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The Second Cataclysm (OOC, Open)

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Olthar
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The Second Cataclysm (OOC, Open)

Postby Olthar » Wed Jan 02, 2019 11:23 am

The Second Cataclysm

IC Thread



Introduction
The land of Terratelos has a long and storied history steeped in magic and mysticism. As far back as anyone can remember, there have always been mages, people skilled in the magical arts. They have been heroes, monsters, tyrants, ordinary folk, and everything in between. Nations, religions, and cultures have all risen and fallen in that time, but through it all has been the constancy of magic. However, there are tales that tell of a time in the distant past where magic ceased to function entirely: The Cataclysm.

According to legend, The Cataclysm began when an unknowable entity from the center of the world broke free of its binds and sapped the very source of all magic dry, bringing death, destruction, and chaos for more than a thousand years. What this being was, how it was defeated, and where it went have all been lost to history, if it even happened at all. Most today believe that the story of The Cataclysm is nothing more than a fanciful myth invented by certain religions to scare folks into servitude.

But there are whispers that a Second Cataclysm may be on the horizon...



Description
In this RP, you will play students, aged 16-18, from the prestigious Sir Whifflebottom's Academy of Arts and Magic. It is the most respected magic school in the entire kingdom of Altomura, where you were born. Altomura is an open-minded and forward thinking nation that respects facts more than faith, though it does still have its share of religious beliefs and cultural chauvinism, especially in the central territories. The kingdom is also the most technologically advanced nation on Terratelos, possessing rudimentary steam powered machines and magical automation. It is a wealthy place, and even the average citizen lives a relatively comfortable life.

You are first year students at the Academy and have been there for a little over five months. Whether you got in through hard work, talent, money, or cheating is up to you, but your professors have all been pushing you since day one. The Academy is famed for its powerful mages, and it maintains that reputation through a rigorous process designed to weed out those too weak or dumb to make it. However, this week is the first time you'll get to have a real break as the entire class is being taken on a trip to an ancient ruin in the mountains to study it for History of Magic and Ancient Enchantments class.

This RP will be a fantasy action/adventure tale with a side of mystery and drama. Combat will likely be infrequent, so no formalized system will be needed. Just keep in mind that you're students, not experienced warmages.



Magic
Magic works by manipulating the core elements of the world to create various effects. There are five classes of elements, containing three to five elements each. The lower level classes are more basic and easy to use while the higher level classes are complex and difficult. As students, you will initially be restricted to only the first two classes, though you will be given the opportunity to learn more later. Each of the twenty elements requires an entirely different process and ability to manipulate, making it difficult to learn more than a just few. Most choose to specialize in one or two, and no one has ever been able to wield the full power of all of them at once. To begin with, you will only be able to utilize three elements in total, one of which may be from the second class.

There are five ranks of magic indicating one's level of skill in that particular element. Higher ranks hold new, unique abilities but also represents overall greater power with the element in question. Not every element unlocks new abilities at every rank. Players begin with rank 2 in their favored element and rank 1 in all others.

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Proto-Elements
The proto-elements are the simplest and most basic of elements. They are the core building blocks of the world and all that exists.This also makes them the easiest to learn, and most people are at least slightly able to manipulate one of them. Many cultures believe there is a connection between which element a person is innately gifted with and personality, or that personality determines which element a person can use best. There is also a tendency for inborn talent to run in families, leading some to believe that there is a hereditary aspect to it. Whatever the cause, the use of proto-elements is of critical importance to all societies.

Air (Aerokinesis): Aerokinesis is the manipulation of air and wind. In addition to creating simple blasts of wind, this element can also be used for levitation and telekinesis. Particularly skilled users can also create specific sounds or deadly sonic attacks. It is beleived that those gifted in aerokinesis are calm, detached, and aloof, yet also ferocious when angered.
Rank 1: Base element manipulation
Rank 2: Flight and telekinesis
Rank 3: Sound generation and manipulation
Rank 4: Destructive sonic manipulation
Rank 5: No new abilities


Earth (Geokinesis): Geokineticists are able to control the dirt, rocks, and crystals. They can build structures, dig tunnels, and even sense the way different minerals feel. More experienced users can also create and use lava. Those gifted in this element are said to be hardy, loyal, dependable, and often stubborn.
Rank 1: Base element manipulation
Rank 2: Mineral detection
Rank 3: Crystal manipulation
Rank 4: Lava manipulation
Rank 5: No new abilities


Fire (Pyrokinesis): Fire is a dangerous and destructive element, and it takes great self control and discipline to be a successful pyrokineticist. It can be used not only to create and control fires but also to purify food and drink and cure poisons and diseases. With advanced techniques, it's even possible to break curses and dispel other harmful magical ailments that affect the body. It is claimed that those gifted in pyrokinesis are energetic, friendly, serious, and hot tempered.
Rank 1: Base element manipulation
Rank 2: Purification of food and drink
Rank 3: Curing of poison and disease
Rank 4: Breaking of curses
Rank 5: No new abilities


Water (Hydrokinesis): The element of water is as fluid and versatile as the substance, itself. Hydrokineticists are capable of healing physical wounds; curing mental ailments; and granting waterbreathing, waterwalking, and swift swimming abilities in addition to the more traditional control of water. With great skill, it is also possible to clear the mind from magical domination. It is posited that those gifted in hydrokinesis are adaptable, good-humored, laid back, and sometimes lazy.
Rank 1: Base element manipulation
Rank 2: Healing physical wounds
Rank 3: Waterbreathing, waterwalking, and swift swimming enchantment
Rank 4: Healing mental ailments and breaking mental domination
Rank 5: No new abilities


Wood (Phytokinesis): Phytokineticists control the most eccentric of the proto-elements: wood. It's not entirely understood why, but wood functions differently than the others and has different properties. This makes it slightly harder to use but also affects its relationship to the others in the higher classes. Regardless, phytokineticists are capable of controlling all forms of plant life as well as directly manipulating dead wood. They are particularly appreciated by farmers for their ability to promote plant growth, including reviving dead plants, and corraling weeds away from the fields. Higher levels of phytokinesis even allow rapid plant growth and magical hybridization, the the most skilled in the art can even make plants self-mobile. Those gifted in phytokinesis are accepted to be kind, empathetic, generous, and typically arrogant.
Rank 1: Base element manipulation
Rank 2: Promoting growth of plants and plant manipulation
Rank 3: Reviving dead plants
Rank 4: Rapid plant growth
Rank 5: Animating plants

Hyper-Elements
The hyper-elements are more extreme versions of the proto-elements, formed when elements are taken to their absolute limits. Most people are only ever able to master whichever one is derived from the element of their inborn talent, but there are some individuals either skilled or determined enough to learn how to use another. These elements also typically serve as stepping stones to the higher classes. It is believed that if one cannot master a hyper-element, then one is simply not suited to be a mage. This tends to unfairly penalize those gifted in phytokinesis, though, as there is no hyper-element derived from wood. As such, they are often not allowed to study the higher classes in most schools.

