By drawing a circle and applying a select few runes, any energy or electric based spells that are used on anyone standing within said circle will be directed into the ground. This circle cannot be moved and will fade away over time.
    • Guardian's Mark: Cormac can place a rune upon another creature which will then transfer the next harmful effect (be it a magical or physical attack) the marked creature receives onto Cormac before the rune 'breaks' and ceases to function. This rune can also be placed on a creature multiple times.
    • While not really a spell per se, Cormac can use his runestone as an improvised writing tool that will mark basically any surface.
  • Other Skills: Hunting/Tracking, Camping, Rudimentary Axe Combat, General knowledge of his clan's history and to a lesser extent, storytelling.
  • Possessions:
    • A small stone with a glowing blue rune engraved upon it, which Cormac uses to draw the various runes involved in his spells.
    • A leather scale cuirass and spaulders
    • An old, worn bearded axe
    • A leatherbound journal
  • Personality: Cormac takes his job as Guardian (see Bio) very seriously, and believes that these duties do not extend merely to his home and Clan, but to all those around him. Other than that, Cormac is fairly strait-laced and serious, though his stony exterior is by no means un-crackable and can easily be won over by anyone who gives it a try.
  • Bio: Raised in a sizeable, but nameless, remote forest village somewhere in Kallian, a young Cormac MacCumhaill found himself under the tutelage of the village Guardian, an elderly man named Murdoch. The duties of a Guardian for the most part, boil down to defending the village from harm (be it by force or through magic), providing spiritual guidance to its inhabitants (mostly through the worship of Solera) and chronicling important events in the Clan's history. Unfortunately, while Cormac had learned much about guiding his Clan and their history, Murdoch passed away before he could finish his magical training. Realizing that he had little choice in the matter, Cormac was forced to abandon his home for a time as he sought out a way to finish his education in the magical arts. After a great deal of searching, Cormac eventually found his way to Mana wherein he immediately enrolled.

edited 4th Jun '18 10:06:05 PM by Eachiunn

GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#9: Apr 24th 2018 at 2:52:25 AM

Alright, let's go.

Mireena's Desk: Application Papers

  • Nala Kumori: A Kallianite necromancer? Fascinating! - Accepted
  • Nellsin Parnath: Hmm. So, I'm not rejecting this outright, but it's...kind of, I dunno, slightly unfitting. Màna is a college, it's an explicit requirement that students have to be at least competent in the basics of all schools of magic before commiting to a college. And, er, a dead bandit following him around is not acceptable in a school environment. It can work, just as is right now, it's a bit...clashing.
  • Kendrix Cassan: A Paladin squire...well, I understand keeping peace. - Accepted
  • Temple Cimitere: Alright. This one doesn't clash as much if only because he was actually trained in necromancy, and also doesn't have an actual zombie up at all times so. Call it accepted. ....Please get that skull looked at. Immediately.
  • Cormac Mac Cumhaill: A human druid. From Kallian. T-this is a rare opportunity! -squee- - Accepted.

Nothing is what it seems. Master of Shipping and Sadism.
SomethingRandom113 That Friend Nobody Likes from R'lyeh, the Pacific Ocean Since: Aug, 2017 Relationship Status: Complex: I'm real, they are imaginary
That Friend Nobody Likes
#10: Apr 24th 2018 at 4:07:22 AM

[up] Edited. I just realized that yes, an undead bandit would make him have an even harder time dealing with social stuff.

Umm... so, I was here, I guess. If I wasn't, someone hacked my account. So, yeah.
GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#11: Apr 24th 2018 at 4:59:43 AM

Have him leave the zombie behind before entering and the problems will be gone~.

Nothing is what it seems. Master of Shipping and Sadism.
QuantumMelody29 chaos catby with a flannel shirt addiction from somewhere Since: Feb, 2018 Relationship Status: Who needs love when you have waffles?
chaos catby with a flannel shirt addiction
#12: Apr 24th 2018 at 5:19:36 AM

Question. Can avians fly and also do faeries exist in this setting?

I used to plug my deviantart here but turns out the link was too long.
GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#13: Apr 24th 2018 at 5:28:13 AM

Avians can very much fly, and there exists non-divine forces that can be called fae.

