[center][img]https://i.ibb.co/nfP6rdN/FFAgt-XIII-Academy-garden-2.jpg[/img][/center] [hr] [i] Greetings future hero’s, mercenaries, lords, ladies, monsters, bringers of mayhem, and everyone in-between. You have been accepted into the prestigious halls of Hoseforn’s Academy for Gifted Adventurers! Here you can learn everything you will need in order to expand your skills, whether that be in magic, martial skills, or sneaking around and stabbing people in the back! Hoseforn’s has a reputation for training some of the greatest adventurers to ever walk the grand continent of Ealinata and when we are done with you, you too will have the potential for greatness. Don't let your ambitions blind you though. The road ahead will be far from easy. Danger lurks around nearly every corner, and there are dark happenings everywhere you look. The life of an adventurer is fraught with [u]danger[/u], destruction, loot, and more [b][u]danger[/u][/b]! Only those who who work hard and train harder will have a chance of succeeding in the outside world. But fear not brave young adult! Hoseforn’s Academy for Gifted Adventurers will give you all the tools and training you need in order to succeed in the real world, we promise! Grab your armor, your spell-books, and your various pointy objects, and begin the life you were meant for today![/i] [hr] [hr] [center][h3][u][i]About this RP[/i][/u][/h3][/center] As you might have guessed from the description, this is going to be a high fantasy based roleplay that only steals a tiny bit from DnD. You are welcome to be just about anything you want except a God trapped in a little girls body (or anything along those lines). If there is a race you want to play, have at it! A word of warning, the less educated of the world are more likely to fear the non-humanlike races, though intolerance is not tolerated within the walls of Hoseforn. You are free to play this as seriously, or idiotically as you wish, however, stupid actions receive stupid prizes. It is also important to point out that this is a reboot of a another RP of the same name. Many of the old players have returned in order to give this adventure a second go, however, I will be opening this up to some new players as well! So if this seems exciting to you by all means create a CS. [h3][center][u]The Rules[/u][/center][/h3] 1. You are [s]fresh meat[/s] a new student who has just arrived. 2. You must be your races equivalent of young adult. For instance, humans would be around 18. 3. You are NOT an expert in your chosen field, if you were you wouldn’t be coming to Hoseforn. 4. Your character should have flaws, there will be a section in your CS for it. Seriously, no one or thing is perfect and adding flaws to a character adds depth. 5. If, for whatever reason, you have issues with another players post or another player, either take it to private message or let me know so it can be discussed in mature and cordial fashion. If you blast your complaints all over the discord, the OOC, or are rude to other players I will [s]smack the shit out of you[/s] have words with you. This type of behavior is not tolerated. I am more then happy to listen to any issues or complaints you have. I will NOT listen to you bash or attack any of my players. 6. All suggestions are welcome and encouraged! We are building this world together and if you have an idea for the world or some plot to help your characters development LAY IT ON ME BABY! 7. Romance is great! Keep it PG-13, K? [s](And remember Heart not everything is a ship!!)[/s] 8. Life happens. Depression, sickness, family or personal injury, hell even writers block get us all at one point or another. If you cant post for a while for whatever reason, seriously, let me know. If you need to drop out for some reason I totally understand. Just let me know whats going and whether you want to come back so I can decide on what to do with your character. [center][u][h3]The Discord[/h3][/u][/center] [url=https://discord.gg/9w3gp9q7]The Discord![/url] This is where a lot of discussion takes place on the future of the RP. Its also where we throw random Gif's at each other. I highly recommend stopping by! [hr] [center][i][u][h3]The CS[/h3][/u][/i][/center] Think of this as a guideline. I need at least this much information from you about your character. If you want to add more, DO IT! [hider=Character sheet] Name: (What we call you) Race: (What are you? Examples are Human, Elf, Minotaur, Slime, Gnome Etc.) Age: (Remember, you are fresh into the world of adulthood) Gender: (This ones obvious) Appearance: (Either a picture or a detailed description or some fantastic combination of the two. I want to be able to picture your character in my head) Class: (What is your character going to do? Examples are wizards, warrior, rogue, priests etc. Or make something up and describe it) Personality: (What are you like) Strengths: (What are you good at) Weaknesses: (What are you less than good at) Biography: (Where did you come from where did you go) [/hider] [u] [h1][center]Story Information[/center][/h1][/u] [color=FF0000][center][h1][b][u]IMPORTANT[/u][/b][/h1][/center][/color] [center]Especially for new players[/center] The starting point for this RP is going to be the night of everyone arriving. Originally there was a welcome dinner where everyone sat awkwardly around each other, some people got drunk >.>, and the teachers were introduced. Its pretty unanimously been voted that we're going to skip that part this time. New players can be late arrivals or if you have a different idea you like you can do that instead. Don't worry, I'll give everyone a good jumping off point. But we mainly want to get to the point that everyone gets to meet their roommates. (Yes, you have roommates, the dorms are also co-ed :hehe) [u] [h2][Center]The World[/center][/h2] [/u] [i](I'm going to be adding more detail to a lot of this in the near future. Right now some of it is a little... bare. You might notice that some information is pretty well fleshed out, that's because some players have written out some fantastic lore that was added to the world. I encourage all of my players to do the same, if you want to write about anything from your characters race to their hometown, DO IT! [/i] [hider=Ealinata][img]https://i.ibb.co/bmpXwZD/New-map-1.jpg[/img] Ealinata is a fair sized continent filled with magic, mayhem, monsters, and MURRDDDEEERRR!! It is the only continent that is widely accepted to exist, although there are rumors of other continents across the ocean. Every race imaginable seems to make their home on Ealinata, however the major world powers seem to be the humans of East Balmoria, the dwarves of Iron Keep, and the elves that live beneath and within The All Tree. [/hider] [hider=Places of interest] [hider=Hoseforn’s Academy for Gifted Adventurers] One of the most prestigious Academy's in the land. Young adventurers come here to learn how to become world class adventurers.[/hider] [Hider=The all Tree] An enormous tree that sits to the east of Hoseforn's. It is High Elf Capitol and one of the most magical places on the continent.[/hider] [Hider=The Iron Keep] The dwarven capitol buried deep in the mountain. It is concidered one of the most heavily fortified places on the planet.[/hider] [hider=East Balmoria] The capital city of Balmoria. Its population is primarily human but all sorts of races gather in the capital to trade or suck up to Balmorian Royalty...or both.[/hider] [Hider=Windlton] A stand alone city state whose close proximity to the ocean make it a hub of trade. Unlike most of the civilized world, there is still a booming slave trade in Windlton. While illegal to capture any citizens of Windlton as slaves, few questions are ever asked.