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Kage no Sekai [Magic Academy / Urban Fantasy RP | OOC]

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Forest State
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Kage no Sekai [Magic Academy / Urban Fantasy RP | OOC]

Postby Forest State » Thu Apr 25, 2019 5:35 pm

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KAGE NO SEKAI
World of Shadows

Co-OP: Lunas Legion

IC Thread - Roster - Trailer - Theme




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"The city of Mittlerstadt, Germany, has been hit by a record crime wave this month with bodies stacking up as the mage houses of the world gather to discuss the rules and conventions of the Mage's Guild for the coming year... This week was supposed to be a tool for peace and result in less deaths between mages, but with this many important figures in one place, conflict has broken out frequently. Let's check in with our voice on the ground about the situation."

"This is Connor Arterburry with BBC News and yes, the city of Mittlerstadt is currently one of the most dangerous in Europe. Not because of the usual reasons such as gangs or poverty, but because Mittlerstadt is home to the headquarters of the Mage's Guild, an organization which is holding large scale meetings this week. Believe us when we say that these are not normal people. They are not concerned with following the laws of the countries they visit and live in. They care about personal glory and the glory of their own associations, and will do anything to get this. Even lengths such as murder, arson, kidnapping, and more. Some of the crimes committed by mages recently are the most elaborate that German police have seen in years. If you need any more evidence that these so called mage houses are a plague on society, just talk to the Mittlerstadt Police Department."

"We have reached out to the Mage's Guild for a comment and have been told that they are aware of the ongoing crime wave but will handle the issue internally. They refused further comment. Connor, would you say that this is going to have wide reaching effects on the mage houses of Europe and the rest of the world as their crimes are observed by the entire world here during the Mittlerstadt Meetings?"

"I would say this is definitely making a lot of very important people reconsider their tolerance for the mage houses and for magic in general. Modern technology, after all, has already surpassed the capabilities of magic. Many people are starting to think that it's also time for modern society to move ahead from the days when mages were the most powerful people around..."





World of Shadows - An Introduction

The year is 2021. On the surface, things might seem normal and calm. The world is at a relative peace, or as peaceful as it will ever be anyway. The vast majority of people are still concerned with regular things - having a family, performing at work, and generally surviving each day. But beneath the surface, there exists another world of shadows. One where the normal laws don't apply. One where prestige and knowledge are above everything else and where personal disputes still end with body counts, such as in the old days when knights and nobles dueled for their personal honor and glory. In this world, one percent of the population sits above the remaining ninety nine, often affecting their lives behind the scenes with hidden influence that dates back generations or centuries.

This is the world of mages. The world of shadows which is both unforgiving and rewarding at once. Even in the modern day, the mage houses of Europe and the rest of the world hold great power... And to this day, they still fight each other using their greatest weapon - the summoned Spirit, a type of being above humans both in physical strength and in their ability to utilize magic in combat.

But if you were given this power, what would you do with it? Would you fit for personal glory, or some ideal of justice, or some esoteric knowledge? Would you seek glory with one of the great mage houses or would you align yourself with the Mage's Guild and its enforcement of law and order? Would you embrace the darker sides of magic or aim to protect mankind from it?

Welcome to Kage no Sekai (English: World of Shadows) an urban fantasy anime RP inspired by series such as the Fate franchise and Tokyo Ghoul. In this RP, you can experience the world of mages for yourself - either as a member of the Mage Guild's prestigious Mittlerstadt Academy, which trains their next generation of enforcers and rulemakers, or as someone else in a number of side plots that will pop up over the course of the RP.