May or may not be related to giants. They exist, but their influence on the material plane has...waned.

edited 24th Apr '18 5:31:32 AM by GrimHelm

Nothing is what it seems. Master of Shipping and Sadism.
DefRevenge24601 Strongest In History from Beyond The Void (Experienced, Not Yet Jaded) Relationship Status: [TOP SECRET]
Strongest In History
#14: Apr 24th 2018 at 5:33:54 AM

  • Name: Drake Axiolon
  • Age: 18
  • Gender: Male
  • Race: Avian
  • Origin: True Allurand
  • Appearance: A Hummingbird deviation of the species, Drake only stands at 5'4. He has a head of slicked back, bold red hair, a somewhat slim build, clearly meant for someone of great speed and aerodynamics, and his skeletal structure is more aerodynamic than even your average Avian. He often wears a tank top with a hoodie and torn jeans.
  • College: Transmutation
  • Signature Spells:
    • Tounge Switch: A basic Transmutation spell he learned from a very young age, the ability to change his tongue to a proboscis native to his species, and back.
    • Humming Blade: Vibrates weapons (or himself) to make whatever it is sharper.
    • Vibration Sense: If Drake puts his hand on the ground, clears his mind, and vibrates his hand, he can send the vibrations in a 2-meter area around him. Ineffective in a combat situation, it is often used to locate people or objects.
  • Other Skills:
    • Flight: A trait native to his species, Drake can take to the sky as an efficient form of travel.
    • Being Really Fast For Really Long: Due to his species as a Hummingbird Avian, he is naturally built for this, having a light build and bone structure, as well as just being aerodynamic in general.
    • Culinary Arts: Drake's not the best, but he can make a decent meal given the time and materials.
  • Possessions:
    • Drei: A cute little corgi that doubles as Drake's Familiar. He has a basic knowledge of English, but he surprisingly knows a bit of an ancient language the Drake still can't figure out. Helps for most spells concerning Lightning. For whatever reason.
    • "Oracle Gem": Some shiny gem his family owned as an heirloom. When he left, his mother gave it to him and said to protect it should anyone come to get it, especially if they look out of place. Whatever that means.
    • Picture: A picture of Drake and his family.
  • Personality: Drake is an easygoing, laid-back guy who just wants a break. Unfortunately, he also has a twinge of ambition and a heaping of curiosity that clashes with this aspect of himself, constantly pushing to find new things and meet new people, much to his own dismay. He cares deeply for the friends he makes, and while he may be a twinge forgetful of names and faces, he never forgets his adventures. He is chill enough, and if he doesn't know you, he will look out for number one, but if he does, you are now included in that category ("number one", that is).
  • Bio: Drake was born in the East, and grew up in a conflicted childhood. Not because of violence, or mental illness, or abuse, but just because his ambition was cut in half, and the two halves were bickering nonstop, pulling him in two different directions. Some days he was out and about, playing with others and being all jolly exploring, and so on, other days he was shut in, reading a book or practicing his cooking skills with his parents. He was all over the place, and that's how he grew up, even as his little sister was born. One day, he was sat down with his parents and they discussed and discussed, well, how he was before they decided to let him fly out of the nest, per se. They gave him an heirloom, a picture, and they let him take his dog, Drei, which they revealed was his Familiar and gave him a map to the North, where a magic school awaited. He arrived, and after a pretty decent (if not a bit aggressive on Drake's part) interview, he was hastily accepted for his... unique abilities, and some sort of potential. Not to mention, a lot of people want that heirloom, but Drake has no idea why...

edited 27th Apr '18 4:21:21 AM by DefRevenge24601

"DIO is the ultimate being! The being of the future! Dare you not to rival me!"
GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#15: Apr 24th 2018 at 6:15:27 AM

Can we not put in the sexuality, please and thanks? It's unneeded. Let's keep the shipping (if it happens) and compatability/incompatability natural and in the IC thread, please.

Also, please get rid of the "train ticket" mention. It's a medieval fantasy setting.

edited 24th Apr '18 6:27:03 AM by GrimHelm

Nothing is what it seems. Master of Shipping and Sadism.
KR_Vandal Since: Jun, 2014
#16: Apr 24th 2018 at 6:57:15 AM

DONE

Name: Harry Kandelmann

Age: 23

Gender: Male

Race: Human

Origin: A local boy, born and bred in Màna.

Appearance: Big but not too bulky, weighing in at a comfortable 190 lbs and standing at 5'9". Straight-backed, light brown-haired, and brown-eyed. The kind of handsome every momma thinks their kid is. He dresses neatly, with tunic, trousers, and boots underneath the Academy robes, though he is proud to wear the purple lanyard of one who has served in the Seduran Magistrate upon his breast pocket.

College: Abjuration

Signature Spells:

  • Prestidigitation: A little cantrip that has served well to calm small children

  • Bladeward: This one creates a sigil of warding that grants the caster resistance against blades and blunt objects.

  • Aid: Handy for a copper to have. This one bolsters the strength and resolve of the casters' allies.

  • Counterspell: A tried and tested favorite. Harry picked this up dealing with cultists.

  • Sigil Flare: A very simple and harmless variant of magic missile that the Sapphire Sentinels use to mark locations.