[/hider] [hider=Magus Librarium][center][img]https://i.imgur.com/Dnl6CkG.png[/img][/center][hr][hr] [indent] The Magus Librarium is one of the largest consortia of Mages (formally known as Magus) on the continent of Ealinata. They are a collection of some of the best and brightest magic users that the land has to offer. The Librarium transcends nationalities, mages hail from all over the continent - countries, kingdoms, and even other continents. To become a Magus is to give up their royalties to their kingdom. The Librarium, since its formation, has been neutral in any internal strife or conflicts within Ealinata. The Librarium is not to intervene nor take sides in any conflict between any nations, races, or clans. With that said, they have no real military presence as no country is insane enough to attack a large collection of mages. It is also a fact that members from almost all the kingdoms are Magus. There is a special clause to their neutrality. Should a threat ever befall Ealinata as a whole, the Magus' Librarium will be able to overrule this clause and intervene to protect the continent. Many Magus' specialize in a specific section and then a branch of magic. They set to find out the limits and dangers of magic. Their research and findings are then brought to pen and paper and stored for later deliberation. The Librarium's duty is to discover, research and archive any and all kinds of Magic in the known world. The council then decides if the magic is fit to be shared with the rest of the world or if it is to be locked away in the Libraries forever. An example of banned magic is Necromancy if any of its forms (though it can still be discovered and subsequently be used/abused by unscrupulous mages outside of the Librarium). The Magus' Librarium lies within an island. From afar it looks like a bustling kingdom, the most eye-catching feature being the large tower smack dab in the middle of the gated walls. The tower holds the ever-expanding Library of the Magus. Frequent, non-magus visitors swear that the tower's height rises every year. [hr][center][img]https://i.imgur.com/YHxUQFa.png[/img][/center][hr][hr] The members within the walls of the Librarium all have ranks; [list] [*] Intiates/Sparks [*] Novices [*] Initates - To be taught/mentored under a High Magus [*] Magus - Ixalven’s current level [*] High Magus [*] Arch-Magus [*] High Arch-Magus [/list] [hr][center][img]https://cdn.discordapp.com/attachments/671357457469145108/828830628778737704/unknown.png[/img][/center][hr][hr] They have a council that oversees any and all decision-making that directly involved the Magus Librarium- whether it be foreign political affairs, internal workings, and, research. All of it is decided by the council through a majority. There are nine seating council members that decide the day-to-day affairs of the Magus. A seat is only attained by being an Arch-Magus and gaining recommendations from at least give other Arch-Magus' and receiving at least 1/3rd of the current sitting council's votes. Only currently sitting council members can become High Arch-Magus'. The [url=https://i.imgur.com/PI0stbZ.png]Council[/url] wears pristine white robes within (actual) gold ornaments and decorations. There is a hidden shadow assembly that is directly under the council. Only Arch-Magus' and above know of their existence. They are known as the 'Silent Assembly'. It is a gathering of Magus who handle the darker side of the Librarium- Rulebreakers, Spies, Rogue Magus', etc. Any Magus that has broken the sacred rules and agreement of the Magus is subject to the Silent Assembly's judgment. This assembly seeks to maintain the code and conduct of the Librarium and makes sure that magic or knowledge from the Librarium is not leaked or abused by any individual. An example would be a foreign spy that has stolen magical knowledge about forbidden magic are hunted down by the assembly. Another example is that they also hunt down magic practitioners who use/abuse forbidden magics. Since the nature of their work is darker, they are not known to the general public nor even the general Magus population. They are made up of the most well-trusted Magus', as their work requires loyalty and devotion to the Librarium to prevent corruption. The [url=https://i.imgur.com/fdV5b48.png]Assembly[/url] wears a black ankle-length robe with distinguished white ornaments and enchanted armour when they work, and otherwise, wear the normal Magus robes when not in a meeting or a mission. On a mission they also wear a mask that heavily distorts their voice and lessens their permanence (they will be hard to detect and focus on and forgotten when looked away). Since they are a neutral organization Magus are allowed to freely enter or leave any kingdom within Ealinata as long as they have the insignia of a Magus. Members of the Librarium can go anywhere within Ealinata nearly unimpeded- this is to be able to research and find magicks in all corners of the world. -Donated by Inertia [/indent] [/hider] [/hider] [hider=Cultures of Interest] [hider=P I R A T E S !] [center][img]https://i.pinimg.com/736x/a8/04/dc/a804dc67cc82f5ed393299c0f81d7dc5.jpg[/img][/center] [Center][h2][u]The Pirates of Ealinata[/u][/h2][/center] [indent]In a world as diverse and wondrous as Ealinata it should be no surprise that pirates are an every day danger of sea travel. The pirates if Ealinata are no common bandits, however. The seas of Ealinata are dangerous, filled with monsters, demons, violent and sudden storms and other creatures that have developed to thrive in the harsh deep waters that surround the continent. Being a sailor is treacherous work, being a pirate is doubly so. It takes a great deal of strength, courage, and no small amount of insanity to survive.[/indent] [center][img]https://i.pinimg.com/564x/ae/6c/67/ae6c67ed36fa46eb6c03e29c9ef4c3e1.jpg[/img][/center] [center][h2]________________[u]Pirate Culture[/u]________________[/h2][/center] [indent][indent][i]“Above all else, I only sought the freedom to do whatever the hell I wanted. My only regret is that you caught me. Bastards.” - Pirate Lord Caelbal Thorn, moments before he was hung by East Balmmarian authorities. [/i][/indent][/indent] [indent]It is likely that “culture” is not the first word that pops into your head when you think of pirates, however, the pirates who call Ealinata home are not simple murders and cutthroats; they are that too, but that isn’t all they are. Ealinatan pirates care little about ones gender, age or even what sort of monstrosity you are. Strength and cunning are the major determining factors in how good of a life a pirate lives. If you are strong enough to take what you want, when you want it, then you can count on the respect of your peers, as much good as that will actually do you. A pirates crew is often like a family, with the captain acting as the head of the family, and the first mate acting as the eldest sibling that will smack the shit out of any misbehaving children. Mutiny is surprisingly rare on Ealinatan pirate ships, as any pirate that would betray their own family is seen as the lowest form of scum and seem to quickly disappear. Its is likewise very uncommon for pirates to truly fight among themselves. Though there are certainly disagreements over territory, a pirate values their own life and freedom above almost everything else, and so wont waste it on petty squabbles. What many find surprising is that there are rumors of a hidden pirate city, where all ships that sail beneath the black flag can call home and find...relative safety. [/indent] [center][img]https://i.pinimg.com/564x/fb/98/ee/fb98ee44026a4c2f2c0c591043a6f2f0.jpg[/img][/center] [center][h2]___________________[u]Location[/u]___________________[/h2][/center] [center][i]“Nice try Knave!” - Literally Any Pirate You Ask [/i][/center] [indent]It is common belief that pirates have a stronghold of some-sort hidden between the Akeza Jungle and the ruins of Old Balmaria. It has, however, never been found, nor its existence confirmed. Countless agents of Balmaria have searched the area only to come up empty handed, or mysteriously disappear. Some believe that there is powerful magic that hides the “home” of the pirates from interlopers, though many think its just as likely that any foolish enough to enter what is believed to be an entire city of pirates without invitation would surely meet a quick, gruesome death.