Members of this academy are given just about everything that one could need to become a successful mage. Housing, instruction from great minds, the best equipment to work with in training, and experience using their skills in the field. The pressure, however, is immense. The Mage's Guild acts as the public face for magic in this world - and is the faction responsible for keeping its users in line with the rest of society, as well as dealing with anomalies such as supernatural entities and rogue summons. And the role of the academy, of course, is to train the Guild's agents to perform their duties. It's not an easy job. Workplace dangers include demons, rogue mages, vampires, and more. If one wants to become a prominent mage, however - or protect the world from the effects of bad magic by any means necessary - joining up with the Guild and going through their academy is one of the best ways to do so.

Will your mage make it through this academy and find glory? Or will they bow out from the challenge or succumb to the forces of darkness?



As you can tell from reading the above sections, this RP is about the world of mages in a setting where magic coexists with the modern world. The main focus is on the Mittlerstadt Academy that operates under the Mage's Guild, training the next generation of agents to enforce law and order on the world of magic.

It's both an academy RP based around character interaction and an urban fantasy adventure RP which will feature plenty of fight scenes as well as interesting villains and intrigue behind the scenes, both in and out of the academy. The setting revolves around two types of characters - mages and spirits. Mages have a wider selection of magic to use but typically summon stronger fighting to do their fighting for them. In combat, the majority of mages only act in support of their spirits rather than fighting with their own abilities.

Both mages and spirits are playable and most of the time you will apply for and play as both, when making a student at the academy; one character will be the mage, and the other will be their spirit. The former could be considered the brains while the latter is the brawn. Additionally, multiple types of magic exist within the world and multiple species are playable. Below, you'll find more information on the RP, the lore, and how it all works.



Guide to the Magical Arts

Magic. The magical arts. Sorcery. Alchemy. Occultism. Whatever you want to call it, these practices have been with us for quite a long time and have shaped the world that we live in, either obviously or in the background. Magic can refer to any number of different abilities which can vary greatly from one another, but all in all, only about one to two percent of the world can use magic. It’s hard to get an exact number because there’s some people out there who can use magic but not in any consequential way. While these mundane magic users exist, however, there are also many more powerful mages who can achieve feats that are believed to be impossible through science.

At its core, magic generally works by channeling mana, or energy from the Ether, another realm connected to our own. Once used, it takes time to store more of this energy in one’s body. This finite amount of storage is what separates a more powerful mage and a weak mage. Powerful mages have more ‘mana batteries’ in their body at the cellular level which allow them to store more mana and therefore use their abilities more often without running out of fuel. They also can cast more powerful spells if their power level is high enough, that a weak mage wouldn’t have enough batteries in their body to store up the energy for.

The average amount for a ‘professional’ level mage is about 600 while a master might have 1000 to 1200 batteries, with some nonhumans recording up to a few thousand in rare circumstances. More batteries can be gained over time, through training and use of magic. In a way, it’s like training a muscle.

Below, you'll find more information on how magic works and the specific nuances of it.

Magic is divided into specialties and techniques. A specialty is an overarching category. For example, a fire mage would have a specialty in fire magic. A mage that can create and control plant life would have a specialty in biology magic. A mage who manipulates metal would have a specialty in metal magic. But these categories are pretty broad and don’t explain exactly what someone can do with their powers.

Techniques, on the other hand, are more specific abilities or sets of abilities. There could be two fire mages, for example, with completely different techniques despite having the same specialty. One of them focuses on manipulating fire itself, while the other one focuses on melting objects. Despite having the same specialty, their techniques are totally different. Let’s consider another example and take two metal manipulating mages. One of them focuses on making elaborate creations out of metal while the other one combines metal magic with transformation magic to turn into a metal being. Again, the techniques represent the different styles that can exist within one specialty.

