[h1]Arkus Academy[/h1] Aged spires of ancient stone peeked over the lush treeline, the glass of their vaulted windows glinting softly in the early morning light. Mist still hung hazy over the lake. From a distance, perhaps, the view would echo the prestigious and mysterious reputation of the old school. The spired administrative building cut the image of some ancient church or castle, an imposing and beautiful piece of architecture. The pale marble walls shown pink in the morning sun. Great prisms rotated on the tips of the building’s numerous spires, sending twirling cascades of multi-colored light pouring down onto the campus. The great gates already stood open for the day, revealing the rune-engraved red marble floor of the great hall. Golems and automatons busied themselves with preparing a host of decorations, as well as situating the stage that stood at the far end of the room. The ceremony had been repeated in a similar fashion for hundreds of years, and today it would be repeated again. Despite the early hour, the campus was beginning to spark with life. Everywhere, decorations were being put up: brilliant streamers swam through the air like eels, multi colored willowisps fluttered about through the crisp fall air. The academy’s famous library, a great tower containing an unknowable number of texts, had begun to awake as well. Metallic wings propelled bird-shaped golems as they saw to replacing any defects amongst the thousands of gemstones that lined the exterior wall of the library. At night, the gems would glow, turning the tower into a pillar of gleaming color. It was for this curious decoration that the library was famously known as the Tower of Lights. Soft, lilting music began to fill the air. Nowhere was this less appreciated than the series of buildings on the south end of campus. Blurry-eyed upperclassmen fumbled their way out of their dormitories, not particularly excited about the earlier-than-usual wakeup call. Still too groggy to even consider going out to greet the new students, they instead made their way to the cafeteria, which had been steadily serving breakfast since before the sun rose. Though not as awe-inspiring as some of the other buildings on campus, the low, red brick building had an air of comfort within its walls that was no doubt strengthened by the intoxicating scents that always floated from its doors. The Hall of Instruction, a large building constructed seamlessly of smooth, black stone, was abuzz about the upcoming ceremony as well. Despite being in the shade of the great forest that surrounded the academy, the building was nevertheless vibrant and alive. Hundreds of butterflies flapped around the yard outside of the building, and vines bearing color-changing flowers had sprung up along the walls overnight. Instructors milled about the yard, some less amused by the decorative elements than others. Even the forest seemed wholesome and comfortable. Birds sang in celebration of the morning, chipmunks and squirrels chittered and raced about through the trees, and silent nature spirits drifted through the trees, enveloping the woodlands in an aura of calm and serenity. A few curious eyes even peered through branches as the academy awoke in earnest. While the rest of academy prepared for jubilation, the magi and constructs at the airship landing worked tirelessly to prepare for the newcomers. Obviously, the landing was the newest addition to the academy, a wide clearing of bright green grass lined by a low wall. The field had been landscaped flawlessly, and numerous carts and wagons were being produced to ferry the newcomer’s belongings to their new dormitories. Indeed, the entire campus seemed united in the process of making the academy as welcoming as possible to the young spellcasters who would soon be making it their home. This fervor was more than a show of hospitality however, they had an ancient and influential reputation to contend with. For centuries Arkus Academy had instructed the magically inclined youth of Cresia, producing some of the most impressive spellcasters in the nation’s history. In recent years, however, the academy had begun welcoming students from the surrounding nations as well, a symbolic gesture to honor the peacetime following The Last War. This new policy had brought even more attention to the school, making the importance of a good first impression even more critical. Times had changed wildly, but the academy would continue to stand as an institute of learning, always seeking to reveal the secrets of the world to any student devoted enough to find them. [hr] Hello everyone, and welcome to Arkus Academy! As you’ve probably gathered, this thread centers around an academy that trains spellcasters. New students are arriving at Arkus to study the arcane arts at one of the most prestigious academies for magic in the world. If you have any questions or need any assistance with making a character, I’ll be more than happy to help! Rules: 1:No autohitting/autokilling another character 2: Please be civil OOC, if there’s a problem I’m sure we can work something out 3: All player characters should be between the ages of 12 and 18 and be first-years at the academy 4: Take care not to make your character too overpowered, don’t worry, they’ll get stronger over time. 5: You can start with up to two magic specializations at the beginning. Of course, this doesn’t mean you can’t learn more later. 