[/indent] [center][img]https://i.pinimg.com/564x/0d/14/6d/0d146d0fbc90b2c9ca792cd6b242821d.jpg[/img][/center] [h2][center]________________[u]Pirate Lords[/u]________________[/center][/h2] [indent]There are those among the pirates who become so powerful and feared that even other pirates steer clear of them. Most of them lead a small armada of ships, acting more as admirals then captains. These pirates become known as pirate lords. For most of recorded history there has been exactly 7 pirates lords at one time, each one ‘ruling’ a different part of the sea that surrounds Ealinata. Few know why there is only 7, as there are countless strong pirates who the layperson would think could take the title of pirate lord. Most believe that is comes from the way in which a pirate lord is ‘crowned’. For a new pirate to take up the mantel of ‘lord’ a previous pirate lord must perish, which usually means they are killed. Battles for the title of ‘lord’ are often gruesome, bloody and short. The last battle for the title of lord took place 17 years ago, in which the former pirate lord Delanise ‘The Gray’, a drow woman who had made a fortune in the slave trade, was quite literally torn in half by her opponent, a pirate that would later be known as the ‘Red Demon of the Sea’. (All Pirate lords get weird nicknames, it comes with the territory.) What exactly a pirate gets out of becoming a ‘lord’ is hard to say. Most think that it is the respect and fear that the title gives them that makes them seek it out, others believe that there is a more tangible reward. It is, in general, incredibly hard to get a pirate lord to talk about their title. [/indent][/hider][/hider] [hider=Races of Interest] [hider=Sirens][center][img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/55c8f061-21ed-45c9-8f53-8a6a8f3dea33/d2xb5un-907e058c-f834-43ba-9518-f770de71768a.jpg/v1/fill/w_1024,h_777,q_75,strp/siren_s_lament_by_ironshod_d2xb5un-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD03NzciLCJwYXRoIjoiXC9mXC81NWM4ZjA2MS0yMWVkLTQ1YzktOGY1My04YTZhOGYzZGVhMzNcL2QyeGI1dW4tOTA3ZTA1OGMtZjgzNC00M2JhLTk1MTgtZjc3MGRlNzE3NjhhLmpwZyIsIndpZHRoIjoiPD0xMDI0In1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnMiXX0.8Y4iaiy_mAyn0ErAdqi5pVcGqHUy1kxfXCoWGSSKvmM[/img] [img]https://fontmeme.com/permalink/210420/a2710f486011b02f2083479e4fe43d53.png[/img] [hr] [h3]Leadership[/h3][/center] As a matriarchal society the women are highly valued amongst their communities. There are male sirens and they tend to be the warriors of the race. They were ruled by a queen, but they haven’t had a queen since the royal family was killed 11 years ago. Currently the sirens have become less common, being scattered since the eradication of the royal family. [center][h3]Communication[/h3][/center] Most sirens anymore speak the common tongue, however they do have a language of their own that most still speak. [center][h3]Religion[/h3][/center] Originally, sirens worshiped Nielia, the Goddess of the Sea’s Song. They had priests and priestesses that spoke for the goddess, helping guide their people. Many believe that the song the sirens sing was a gift from the goddess in order to protect her children and they believe it connects them to their goddess. [center][img]https://i.imgur.com/xrCCCeE.jpg[/img] [h3]History[/h3][/center] Long ago when the other races began venturing out into the sea they came across a race of merpeople. Having not known any other races, the sirens originally were friendly towards these sailors. In storms they would sing out and lead the ship to safety. They were protectors of those that traversed their home. With all new discoveries, however, there are always those that wish to profit from it. Soon sirens were being captured, sold into slavery, or even killed for the scales on their tales. Being intelligent creatures, however, sirens began retaliating and using their gift of song to now lead ships and sailors into danger. They would drown any that fell into the sea and soon they became a creature that was feared by many. All sorts of superstitions arose around sirens and as time progressed and some sirens decided to try joining society on the main continent, they weren’t entirely accepted. 25 years ago a queen arose amongst the sirens who wished to unite their people with the humans. Queen Idamei Kyganna wed a human royal, Prince Sigmund Jaqeli and for the first time ever the other races were welcomed to the island of Aroalirea. Things seemed to go smoothly for a long time and a child was born to the couple. The child wasn’t the first half-breed, however, as there had been sirens living amongst the other races now for years and some half-breeds had resulted from this. The old way of the sirens had been changed and there were far less deaths at the hands of this race at sea. Some didn’t agree with this, however, and a plan was hatched. When the queen and her family were visiting the mainland they were attacked and murdered. At the same time some had been sent to Aroalirea and attacked. Many sirens died that day and now they seem to be a rarity. Aroalirea has been abandoned completely. There are still some sirens living amongst the other races, but you’re more likely to come across a half-breed anymore. Even then it’s not a common thing. [center][h3]Clothing[/h3][/center] Traditionally sirens didn’t really wear any clothing and if they did then it was very minimal, made from things they found beneath the sea. Now if you come across a siren they are likely dressed much like any of the other races. Many have abandoned their traditions in order to blend in more with the other races. [center][h3]Relationships and Family Dynamics[/h3][/center] The women tend to be the head of the family, caring for their wellbeing while the men are their protectors. Most families stick together, many generations living under the same roof. -Donated by Tae[/hider] [hider=Nymphs][center][img]https://i.imgur.com/mq4uacA.jpg?2[/img][img]https://i.imgur.com/MhiHqUx.jpg?2[/img][img]https://i.imgur.com/O4ZpbPh.jpg?2[/img][img]https://i.imgur.com/qB29up7.jpg?2[/img][h1][u]Nymphs[/u][/h1][/center] Nymphs are beings descended from the fey, with ties to the natural world. There are many types, including dryads (wood nymphs), nereids (sea nymphs), aurae (air nymphs), and oreads (mountain nymphs). Their physical traits reflect their element. Dryads are recognisable by their tough, bark-like skin. Nereids are covered in blue or silver scales, with fins on their limbs and gills on their necks. Aurae have flight-capable wings, resembling those of birds or insects. Oreads bear fragments of rock or crystal embedded in their skin. All types also have a much more diverse range of hair colours than humans. They have a high affinity for elemental magic related to the aspect of nature they’re tied to; for example, an oread of a volcanic area is likely to have a talent for both stone and fire magic. Their connection to nature goes beyond their physical and magical attributes. They’re more at home living in the wilderness than in cities, their lifestyles involving foraging, hunting, bushcraft, and taking care of the land around them. The ones