Other Skills: On top of his magical prowess, Harry was born and bred an officer of the peace. As such, he has all the necessary people and physical skills, along with the patience to match (which come in handy as an amateur birdwatcher). He likes to keep physically fit, and is even capable of drinking with dwarves. While he had the potential to be an investigator, he seemed to have not picked up the taste for the paperwork involved. Lastly, he seems to have picked up the knack for tinkering with little puzzles and kits.

Possessions:

  • He still has his standard issue breastplate, crossbow, baton, and a trainee's quarterstaff. Being a law-abiding citizen, he has the requisite papers and license to own and carry these. The crossbow and its ammo is in a locked box under his bed.

  • A neatly-kept spellbook which has a pocket for a simple pencil. The cover of the spellbook is the insignia of the Seduran Magistrate.

  • A small flat close to downtown. His mother has friends who help keep this tidy and dust-free seeing as Harry's away.

  • Assorted personal belongings and keepsakes in a napsack, including a small toolbox, a primer on Elysian law, and his old copper Magistrate's badge.

Personality: "Keen and upbeat," are two words that stand out the most in his personnel review. Harry is a bright-eyed young man just recently released from his service with the Seduran Magistrates. Affable but knows when to keep his distance, Harry can be counted as 'one of the lads.'

Bio: Salt of the earth people, the Kandelmanns have served Màna for as long as there have been Kandelmanns as part of the city's Sapphire Sentinels. With the magically active blood in his veins, Harry would have served as one too. Until he came of age and technically followed in the footsteps of his kin...

By joining the grunts of the Seduran Magistrates in the capital of Allurand. While this was seen as something of a betrayal by his family, young Harry had served as a right and proper officer of Queen Cornelia's peace before signing out and taking advantage of the Steel Scroll Bill, an act which pays for the higher education of both soldiers and lawmen. By the end of his time in the Academy, Harry hopes to serve as the first step as the bridge of cooperation between both the storied lawkeeping institutions.

edited 24th Apr '18 9:52:38 PM by KR_Vandal

DefRevenge24601 Strongest In History from Beyond The Void (Experienced, Not Yet Jaded) Relationship Status: [TOP SECRET]
Strongest In History
#17: Apr 24th 2018 at 6:58:05 AM

Right away!

"DIO is the ultimate being! The being of the future! Dare you not to rival me!"
QuantumMelody29 chaos catby with a flannel shirt addiction from somewhere Since: Feb, 2018 Relationship Status: Who needs love when you have waffles?
chaos catby with a flannel shirt addiction
#18: Apr 24th 2018 at 11:11:00 AM

Done and ready for evaluation!

  • Name: Erin Hibou
  • Age: 20
  • Gender: Female
  • Race: (screech) Owl Avian
  • Origin: Baryon
  • Appearance: A winged humanoid with grey-brown speckled wings and feathery tufts on top of either side of her head that grey-brown. Owl eyes that are yellow with black pupils.Slightly tanned skin with no feathers apart from where I mentioned previously. Medium short wavy brown hair. About 5 feet tall with a streamlined yet somewhat muscular build for flying. She wears a loose green shirt and loose brown trousers with plain leather shoes. When not in use, she wraps her wings around herself like a cloak. Her hands look relatively human but a bit thinner with sharper nails and a stronger grip.
  • College: divination
  • Signature Spells:
    • storm blast: a basic blast of fast moving air. The blast resembles a cylinder of cloud.
    • slipstream slash: Erin would slash her casting feather in front of her, creating a wider, thinner and sharper curved blade of air that moves forwards and slightly outwards until it hits something or dissipates.
    • Astral eyes: Erin can, with focus, see and hear things from up to a 50 meter radius, even through walls.
    • static lightning: Erin channels the static electricity in the air into a blast of lightning.
  • Other Skills: Silent flight, sensitive hearing, enhanced night vision, relatively good understanding of mundane subjects, feral instincts,
  • Possessions: Loads of books on both magical and mundane things, potted plants, a feather which she prefers to use to cast magic, tool for pruning feathers, hairbrush, a fishing pole and a warm coat for flying through the cold. Also an old pendant with a charm that resembles an owl. It was apparently imbued with magic many years ago to allow avians to completely hide their wings, for convenience purposes. It basically just makes them dissappear for a while to avoid them getting in the way. Doesn't remove ear tufts though.
  • Personality: Leslie is a quiet person who enjoys reading. She loves flying, fishing and exploring places. She has a habit of occasionally screeching loudly. She prefers to be out at night and gets tired during the day. She is not one to take the fast lane in life, prefering to take things at her own pace. She is very sensitive to being touched and is easily angered if people touch her without permission, especially her wings or ear tufts. She eats an exclusively meat and fish diet.
  • Bio: Erin lived in Baryon her whole life with her mother, father and three siblings consisting of her brother Leslie and her two sisters Veda and Kendra. There was some heated sibling rivalry, but for the most part they got on well. Erin is the eldest, then Leslie and then Veda and Kendra who were twins. When she was younger, she had a bit of a tough start learning to fly, with several crashes, but she soon mastered it. She enjoyed reading from an early age and would often go to libraries. The Hibou family collectively enjoyed the pursuit of knowledge but preferred mundane subjects. Her parents supported her when she discovered her talent for magic, but were reluctant when she wanted to go to college. Erin had dreamed of going to the evocation college, but her parents said they would only let her go if she signed up for divination. She longed to be able to do both, but she reluctantly accepted that her dreams were not to be. She still brought some of the books for the evocation college with her incase the opportunity arose to join. She figured that her distinct lack of social life would allow for the needed study time and she would only need to keep her signing up for both colleges secret until she got there, when her parents would not be able to do much about it, but it seemed she would just have to pray to the gods for the opportunity to attend both.