Light (Photokinesis): The element of light is the maximal incarnation of air, and photokinesis is used to control both light and shadow. In addition to controlling illumination, it can also be used to craft false images, and with the sound generation capabilities of aerokinesis, one can craft quite convincing illusions. Photokinesis does not, however, directly affect the mind and, thus, cannot be targeted at certain individuals over others. The image is simply there for all to see.
Rank 1: Base element manipulation
Rank 2: No new abilities
Rank 3: Creating visual illusions
Rank 4: No new abilities
Rank 5: No new abilities


Metal (Metallokinesis): Metal is highest version of Earth, and metallokinesis grants control over all metal ores and alloys. While metals tend to be hard and rigid, the level of control of metallokinesis is surprisingly fluid, and metals can be molded and shaped almost as easily as liquids without any sacrifice in strength or durability. Metallokinesis can also be used to supernaturally harden the structural integrity of most materials.
Rank 1: Base element manipulation
Rank 2: No new abilities
Rank 3: Hardening materials
Rank 4: No new abilities
Rank 5: No new abilities


Lightning (Electrokinesis): The dangerous element of lightning is, expectedly, derived from fire. Electrokinesis gives control over electricity and lightning. In addition, it also grants control over magnetism and the ability to magnetize any material or alter local magnetic fields. This gift of magnetism can allow a rudimentary version of flight and telekinesis, but fine control is impossible.
Rank 1: Base element manipulation
Rank 2: No new abilities
Rank 3: Magnetism manipulation
Rank 4: No new abilities
Rank 5: No new abilities


Ice (Cryokinesis): Ice is the ultimate form of water, and cryokinesis gives control over all things cold and frozen. Ironically, despite the versatility of water, cryokinesis is a very straightforward element that has no secondary abilities.
Rank 1: Base element manipulation
Rank 2: No new abilities
Rank 3: No new abilities
Rank 4: No new abilities
Rank 5: No new abilities

Para-Elements
The para-elements are unusual in that they are apparently more abstract and symbolic than the first and second class elements, granting abilities that are tangential to the elements, themselves. Para-elements are formed by the combinations of two proto-elements and requires mastery of both component elements before study. None of the para-element combinations involve wood, as those create an entirely different class of elements.

Aether (Teletheurgy): Aether is the combination of air and fire and creates the school of magic known as teletheurgy, the study of transportation. This school is used to instantly teleport matter across vast distances. It can be used to both send things to another location and bring things to the user's location. In addition, those skilled in this school can summon creatures that obey the caster's mental commands for a limited duration.
Rank 1: Teleportation of objects
Rank 2: Teleportation of self
Rank 3: Teleportation of others
Rank 4: Summoning
Rank 5: No new abilities


Rust (Saprotheurgy): Rust is the combination of air and water and creates the school of magic known as saprotheurgy, the study of rot and corrosion. This school grants a variety of effects such as decaying non-living matter, weakening the structural integrity of materials, or applying debilitating curses upon others. It also allows the creation and manipulation of acids. Many cultures view saprotheurgy as inherently evil and prohibit its study and use.
Rank 1: Decaying organic matter
Rank 2: Weakening materials
Rank 3: Bestowing curses
Rank 4: Acid manipulation
Rank 5: No new abilities


Glass (Auxatheurgy): Glass is the combination of earth and fire and creates the school of magic known as auxatheurgy, the study of augmentation.This school can be used to enhance the existing properties of things to make them more extreme in those areas, like making a durable material stronger or a flexible material softer. It can also increase the abilities of individuals, such as making their skin tougher or their eyesight sharper. Auxatheurgy can also negatively augment properties to make them worse than they otherwise are. Those especially skilled in this school can even use it to see through and ignore illusions.
Rank 1: Positive augmentation of self
Rank 2: Positive augmentation of others
Rank 3: Negative augmentation
Rank 4: True sight
Rank 5: No new abilities


Salt (Toxitheurgy): Salt is the combination of earth and water and creates the school of magic known as toxitheurgy, the study of poison and infection. This school involves the creation and manipulation of venoms and diseases. It also grants the ability to bypass and even dispel magical defenses. The most skilled of toxitheurges are even capable of counterspelling and cancelling the spells of other mages as they are being cast. Like saprotheurgy, toxitheurgy is often viewed as intrinsically wicked and condemn it.
Rank 1: Inflict poison
Rank 2: Inflict disease
Rank 3: Dispel magic
Rank 4: Counterspelling
Rank 5: No new abilities

Plasma-Elements
The plasma-elements are the building blocks of life and form all living things. As with the para-elements, these are formed by the combination of two elements. However, these are specifically combinations of wood with another proto-element, and those gifted in phytokinesis tend to find it easier to learn these than most. The plasma-elements, like the para-elements, are more abstract than physical and grant magic that is symbolically related to the element. Many societies see all the plasma-elements as irredeemably vile and unholy and violently oppose those who study them.

Mind (Psychotheurgy): Mind is the combination of wood and air and creates the school of magic known as psychotheurgy, the study of mental manipulation. This school allows all forms of such alteration, from modifying a target's emotional state to changing their incoming sensory information, to mind reading and telepathic communication to memory altering to direct mind control.
Rank 1: Emotion manipulation
Rank 2: Mind reading and telepathy
Rank 3: Sensory manipulation
Rank 4: Memory manipulation and mind control
Rank 5: No new abilities


Body (Mutatheurgy): Body is the combination of wood and earth and creates the school of magic known as mutatheurgy, the study of transformation. This school has nearly limitless versatility as it can be used to turn virtually anything into virtually anything else. It cannot, however, turn a living thing into a non-living thing or vice-versa. Plants fall into the category of non-living.
Rank 1: Transformation of objects
Rank 2: Transformation of self
Rank 3: Transformation of others
Rank 4: No new abilities
Rank 5: No new abilities


Soul (Animatheurgy): Soul is the combination of wood and fire and creates the school of magic known as animatheurgy, the study of life and living things. This school can be used to animate non-living things into semi-autonomous, "robotic" entities. It is rumored that the school can also be used to restore life to the dead, but the great Academies all declare this to merely be an exaggerated myth.
Rank 1: Directed animation
Rank 2: No new abilities
Rank 3: No new abilities
Rank 4: Autonomous animation
Rank 5: No new abilities


Blood (Necrotheurgy): Blood is the combination of wood and water and creates the school of magic known as necrotheurgy, the study of death and the undead. This school can be used to both inflict lethal curses upon others and also reanimate the dead into pseudo-living puppets. It is rumored that there exists a way to turn oneself into an undead that retains one's mind, but the great Academies all declare this to merely be and exaggerated myth.
Rank 1: Animate corporeal undead
Rank 2: No new abilities
Rank 3: Animate incoporeal undead
Rank 4: Death magic
Rank 5: No new abilities

Enanti-Elements
The most peculiar and complicated of all classes, the enanti-elements are elements that seemingly shouldn't exist by all standard models of magic theory, and yet they do. In addition, none of them directly affect the physical world in any perceptible way, which is entirely contradictory with the very function of magic. Naturally, due to the bizarre nature of these elements, they are by far the most difficuly to learn, and even the most skilled of mages rarely understand how they are supposed to work.

Sand (Chronomancy): Sand is the paradoxical combination of air and earth and creates the school of magic known as chronomancy, divination via time. This school can be used to peer through the fog of time to see into both the past and the future and discover the truth in how events happen. Chronomancers are, naturally, highly valued by the governments and elite of every nation, and it is nearly impossible to find one that is not working as an adviser to some important person or other. It is rumored that particularly powerful chronomancers can even travel through time, but this has never been verified.