who embrace metal refinery the most are the oreads, due to their affinity with minerals, and even they seek ways to minimise the impact on the environment. While some nymphs do live in urban areas, usually due to marriage to city-dwellers, they’re happiest on the outskirts, near a forest, beach, cliff or mountain. Although their primal lifestyles create distance between them and most other races, many will gladly trade goods. Dryads in particular are known for their wood crafting, and frequently trade with woodland elves. Oreads are the most reclusive of the nymphs, having been hunted in the past for the gems on their bodies, and they’re still targeted by criminals working for black markets. Most nymphs are female, the ratio being two women to one man. Many of their communities are matriarchal, although some eschew gender roles. Their societies vary depending on their element: dryads are typically family and community oriented, of the mindset that it takes a village to raise a child, and sharing their items between the entire tribe. When dealing with non-dryads, this can lead to misunderstandings and accusations of theft. Conversely, aurae are often free-spirited and independent. To some, they may appear selfish, but they care for others in their own way, helping their loved ones assert their individuality and do what they personally find fulfilling within reason. Nereids and oreads are somewhere in between these two extremes. Nymphs reach maturity at the same rate as humans, yet their natural lifespan is around 150 years. The exceptions to the rule are hamadryads. It’s a common practice for the leader of a dryad tribe to bind their life force to a tree via advanced magic, becoming a hamadryad and living for several centuries, at the cost of being unable to venture further than 100 feet from the tree without becoming sick and eventually dying. They undergo this to gain the wisdom they consider necessary for a ruler, and warriors will protect the hamadryad and tree with their lives. -Donated by LuckyBlackCat[/hider] [hider=Grimalkin][center][img]https://i.imgur.com/D4bjg8F.jpg[/img][h1][u]Grimalkin[/u][/h1][/center] These feline-featured people were originally created long ago by human mages, to serve as familiars. Magically bound into slavery, and sometimes even used as blood sacrifices, they eventually turned against their creators. Once free, they retreated from the large cities and formed their own small communities, many grimalkin taking on even more independence and living solitary lives as rangers or rogues. Their history affects their attitude towards magic. While some embrace it, as it helped their ancestors break free from their masters, many more are distrustful of it. This may be ironic for a race with a lot of magical potential, but they claim their past is proof that it's too easily misused. The type they're most accepting of is natural magic, such as their shapeshifting ability, and even that's considered something to only do when necessary. Everything else incites wariness, as they believe those who seek power are typically unfit to wield it. Those who reject magic often learn martial skill to compensate, and defend themselves against threats, making good use of their catlike agility. The grimalkin are recognizable by their cat ears, eyes and tails. They have retractable claws on their fingers and toes, and stripe markings on their skin are common. Their senses of hearing and smell are sharper than those of a human, and they have keen night vision. They are also able to take on feline form, resembling either housecats or small wildcats. For the most part, their communities keep to themselves in small towns and villages, although some intermingle with other races. Being skilled hunters, they often live in or near forests. Places of worship are rare, since most have little to no interest in religion, wishing to be bound to no one. -Donated by LuckyBlackCat[/hider] [hider=Lepikari] [center][img]https://i.pinimg.com/originals/bb/89/a9/bb89a92948517e39ee3f223692f4d445.jpg[/img] [img]https://i.imgur.com/Z6DmxQh.png[/img][/center] [center][h3][color=fff79a]Overview[/color][/h3][/center] North of the All Tree, shrouded by the fog and growth of the forest live a rare race of man collectively called the Lepikari, or more simply, the Mothfolk. The Lepikari have long lived in the forest for just barely over a century, and their origin is mysterious, even to themselves, however, it is commonly believed by their priests and mages that they were set on this world to be a force of balance among the other races. These claims are highly disputed by long ranking scholars as their presence has only recently been noticed just over fifty years ago. [center][h3][color=fff79a]Biology[/color][/h3][/center] When the Lepikari are in their youth to early adult hood, they tend to be shorter than the average man, but as they mature, their height can be near 7 foot tall. Lepikari have a wide wingspan, making them capable of swift flight, although they prefer bipedal travel and use flight only when necessary. While it is unknown why, Lepikari have one major difference between one another aside from basic appearance, that being that some possess four arms, while others only have 2. While most Moth Folk are white in fur, they often do come in a wide range of colors and patterns, the more exotic colors being of younger generations. They are omnivorous and will generally munch on anything they consider food. [center][h3][color=fff79a]Lifestyle[/color][/h3][/center] Living separated from society for so long, the Moth Folk are very technologically behind. Most of their labor is by hand and rarely by magic as they have not reached full realization of their powers yet. The Lepikari live in a cottage core styled village sprawled with differing sizes of cabins, cottages, and tents. Many of the houses were adopted from the style of men and elf, however with the limited resources the Moth Folk have, they look more natural and earthly. Schools are not present in the village, as parents are expected to teach their children everything they need to do, however there are sanctioned areas deeper in the woods where young mages can be taught how to harness their abilities. [center][h3][color=fff79a]History[/color][/h3][/center] The Lepikari were a solitary race who used their proficient knowledge in illusion, water, and light magic to lead any potential threat away from their land by shrouding the woods in a thick fog which tricks the traveler into returning the direction they came or getting lost. They had lived this way for nearly a century after finding their consciousness, sure that the outside world was scarier than anything that lived in the woods. They lived years considering outsiders as dangerous. They performed in a Gerontocracy where the elders lead the village. It took nearly a century for the Moth Folk to branch out from their lands, when a young Moth woman named Gresia Wind-Wood convinced the village elders to allow her to form a small caravan to establish basic diplomacy with other races. They met many of the big nations, travelling first to the All Tree to visit the Elves and ended with the Dwarves. Returning after near two months of travelling, the crew returned to the shrouded village to inform the elders what had been learned. They had made many friends during the trip and surely had established themselves as a race worthy of note. Gresia had managed to convince the elders to allow more caravans to form as an annual trip to ensure diplomacy. However, as their ranks grew, so did their thirst for knowledge and desire for advancement. Gresia started a chain reaction of events that lead the Lepikari as a more diplomatic/scholar centered race. However, Gresia's great deeds