edited 26th Apr '18 8:47:11 AM by QuantumMelody29

I used to plug my deviantart here but turns out the link was too long.
AllHailThrall For the Horde! from Somewhere (It’s Ben 10) Relationship Status: Longing for Dulcinea
For the Horde!
#19: Apr 24th 2018 at 11:37:10 AM

This looks fascinating! Anyway, here is my signup.


  • Name: Thallasadora ("Dora" for short. Call her "Dory" at your own peril)
  • Age: 23
  • Gender: Female
  • Race: Ichthyan
  • Origin: Off the coast of Zemir
  • Appearance:
    • At first glance, Dora looks like a pretty young human woman, relatively tall with pale skin, long black hair that flows down her shoulders, a curvaceous figure, a rounded face with wide green eyes. It is only when one looks closer that the differences between her and a human become more apparent. Her skin has a slight bluish tinge to it, her ears are notched at the top and almost resemble fins. Her fingers have slight webbing between them that is very difficult to see.
    • When submerged in water, Dora's legs transform into a fishlike tail, covered in blue scales and with long spiky fins at the end and along the edges. Because of this, she never wears shoes, and always wears skirts and dresses as opposed to trousers.
  • College: Divination
  • Signature Spells:
    • Portent: Not really a spell per se, but still needs to be addressed. Thallasadora has the gift of prophecy, and thus she occasionally has glimpses of events yet to come. As amazing as this sounds, it is not as helpful as one would think. For one, she receives the visions at complete random, almost never at helpful times, and rarely ever with immediately helpful information. The events in her visions almost always come to pass, but almost never when she expects, or how she expects. Fate is a funny thing like that. The visions are often very symbolic in nature, and being a student in the magical arts, Dora lacks the knowledge or education to interpret many of the more esoteric ones.
    • Identify: Using this spell, Dora can ascertain the nature of magically-enchanted items and areas, whether certain magical artifacts are blessed or cursed, and similar enchantments.
  • Other Skills:
    • Dora often had to keep up the slack when her father was busy, so she became incredibly skilled at doing the home chores that would have been completed by her mother. She she can cook, clean and sew, and often had to do so while her father was away from home.
    • To defend herself, Dora carries a knife on her person and knows how to use it. As the daughter of a merchant, the two of them have occasionally been attacked by bandits hoping to steal the wares that he sells.
    • In addition to her magical talents, she has dabbled a bit in alchemy and medicine. She is not as skilled as she would like to admit, though.
  • Possessions:
    • In addition to her clothing, she has brought a number of books on magic, having used part of the money her father gave her to buy the optional textbooks listed for her courses. At times, the area near the bed in her dorm can look like a small library. One of the books she has is a journal, which she uses to write down her visions as well as speculate on the meaning of said visions. Many have been solved and happened, many are yet to come and she has yet to ascertain the meaning of.
  • Personality:
    • Divination specialists are often stereotypically thought of as having their heads in the clouds, focused more on the portents of the future than the present. Dora couldn't be farther from this. She is serious-minded, stern, and somewhat proud, focused on her studies and the improvement of her skills. She has little patience for those who waste her time, as the reason for her being here is very important.
    • Nonetheless, she has a soft spot. She is very attached to her father. Being the child of a single parent, Dora was doted on by him, so Dora was a tad spoiled by him. She enjoys fine things, nice clothes, and most of all, expensive tomes on magical study. For people like her father, people who have a good head on their shoulders, she can afford a little more of her time to spend for them.
    • She is intensely curious and driven to read, driven to excel, driven to learn. But she is also helpful to those who ask, headstrong and brave. She is not afraid to speak her mind.
  • Bio:
    • For many divination adepts, prophecy is something that runs throughout life and weaves through one's fate. Visions make themselves known at the strangest times, say the strangest things, and often fail to explain themselves. Many used to think that people were merely seeing things, that those who saw visions were touched by madness. For young Thalassadora, however, her gift of prophecy saved her father's life.
    • Dora was born in the Ichthyan town off the coast of Zemir. Dora's father is a marginally-well-off businessman, her mother disappeared when Dora was a baby. When she was a young girl, Dora started receiving visions. At first they were benign, like foreseeing the location of lost items like toys or clothing. One night, however, she dreamed of a striking red snake curled up in a basket of fruit with piercing blue eyes, a knife hidden in its coils. Dora told her father about the vision she had, but initially he paid it no heed.
    • A few months later, however, Dora's vision came to pass. A fruit vendor was passing through town, a human man with red hair and piercing blue eyes. After Dora's father had traded for some of his delicious exotic fruit (being convinced by the trader's silver tongue to overpay by a substantial amount), however, he remembered Dora's vision and carefully inspected the fruit. Sure enough, the fruit was all tainted with poison, and if they had eaten the fruit, the family would have died.
    • Throughout her adolescence, her visions continued on like this. Sometimes they brought good tidings, other times gloom. As she grew older, she discovered the study of divination, the study of visions concerning future events, and decided to try and look farther into them herself. She was a prodigy, excelling in her magical study. People made fun of her as a teacher's pet. But she still passed her examinations.
    • Soon after her graduation, her father started to consider sending her to a prestigious magical college, Màna in northern Elysius, but the money required for tuition was somewhat difficult for him. Business had been slow in recent times, and her father was getting on in years. Then Dora had her next vision. The most haunting one yet.
    • An old wooden table, a parchment yellowed with age and stained in faded blood. The parchment, a map of Allurand. The blood covered the word "Allurand" on the map, faded just enough to read but striking enough to send a chill down her spine. A torch from a nearby sconce came loose, landing on the table, right on top of the map. The map in flames. Allurand in flames. Then the fire snuffed out. Darkness.
    • Dora insisted she go to Màna, so that she may learn about her vision and discover the way to hopefully stop it, to change the fate of what she interpreted to come to pass. At her urging, her father went with her to Elysius, to help her enroll into the college, as expensive as it would be. If the vision Dora had was as dire as she believed, this would be a life or death situation.