Steam (Chaomancy): Steam is the paradoxical combination of fire and water and creates the school of magic known as chaomancy, divination via chaos. This school can be used to see the patterns within chaos and predict the ephemeral nature of luck. They tend to be viewed by many as "discount chronomancers," but while their predictions may be less specific, their scope is much wider. According to legend, there was once a great chaomancer by the name of Flynn the Lucky who was even capable of manipulating the forces of chaos in his favor. However, no archeological evidence of his existence has ever been found.

Amber (Gnosimancy): Amber, the most elusive element of all, is the extreme version of wood, in a manner very similar to the hyper-elements. Amber creates the school of magic known as gnisomancy, divination via knowledge. This school can be used to see truth and fact and grants a deeper understanding of the way the universe functions. There have only ever been three known gnosimancers throughout history. One lived in isolation in a location far to the north that has been lost to history. One performed ritualistic suicide to "shed the mortal coil and become one with everything." The final simply disappeared one day and was never seen again.



The World of Terratelos
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Currently in the midst of an impressive golden age, the kingdom of Altomura is the cultural, magical, and technological center of the world. It is wealthy and powerful, and all its neighbors respect its art and its craft. Many Altomurans, especially those in the central territories, consider all this as evidence that they are the superior people. However, those in the border cities tend to be more accepting of outsiders. Though there are still tensions with other nations, Altomura has not had a significant war in nearly 60 years.

The kingdom is run by an absolute monarchy under Queen Eleanor Morningstar III, Seventeenth of the Morningstar Dynasty. However, there is also a very extensive noble class that rules under her, and the strongest and wealthiest among them serve as advisers on the Council of the Lords and Ladies. Despite the widespread wealth of the kingdom, Altomuran class structure is very rigid and sees few rise above their station. Typically, whatever rank you're born into will be the rank you keep for your entire life. Though, not too many complain about that as most in the kingdom are doing well. There is, however, one method that can potentially lead to a shift in power: magic. While most people can use magic, few can use it well, and those that can are highly valued. If a lower class individual can find a way to get a decent magical education, they can eventually use their skills to jump up into the the nobility. As a result, most of the noble families in Altomura have a long history of powerful mages, which they hold up in high prestige.

Many in Altomura value reason and fact over belief, but the kingdom does still possess an official state religion that almost everyone pays token respect towards. The Altomurans worship a small pantheon of around a half dozen gods and goddesses, but few can even remember all their names, preferring to praise the pantheon as a whole. Nevertheless, the deities they follow are as such: Helios, god of the sun, moon, sky, and mountains; Agrotis, god of forests, lakes and rivers, animals, and the harvest; Omorfia, goddess of beauty, love, fertility, children, and flowers; Okeanos, god of the oceans, sea life, sailing, winter, and the north wind; Tyche, goddess of cities, trade, art, wealth, culture, and luck; and lastly, Excousia, goddess of war, dominance, authority, law, and justice. The only ones that are frequently given direct praise are Helios, the cheif god of the pantheon, and Tyche, who is held as responsible for Altomura's recent fortune and success. There once were many other deities, but they were eventually all either forgotten or folded into the popular ones.

While most of the world still uses non-powered mechanical devices, Altomura has advanced technology to new heights, using steam engines to create self-moving vehicles and machinery. This technology is still new and relatively rare, but its expected to become commonplace by the end of the decade. The kingdom also has automatons powered by animatheurgic magic, but they are now largely viewed as antiquated by those in the higher levels of society. Of course, the poor don't see it that way as they don't even have such devices, much less the new steam-powered machines.

Nearly three hundred years ago, the Great Wizard, Sir Whifflebottom the Wise, was born in the small village of Blueport, located along the northwest coast of the kingdom. He was gifted in the mystic arts like none before or since and quickly rose to be the mightiest mage in the world. He advanced magic study by leaps and bounds and even discovered the existence of the plasma-elements, shaking the very foundations of magic theory. As he grew older, he built a marvelous academy in his home town, which eventually grew in size and prominence. Blueport eventually became so large that on the 50th anniversary of his passing, the Kingdom of Altomura officially moved the nation's capital to it and built a new palace less than a mile from the Academy grounds. Since then, the date has been a national holiday, Whiffleday, marked by a magic-based festival where mages from all over share their talents and even offer free advice and basic training to any who want it.

In the three centuries since Sir Whifflebottom opened his Academy, it has grown into a fantastic school famed for the might and power of its graduates. Every king and queen since the movement of the capital has studied at the Academy, and anyone wishing to do business in the upper class attends, as well, even cheating their way through if necessary. Over time, the educational standards of the school waned, becoming a shadow of what it once was, but the newest headmaster, Sir Deerdric the Strict, has struggled to push the Academy back to the top in the past ten years.

While there is great variety in wealth and power among the other nations of Terratelos, none compare to the glory of Altomura. They are all poorer, stupider, weaker, and more barbaric by comparison. Few are even worth mentioning, though there are a couple important ones.

The Grand Duchy of Mulmurth: Once a part of Altomura, Mulmurth broke away during a vicious civil war more nearly two hundred years ago. Altomura tried several times to retake the land, but was always unsuccessful. The kingdom eventually gave up and left Mulmurth alone, but the two nations are still bitter and hated enemies.

The Kingdom of Frinweld: Frinweld sits across the Granlide Bay from Altomura and is their main trading partner. Frinweld is a large nation giving it many resources that are rare in Altomura, such as textiles, iron, and brick. The two kingdoms have been close allies for centuries and, in fact, their respective royal families have been kin for generations after numerous political marriages.

The Kingdom of Liechenveld: Famed for its long history, many ancient buildings, and plethora of great artists, Liechenveld has been a powerful and respected presence in the cultural landscape of Ghaus for centuries and was once the cultural hotspot of the continent. However, the kingdom, traditionally funded by the trade of gems and rare ores, has hit an economic depression once the mines began drying up. Now, the nation is but a shadow of its former self.

The Isle of Po: Traditionally, Po has been a very isolationist nation, preferring to keep to its small island. However, they have recently been dealing with issues of overcrowding and famine and have taken to rapid expansionism to compensate. In the past few decades, they have established dozens of colonies around Terratelos and have built the largest and most impressive navy the world has ever seen. Many are afraid of their growing military power, but for now they have left Altomura alone.

The Yuulenth Empire: Occupying much of the eastern half of Ghaus, the Yuulenth Empire was once a feared military threat that very nearly conquered the entire continent. However, a poor governmental structure has left the empire completely paralyzed after the death of Emperor Melok sixty years ago, and its territories have been gradually breaking away ever since.

The Radiant Empire of Orohime: When the Yuulenth Empire began dissolving, one of the first parts to break off was the large territory in the southeast, historically known as the Himeland. A peasant revolt quickly flared to life, and within months, a new nation was founded: the Radiant Empire of Orohime. It was lead by His Most Holy Grace, Radiant Emperor Oroki, First Son of Heaven, who was proclaimed by his people as a living god. Since then, his line of descendants have all ruled the nation with aggressive patriotism. In the past sixty years, Orohime has become incredibly wealthy due to the trade of silk and spices to the west, but almost all of that fortune is held by the throne while the people suffer in extreme poverty.