All competent mages have multiple techniques and use these both in and out of combat. Generally, the stronger someone’s techniques are, the less they have. But if they have weaker techniques, they may have many of them. As an example, a mage might specialize in darkness magic and have multiple techniques including shadow travel, dark energy manipulation, light absorption, and shadow golem creation. Sometimes, strong mages who have been training for years will have a number of strong techniques, making them dangerous for anyone who faces them in battle.
It’s important to note that few mages fight their battles by themselves. The human form is not the strongest when it comes to combat. Most mages above the ‘amateur’ level do their fighting using spirits. Beings summoned from the Ether, the realm connected to ours and the one where magical energy comes from in the first place. These beings are given a form by the mage who summons them, which can be human or it can be something else. Sometimes they look angelic, sometimes they look demonic, sometimes they just look like regular humans, albeit stronger and more athletic ones and sometimes with appearances that can be quite alien compared to your everyday person. While these forms look humanoid, they tend to be much stronger physically and also tend to have strong magical capability naturally.

Spirits can do a better job of fighting mages than other mages can. And so, a mage isn’t considered fit for combat unless they’ve summoned a spirit to protect themselves and attack the enemy. However, this process isn’t the easiest one. There’s a good reason why most mages only have one spirit. It’s a large investment, requiring large amounts of mana stored through external means such as crystals or other enchanted objects. Spirits also aren’t obligated to fight for the mages that gave them physical form in this world. Unless a mage can offer something, whether that’s riches, power, companionship, knowledge, or something else, the spirit can leave and the entire process would have been for nothing. Summoning a spirit and keeping it around is considered the mark of a mage that has made it past the basic levels of magic and well into the intermediate ones.

In the war between mages, spirits act as the soldiers on the streets while mages generally act in support of them. That’s not to say that mages never partake in combat, but they generally avoid doing so as the main party, at least when going up against other magic capable opposition. Spirits will defeat humans in most one versus one fights and therefore spirit summoning has been something of an arms race. If a mage doesn’t have a spirit to protect himself, he’ll be vulnerable to the mages that do have them. Additionally, a spirit’s inherent magic capability is higher than that of a human, with most spirits averaging about 400 mana batteries higher than a human mage. This makes them extremely formidable in a magic based fight.

When summoning, a mage doesn’t decide what they’ll get. It’s not known what factors exactly decide what will come out of a summoning ritual. Some say that it depends on the mage themselves and who they are on the inside, others claim that it’s random, and some claim that involving a certain object in the ritual as a catalyst of sorts can affect the outcome of what’s summoned. Regardless, whatever form the summoned being has and whatever magic type they have, they’re generally stronger than the human mage that summoned them. And that’s what makes them capable of fighting the battles of the world’s mage houses.
The collision of worlds between our reality and the Ether also brought with it several other types of beings. Ever since the rise of magic, humanity hasn’t been alone. Several nonhuman races coexist with humanity, although this isn’t always a peaceful relationship or a symbiotic one. At times, clashes have happened between humans and the inhabitants of the Ether, but regardless of that, it’s clear that they’re here to stay. Below, you’ll find an overview of the traits of each of the known nonhuman races that currently coexist on Earth alongside humanity and spirits.

ANGELS

The two dominant races of the Ether are something of a duality. On the lighter side of that duality you have the ones known as angels. Mainly for their resemblance to the angels from Judeo-Christian mythology. There may be some connection to the two even if the angels of the Ether aren’t the same as the angels of the Bible per say. Some believe that ancient writers may have even been inspired by a sighting of the angels of the Ether, long before magic came to the world in a more mainstream way. Whatever the case, this is the race that represents the lighter side of the duality rather than the darker one.

Most angels have two to six wings fixed to their back which have strong regenerative properties, just like the rest of their bodies. They can live for hundreds of years easily, with this regeneration helping to make up for the fact that they don’t have the same strength bonuses in magic and physical power that spirits do. While one may think that an angel is a type of spirit, they are in fact beings that are completely made of flesh and blood, just like humans. Unlike humans, however, angels are inherently magic capable and have an inherent specialty in light magic. The extent of this varies. Some angels have weak light magic, others are stronger in it, but all of them have it ‘latently’ so to speak.