did not grow without consequence. Since their discovery, many caravans of Moth Folk had been raided by bandits who stole their goods and imprisoned their people. The males were sold as a token slave, while the females were often sold into sex work. Despite the elders wishes, Gresia managed to continue her caravans for years, now using hired guards to defend their group. Fifty years had passed and Gresia had established herself as an Elder easily after her amazing feats. She guides the village as the head leader, and continues her caravans, even at the age of 87. She promises to pass her legacy down to one of her grandchildren, however, many of them are showing their desire to leave the village... [center][h3][color=fff79a]Religion and Magic[/color][/h3][/center] While the Lepikari are not particularly the most technologically advanced and in touch with the world around them, they make up for it in intellect and magic. Many of their kind are proficient in what they refer to as "Moon-Magic", as what they are capable of performing is natural magic specifically limited to the properties of the moon, such as: Water, Plant, Light, Shadow, and certain branches of spirit magic. As a result of this, they very religiously believe in the Goddess of the moon and worship her. Many believe she brought them to this world to be a counterbalance to the war and negativity in the world. A water to the blistering flame. These claims are not validated, however they are strong in a Moth Folk's belief. - donated by XoXKieroBombXoX [/hider] [/hider] [hider=The Pantheon] People always need something to worship, and the denizens of Ealinata. Most major deities will grant some of their divine grace to those who worship them. Storalla - God of Life Storalla is the god of light, the sun and the stars. It is believed that he and Phantasmiba are the two responsible for most of the mortal races. Storalla is said to despise darkness and often his disciples are at odds with the disciples of Grimma, the goddess of death and shadows. Ugrad - God of Combat Ugrad is the god of honorable combat, war, and strategy. He is often revered by warriors of every race as his placing can be bestowed on any who fight well and with honor. Phantasmiba - Goddess of Magic Phantasmiba is the mother of magic in all of its forms and one of the gods responsible for the creation of all mortals. Though she did not create magic herself, she is responsible for the mortal races beings able to use magic Millenia - Goddess of Time Millenia is the goddess of time, age and growth. It is through her hand that all things age, grow, and eventually, perish. Grimma - Goddess of Death. Grimma is the goddess of death and shadows. It is through her all life comes to an end, and by her hand that a mortals afterlife is chosen. She is also the goddess of shadows and the things that dwell in them. This list is a work in progress. Other deities will be added as time goes on these are just the basic ones. [/hider] [hr] [center][i][u][h3]The Academy[/h3][/u][/i][/center] Hoseforn’s is an approximately 2000 acre fortress of learning. Its is equipped with the most advanced magitech available on the market today and offers all of the luxuries you could ever ask for. It is capable of housing approximately 1000 students at a time, although in general houses a little over half that many. The staff lives on site for most of the year and each has their own private residence (or pocket dimension for the magically snobbish). Student’s are usually housed with one to two roommates in order to promote team work (and save space). Special accommodations can be provided for different races of creatures depending on their needs. All dorms are found on the outskirts of the campus because walking is good for you and promotes a healthy lifestyle. [hider=The Uniform][img]https://i.pinimg.com/736x/f6/35/7c/f6357cea69b2b5541d48ee1cacc4c22d.jpg[/img][/hider] [hider=The Main Hall] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/a4a92f84-1c02-4d99-bc69-40b288f0d4f9/de4ufl5-ec2cde4b-68f8-4a08-96a9-051a568fc4e5.jpg/v1/fill/w_1024,h_1024,q_75,strp/royal_hall_stage_by_tokami_fuko_de4ufl5-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD0xMDI0IiwicGF0aCI6IlwvZlwvYTRhOTJmODQtMWMwMi00ZDk5LWJjNjktNDBiMjg4ZjBkNGY5XC9kZTR1Zmw1LWVjMmNkZTRiLTY4ZjgtNGEwOC05NmE5LTA1MWE1NjhmYzRlNS5qcGciLCJ3aWR0aCI6Ijw9MTAyNCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.gThxLlX9hGONGbfK1XHuZmLeVDLsGpyo-efMF6cknow[/img] The main hall is the primary meeting place for new students. It houses a large reception area capable of holding every student at once. It is here that new students are given their starting equipment and room assignment. Mr. Hoseforn’s office is found in the main hall as well. The Main hall is usually used to house large social gathers such as dances and feasts. It is also were students are told to evacuate too in case of some extreme emergency.[/hider] [hider=The Hall of Mysteries] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/e767e6c7-d3af-4b5c-a0c7-8a88eda6c6ff/d5c9f4q-d1e7fa07-1ebe-44aa-a608-1ffbdfe2c2fa.jpg/v1/fill/w_900,h_319,q_75,strp/library_by_dron111_d5c9f4q-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD0zMTkiLCJwYXRoIjoiXC9mXC9lNzY3ZTZjNy1kM2FmLTRiNWMtYTBjNy04YTg4ZWRhNmM2ZmZcL2Q1YzlmNHEtZDFlN2ZhMDctMWViZS00NGFhLWE2MDgtMWZmYmRmZTJjMmZhLmpwZyIsIndpZHRoIjoiPD05MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.OpJMN_MY1wNUWajEehyTzEEFOeL-f7lgvugnTrfJhOs[/img] Its the library. They call it the hall of mysteries to try and make it sound enchanting and fun, but its pretty much just a library. Thousands of books on any subject you can imagine are found here. You can find books on everything from necromancy to to cook books as well as a few necromantic cookbooks.. Their are several private rooms that can be reserved for private activities. There is also a much smaller restricted access library that houses things of a more..sensitive nature. Only teachers or Mr. Hoseforn himself can give access to students and any unauthorized persons will be vaporized upon entry. [/hider] [hider=The Halls of Learning] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/f7b08427-5510-4c5c-876b-66a2780883ed/d9cfgro-9e1813a4-a994-45e2-9807-cf4df57c2d1e.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvZjdiMDg0MjctNTUxMC00YzVjLTg3NmItNjZhMjc4MDg4M2VkXC9kOWNmZ3JvLTllMTgxM2E0LWE5OTQtNDVlMi05ODA3LWNmNGRmNTdjMmQxZS5qcGcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.Kznm2EwAOjLjnTi_5oLUgkfx3d9aEv7TSW3bvtTh_1M[/img] The halls of learning are were most of the classrooms can be found. There are approximately 60 different classrooms, each capable of housing between 30 to 100 students at once. Private laboratories can be reserved for magical experimentation. This is where most of the teachers personal offices are found as well. Each instructor has office hours posted outside of their door. [/hider] [hider=The Hall of Combat] [img]https://img5.goodfon.com/original/1920x1080/1/c2/arena-emperor-statues-crowd-people-scepter-fantasy-art-artwo.jpg[/img] The Hall of Combat is not actually a hall at all but an arena. This is the primary area where students combat skills are tested. Feuds between students can be settled in private duels and tournaments are held on occasion in order to test the students skill in both magic and physical combat. The Hall of Combat has been warded in order to prevent death or serious injury. The arena is also capable of changing its layout in order to make competitions more interesting. The arena is capable of holding thousands of spectators as some of the more high profile contests are open to the public. [/hider] [hider=The Hall of