Dinica: The continent of Dinica is a savage land full of uncultured barbarians. Many from Ghaus have attempted to settle on it for centuries to claim its vast, untapped resources, but every colony eventually failed. Recently, Po has established a number of colonies along the northeast coast, but they are hardly stable and are subject to frequent assault by the locals.

The New World: Four decades ago, the great explorer Katrina Gorvenal set sail on an expedition to the far east and came back with bizarre relics, plants, and animals from a foreign land that no one had ever known of before. Since then, many others have attempted to explore "The New World," but none few ever return successful. Many now believe that Katrina was simply pulling an elaborate ruse for fame and have proclaimed that The New World doesn't actually exist.

In the land of Terratelos, there are four major types of religion.

Pantheon Worship: Most of the civilized nations follow the belief in multiple gods that each control specific aspects of the universe. Typically, the individual gods worshiped vary between nations, each having their own cultural history. Usually, pantheists are accepting of other pantheists as it's easy to accept there being other gods when you already believe in so many.

Magick Worship: A faith that only recently began but has been gaining steam in many nations is the belief that magic is, itself, an entity that created and controls everything, called "Magick." The followers of this religion tend to view the gods of old as simply aspects of the will of magic, mere faces of the multifaceted source of all magic. This faith is also the one that has caused the rising popularity in the belief of The Cataclysm, and Magick doomsayers are the ones claiming that the Second Cataclysm is imminent.

Spirit Worship: The worship of nebulous and ephemeral spirits is an ancient faith that was popular among the old civilizations but has gradually fallen out of favor over the course of the past millennium. Still, there are some holdouts in the more isolated regions, and many people in rural areas still pay their respects to the spirits out of tradition.

Ancestor Worship: The barbarians of Dinica follow a bizarre set of beliefs where the souls of the dead somehow stick around to watch over and guide their descendants. They partake in many strange practices to this end, such as leaving offerings to the departed and performing dark rituals to summon them.

The world of Terratelos is a relatively safe place with few dangers. Animals are prevalent, but most prefer to avoid people rather than attack. However, there are persistent myths and urban legends about monstrous beasts and creatures located far off in the wilds. Whether they are giant wolves in the deep forest or giant men in the desolate plateaus or fire breathing dragons in the high mountains or even huge sea monsters swallowing entire ships far off the coast, there is no shortage of stories involving fantastical monsters. Of course, reasonable people don't believe in such things.



Application
Here is the application for the RP with a description of the entries.

Name: The name of your character
Gender: The gender of your character
Age: The age of your character (either 16, 17, or 18)
Appearance: A physical description or picture of your character (use spoiler tags for pictures)

Personality: A description of your character's general personality and interests

Life Goal: What your character strives towards in life

Favored Element: Your character's inborn talent (air, earth, fire, water, wood, or none)
Elements Known: All the elements your character is capable of using (no more than three total and no more than one hyper-element)
Degree Pursuing: Which element your character is ultimately trying to learn at the Academy (all para and plasma-elements are available at Sir Whifflebottom's)

Backstory: Your character's history before the RP begins, may be brief but give enough information for a general understanding of your character's past (use spoiler tags if you decide to make it long)

Code: Select all
[b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Appearance:[/b]

[b]Personality:[/b]

[b]Life Goal:[/b]

[b]Favored Element:[/b]
[b]Elements Known:[/b]
[b]Degree Pursuing:[/b]

[b]Backstory:[/b]
Last edited by Olthar on Mon Jan 21, 2019 9:19 pm, edited 6 times in total.
The Second Cataclysm: My New RP

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Olthar
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Corporate Police State

Postby Olthar » Wed Jan 02, 2019 11:23 am

Important NPCs

Professor Caroline Hastings: The teletheurgy teacher at Sir Whifflebottom's, Professor Caroline Hastings is a very confident and self-centered person. She sees herself as the greatest mage at the school and destined to someday run it, a not entirely unfounded belief as she is the youngest professor in the history of the school at only 25. She has no patience for students who are lazy, undisciplined, or stupid and frequently gives them a hard time in class to bully them into quitting so that she can focus on the actually good students.

Professor Hastings is of average height and build with shoulder length blonde hair and bright green eyes. She is quite attractive, and many students have crushes on her. She wears a purple robe and pointed purple hat, signifying her rank as a teacher at Sir Whifflebottom's.

She is skilled in the elements of air, fire, earth, light, and aether, though she is also studying glass and metal and claims that she will someday master sand.

Sir Deerdric the Strict: The current headmaster at Sir Whifflebottom's Academy of Arts and Magic, Sir Deerdric the Strict is a very cold and disciplined man. He is usually aloof and quiet, but when he speaks, it is always something of great importance. He never seems to get mad, but he also never seems to be happy. His sharp, angular face is seemingly frozen in neutral stare, his eyes looking like he's constantly expecting everyone around him to screw up.

Who he is and where he came from are, strangely, unknown. He's not the son of any of the prominent nobles in Altomura, but he doesn't look like a foreigner, either. None of the older students even know how he was appointed headmaster, but there must surely be some explanation.

Sir Deerdric is a tall, lanky man who looks to be about in his late forties/early fifties. He has short, charcoal black hair that is in a constant mess, which highly unusual for a man of his station. He has a long face with sharp angles and a big, hooked nose, like some sort of bird beak. His deep set and sullen eyes look almost black, like two empty voids. He wears fine, black robes and is almost always seen holding a book of some sort.

While he is necessarily a powerful mage, it is not actually known which elements Sir Deerdric uses.

Queen Eleanor Morningstar III: The reigning monarch of Altomura, Queen Eleanor is a woman disconnected from the world. She leaves the running of nation to her steward, Typhanny Goldenshoes, and only acts as ruler when necessary for public appearances. Instead, she prefers to spend her time creating music and art and throwing decadent (and, supposedly, erotic) parties for her friends. However, few outside of Blueport know this, and they still see her as a competent leader.

Queen Eleanor is an incredibly large woman and requires the aid of two manservants to walk, an activity she rarely performs. She has a round, bulbous face with emerald green eyes that are constantly glazed over as she is almost always high on some sort of drug. Like all Morningstars, she has bright red-orange hair, though a couple strands have begun turning grey as she is now 43 years old. She always wears the most extravagant of dresses made from the finest of silks imported all the way from Orohime, accessorized by an absurd amount of jewelry.

She, like all her ancestors, was born with a gift for pyrokinesis. She attended Sir Whifflebottom's as a youth and, reportedly, learned air, lightning, and aether, but there are questions about how skilled she actually is at them.

Professor Mortimer Driftwood: The professor of History of Magic and Ancient Enchantments, Mortimer Driftwood is one of the kindest teachers at the Academy. While he still pushes his students to do their best, he is more understanding of individual struggles and cares more about helping all his students succeed rather than just the talented ones. He is also more willing to joke around and have fun in class, though it's not a regular occurrence.

Professor Driftwood is an aging man at 64 years and has an accompanying long, white beard. His wrinkled face is warm and welcoming, like a friendly grandfather. He has bright, cerulean eyes that are filled with hope and optimism with a hint of deep wisdom. He wears a thick, purple robe and covers his balding head with a matching purple, pointed hat.

As a teacher at Sir Whifflebottom's, Professor Driftwood is, of course, a highly skilled mage and is known to have mastered the elements of earth, water, wood, ice, and blood.