6: Having multiple spellcasting classes is possible, but very rare. Most spellcasters will only have one class, but we’ll handle exceptions on a case-by-case basis. Other Information [hider=Character Sheet] Name: Age:(12-18) Appearance: Stats: (Letter grade S-F, include any bonuses from abilities/spells) (S=superior in every way, a one-in-amillion standout/A=Super human ability/B=Peak human ability/C=high end of average human ability/D=low end of average human ability /E=below average human ability/F=any ability in this field is almost negligible) Strength:(physical strength) Speed:(movement and reaction speed) Precision:(ability to do precise work, such as that performed by Artificers or Runecrafters) Endurance:(Ability to withstand damage and endure exhaustion) Mana Reserve:(Magi Only, a measure of one's internal mana reserves) Patron/Pact Info:(Warlock Only, a brief summary of your demonic patron) Control:(your character's ability to remain in control of their abilities. For Magi, Warlocks, and Shamans, this governs the ability to control the flow of mana, for Psychics its more a measure of willpower) Spellcasting Class:(Mage,Shaman,Warlock,Psychic) Specialization:(up to 2, see the schools of magic section for some inspiration) Notable Spells/Techniques: (any particularly notable magical abilities your characters has) Magical Items/Equipment: (any magical items, weapons, or other equipment your character carries on their person) Short History: (just some basic information about your character's past) [/hider] [hider=Spellcasting Classes] Mage- Magi are the most common, but also most diverse, group of spellcasters. They make use of the mana within their own bodies to bend reality to their will. The methodology with which they do this is quite varied between groups, however. Some use a scientific understanding of magic to ensure precision and innovation, others study ancient techniques passed down through generations with a religious fervor. Nearly every school of magic is open to a Mage with enough dedication. Shaman- Shamans are those who commune with nature and use the mana of the wilderness for their spellcasting. Ordinarily, naturally occurring mana cannot be directly used by a human, as their body must first transform it into a usable state. Shamans, however, due to their close relationship with the natural world, have attuned their bodies to accept the mana that flows around them through long and arduous processes. This connection with nature affords them a powerful reservoir of mana, but also greatly weakens them when they are in urban environments. Shamans frequently make pacts with wild beasts and spirits, calling upon them for aid when the need arises. Shamans can technically recreate many spells that magi have created, though the more scientific pursuits, such as artificery and magitech, are generally alien to them. Warlock- Warlocks are humans that have made a contract with a Demon, and draw their power from their patron. This connection with a Demon theoretically gives an individual an unlimited supply of mana, though many Warlocks learn too late that one must take care not to destroy themselves when working with such massive quantities of mana. Warlocks are generally looked down upon by most other spellcasters, and thus frequently have to disguise themselves as Magi. Most use their abilities to replicate already existing magic, though some manage to draw the terrible secrets of Demonic Magic from their patrons, unleashing terrifying abilities unknown to human spellcasters. Psychic- Psychics are the rarest of spellcasters, in fact, some question whether they should be considered spellcasters at all. Psychics do not use mana in any capacity, rather their abilities seem to stem from forcing their thoughts and will onto reality. This is not the only difference between Psychics and other spellcasters, however. Unlike the other spellcasting classes, a person must be born a Psychic. There seems to be no hereditary reasoning for this, and this problem is only amplified by the fact that many Psychics don’t “awaken” their powers until early adolescence. These powers usually include telekinesis and the ability to manipulate the thoughts of others, though some Psychics have managed to create a number of bizarre effects using their powers. It should