Preparation] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/497c09f2-57e8-407f-b105-4b67cca0447e/d9eg21o-ad0c4432-f2fa-4ac4-bc7a-2eba815cb371.jpg/v1/fill/w_1024,h_454,q_75,strp/the_arms_market_at_scottsrun_by_ali_on_d9eg21o-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD00NTQiLCJwYXRoIjoiXC9mXC80OTdjMDlmMi01N2U4LTQwN2YtYjEwNS00YjY3Y2NhMDQ0N2VcL2Q5ZWcyMW8tYWQwYzQ0MzItZjJmYS00YWM0LWJjN2EtMmViYTgxNWNiMzcxLmpwZyIsIndpZHRoIjoiPD0xMDI0In1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnMiXX0.JAMCc7HlGsjHuqtpcAykXpUkHykGvwTc2UD3ZgKwWHw[/img] A market were students are able to purchase all kinds of equipment, from weapons and armor to previsions and powerful medicines. Any reading material required for classes can also be purchased here at a ridiculous mark up. [/hider] [hider=The Hall of Consumption] [img]https://cdna.artstation.com/p/assets/images/images/010/171/486/large/ruedy-stacher-ruedy-stacher-interior-concept-environment-art-norse-throneroom-viking-castle-keep-feast.jpg?1522948413[/img] Its a cafeteria. Students are provided free breakfast and dinner with an option of purchasing lunch. Reasonably priced snacks can be found here throughout the day and any creatures with special dietary needs can be accommodated. [/hider] [center][h3]The Staff[/h3][/center] [hider=Asmodius Hoseforn] [img]https://i.pinimg.com/originals/3c/04/b0/3c04b0e3122d57d30449db69705bee7e.jpg[/img] [b][u]Name:[/u][/b] Asmodius Hoseforn [b][u]Race:[/u][/b] Human [b][u]Age:[/u][/b] Really...really...really old [b][u]Gender:[/u][/b] Male [b][u]Appearance:[/u][/b] Asmodius Hoseforn, often referred to as Hoseforn, is an exceptionally old man. His skin is wrinkled and spotted but remains taught against what was once a muscular build. His hair and beard have turned entirely gray, however, he seems to few signs of balding. He once stood a bit over 6’2” but old age has caused him to slouch and he stands closer to 5’10”. The color’s of his robes have been known to change color sporadically, though they often remain brown. He can always be found wearing a large pointed hat that generally droops to the side and many speculate is as hold as Hoseforn himself. [b][u]Class:[/u][/b] Wizard probably [b][u]Personality:[/u][/b] Hoseforn is a difficult man to predict. He is often care free and cheerful but there is a certain madness to his gaze that has a tendency to unsettle those around him. He rarely speaks a cruel word, but when angered he has been known insult grown men to tears. Undeniably intelligent, many also consider him absolutely crazy, though none have ever been able to prove it. He somehow manages to be kind heart-ed and greedy at the same time. [b][u]Biography:[/u][/b] The history of Hoseforn is long and complicated, Most of the information about him comes in the form of fables or superstitions, however, some concrete information can be found if one looks hard enough. Hoseforn is believed to be at least 250 years old, though his true age is likely much older. He joined the Magus' Librarium as an already old man with an astounding understanding of magical theory and abilities that far out shined most of the other Magus. Despite his power and knowledge, his strangeness caused many to stay far... far away from him. Records state that he spent nearly 30 years in the Magus Librarium’s many libraries, only leaving to sleep, eat, or bathe. He then disappeared for 5 years without a trace, it s a complete mystery what he did in those years. The next time Hoseforn was officially spotted was upon the sudden appearance of Hoseforn’s Academy for Gifted Adventurers. It is said that school simply materialized in a matter of moments, but this is just a myth,. The truth is that it took 3 days for the school to finish construction. How he managed to build the school so quickly is still a hotly debated topic among scholars. Hoseforn’s opened about a month after its construction has existed for over 150 years. Hoseforn has always acted as its caretaker and dean, even occasionally teaching a class. How he has managed to stay alive for so long is another mystery that baffles scholars, as living past 100 is extremely rare for humans, even human mages. Even stranger is the fact that in the 150 years since Hoseforn’s Academy opened, Hoseforn’s appearance has not changed in the least. [/hider] [hider=Maya Jhalavar] [img]https://i.pinimg.com/564x/b8/0b/64/b80b6456910ad30434406a20b161df5e.jpg[/img] [u][b]Name:[/b][/u] Maya Jhalavar [u][b]Race:[/b][/u] Drow (A race of dark skinned elves who often live in far away from the rest of society. [u][b]Age:[/b][/u] 326 [u][b]Gender:[/b][/u] Female [u][b]Appearance:[/b][/u] Maya is tall and slender, standing at about 6’0” even. Her skin is grayish-purple in color and long silvery white hair reaches well past her waist. Her eyes are generally light blue in color but have been known to glow bright enough to be seen in the dark. Her face is kind and attractive and she can almost always be found with a smile on her face. She usually wears a long black dress with slits in the side to allow ease of movement. She carries a twin pair of khopesh, long swords with a crescent curve towards the end of them. Her swords are a gleaming silver color with a strange blue that follows the edge of the blade. Class: Sword Dancer (An exceptional sword wielder his movements are often compared to dancing. The unique style is hard to predict and incredibly fast though it lacks the brute strength of other styles.) [u][b]Personality:[/b][/u] Maya is an incredibly kind and loving soul. She’s rather playful and will dance or sing any chance she is given. Her carefree and kind attitude is often mistaken for childish or immature, but any stupid enough to try and trick Maya are shown the dark, brutal side of Maya that so many Drow are famous for. [u][b]Classes Taught:[/b][/u] Swordsmanship, General Combat, and any classes to do with dancing or music. [u][b]Biography:[/b][/u] Maya grew up with where most drow do, beneath the Dead Island in a place most call the Beneath. Drow are known as cruel and viscous people, they value power and worship Grimma above all other gods. Maya, was different. From a very young age Maya wanted nothing more then to dance and sing. She almost couldn’t help but smile, much to the distress of her parents and those around her. She was an outcast among her people, a stain unworthy of their time or attention, but this never seemed to bother her. What did bother her, was the almost uniform cruelty of her people. How could an entire species be so full of hate and malice. As she reached the age of what most races refer to as “pre-teen” it became clear that she needed to leave the drow and find her own way. Her peoples patience with her had become non-existent, and she knew that she would not be allowed to live if she stayed. She waited until the early hours of the morning, snuck out of The Beneath, and stowed away on a slave vessel headed for the mainland. She does not speak much of her early years on Ealinata. She stayed in Windlton for a time, but the town showed to many characteristics that reminded her of her home, so she left to travel the world. She attempted to visit the Grand Tree, but the elves there were suspicious and uninviting towards her. She attempted to make her way too Balmoria, and wound up in the desert, where she nearly died. It was here that she met an already ancient wizard who gave her food, water, and shelter. The old wizard was somewhat mad, but he had a true kindness too him that Maya had not often experienced. He took her the rest of the way to Balmoria and paid for her to train with a local sword maiden, an elf woman named Lizayla. For nearly 100 years Maya honed her craft, her swordcraft becoming legendary. She moved like a dancer, swift, beautiful, and extremely deadly. Maya adventured for a time, but when Hoseforn appeared, she