Steward Typhanny Goldenshoes: Typhanny Goldenshoes is the steward to the crown of Altomura and handles all the details of actually running the kingdom. While she is seen as a do nothing noble parasite by most outside of Blueport, within the city, it is known that she is the real power behind the throne.

Typhanny is a fairly young woman at the age of just 28, surprising for one in such a prominent and respectable position. She is tall and only slightly plump with a long face and big, round eyes the color of slate. She has long black hair that is usually done up in a variety of complicated styles, and she wears fancy dresses that are intentionally chosen to look good but still notably inferior to whatever Queen Eleanor is wearing that day. She wears spectacles, a recent invention for correcting eyesight.

Typhanny is not known to have any magical abilities.
Last edited by Olthar on Sat Jan 05, 2019 10:24 am, edited 10 times in total.
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Olthar
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Corporate Police State

Postby Olthar » Wed Jan 02, 2019 11:24 am

Accepted Characters

Anastasia Allencroft - The Twelve Isles
Elements: Air (rank 2), Fire (rank 1), Light (rank 1)

Cadus Mayne - Kassaran
Elements: Water (rank 2), Wood (rank 1)

Elune Dia Ambrosius - Esternial
Elements: Fire (rank 1), Earth (rank 2), Lightning (rank 1)

Hugh Fitzroy - Reverend Norv
Elements: Air (rank 1), Fire (rank 2), Lightning (rank 1)

Jacek Koloman - Saint Ryvern
Elements: Earth (rank 1), Wood (rank 2), Metal (rank 1)

Jeremiah "Jacky" Fisherwright - Constaniana
Elements: Fire (rank 2), Water (rank 1), Wood (rank 1)

Samantha Schwarzenberg of Schattenstadt - Zarkenis Ultima
Elements: Air (rank 2), Wood (rank 1), Light (rank 1)

Tripetta Verdsdaughter - The Verdantderm Lands
Elements: Air (rank 1), Earth (rank 1), Light (rank 1)
Last edited by Olthar on Sun Jan 20, 2019 9:47 am, edited 9 times in total.
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Haedros 92712
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Capitalist Paradise

Postby Haedros 92712 » Wed Jan 02, 2019 12:46 pm

I suppose a tag is due.
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Saint Ryvern
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New York Times Democracy

Postby Saint Ryvern » Wed Jan 02, 2019 1:46 pm

This looks very interesting. I’m thinking about applying as the son of immigrants from Liechenveld hoping to climb the social ladder by sending their child to magic school.

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Kassaran
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Posts: 9687
Founded: Jun 16, 2013
Capitalist Paradise

Postby Kassaran » Wed Jan 02, 2019 2:44 pm

Tag from me for a lazy water-wood magician from the isle of Po. What sort of culture does Po have besides starting to become overcrowded. Are they a pseudo Britain, or pseudo Japan? Just curious so I know how to build up the character more.
Last edited by Kassaran on Wed Jan 02, 2019 2:48 pm, edited 1 time in total.
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The United Remnants of America wrote:You keep that cheap Chinese knock-off away from the real OG.
Same goes for Task Force Rainbow.

bloody hell, mate.
that's a real deal. We just don't buy the license rights.
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Olthar
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Corporate Police State

Postby Olthar » Wed Jan 02, 2019 2:57 pm

Kassaran wrote:Tag from me for a lazy water-wood magician from the isle of Po. What sort of culture does Po have besides starting to become overcrowded. Are they a pseudo Britain, or pseudo Japan? Just curious so I know how to build up the character more.

Po is pseudo Britain, but the players are all from Altomura.
Last edited by Olthar on Wed Jan 02, 2019 2:58 pm, edited 1 time in total.
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Kassaran
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Postby Kassaran » Wed Jan 02, 2019 3:09 pm

Oh, well nevermind. I'll be a lazy water-n-wood magician from rural Altomura
Beware: Walls of Text Generally appear Above this Sig.
The Teutonic Republic wrote:"Hammer" in Russian means "Dicks" in Finnish.

This can't be a coincidence
Korva wrote:Q: How effective would this thing be if we assume it would be very effective?
A: Very effective
The Knockout Gun Gals wrote:
The United Remnants of America wrote:You keep that cheap Chinese knock-off away from the real OG.
Same goes for Task Force Rainbow.

bloody hell, mate.
that's a real deal. We just don't buy the license rights.
Currently Enlisted in the United States Army.

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Olthar
Khan of Spam
 
Posts: 59242
Founded: Jun 23, 2010
Corporate Police State

Postby Olthar » Wed Jan 02, 2019 3:11 pm

Kassaran wrote:Oh, well nevermind. I'll be a lazy water-n-wood magician from rural Altomura

The fact that everyone comes from this nation is, in fact, relevant to the plot. ;)
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The Verdantderm Lands
Spokesperson
 
Posts: 155
Founded: Aug 30, 2018
Inoffensive Centrist Democracy

Postby The Verdantderm Lands » Wed Jan 02, 2019 5:33 pm

Name: Tripetta Verdsdaughter.
Gender: female
Age: 16
Appearance: Short (4’ 7”) and trim (87 lbs.), fair complexion, auburn hair, hazel eyes. Not beautiful of face, but mildly attractive. Typically wears clothes colored in shades of blues and browns.

Personality: Calm and Dependable, but capable of intense emotion.

Life Goal: To be counted among the greatest magicians of all time.

Favored Element: None.
Elements Known: Air, Earth and Light.
Degrees Pursuing: Aether and Glass

Backstory: Tripetta Verdsdaughter came from a family of engineers and mathematicians. Magic had not appeared in her family tree for five generations. However the family dutifully kept records of marriages and birth, as well as some very basic magical grammars, or grimoire. Each child, once they reached the age of six, was tested to the best of the extended families ability to conduct a such a test, from the notes in their books. Over time, of all the children in the last five generations of the family, only Tripetta proved to have real magical ability.

For the next ten years, Tripetta studied her family's grimoires after school. During this time, Tripetta, who was always a small girl, stopped getting taller when she reached 4’ 7”. This made her the target of foolish people who judged others by their size. It also acted as an incentive to succeed in school and in magic.

During her readings, Tripetta has become aware of spiritualism. One of her ancestors wrote on "Elemental Spirits", such as sylphs, gnomes, salamanders, undines and dryads.
Last edited by The Verdantderm Lands on Wed Jan 09, 2019 8:10 pm, edited 7 times in total.
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Olthar
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Corporate Police State

Postby Olthar » Wed Jan 02, 2019 5:45 pm

The Verdantderm Lands wrote:Appearance: Short (4’ 7”) and trim (68 lbs.), ...

Might wanna bump that weight up a bit because this is grotesquely underweight. 80-90 would be much better. She'd be skinny but not anorexic skeleton skinny.

Degree Pursuing: Sand.

There is no sand degree as it is an exotic element. The ones available are the para and plasma-elements.
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Saint Ryvern
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Postby Saint Ryvern » Wed Jan 02, 2019 5:53 pm

Are there any naming conventions I should follow, given my characters Liechenvelden (Liechenveldish?) ancestry?