During the Collision between our world and the Ether, a number of Angels were thrown into our reality and would integrate into the world to an extent. However, many things such as their original history would be lost, with their main carryover traits being their affinity with light magic and their racial struggle against their enemies from the Ether, which were labeled demons because of their position on the other end of the duality. There’s something of a disconnect between angels from the Ether and angels from Earth. While they may be the same species, the two are effectively cut off from each other, leaving angels to adapt to human society and even live with humans while typically possessing the same rights and living in the same cities.

Angels, however, do not have children often as a general rule and because of their low birthrates, still represent a very low population compared to humans, spread out across the globe. Hybrids of angels and humans do exist in small numbers but these halfbreed children tend to be rare and exist in small numbers, just like the angel population in general. When it comes to the magic community, angels are generally respected if not envied or considered rivals to an extent, because of their easier time learning magic and advancing to a high skill level, as well as their regenerative abilities.

While one would expect a distinct race such as angels to have a culture of their own, their diaspora has largely been spread across the entire world, leaving them to mostly adopt the local cultures that they live around. Few communities made up mostly of angels exist in the world, and for the most part, they act as decently behaved citizens and get along alright with local authorities in their home countries. Most countries recognize angels as the same as their human citizens.

DEMONS

On the other side of the duality is the race that represents the other side of the spectrum. While demons aren’t necessarily evil, they do have a natural affinity to darkness in the same way that angels have an affinity towards light. They lack the regenerative properties of angels but make up for it in other ways, namely stronger magical capability as an inherent trait. The average demon has about 750 mana batteries which is higher than a professional level mage. Demons that have put more time and effort into their magic will often have far greater numbers than this. In fact, some of the highest battery counts sighted have come from demons.

Unlike their more humanoid looking counterparts, demons come in all shapes and sizes. Wings and horns are common traits but aren’t defining ones that can be found across all demons. The same goes for nonhuman skin colors and tails, which are also traits that some demons have but not all. Typically, however, red, yellow, or purple eyes are a giveaway that someone is a demon, even if they otherwise look normal. It’s said that while in the Ether, angels inhabited the upper parts of the world while demons inhabited the lower and rougher parts of the world. Whether this is true or not, it’s said to be part of the reason behind their inherent physical strength boost, which puts them somewhere below spirits in physical strength level but above humans and angels.

Demons tend to have an animalistic nature at heart and also are naturally carnivorous. These two things have often coupled together to cause demons to consume humans, something which hasn’t helped human-demon relations. It’s also created stereotypes around demons which, while somewhat true, tend to stay with all demons regardless of their personal conduct. Still, it’s true that there’s a large number of demons who are not integrated with society, instead living as predators who use both their physical skills and their magic to prey on the unwitting and evade authorities. Many of these cases happen in rural areas where it’s harder for law enforcement to track down a target, and where crimes can be committed out of the view of the public.

Anti demon sentiment has lead to many laws proposed about expelling them from countries entirely, but most large western countries haven’t yet opted to sign such laws. Rather, much of the job when it comes to dealing with rogue demons has fallen to the Mage’s Guild as well as local authorities and intelligence agencies, who tend to work together to deal with the threat, which is considered a large one by most agencies because of the large percentage of the demon community which isn’t integrated with the rest of the world.

Like angels, demons are not classified as spirits and are instead classed as humanoid. Demons and humans can have children, but also similarly to angels, this doesn’t seem to be a common occurrence as conflicts between the two genomes prevent pregnancies from starting most of the time. Additionally, stigma against demons has led to very few demon-human relationships, even when compared to angel-human relationships.

VAMPIRES

Vampires don’t have their origins in the Ether, and are considered fully human because of that. Just because they are human, however, doesn’t mean they’re liked by most humans. No one exactly knows where the first vampires came from. No one is even completely sure at this point what compels them or the biological reasons behind their need for blood. But it’s believed that they first appeared in the early modern era, perhaps the late 1600s or early 1700s, because of some form of failed magic experiment which got out of hand and affected ordinary people nearby. These ordinary people would spread the ‘infection’ to a number of others, and vampires as we know them were born.