had assumed the man had been long dead, and offered her a job teaching at his new academy, she couldn’t help but accept. She has taught at Hoseforn ever since. [/hider] [hider=Sir Vermont Baleth][img]https://i.pinimg.com/564x/ab/1a/ad/ab1aadf85ca367408cfc6fc56d35f57b.jpg[/img] [u][b]Name: [/b][/u]Sir Vermont Baleth [u][b]Race: [/b][/u]Human [u][b]Age:[/b][/u] 47 [u][b]Gender:[/b][/u] Male [u][b]Appearance:[/b][/u] Sir Vermont is an middle aged, rugged man. He’s tall at 6’4” with a powerful muscles that have not lost their tone. His hair is a mixture of gray and black, though it leans more towards gray in recent years. His body holds many scars from past battles, and an eye-patch covers his right eye. When not adventuring he wears a perfectly pressed black tunic with gold embroidering along the edges. The tunic holds two patches, one for Hoseforn’s, and the other the symbol of Storalla, the god of life. When adventuring or if he believes he is about to be in combat Vermont wears a set of heavy silver plate mail. The armor looks simple enough and has the symbol of Storalla etched into the pauldrons. The inside of the armor has runes etched into it, giving him boosts in strength and endurance and making the armor almost unbreakable. Class: High Paladin of Storalla [u][b]Personality:[/b][/u] Sir Vermont is about as gruff and stern as they come. He rarely smiles and has little time for foolish games. While he is generally even tempered, he does not tolerate cruelty or prejudice in his presence, and has been known to use force when he feels it necessary. He rarely yells, but has look that is entirely capable of sending shivers down a grown mans spine. He does have a caring and softer side and believes all living things are a gift from Storalla, though you wouldn’t guess so from being around him. Classes Taught: General Combat and Healing. His is also in charge of any church matters on the campus [u][b]Biography:[/b][/u] Vermont was left at a church of Storalla as an infant, his mother to young to take care of him. Even as a child he was always more serious than most, never playing with the other children and spending most of his time studying scriptures. His strong sense of justice became evident at an early age as he began to get into fights with anyone who attempted to be cruel towards his fellow orphans. He always accepted his punishments for fighting, but would never apologize, saying that it was his duty to help those who couldn't help themselves. It quickly became clear that he was a natural fighter, and so he was sent to train as a paladin. He rose quickly through the ranks, out classing many who were much older than him. Once he officially obtained the rank of Paladin he went off on his own to search out any “evil” he could find. In his early 30’s he was promoted to a High Paladin, a title that bestowed him a great deal of authority within the church and led to him being known as Sir Vermont. It’s not widely known why or how he began teaching at Hoseforn’s. He had never been the nurturing type, but he took the job with what appeared to be little consideration. He has been teaching at Hoseforn’s for a little over 5 years now. [/hider] [hider=Dex] [img]https://i.pinimg.com/564x/89/fa/6d/89fa6de604fba7ae1613dabe67226c72.jpg[/img] [u][b]Name:[/b][/u] Dex [u][b]Race:[/b][/u] Unknown [u][b]Age:[/b][/u] Unknown [u][b]Gender:[/b][/u] Male (Probably) [u][b]Appearance: [/b][/u]Dex stands at about 6’0” even. His features are impossible to make out due to the leather armor that covers his entire body. The most striking thing about his appearance is the beaked mask that he has covering his face, whether he wears the mask for comfort or for some other reason is unknown. He carries with him a plethora of weapons. Two blackened shorts swords sit on his waist. Throwing knives adorn his body as well as numerous small pouches with different potions and powders. The most striking weapon is his long, recurve bow. The bow seems to be carved out of some type of bone and is littered with runes. His leather armor is heavily runed with anti-magic scripts, causing most spell to evaporate as they come in contact with him. [u][b]Class: [/b][/u]Rogue [u][b]Personality:[/b][/u] Dex is quiet and immensely secretive. He rarely speaks except when teaching or when asked a direct question. It is the general consensus that it feels….uncomfortable to be around him. Many believe him to be a trained killer. He has rarely been seen disciplining a student, but this is most likely because few are dumb enough to act out in front of him. He has a frighteningly intelligent and tactical mind. [u][b]Classes Taught: [/b][/u]Stealth, Archery, Potions and Elixirs, Hand-to-Hand Combat [u][b]Biography:[/b][/u] To say that Dex’s history is unknown would be an understatement. No one has been able to dig up any information on him, and even his fellow teachers don’t know him well. There are rumors of him being an assassin, but no one has proof. The only information that others have been able to dig up on him is that he’s worked at Hoseforn’s for the past 10 years. He has been known to disappear for weeks at a time, though no one knows where he goes. He is also terrifyingly efficient in a fight and very knowledgeable about the subject’s he teaches. [/hider] [hider= Maurine Rickter][img]https://i.pinimg.com/564x/5a/37/4d/5a374d8726e6ebd02903bc4719ad0aa8.jpg[/img] [u][b]Name:[/b][/u] Maurine Rickter (Not her real name but the one she took as a teacher) [u][b]Race:[/b][/u] Naga (Naga are a sort of snake/human hybrid. They are often able to take on the form a a large serpant, a normal human, or a mix of the two.) [u][b]Age:[/b][/u] 250 [u][b]Gender:[/b][/u] Female [u][b]Appearance:[/b][/u] Has three forms she is capable of taking. In her serpent form she is 16’ long with green and black scales and a white underbelly. Her head is cobra like with with long pointed fangs capable of dispensing venom. Her eyes are yellow with black slits for pupils. In her human form she stands at 5’6” with a thin and toned body. She has no scales to speak of, though her eyes do retain the yellow color and slits for pupils. Her hair is is a greenish black in color and her ears have a slight point to them. Most often though she appears as a mixture of the two forms. She has the long snake like body where her legs would be but retains a human torso. Black and green scales cover her forearms and her fingers have sharp dagger like nails. Her teeth are generally sharper then a humans in this form. Her hair is long and the same blackish green color as her human form, but her ears become even more pointed. [u][b]Class:[/b][/u] Sorceress [u][b]Personality:[/b][/u] Maurine, known as Mari by most of the staff, is a hard individual to read. She often comes off as cold and calculating. She has little time for foolish games and will not hesitate to discipline those she feels are making foolish decisions. However, there is a great deal of kindness in her. She seems to love teaching and watching her students grow. She is ferociously loyal to Hoseforn, and insulting the old wizard in front of her is a good way to get hurt. She is highly intelligent, and her grasp on all things magic is impressive. [u][b]Classes Taught:[/b][/u] Rudimentary, Intermediate, Advanced, and Expert level magic classes. [u][b]Biography:[/b][/u] The life of a Naga is never an easy one. There appearance is often terrifying to those who don't know anything about them, and so most other races fear and persecute them. Mari was no different. Iin her younger years she was part of a small clan of Naga that roamed the deserts, trading with travelers and harming no one. Her people loved music and basking in the warm sun, and were experts at finding fresh water in an otherwise