If the prophecy ability is too problematic, I will try to adjust, but I'm trying to make it as unhelpful for her as possible in the short term (so she can't use it to godmod or ghost or autohit or the like), while also leaving it open for the GMs to use it as a plot hook in the long term. Feel free to have Dora experience visions, and feel free to interpret her "Allurand in flames" vision as you like.

edited 24th Apr '18 11:37:29 AM by AllHailThrall

I can still hail the Horde even though the company has shamed us. Strength and Honor even if Blizzard has neither.
LiorVal Since: May, 2013
#20: Apr 24th 2018 at 1:25:47 PM

  • Name: Dia Maxwell Machina (Usually referred to as either Dia or Machina)
  • Age: 22
  • Gender: Female
  • Race: Human
  • Origin: Mesis
  • Appearance: Ready to roll
  • College: Transmutation/Conjuration
  • Signature Spells:
    • Mending: A spell that repairs breaks or tears in an object Machina touches.
    • Conjure Food (From D&D)
    • Metallurgy: An ability that can bend and shape simple solid metals (Not complex forms, basically any machine more complex than gears is not included), no matter how hard it is into whatever shapes the caster desires.
    • Prestidigitation (From D&D)
    • Flaming Sphere (From D&D)
  • Other Skills:
    • Athleticism: Being a well-trained boxing champion throughout most of her teenage years, Dia is the perfect picture of health, keeping her daily training regimen going strong to this day.
    • Mean Right Hook: Machina wasn't nicknamed "The Godess of Victory" for nothing, her punches were considered legendary back in her prime, anyone caught in her Ferrum Flurry would fear entering the ring again..
    • Mechanic on the Go: Being a well-educated engineer Machina can fix just about any piece of technology that she can comprehend the mechanisms of, she's good at metalcrafting and making little mechanisms just from scrap materials.
  • Possessions: A fancy pen with the name Mumahad Aki carved on it.
  • She carried a few books with her to Màna:
    • A Wizard's Guide to Magical Repairs"
    • "Making Housework Easy With Magic"
    • "A History of Metalcrafting and Transmutation"
    • "A Guide for the Culinarily Inept Wizard"
  • A repairman Kit just in case she can't fix something with her magic, though she'd rather not use it.
  • A personal diary.