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The Verdantderm Lands
Spokesperson
 
Posts: 155
Founded: Aug 30, 2018
Inoffensive Centrist Democracy

Postby The Verdantderm Lands » Wed Jan 02, 2019 5:58 pm

Olthar wrote:
The Verdantderm Lands wrote:Appearance: Short (4’ 7”) and trim (68 lbs.), ...

Might wanna bump that weight up a bit because this is grotesquely underweight. 80-90 would be much better. She'd be skinny but not anorexic skeleton skinny.

Degree Pursuing: Sand.

There is no sand degree as it is an exotic element. The ones available are the para and plasma-elements.

Fixed.
"One man with a head on his shoulders worth a dozen without." ~ Queen Elizabeth I

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Olthar
Khan of Spam
 
Posts: 59242
Founded: Jun 23, 2010
Corporate Police State

Postby Olthar » Wed Jan 02, 2019 6:10 pm

Saint Ryvern wrote:Are there any naming conventions I should follow, given my characters Liechenvelden (Liechenveldish?) ancestry?

Nah. All these names are just syllable salad, anyways. :p

The Verdantderm Lands wrote:Name: Tripetta Verdsdaughter.
Gender: female
Age: 16
Appearance: Short (4’ 7”) and trim (87 lbs.), fair complexion, auburn hair, hazel eyes. Not beautiful of face, but mildly attractive. Typically wears clothes colored in shades of blues and browns.

Personality: Calm and Dependable, but capable of intense emotion.

Life Goal: To be counted among the greatest magicians of all time.

Favored Element: None.
Elements Known: Air, Earth and Light.
Degree Pursuing: Glass.

Backstory: Tripetta Verdsdaughter came from a family of engineers and mathematicians. Magic had not appeared in her family tree for five generations. However the family dutifully kept records of marriages and birth, as well as some very basic magical grammars, or grimoire. Each child, once they reached the age of six, was tested to the best of the extended families ability to conduct a such a test, from the notes in their books. Over time, of all the children in the last five generations of the family, only Tripetta proved to have real magical ability.

For the next ten years, Tripetta studied her family's grimoires after school. During this time, Tripetta, who was always a small girl, stopped getting taller when she reached 4’ 7”. This made her the target of foolish people who judged others by their size. It also acted as an incentive to succeed in school and in magic.

During her readings, Tripetta has become aware of spiritualism. One of her ancestors wrote on "Elemental Spirits", such as sylphs, gnomes, salamanders, undines and dryads.

Accepted.
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Saint Ryvern
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Postby Saint Ryvern » Wed Jan 02, 2019 6:23 pm

Olthar wrote:
Saint Ryvern wrote:Are there any naming conventions I should follow, given my characters Liechenvelden (Liechenveldish?) ancestry?

Nah. All these names are just syllable salad, anyways. :p

"Syllable salad." What a delightful term that I now intend to use when my future students turn in incoherent assignments.

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Olthar
Khan of Spam
 
Posts: 59242
Founded: Jun 23, 2010
Corporate Police State

Postby Olthar » Wed Jan 02, 2019 6:28 pm

Saint Ryvern wrote:
Olthar wrote:Nah. All these names are just syllable salad, anyways. :p

"Syllable salad." What a delightful term that I now intend to use when my future students turn in incoherent assignments.

Yeah, I cared about getting accurate Greek names for the elements, but the nation names just aren't important enough for me to expend the same level of effort.
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Saint Ryvern
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New York Times Democracy

Postby Saint Ryvern » Wed Jan 02, 2019 7:35 pm

Name: Jacek (YA-sek) Koloman
Gender: Male
Age: 16
Appearance: Jacek, in contrast to the typical Koloman frame, is a wiry, short (for his family) figure. Weighing around 134 pounds, measuring in at 5’10”, he does not strike a very imposing figure, though his obsidian-shaded eyes are unnerving to some people. His eyes contrast sharply with his light blonde hair, which often becomes pale in the summer or whenever Jacek spends an excessive amount of time outside. He has a fair skin tone, not tan but not pale. He is not attractive by any means, his eyes are too far apart and his nose ends abruptly, but he makes do with his gods given looks.

Personality: Inheriting from his family the stereotypical traits of those skilled in geokinesis, Jacek prides himself on his loyalty, dependability, and steadiness. Though he does not hand that loyalty out to many people in the form of friendships. Hardened by an early life with many boisterous siblings, Jacek prefers to keep towards the edges of the room, engaging in conversation if he must, but never actively seeking it out. He has a certain smug air due to how well-read he is at such a young age, but he does his best to hide this, trying his best not to stand out anymore than he already feels he does. He will stretch out a hand to those in need, never unwilling to help, but he will do his best to fade away afterwards, not seeking to draw much attention.

Life Goal: To graduate from school in order to help his family succeed and climb the social ladder in Altomura. Secretly, and desperately, he wants to understand why he is different and if there is anything he can do about it.

Favored Element: Wood
Elements Known: Earth, Metal
Degree Pursuing: Body

Backstory:
Jacek’s parents, Emily and Klaude, had six strong, hearty boys before Jacek was born. His mother, hardened by many laborious days in the depleted and disgusting mines of Liechenveld, her and Klaude’s homeland, endured many pregnancies and many days of equally painful labor to produce a half dozen children as gifted in geokinesis as her husband, her husband’s father, and every Koloman going back many generations. Sensing the downturn of their birthplace, the Klaude/Emily branch of the Koloman clan moved to Altomura before the birth of their third child, three years after the birth of their first. As immigrants from a dying society, they found life in Altomura luxurious and taxing, well aware of the finer aspects of life, having seen the dilapidated great halls and expensive artifacts of Liechevelden antiquity many times, but knew they would have to crawl their way up the social ladder to possess such grandeur. Unfortunately, what passed as an impressive talent in geokinesis in Liechenveld did not amount to much in the magic-driven society in which the Koloman’s found themselves painfully aware of their low status. Klaude found work at a building company, dissatisfied with his occupation as a whole, but making enough money to put food on the table and raise his sons. More children were born to the family, and all was well for a long time. The gaps between children grew longer, and Juntar, Jacek’s oldest brother, was 15 and working part-time with his father, when seven months into her seventh pregnancy Emily Koloman felt a stabbing pain in her stomach and collapsed at the dinner table one night. Calling out madly for a doctor, anyone who could help his hemorrhaging wife, Klaude held his wife as she worried about their still unborn child. Luckily, one of the other boys, it is a disputed topic in the Koloman household as to who it was, ran out onto the street and managed to find a doctor, a talented hydrokinetic mage well-versed in his magic’s ability to heal those in need. It took the doctor, Henry Jovial, eleven hours to ease the premature child out of his mother’s womb and into the bright, horrible world. It took several more hours to ensure that Emily would live to hold her child, but in the end Henry was successful, receiving ample payment from the Koloman’s and being named Jacek’s godsfather.