Vampires have perhaps the most simple but also some of the most effective racial abilities of the nonhuman races. In addition to enhanced physical strength which would put them below demons but above humans and angels in terms of power level, all vampires have the offensive and defensive ability to convert mana into up to six tendrils fixed to their body. These tendrils, constructed from pure magical energy while also behaving as solids, - and solids which are hard enough to stop bullets, at that - are the means that vampires spread their ‘condition.’ Rather than with a bite, vampirism is spread through piercing the heart with one of these tendrils.

It’s easier said than done and the process of someone transforming into a vampire isn’t instant, taking place over the course of a couple of weeks. The difficulty of spreading vampirism is part of the reason behind the low numbers of the race, but that may be a good thing for society. While vampires are mostly integrated with society, all vampires require fresh blood. Feeding once can generally last a vampire about a week, but the fact of the matter is that the demand is higher than the supply when it comes to blood. While vampires may integrate into society, many of them live double lives as hunters on the streets, looking to take advantage of unsuspecting humans to acquire the blood that they need. Others, on the fringes of society, aim to bring about change for their people by turning more people into vampire, as an act of rebellion against a human centric society.

Vampires have slowed but not completely stopped aging, and human-vampire hybrids have not been proven to exist. Rather, a child of a human and a vampire will either be one or the other, but not a mix of both. Vampires are the second largest of the nonhuman groups and their size can be placed between the angels and the demons in terms of numbers. Most cases involving rebellious vampires fall to the Mage’s Guild, as the organization that specializes in cleaning up problems of the magical sort, and the one best equipped to deal with them.
There’s also other tools that a mage can use to get ahead of an opponent. One of the chief ones is enchanting, which refers to the practice of infusing an object with magical energy in order to get a desired effect. This is a wide variety of practices but typically is used to strengthen objects such as weapons or to give them specific bonuses against specific types of magic. Enchanting a weapon or helmet against fire magic, for example, could give it a level of protection against this type of magic. On the other hand, a basic strength enchantment could allow a weapon to pierce armor that it wouldn’t normally be able to.

As a general rule, a basic professional level mage will be able to enchant something to 50% of its original strength. This also applies to specific types of enchantments. For example, enchanting something against a specific type of magic would result in the item gaining a resistance to that magic worth 50% of the original strength of the object. Mages that train and specialize in enchantment specifically can raise this number, to increase the strength of something by more than 50% or apply other effects such as allowing equipment to be used as part of a spell, and other such things.

Physically, the act of enchanting generally involves infusing something with mana at a consistent rate. Too little results in the enchantment not being applied while adding too much energy can damage the object. The art of enchantment is considered a specialty because while any mage can do it, it takes much time and practice to become good at it and to raise the improvement ratio to higher numbers such as 75%, 100%, or higher.

Most enchanted objects tend to be weapons or armor of some kind, which can be especially useful when facing opposition that is known to use one type of magic that can be countered by the enchanted equipment. Bullets can also be enchanted, but this practice is less common because each individual bullet must go through the enchantment process, making it time consuming. In general, enchantment is considered a time consuming practice and enchanting a minor weapon such as a dagger or a short sword may take between three to six hours in total, while fully enchanting a full suit of armor may take multiple days to finish.

It should also be noted that mana can be stored for certain rituals within some other objects such as many types of gems and crystals, or specifically made containers. The process of infusing one of these objects with mana to use for later, however, is time consuming. Because of that, this is generally not used for everyday use and is reserved for major spells such as the ones used to summon spirits. They also may be used in battle as something to create a turning point, allowing one side to cast a powerful spell that the other would lack the mana to use.