  • Personality: Machina is hard-working and earnest, though she is not cold, she is always about business before pleasure, if she has a job to do, she will finish it before taking a break as long as she can. That doesn't mean she never takes pleasure in her work, she does love a good discovery or studying spells, she is a bit eccentric and socially awkward, she's not excelling in interaction with normal people when it isn't in regards to magic, technology or something else interesting.
  • Dia is a feisty girl, and fighting is like her hobby, she enjoys it, the adrenaline, the clash of fists, with her strength, she is willing to stand up for people weaker than her and she especially enjoys beating down people who exploit others.

  • Bio: Born to a family of wizards on her mom's side and researchers on her father's alongside the fact that she grew up in the capital of Mesis, the city of Yahalom, Machina was always surrounded by science and technology, machinery of all kinds. Growing up she admired her parent's work and went for the horizons with her curiosity for the world, both magical and mundane. She was a bit of an eccentric wild child, lacking in friends, she played by herself outside by testing her body, giving herself challenges on her own.
  • As a teenager, she was discovered to be an eccentric prodigy, picking up spells easier than she did chores, her wild streak made her learn the ancient martial art of boxing from the age of 13, under the tutelage of Windfist, a traveler from far away who was searching for students in the martial art, life was good, her personality didn't garner many friends, and her social skills didn't help but she didn't mind. Machina had 2 good friends and a supporting family, along with the trophies she won from her hobby, she was satisfied.
  • Skip to the start of adulthood, at the age of 18, Dia was having trouble balancing learning both spells and science, but not wanting to disappoint her father, she continued to try and study engineering for a while longer alongside it continuing her sports career, as managing it wasn't difficult for her. At the age of 20, obstacles in her path showed. For you see, though wizards often neglect athletics, it doesn't mean all of them do, and those that don't often have to deal with harshness and suspicious glares from their audience in competitions, accusations of cheating are thrown about constantly and they have to prove themselves above and beyond to be considered legitimate. With the rarity of spellcasters in the sports scene in Mesis and Yahalom specifically, Machina never knew this fact, nor did she find a real reason to mention it in the ring, after all she never used magic in it, why would she? Cheating is not the way she walked, but one day that fact hit her. As a stranger saw her fix her own gloves with magic once, he shouted loudly in her next match "MACHINA'S A DIRTY MAGICIAN! SHE'S CHEATING" and it took on, from that day, her reputation never recovered, she was booed in most matches and often had meaningless tests to make sure no magic was used. When she won, nobody cheered for her, not the "Media", not the audience, not even her opponents.
  • After a year it finally got to her, though she didn't want it to, there was only so much bullshit she could take, she decided to finally follow in her mom's footsteps, despite the trouble it got her, she was going to learn to help people with magic. Dia waited for her application to be accepted for a few months, she turned 22, and finally, she was accepted and started the long trek from Mesis to Elysius, far, far away, where she didn't need to worry about hardcore sports fans booing her in the street. Full of hope and excitement for a new environment.

edited 25th Apr '18 10:29:27 PM by LiorVal

GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#21: Apr 24th 2018 at 6:21:46 PM

Mireena's Desk 2

  • Thallasadora: .....That's ominous. I think we should work together on deciphering this. - Accepted

  • Dia Machina: Er, Lior, you list two different origins there. Fix that and this is good to go.

Nothing is what it seems. Master of Shipping and Sadism.
Trip Since: Mar, 2012
#22: Apr 24th 2018 at 9:51:46 PM

Name: Concettina Mastrogiovanni

Age: 19

Gender: Female

Race: Plain ol’ human

Origin: True Allurand

Appearance: An utter shortie, standing at 4’9. Despite this, she keeps a dignified appearance, typically wearing brightly colored dresses and other forms of refined clothing. Hair is long and black, typically with a ribbon or two, and she has bright blue eyes and peach-colored skin. She’s also rather chubby.

College: Illusion

Signature Spells:

  • Water Walking. Not much to explain here.
  • A "fake self" she can create, which, while looking, acting, and sounding like herself, is simply a false illusion, and can't interact with the world.
  • Phantom Steed spell, allowing her to summon an illusionary steed of her choosing- while it may seem like a summon, it ultimately isn’t a true horse summoned from anywhere, and cannot be used for any purpose except riding… and pet tricks!

Other Skills: Capable of a wide variety of mundane, but often useful tasks that can often be taken for granted: violin playing, money dealing, stagecoach riding… while no expert at any real craft, she’s sufficient in many basic fundamentals… besides cooking (and self defense, but most importantly cooking…). She also has a higher-than-average mundane education, capable of higher literature and forms of arithmetic.

Possessions: A good amount of funds (equivalent to about two thousand dollars, unless that’s too much), more clothes than she really needs, a small journal to write her complaints in (she’s on her 5th one), and assorted jewelry were in her relatively stuffed case coming to Màna .