be noted, that while Psychics do not make use of mana, their powers do not come without a cost: use of Psychic ability requires an incredible amount of willpower, as it can wear heavily on the mind. It is not uncommon for psychics to go mad as a result of pushing their abilities beyond their limits. [/hider] [hider=Schools of Magic] Schools of Magic: (Note this is by no means a comprehensive list, it's only meant to give you some ideas. If you come up with another school feel free to run it by me.) Elementalism- The manipulation of a particular material or force. Examples include manipulation of earth, fire, wind, water, metals, etc. Golemancy-The creation of magical constructs. These constructs can be made of any number of materials and in any number of shapes. Typically, they are fashioned to be vaguely humanoid or bestial and accomplish particular tasks. Constructs can be either directly controlled by their master or programmed to function as automatons. Conjuration/Summoning- Simply put, the summoning of an object or entity from one place to another. Alteration/Transfiguration- The process of using magic to alter the physical form of an object or entity. Many spellcasters use this magic to strengthen their own bodies, though it theoretically has a wide array of applications. Pact Magic- The process of making a pact with a spirit, Elderbeast, or Demon to gain access to their power or knowledge. Illusion-The process of creating illusions to deceive and otherwise confused others. Invisibility is a common usage of this school of magic. Sealing- The use of magic to bind or imprison an entity. Sometimes this might simply be a rune that restricts magic, others it may involve imprisoning an entity within a particular space or object. Sealing magic frequently makes use of certain aspects of other schools of magic, including Runecraft, spacial distortion, and enchantment. Sealing can also be used to seal particular spells in and object, or to store objects within a small pocket dimension. Spacial Distortion- The use of magic to alter the natural rules of space. Teleportation is the most common use of spacial distortion, though even this can be difficult. Thought Manipulation/Hypnosis- The process of manipulating the thoughts of another entity through magic. Magi who make use of this school are commonly illusionists as well. Many psychics make heavy use of this school. Healing-The use of magic to repair wounds and injuries. Dispelling-The use of magic to undo or cancel out existing magic. Commonly practiced in Verholt. Runecraft-The use of magical glyphs and runes to cast spells. Runecraft can theoretically cover a wide variety of different schools of magic. The use of runes allows extremely complicated spells to be prepared in advance and used instantaneously later. Artificery- A marriage of magic and technology, artificers create machines that make use of both the arcane and scientific in tandem. Perhaps the greatest achievement of this school in recent years is the airship, though untold wonders are constantly being worked on and perfected. Alchemy- The combinations of potent ingredients and magic to create potions, elixirs and constructs. Like Runecrafters and Artificers, Alchemists tend to be capable of covering a wide assortment of specializations with their arts. Necromancy- The use of magic to animate the dead. Necromancy is frowned upon in much of the world. In Cresia, it is considered illegal to raise the dead without being sanctioned by one of the Six Seats. The manipulation of and communion with human spirits is considered more of a grey area, though the study of necromancy in general is treated with disgust. [/hider] [hider=Important Terms] Mana- Mana is a naturally occurring energy source that the vast majority of spellcasters use to fuel their spells. Though mana occurs naturally in nature, only Shamans are capable of using it in its raw state. Other spellcasters draw it into their own bodies, naturally converting it into a usable form and storing it within their own bodies. Scholars call mana the “spark of possibility”, the root of spellcasting, the fuel needed to alter reality and make the impossible possible. Magic- All forms of spellcasting can be considered magic. Magic is, simply, an action that defies the laws of ordinary reality. To carry fire in one's hand, to adjust the flow of time, to cobble ingredients together and create life, these are only a few instances of magic. Spellcaster- A spellcaster is any individual capable of practicing magic. The vast majority of people are capable of spellcasting on some level, though few pursue their abilities to their limits. It should be noted that there is some debate into whether or not psychics should be considered spellcasters. The current stance of Arkus Academy is that they are. Airships- Airships are the crown jewel of modern