Due to the nature of his birth, Jacek did not grow up like his brothers. Weaker and feebler from his first day, he stopped growing at a certain point, never even reaching his mother’s height. Emily stands at 5’11” while her husband and first six sons range from 6’3” to 6”9. Whereas his siblings grew increasingly plumper, sturdier, and wider as they aged and assisted his father at construction sites (when they reached an appropriate working age, of course) he remained wiry and narrow. Yet his mother would not allow his stature to become an impediment to his entire life. While he remained home in bed many days she would supply him various texts, borrowed from the library, neighbors, or bought from strangers on the street, to sharpen his mind. His father, who had worked his way up the ranks in the construction industry, planned to start his own business when most of his sons reached 16, but he needed someone who could work the books and maintain the finer aspects of a business. Around the age of seven however, his parents started to notice something strange about Jacek, he did not exhibit the geokinetic gifts of his siblings, instead he showed an affinity for phytokinesis, a track of magic Klaude often joked about. Henry was consulted and the parents settled on the fact that their son would the pariah of the seven Koloman boys. He was loved and treated equally, but from that day on he was regarded and whispered about in a way that none of his siblings every had to worry about. Of course, at a young age Jacek did not notice this, but as he read texts and practiced his magic at the cheap, private school his parents sent him to he slowly began to recognize his outcast status at the dinner table. Especially when his nephews and nieces, which he had many of by the time he was ten, began showing natural geokinetic abilities. Around the time that he started showing impressive talent at school, Jacek dedicated himself to developing his geokinetic abilities, he picked them up surprisingly quickly, at least to his parents, and began to show promise in metallokinesis.

At the age of 13, his father started his own business. Two years later he sat down with Jacek to discuss the boy’s part in that. Jacek had a sharp mind from many years of reading, magical talent, and a father who had read an article about a mutatheurgic mage who could transform dirt into gold. He wanted his son to be a part of his growing construction empire, which now employed people outside of the sizable Koloman group and received more contract request than it could complete. He wanted Jacek to be a part of it, but not in the same way as his brothers. Klaude recognized his son’s talent in phytokinesis, though it was unfounded in the Koloman clan (except for a long forgotten great uncle of Emily’s) he knew that making Jacek attend a school like Sir Whifflebottom’s could catapult their family upward thanks to the promise it offered. One year after this conversation, Jacek left his home, departing for the prestigious academy. Accepted thanks to his natural ability, but assisted in this acceptance by some correspondances and cash deposits made by his father. He has prospered so far at the academy, spending most his free time in the library pursuing knowledge about the reasons magic manifests itself in the universe, hoping to find some reason to explain himself. He is social, but not overly friendly to many people, finding more refuge in the books and alone than anywhere else.

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Olthar
Khan of Spam
 
Posts: 59242
Founded: Jun 23, 2010
Corporate Police State

Postby Olthar » Wed Jan 02, 2019 7:57 pm

Saint Ryvern wrote:Name: Jacek (YA-sek) Koloman
Gender: Male
Age: 16
Appearance: Jacek, in contrast to the typical Koloman frame, is a wiry, short (for his family) figure. Weighing around 134 pounds, measuring in at 5’10”, he does not strike a very imposing figure, though his obsidian-shaded eyes are unnerving to some people. His eyes contrast sharply with his light blonde hair, which often becomes pale in the summer or whenever Jacek spends an excessive amount of time outside. He has a fair skin tone, not tan but not pale. He is not attractive by any means, his eyes are too far apart and his nose ends abruptly, but he makes do with his gods given looks.

Personality: Inheriting from his family the stereotypical traits of those skilled in geokinesis, Jacek prides himself on his loyalty, dependability, and steadiness. Though he does not hand that loyalty out to many people in the form of friendships. Hardened by an early life with many boisterous siblings, Jacek prefers to keep towards the edges of the room, engaging in conversation if he must, but never actively seeking it out. He has a certain smug air due to how well-read he is at such a young age, but he does his best to hide this, trying his best not to stand out anymore than he already feels he does. He will stretch out a hand to those in need, never unwilling to help, but he will do his best to fade away afterwards, not seeking to draw much attention.

Life Goal: To graduate from school in order to help his family succeed and climb the social ladder in Altomura. Secretly, and desperately, he wants to understand why he is different and if there is anything he can do about it.

Favored Element: Wood
Elements Known: Earth, Metal
Degree Pursuing: Body

Backstory:
Jacek’s parents, Emily and Klaude, had six strong, hearty boys before Jacek was born. His mother, hardened by many laborious days in the depleted and disgusting mines of Liechenveld, her and Klaude’s homeland, endured many pregnancies and many days of equally painful labor to produce a half dozen children as gifted in geokinesis as her husband, her husband’s father, and every Koloman going back many generations. Sensing the downturn of their birthplace, the Klaude/Emily branch of the Koloman clan moved to Altomura before the birth of their third child, three years after the birth of their first. As immigrants from a dying society, they found life in Altomura luxurious and taxing, well aware of the finer aspects of life, having seen the dilapidated great halls and expensive artifacts of Liechevelden antiquity many times, but knew they would have to crawl their way up the social ladder to possess such grandeur. Unfortunately, what passed as an impressive talent in geokinesis in Liechenveld did not amount to much in the magic-driven society in which the Koloman’s found themselves painfully aware of their low status. Klaude found work at a building company, dissatisfied with his occupation as a whole, but making enough money to put food on the table and raise his sons. More children were born to the family, and all was well for a long time. The gaps between children grew longer, and Juntar, Jacek’s oldest brother, was 15 and working part-time with his father, when seven months into her seventh pregnancy Emily Koloman felt a stabbing pain in her stomach and collapsed at the dinner table one night. Calling out madly for a doctor, anyone who could help his hemorrhaging wife, Klaude held his wife as she worried about their still unborn child. Luckily, one of the other boys, it is a disputed topic in the Koloman household as to who it was, ran out onto the street and managed to find a doctor, a talented hydrokinetic mage well-versed in his magic’s ability to heal those in need. It took the doctor, Henry Jovial, eleven hours to ease the premature child out of his mother’s womb and into the bright, horrible world. It took several more hours to ensure that Emily would live to hold her child, but in the end Henry was successful, receiving ample payment from the Koloman’s and being named Jacek’s godsfather.

Due to the nature of his birth, Jacek did not grow up like his brothers. Weaker and feebler from his first day, he stopped growing at a certain point, never even reaching his mother’s height. Emily stands at 5’11” while her husband and first six sons range from 6’3” to 6”9. Whereas his siblings grew increasingly plumper, sturdier, and wider as they aged and assisted his father at construction sites (when they reached an appropriate working age, of course) he remained wiry and narrow. Yet his mother would not allow his stature to become an impediment to his entire life. While he remained home in bed many days she would supply him various texts, borrowed from the library, neighbors, or bought from strangers on the street, to sharpen his mind. His father, who had worked his way up the ranks in the construction industry, planned to start his own business when most of his sons reached 16, but he needed someone who could work the books and maintain the finer aspects of a business. Around the age of seven however, his parents started to notice something strange about Jacek, he did not exhibit the geokinetic gifts of his siblings, instead he showed an affinity for phytokinesis, a track of magic Klaude often joked about. Henry was consulted and the parents settled on the fact that their son would the pariah of the seven Koloman boys. He was loved and treated equally, but from that day on he was regarded and whispered about in a way that none of his siblings every had to worry about. Of course, at a young age Jacek did not notice this, but as he read texts and practiced his magic at the cheap, private school his parents sent him to he slowly began to recognize his outcast status at the dinner table. Especially when his nephews and nieces, which he had many of by the time he was ten, began showing natural geokinetic abilities. Around the time that he started showing impressive talent at school, Jacek dedicated himself to developing his geokinetic abilities, he picked them up surprisingly quickly, at least to his parents, and began to show promise in metallokinesis.