Personality: Concettina can best be described as… naive, and not in the “cute innocent child” fashion. Having been raised in rather luxurious conditions, her worldview is very focused on “herself”, and as such her goals tend to drift towards things that pertain to her own benefit as well. Heck, it’s ambiguous on whether her attending this school is for the benefit of learning, or if it’s just to learn enough magic to give her more things to play with and flaunt. To her, a friend is someone who not only tolerates her, but admits her as their superior… though, she often doesn’t notice if it’s a legitimate admittance or not. Nobody in her eyes are truly bad people- but they’re always below her; even her family is not safe from this judgement. Deep down in her heart, however, is a good person- she was raised without a hint of discipline, however, so these moments tend to be shown by self-

Bio: Concettina was raised in a danger-free, luxurious life- never having to worry about food, water, money, or even just work. Several generations ago, her family started the Mastrogiovanni Theatre of High Arts- a theatre that runs comedies, tragedies, and everything in between… at a rather high cost for admission. While she was descended from a family of druids long ago, after one of her ancestors lucked into marrying a rich family, most of these arts were long discarded by her side of the family, though there remain yet some spells passed down, resembling those of the Wild Mages. While she was taught a number of these arts since a young age, ultimately she only committed to memory the one she thought was the “best” spell. The reasoning for her enrollment was twofold: her first desire was to take her family theatre to new heights, and become the ultimate in the show with her newfound illusionist spellcraft… false actors, realistic armies, blood, sound amplification… and second? Well, she wanted to make herself appear even more impressive! A rich, beautiful woman like her, who also could bend the world at a fundamental level however she wants? This prospect was incredible to her… not to mention the social attention she’d get… So, with a backing of a ton of money, a few good words from different teachers, and some of that gusto of hers, Concettina sets off to Màna.

edited 24th Apr '18 9:59:14 PM by Trip

And then there was silence
GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#23: Apr 24th 2018 at 10:23:53 PM

Mireena's Desk 3

  • Harry: I'm always happy to see my people take an interest~ - Accepted
  • Dia: What happened to you was unfair, and I hope your stay at Màna is much more pleasant. - Accepted.
  • Concettina: Um, no one is above anyone else. - Accepted.

Nothing is what it seems. Master of Shipping and Sadism.
Imca (Veteran)
#24: Apr 24th 2018 at 10:37:23 PM

I was going to do one or the other, but I kept being told to mix both. >.<

  • Name: Ryuzaki Ren
  • Age: 20
  • Gender: Female
  • Race: Dragonborn(Blue/Fox)
  • Origin: Shiroshi
  • Appearance: Mostly like this over all, however she has the fox-ears/horns combo of this picture instead of the other horns, and a fluffy white tip on her tail and wings.
  • College: Transmutation
  • Signature Spells:
    • Alchemy: Ren is a proficient alchemist, mixing various chemicals and then infusing them with magic to get quite varied results, most of the time she activates them by drinking the mixture and mixing it with her dragons breath, occasionally she uses her second spell.
    • De-stablize: Breaks down the bonds of an alchemical mixture.... often to quite explosive effects a few seconds later.... once this spell is used, you really don't want to be holding what it was used on for much longer.
  • Other Skills: Ren is fairly proficient at repairs, and tactics as well, having been born to a samurai family.
  • Possessions: A suit of armour that covers her front, but leaves her back entirely exposed, as well as a conical hat with several holes in the rim and mirrors installed... an armour set that would be rather strange to most, but makes much more sense in flight then dragging around a full set of plate.
  • Personality: Shy and nervous about her self at first, being a rather unique sight.... something not even her families standing shielded her from. she is a bit more cheerful and energetic once she gets to know some one.
  • Bio: Born to a samurai mother, and a dragon father whom she has never met.... Ren has had a relatively sequestered life in the village of Shiroshi, most of her life has been spent learning the arts of combat from her mother and then adapting them to her own unique biology. The road to this has been rough though, her mother being unable to fully train her in the more draconic aspects of her bloodline, and never really fitting in with the rest of her village, only avoiding being untouchable due to the class of her birth...This has caused Ren to reluctantly set out from her home village to look for a place where she would be able to better learn, something Mana seemed more then capable of given her natural abilities from her bloodline.

edited 25th Apr '18 1:57:54 AM by Imca

SolusLupus Since: Apr, 2013
#25: Apr 24th 2018 at 10:48:01 PM

• Name: Asher Welkin

• Age: 21

• Gender: Male

• Race: beastfolk (kitty kitty)

• Origin: Artina

• Appearance: An attractive androgynous fellow standing at about 5 foot even. He has glimmering orange eyes, caramel hued skin, and golden blonde short and messy hair. His usual outfits range from tribal to witchlike, with sometimes a weirdly good looking mix of the two. Two feline ears poke out from his hair, each pierced with a dangling earring in a signet of a flamelike shape. Across his dark skinned body are a multitude of tribal flame shaped tattoos, seemingly burned into his skin, and glow a bright red in response to fire near him. He also has other catlike features, such as a flitting tail, slit pupils, and nail like claws.