artificery, flying ships fusing magic and technology in perfect synergy. The first airships were developed in Cresia during the Last War, but in the last fifteen years have become a regular sight all across the continent, with other nations creating their own designs based on the originals. The Last War- The Last War, as it is optimistically called, was a massive war fought between the Vampiric Monarchy of Verholt and an alliance between Cresia and Osuun. Isila and Leviza would later join in against the Vampires. The war was brutal, and millions died. Entire swathes of territory were burned black, and whole cities sunk beneath the earth. In the end, the combined force of the allied nations, along with the destabilizing force of a revolution within Verholt itself, were enough to bring down the old monarchy. Most of the remaining Vampires were executed by the new government of Verholt in the years following the war, though some almost certainly managed to flee. Vampire- Vampires are immortal beings that drink the blood of living things. Historically, it is thought that they all have a common ancestor, though the circumstances surrounding the birth of this first Vampire are unknown. Vampires are particularly dangerous because of their ability to siphon mana from other beings. This ability, combined with their immunity to natural death and incredible physical ability, has led to Vampires becoming some of the most powerful spellcasters in history. Despite this, they are not without weakness. Vampires burn terribly in direct sunlight. It is perhaps for this reason that their last seat of power was in northern Verholt, where the sun rarely shines. Since the last war, Vampires are incredibly rare, keeping themselves from the public eye for fear of imprisonment or execution. Spirit- A spirit is a remnant of a dead being, a sort of “imprint” left on the world and reality by their existence. These are quite common in nature, where the spirits of wild beasts feed on natural mana and become ancient. Human spirits usually dissipate rather quickly unless bound to a particular location or object, though there have been tales of shamans who managed to maintain their spirit in a manner similar to their wild brethren. Otherfolk- The other folk were humanoids that differed wildly from the average human. Faeries, goblins, and other strange races practiced their own cultures and styles of magic for centuries. Over time though, they found it difficult to keep up with the rapid advancement and encroachment of humans. Some fought, others joined human society and bred half-blood children. Most simply fled, gradually fading from existence. In modern times, most of the Otherfolk have vanished. Some humans still bear the gifts of their mixed bloodlines, but even these are rare. Of course, there are stories that a few Otherfolk may still live in the impentrable swamps of Nilsova, but who can say for certain? Wild Beasts- A general term for the creatures that roam the continent’s wilds. These range from the wolves and deer that roam Cresia’s forests to the wind-beaten wyverns and griffins that inhabit the mountains of Verholt. Shamans frequently ally themselves with the creatures of the wild, summoning them to their aid when necessary. Elderbeasts- The Elderbeasts lived long before the first humans drew breath, ancient and powerful creatures of mythical reputation. The ancient Dragons that once ruled the mountains of Verholt, the sacred Sphinxes of Isila, the thunderbirds of Osuun and the writhing krakens that still lurk the water of the deep seas are all examples of these storied and terrifying creatures. In modern times, however, these creatures are seen very rarely. Some were slain in ancient times (a process that frequently required armies), others have seemingly went into a state of hibernation. Only the Sphinxes of Isila remain, worshipped and honored by the humans that live around them. Even still, the number of Sphinxes is not what it once was. Perhaps the time of the Elderbeasts is truly fading. Constructs- Constructs are artificial beings created through magic to “imitate” life in some way. Golems and automatons are the most common type of constructs, being either directly controlled or programmed by their creators. Some constructs, however, are living things. Chimeras are beings created by combining the living tissue of multiple different beasts (and sometimes humans). Homunculi, meanwhile, are artificial humans, capable of thought and freewill. Demon- Demons are interlopers, beings who came from different worlds who do not align with any natural laws of reality that we know. They are beings of pure mana, and seem to create magic as easily as they breathe. It is unknown how they travelled from their world to ours, but it has been recorded that many came from failing worlds, narrowly avoiding being destroyed in some supernatural