At the age of 13, his father started his own business. Two years later he sat down with Jacek to discuss the boy’s part in that. Jacek had a sharp mind from many years of reading, magical talent, and a father who had read an article about a mutatheurgic mage who could transform dirt into gold. He wanted his son to be a part of his growing construction empire, which now employed people outside of the sizable Koloman group and received more contract request than it could complete. He wanted Jacek to be a part of it, but not in the same way as his brothers. Klaude recognized his son’s talent in phytokinesis, though it was unfounded in the Koloman clan (except for a long forgotten great uncle of Emily’s) he knew that making Jacek attend a school like Sir Whifflebottom’s could catapult their family upward thanks to the promise it offered. One year after this conversation, Jacek left his home, departing for the prestigious academy. Accepted thanks to his natural ability, but assisted in this acceptance by some correspondances and cash deposits made by his father. He has prospered so far at the academy, spending most his free time in the library pursuing knowledge about the reasons magic manifests itself in the universe, hoping to find some reason to explain himself. He is social, but not overly friendly to many people, finding more refuge in the books and alone than anywhere else.

That is an intimidating backstory. I don't think I've ever made one that long and detailed for an RP before. I appreciate that you think mine is worth it. :blush:

Anyways, accepted.
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Saint Ryvern
Ambassador
 
Posts: 1286
Founded: Nov 15, 2014
New York Times Democracy

Postby Saint Ryvern » Wed Jan 02, 2019 8:12 pm

Olthar wrote:hat is an intimidating backstory. I don't think I've ever made one that long and detailed for an RP before. I appreciate that you think mine is worth it. :blush:

Anyways, accepted.

Thank you! Your concept for this roleplay excited my imagination in exactly the way I needed my imagination to be excited right now. I'm looking forward to it a great deal.

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Constaniana
Postmaster of the Fleet
 
Posts: 24880
Founded: Mar 10, 2012
Democratic Socialists

Postby Constaniana » Wed Jan 02, 2019 8:51 pm

Kassaran wrote:Oh, well nevermind. I'll be a lazy water-n-wood magician from rural Altomura

Drats, I was thinking of using that same power-set, but for a very different personality. I had the idea for a scion of an old navy family that is incredibly concerned about the rising Isle of Po, and so his magical studies have all been towards elements that let him best fight warships.
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I have the oddest of feelings this is my fault somehow.
Nightkill the Emperor wrote:I just realised how bizarre Const's existence is.
Cerillium wrote:Const is right.
Zarkenis Ultima wrote:You just cornered a scary indian man with a sword-of-brick-shattering.

Have a cookie.
Winner of the Best High Fantasy RP of P2TM twice in a row Choo Choo

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Danceria
Powerbroker
 
Posts: 9569
Founded: Aug 13, 2015
New York Times Democracy

Postby Danceria » Wed Jan 02, 2019 8:53 pm

Hmst.
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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Olthar
Khan of Spam
 
Posts: 59242
Founded: Jun 23, 2010
Corporate Police State

Postby Olthar » Wed Jan 02, 2019 8:57 pm

Saint Ryvern wrote:
Olthar wrote:hat is an intimidating backstory. I don't think I've ever made one that long and detailed for an RP before. I appreciate that you think mine is worth it. :blush:

Anyways, accepted.

Thank you! Your concept for this roleplay excited my imagination in exactly the way I needed my imagination to be excited right now. I'm looking forward to it a great deal.

Thanks. I worked really hard on designing the magic system. Coming up with unique abilities for all of the elements that still fit thematically and symbolically was tough.

Constaniana wrote:
Kassaran wrote:Oh, well nevermind. I'll be a lazy water-n-wood magician from rural Altomura

Drats, I was thinking of using that same power-set, but for a very different personality. I had the idea for a scion of an old navy family that is incredibly concerned about the rising Isle of Po, and so his magical studies have all been towards elements that let him best fight warships.

You can still use those elements if you want. There's no rule of exclusivity. :p
The Second Cataclysm: My New RP

Roll Them Bones: A Guide to Dice RPs

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Add 37 to my post count for my previous nation.

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Constaniana
Postmaster of the Fleet
 
Posts: 24880
Founded: Mar 10, 2012
Democratic Socialists

Postby Constaniana » Wed Jan 02, 2019 9:19 pm

Olthar wrote:
Saint Ryvern wrote:Thank you! Your concept for this roleplay excited my imagination in exactly the way I needed my imagination to be excited right now. I'm looking forward to it a great deal.

Thanks. I worked really hard on designing the magic system. Coming up with unique abilities for all of the elements that still fit thematically and symbolically was tough.

Constaniana wrote:Drats, I was thinking of using that same power-set, but for a very different personality. I had the idea for a scion of an old navy family that is incredibly concerned about the rising Isle of Po, and so his magical studies have all been towards elements that let him best fight warships.

You can still use those elements if you want. There's no rule of exclusivity. :p

Image
Joe Biden 2020; make aviators great again.
Elementals 3 has arrived!
Agritum wrote:I want to marry you now, my British damsel.
Nightkill the Emperor wrote:You know, I didn't expect you to be the most psychopathic person here.

I have the oddest of feelings this is my fault somehow.
Nightkill the Emperor wrote:I just realised how bizarre Const's existence is.
Cerillium wrote:Const is right.
Zarkenis Ultima wrote:You just cornered a scary indian man with a sword-of-brick-shattering.

Have a cookie.
Winner of the Best High Fantasy RP of P2TM twice in a row Choo Choo

User avatar
Olthar
Khan of Spam
 
Posts: 59242
Founded: Jun 23, 2010
Corporate Police State

Postby Olthar » Wed Jan 02, 2019 9:22 pm

Constaniana wrote:
Olthar wrote:Thanks. I worked really hard on designing the magic system. Coming up with unique abilities for all of the elements that still fit thematically and symbolically was tough.


You can still use those elements if you want. There's no rule of exclusivity. :p

Image

Though, it might help the party if every proto-element is accounted for. ;)
The Second Cataclysm: My New RP

Roll Them Bones: A Guide to Dice RPs

My mommy says I'm special.
Add 37 to my post count for my previous nation.

Copy and paste this into your signature if you're a unique and special individual who won't conform to another person's demands.

User avatar
Constaniana
Postmaster of the Fleet
 
Posts: 24880
Founded: Mar 10, 2012
Democratic Socialists

Postby Constaniana » Wed Jan 02, 2019 10:17 pm

Olthar wrote:
Constaniana wrote:
Image

Though, it might help the party if every proto-element is accounted for. ;)

Fair enough. Fire still works with the idea I have for my character.
Joe Biden 2020; make aviators great again.
Elementals 3 has arrived!
Agritum wrote:I want to marry you now, my British damsel.
Nightkill the Emperor wrote:You know, I didn't expect you to be the most psychopathic person here.

I have the oddest of feelings this is my fault somehow.
Nightkill the Emperor wrote:I just realised how bizarre Const's existence is.
Cerillium wrote:Const is right.
Zarkenis Ultima wrote:You just cornered a scary indian man with a sword-of-brick-shattering.

Have a cookie.
Winner of the Best High Fantasy RP of P2TM twice in a row Choo Choo

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