• College: Evocation and Illusion.

• Signature Spells:

o Burning Invective: A few choice words, and Asher sets any enemy within a 30 foot radius ablaze.

o Spear of Flame: Asher conjures a spear made of fire that he can wield as a weapon. On command, it can explode in a burst of fire.

o Triumvirate’s Pyre: Asher conjures 3 small orbs of flame that rotate around him. On command, they will shoot towards his target and splinter into smaller beads of flame, creating a swarm of fire.

o Burning Image: Asher creates an illusion of an object of his choice, including that of a living creature, and even himself. If something strikes it, the fire attuned mana that makes up the illusion will cling to the attacker, making it feel as if their body has been set ablaze.

o Echoing Thoughts: Asher can create an illusion of one of the spells he has previously cast, with the potential to deal damage to those who believe the illusion to be real.

• Other Skills:

o Catform: Can turn into a cat. Retains hair/fur color, shrinks the witch hat to fit, and can still speak in common.

o Elemental Kin: Aside from his magic, Asher can also conjure a small amount of flame, and manipulate it as he sees fit. More often than not, he will use it to light objects that need lighting, coating it on his fists to fight, and other things. Asher also has a near immunity to fire, and cannot be harmed by his own flames. However, as a tradeoff, Asher is near cripplingly weak to cold and water, rendering him incapable of producing flame, and forcing him to rely on physical combat instead. Cold also slows his reactions.

o Medicine Man: Asher’s mother has well tutored Asher in the ways of potion making. He is more than capable of creating healing brews and poisons, and is generally a great boon to those who are friends with him or are willing to supply him with coin. His potions are nowhere near as effective as healing magic, but can cover a wider variety of ailments, such as helping to lessen the effect of colds, joint pain, and other assorted common pains. Also great at cooking because of this.

o Beastfolk Body: Asher is incredibly athletic, and flexible, reflecting his catlike nature.

• Possessions:

o Massive cast iron cauldron and massive enchanted spoon: For mixing and cooking his brews. Always makes for delicious stews.

o Koko: Asher’s pet/familiar. Koko is a peaceful mimic who loves being scratched in a very specific area on the back of her “head”. Like most mimics, she can assume a variety of shapes, but most often she finds it most comfortable to default to the classic mimic shape of a treasure chest. In fact, she happily protects and acts as storage for many of Asher’s belongings, including his large multitude of clothes, recipes, and perishable ingredients.

o Witch’s spellbook (read: cookbook): Pretty self explanatory.

• Asher is an excitable young fellow, with a bit of an eccentric personality. He loves to read and experiment, and is fairly social. He has a kind heart and a wonderfully caring personality, but at the same time he is driven heavily by a thirst for knowledge, and a flame of attitude burns bright within his heart. Once he gets going, it is hard to get him to calm down, and he often seeks sparring or something to set on fire.

• Bio: At first glance, Asher would seem to have lived a nice and peaceful life with his mother in one of Artina’s major cities. The Welkins were well known as a reliable and quality local remedies shop, but they have not always lived so peacefully. It was a well known and relatively open secret that Alian Welkin was once the medicine shaman of one of the many beastfolk tribes that roam the wastes of Artina. She and her husband grew up in a tribe that venerated the power of flame, and admired the ferocity of the flame elementals. Life was prosperous for her and her life mate, making her role in the tribe treating the warriors who hunted and even sometimes drove dragons away from their city. But on the night her first child was born, the Matriarch of the tribe saw something in the infant Asher. A raging flame. An aura close to that of the elemental plane of fire. And so, without the consent of his parents, the newborn was taken by the elemental clerics and sorcerers of the tribe, and subjected him to a ceremony that had not been used by the tribe in nearly a century. The bond of flame. The fusion of a mortal and a fire elemental. When the ceremony was done, Asher was returned to his parents, the Matriarch saying how Asher would lead the tribe to a new prosperity and expansion of territory, perhaps even allowing them to challenge one or two of the dragons to secure their prosperity. Unable to bear cruelty of the tribe towards her child, she and her husband fled, seeking a better life for their son. He was raised happily, and relatively without issue. But he had a burning desire for knowledge, both of magic in general, but also fire evocation in particular, and the nature of elementals. He has come to the city of magic to master every school he can, but also to master the flame within, and perhaps seeking even more.

Edited by SolusLupus on Jul 17th 2018 at 11:17:07 AM


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