cataclysm by transporting themselves to an alien world. Demons are seemingly eternal beings, or at least there’s no record of one ever being killed. They produce endless mana, and it is thought that in ancient times they ruled humanity as gods. Over time, however, humans rose up and created powerful magical seals to bind the Demons who ruled over them. Many of these sealed Demons were lost to time, though there are some who still seek them out, desperate to make a pact for power. These madmen, commonly called warlocks, make deals with Demons, often offering much more than they have in exchange for access to the Demon’s power. Witchfinders- Witchfinders are special agents of the Cresian government who are sent out to locate and neutralize rogue spellcasters and other irregular threats. They answer directly to the Sixth Seat of Cresia, and have a reputation of brutality and secrecy. [/hider] [hider=Regions] Regions: Cresia- Cresia is the centermost region on the continent, covered in thick forests and bountiful plains. Its cities are ancient, but have adopted to the modern world admirably. It is not uncommon to see ancient statues and architecture side-by-side with modern magitech throughout Cresia. The nation is ruled by the Six Seats, a group of master spellcasters. When one of the Seats dies or retires, a newcomer is elected among the remaining members of the council. Emersa is the capital city of the nation, and where most of the Six Seats reside. Other notable locations include the Workshop in the north, the origin of most of the nations magitech, and Arkus Academy, an ancient and fabled school for spellcasters. Republic of Verholt- To the north of Cresia lies Verholt, a region of sweeping tundras, ancient mountains, and cities of steel. Until the Last War, the people of Verholt were ruled by the Kretzny Dynasty, an ancient family of vampires. During the war, a group of humans, led by a Mage named Ozrin Izanvek, rebelled against the crown, killing numerous Vampires, as well as the human aristocracy that had served them. After the war, Verholt rapidly set to industrialize itself, and thus the Steel Cities were born, new settlements that were ready to become fortresses at a moments notice. Most of Verholt’s populace is a member of the military service in some capacity, and training is particularly rigorous. Officially, Verholt is a republic, though Izanvek runs the country fairly publically. Osuun- To the west of Cresia is the Empire of Osuun, an ancient civilization that has been ruled by sages for centuries. The current Sage-Queen is Lei Shu Lin, who ascended to the throne after the Last War. The geography of Osuun is diverse, with massive mountains to the east fading into rolling hills and steps before finally ending in long, golden beaches in the west. Osuun has many secrets when it comes to magic, and there are particular schools that are only allowed to be practiced within the region. The nation’s capital is XiaoZhong, the largest city on the continent and the seat of the Sage-Queen. Leviza- Far off the coast of Osuun lies the island nation of Leviza. Very little is known about Levizan culture, as they allow very few visitors. Those who have been there speak of a peculiar religion involving angels and bizarre schools of magic based around it. The isle is constantly shaded by a thick fog that never seems to abate. For many, their only knowledge of Leviza is the nation’s involvement in the twilight of the Last War. Towards the end of the war, the King of Leviza, Leon Altheim III, led an army into Verholt. Though their forces were late, the impact of the Levizans couldn't be overstated. Indeed, the war ended within a month of their arrival. Isila- To the southeast of Cresia lies the Kingdom of Isila, an arid land of endless deserts and gleaming cities. Isila is governed by a God-King, an absolute ruler thought to be immortal. Isila is a land of ancient magic, producing many legendary spellcasters and heroes over the centuries. In ancient times, they raised great temples to honor the powerful sphinxes that dwell in the region, and many of these temples still stand today. The Sphinxes are considered sacred to the people of Isila, and it is thought that many schools of magic in the region originate from the teachings of the Sphinxes. Strangers are welcome in Isila, but many are shocked by the strangeness of their customs. In particular, the legal status of necromancy in the region disgusts many. Nilsova- Southwest of Cresia lie the thick swamps of Nilsova. Little is known about the region, save that it is an area free from the laws of the surrounding nations. It is not uncommon for criminals to flee into the Nilsovan swamps… though it is also not uncommon for them to never return. Great beasts are said to roam the swamps freely, and there have even been reports of Demons and Otherfolk hiding