inhospitable environment. Sadly, at a young age her clan was found and murdered by a group of “hunters” who were after the unique snake skin that her kind possessed. Her father managed to pick her up and carry her off, hiding her in a nearby cave, but he went back to help the others and never returned. Mari searched for any survivors of her clan for a time, but was never able to find them. For years after the attack she was forced to remain in her human form out of fear of being discovered by those who hunted her kind. She moved from city to city, never staying anywhere for long and never getting close with anyone. She survived, but she never trusted anyone. Eventually she was found by a small group of hunters, who knew what she was because of her strange yellow eyes. She would have surely died that day, had it not been for an incredibly old, possibly insane, wizard who happened by. The man, who Mari later came to know as Hoseforn, turned the hunters into large newts, who then promptly exploded. Hoseforn became fascinated by Mari, not because of what she was, but because she had “incredible magical potential.” Though weary of him at first, Mari agreed to travel with the old wizard, and has stayed by his side for the past 160 years. Hoseforn taught Mari everything she knows about magic, which is a great deal to say the least. In return she protects Hoseforn with her life, runs the day to day operations of the Academy and teaches many of the students how to harness their magical potential. [/hider] [hider=Throndrout Grimbrew] [img]https://i.pinimg.com/564x/f9/e0/da/f9e0daabdebec06d7ce6bdd9564b4000.jpg[/img] [b][u]Name:[/u][/b] Throndrout Grimbrew [b][u]Race:[/u][/b] Dwarf [b][u]Age:[/u][/b] 196 [b][u]Gender:[/u][/b] Male [b][u]Appearance:[/u][/b] Throndrout Grimbrew stands at just above 4' tall with the wide powerful build often associated with dwarves. He is almost seen in a leather apron with out any sort of shirt as it "Gets to damn hot!" for a shirt. He is almost always wearing goggles of some kind and has a tendency to carry what looks like an average blacksmiths hammer with him wherever he goes. His long beard is usually braded and adorned with gold of some fashion. He is balding slightly and his hair and beard are starting to gray as he ages. There are almost always scorch marks on his beard and eyebrows from some experiment going awry. [b][u]Class:[/u][/b] Artificer (He makes things using runic magic and Alchemy.) [b][u]Personality:[/u][/b] Few would ever doubt Throndrout's brilliance. Some may doubt if the Dwarf is sane or not. He can be grouchy, loud, and a little scary at times, but few have the passion for knowledge and creation that Throndrout has. If you can manage to get past his gruff demeanor and the constant stream of cussing that he spews, you might find that Throndrout is a fantastic teacher who will go out of his way to help his students. Just don't challenge him to a drinking contest. You'll probably get alcohol poisoning. [b][u]Biography:[/u][/b] Throndrout rarely talks about his past, and the rest of the staff tends to keep tight lipped about it as well. The only information he has ever given is that his decision to leave the Iron Keep and come to Hoseforn's in order to pursue to craft was met with a great deal of strife. Still, the aging dwarf has been teaching at Hseforns for some 20 years now and his contributions to the further development of both alchemy and artificing can not be denied. He was the first to discover the concoction he lovingly refers to as "Blow your ass up powder"; usually shortened to boompowder by his students. In his years at Hoseforn he has taught countless students, he has also been known to black a few of their eyes or crack a few of their ribs if they did something truly stupid. It is unclear if Throndrout actually LIKES teaching or not, but he has a tendency to get results. For those students he takes a particular he has been known to create a special weapon for them. These items are usually one of a kind and incredibly effective when they don't blow up. [/hider] [u][h2][Center]M A G I C[/center][/h2] [/u] Magic is the backbone of Ealinata. All creatures have Mana (Magical juice) inside of them, although not everyone is capable of using it. The most common way magic is cast is through incantations (either spoken or silently) and runes (magical diagrams that are either drawn or inscribed onto an object to cast a more permanent spell). There are other, less common ways of casting magic as well. [b]Incantations:[/b] The most common way to cast magic is through the use of incantations. They usually come as a phrase or particular word that when fueled with intent and mana cast a spell. Silent casting is also possible although more difficult. If a caster is attempting to cast a spell silently and loses concentration the results can be dangerous for the caster, which is why most novices are forbidden from casting silent spells. [b]Runic Magic:[/b] Runes are magical diagrams that are used to cast a permanent spell. The can either carved into an object or created using a special mana infused ink. They require a great deal of precision and care to create and most have mana stored in them to become active, however, once created they generally last as long as the inscription does. [b]Alchemy:[/b] Alchemy is a mixture of science and magic. It is generally used to create potions, contraptions or other strange concoctions that very wildly in effect. While the use of alchemy takes almost no magical skill, it takes a great deal of knowledge in order to not blow yourself up. [b]Vibration Magic:[/b] Often referred to as song magic, is magic in which the vibrations of ones voice or focus are used to cast a spell, rather then any spoken words. This is common among bards and some tribes of elves. The nature of this magic makes it difficult to cast the same spell in the same way every time, as their are minute changes in a vibration depending on where and how it is cast. [b]Motion Magic:[/b] This is magic that depends on an individuals movements, whether they be hand signs or full body movements. The more powerful forms of this magic often look almost like dancing to the lay person. This magic is incredibly difficult to cast well, and requires free movement to cast. However, it benefits from the fact that it does no require one to speak or have a focus for their magic. [b]Spirit Magic:[/b] Some magic users make contracts with powerful spirits in order to cast spells. These range from spirits of their ancestors to demons. Using a spirit to cast spells can removes most requirements for the spell but comes with its own unique risks. Spirits can be extremely tricky and have been known to posses their castors bodies if given the chance. Also, if something should happen to a castors spirit, (which doesn't happen often but is entirely possible), then the castor becomes virtually defenseless or even injured. [b]Natural Magic:[/b] Some creatures use magic naturally. This type of magic is usually tied to the type of creature casting it and is often involuntary, though this isn't always the case. Examples of Natural magic include a werewolf's transformation or a dragons firebreath. [b]Holy Magic:[/b] Holy magic is cast in much the same way as as incantations expect for spells the caster uses prayers to their deity. The magic is usually relates a great deal to their gods own attributes, although almost universally all clerics and paladins have some way of healing those around them. [u][i][center](Some information will be changing or will be expanded upon in the near future. I just want to get this up so others can start making their characters. I will make sure to post anytime that new information is added or changed)[/center][/i][/u]