Shining Academy On A Hill

At the center of the world of magic has long been the Mage’s Guild, the organization that acts as the governing body for the ‘rules’ of magic and takes responsibility for helping to keep the users of magic in line. Such a job is a demanding one. It requires dealing with powerful mage houses who step a bit too far out of the shadows and bring their conflicts too far into the forefront, stopping threats from supernatural entities of both the humanoid and non human kind, controlling magical threats such as demons and vampires, and managing relations with a public that contains many who think magic to be outdated.

Because of the demands of the job, Mittlerstadt Academy was established in 2008 to train the agents of the Mage’s Guild to do their job effectively. The place doesn’t just do training for existing agents but also trains new ones who are just entering the force, with new members coming in each year to begin their careers with the Mage’s Guild. Currently, the Guild is looking for field agents who are mages themselves, believing that it takes mages to control mages, and that the magic world will have problems respecting the authority of regular humans. This has shown in their recruiting policy, with recent classes for field agents being made of mages entirely.

The city of Mittlerstadt itself is located near the middle of Germany, and that’s somewhat symbolic. The city has been at the center of the magic world too, just like the Mage’s Guild has. The city, part of the Thuringen province of Germany, was home to famous mages in the old days who helped it to become what it is today. Now, it’s become the headquarters of the Mage’s Guild, with these headquarters being located only about six miles away from the campus of Mittlerstadt Academy, which itself is located within a scenic forest on the outskirts of town.

To sum things up in the most basic way, the goal of the Mittlerstadt Academy is to train enforcers for the Mage’s Guild, similarly to a police academy would or even a military academy. Applicants to the academy are college aged and typically have good grades, although magical talent is much more valued than performance in traditional school. Rather than usual subjects, almost all of the classes at the academy focus on subjects relevant to the job, such as magic studies, weapons handling, profiling, interrogation, wilderness survival, summoning, anti-mage combat techniques, and more. Those with passing performances are assigned to field divisions upon their graduation after four years, while others may be pulled out of the program early and moved to field divisions for good performance, passing with graduating marks despite not spending as much time at the academy.

All students at the academy live on site, specifically at the Northeast Apartments located just to the north of the main part of campus. Within these apartment blocks each student will receive a one bedroom apartment with a bathroom, small living room, and a small kitchen. Students will be able to furnish their rooms with their own item and will be able to cook their own food if for whatever reason they do not wish to eat at the campus cafeteria or cafe. Students will be paid two hundred dollars a week during their time at the academy, which may be used to buy things such as personal items, things for their rooms, food, etc. Upon graduation, students can expect a large pay raise.

While at the Academy, all of the students are considered to be under the jurisdiction of the Mage Guild’s Division Two, the second of the two Central European divisions based in Germany. From time to time students may be required to test their skills with field work, and will generally do so under the guidance and supervision of this division, which is based out of the Mage’s Guild headquarters six miles to the southeast of the Mittlerstadt Academy campus. These exercises, while they are considered to be a part of training, take place in real combat environments and will test the skills of the students by sending them into the real field in cases of an appropriate skill level for them.




The Magic World

If you want to make it anywhere with magic, it’s important to know who your friends and enemies are. There are a number of factions and groups jostling for more power, more knowledge, and more success over one another, and aligning with one faction or another is something that can make or break the career of a mage. The Mage’s Guild, powerful mage families with long lineages, governmental authorities, and even criminal groups are all factions who are either deeply involved in the magic world or have their hands in it to a lesser extent. But before you find out about those factions, it’s a good idea to look back on the history of magic in general, and how the world managed to come to this point.

Magic wasn’t always something that was with humanity. It’s believed that the first magic on Earth appeared after the event now known as the Collision, when the boundaries between the Earth and the Ether were shattered. Exactly how this happened is unknown. Theories vary wildly. Some say that a powerful being on one side of the Ether or the other decided to shatter the barrier, while others claim that it was an act of some distant god, or even the result of a clash between gods. Regardless of this, the Collision is said to have happened during June of 1365, and records from this period indicate events such as the changing of the color of the sky from blue to red for up to a week as well as influxes of nonhuman entities from the initial event, which was viewed for a long time through the framework of Christian theology or through the lens of other local religions.