in the dark. The people of Nilsova live communally, and rarely have much to do with outsiders. Shamans are more common in Nilsova than any other spellcasting class, and few outsiders know the secrets of their arts. Rumors of necromancy abound. The Nilsovans remained quiet during the Last War, though one particularly bold commander from Verholt tried to cross the region, only to disappear along with his troops. Since the war, Nilsova has remained quiet for the most part, though occasionally they have sent out young spellcasters to study in Cresia. [/hider] [hider=Sample Bio] [center] [b]Name[/b] Kellin Caen [b]Age[/b] 15 [b]Appearance[/b] [hider=Kellin] [img]https://i.pinimg.com/564x/d5/47/7f/d5477fb50c6fd47db53cae1884d0618a.jpg[/img] [/hider] [b]Stats[/b] Strength: D Speed: D Precision: B Endurance: E Mana Reserve: C Control:B [b]Spellcasting Class[/b] Mage [b]Specialization[/b] Elementalism:Lead Manipulation Sealing [b]Notable Spells/Techniques[/b] [u]Earthshape: Living Metal[/u] Kellin is capable of altering and manipulating the shape and form of lead at will. This ability is incredibly rare, as lead typically negates the flow of mana entirely, making it extremely valuable for dispelling magic and restraining spellcasters. Kellin can shape lead into numerous shapes, and can shift its state between solid at liquid with ease. In particular, hew is quite skilled at picking locks, magical or not, using this technique. At the moment, he is only capable of manipulating the amount of lead that makes up his staff. He also can generally only maintain control over the metal within a few meters of himself, though he can manipulate smaller amounts at a greater distance. [u]Null-Magic Circle[/u] Amplifying the natural properties of lead through his own sealing abilities, Kellin is capable of creating a sealed barrier that prevents mana from traveling in or out of it. Maintaining this circle, however, becomes more tiring the longer it is in place. As Kellin’s natural mana reserves are nothing too impressive, he has trouble keeping the circle active for an extended amount of time. [b]Magical Items/Equipment:[/b] [u]Lead Sealing Chain[/u] This length of chain is inscribed with numerous runes and engravings of strange origin. When a spellcaster is properly bound by the chain, their ability to make use of mana is greatly diminished, barring most low-level spellcasters from using magic at all. The chain is about ten feet long, and can be manipulated by Kellin with a bit of difficulty. [u]Sealed Ring[/u] A ring of black iron that Kellin wears on his left middle finger. The ring has a sealing rune engraved upon it, creating a small pocket dimension within the ring itself and allowing items to be sealed and carried within. Kellin uses this ring to transport his chain. [u]Lead Staff[/u] Kellin carries a staff of solid lead that is roughly four-and-a-half feet long, and roughly half an inch thick. It has no particular magical qualities, save that Kellin can manipulate the metal that it is comprised of. It also serves as a decent, though not very resilient, club if need be. Short History: Kellin’s early years were rough. He lived in poverty with his mother in a city called Alst, and despite his naturally sickly condition, he became involved in petty crime by the time he was twelve. It was also around this time period that he began studying the arcane arts, making as much progress as he could with stolen spellbooks. He soon learned he was quite skilled at manipulating lead… but little else. Undeterred, he turned his newfound abilities towards his criminal enterprises, and soon gained a bit of a reputation in the streets of his home. Kellin and his band of renegades became infamous for a string of burglaries, breaking into dozens of homes and buildings over the course of several months. It seemed no lock could keep them out, and time and time again they evaded the local authorities. Kellin began to appreciate the taste of his ill-begotten wealth, buying all sorts of trinkets that he never would’ve been able to afford before. For a few months he felt invincible, dodging the police at every corner. Unfortunately, all good things must come to and end. Kellin’s gang were ambushed at their hideout by Alst police… along with a Witchfinder that the city had requested to deal with the burglaries. Obviously, a gang of children were no match for trained spellcasters, and Kellin quickly found himself in jail. He attempted to break out hours later, successfully picking the lock of his cell only to be caught on his way out. He was bound more thoroughly and left to await his sentence. When that came though, Kellin was surprised to be offered a deal. The judge, having heard of the boy’s ability in spellcasting, offered him a choice: Go and study at Arkus, or spend the next two years in prison. There was no hesitation. [/center] [/hider]