Magic itself, as a skill, would come about in the coming years when some children born after the Collision began showing the ability to use magic. The study of magic, which would refine it from a little known practice to an actual art, would take much time and research both for European scholars and those from around the world.

The later middle ages were when prominent groups of mages began organizing, usually under the banner of nobles who gathered other mages from far and wide to increase their own power. These were the first of the mage families, and while these original families from the middle ages have mostly since been supplanted, their influence can still be seen by the fact that the model they created, of one family managing an entire roster of mages under them and working for a common goal, is still used today.

Before technology caught up with magic, mages were some of the most powerful people in society. They could do things that would be considered impossible otherwise such as healing diseases with no known cure and transforming basic materials into more valuable things, and many more. Their summoning skills were used on the battlefields of Europe and the rest of the world and many mages found themselves taking up positions as kingsmakers, not ruling countries themselves but influencing the thrones of the lands that they lived in by exercising their social influence over regular humans.

The Mage’s Guild was founded in 1751 with the goal of acting as a body to represent mages as a whole, and further this influence of theirs. This was during the time period when regular humans began to push back to an extent to the influence of mages in their societies, with mages moving out of official courts because of this and exerting more influence from the shadows. The world of magic would become the world of shadows that it is today and during the late 1700s and 1800s, magic gained an ‘underground’ feeling as the vast majority of the world, which was not magic capable, pushed back against the small number who are.

The Guild, however, ensured that mages would stay influential in a different role than they had originally had within society and specifically in Europe, where magic had shown up first and where the Guild had been formed. The city of Mittlerstadt rose to significance during this time period, and still serves as the headquarters of the Guild. But the turn of the century to the 1900s changed things further. The 1900s is where the current order of things would come to be, with World War One shaking up the natural order. The fall of the Austro-Hungarian Empire, formerly the country that could have been considered the magic capital of the world, resulted in the rise of England, Germany, the United States, and Japan as the leading nations in the world of magic.

From each of these regions, one great house would rise beyond the rest of the magic houses. Respectively, these houses were Rayden, Schwer, Riley, and Arinaga. Other countries such as Italy, China, and Canada would also become more relevant than they were in the years before the war. But with the world becoming more disillusioned with royalty and aristocracy, magic was forced further out of the public eye and had to adapt by finding alternate methods of maintaining influence, building ties with criminals, militaries, and other such organizations outside of elected government. The world was still very much influenced by mages.

The order of things would mostly continue as it was before from this point on with the big change being the level of government involvement. Magic units had seen use in World War One just like they had in the wars of old and the same would happen in World War Two, although neither side’s magic units ended up being the deciding factor in the war due to both the Axis and the Allies only having said units in small numbers. After the war, however, government influence in the magic world became stronger with programs such as NATO’s Magus Project and the Soviet Magicheskaya Issledovatel'skaya Initsiativa program being dedicated to studying the functions of magic and figuring out how it could be harnessed for use by governments.

This was the period when magic withdrew completely from most of the public eye and by the time the Cold War ended, mages had just about no direct connections to governments and only worked through the shadows, either maintaining their influence directly or using non state actors for this end, mainly to avoid falling under the influence of the governments that they live under. During this era, the goals of the Mage’s Guild also changed. These days, their role is to protect the interests of magic by keeping the affairs of the mage houses out of the public spotlight, sometimes by confronting these houses directly if needed. The organization also protects the reputation of magic by dealing with crimes committed by magic users, with the belief that if the magic world doesn’t police itself, other more hostile factions will.

The Guild also expanded to become a much more public organization which began a public relations push to aid the image of magic in the eyes of the public, believing it to be a necessity to protect the long term future of magic and to prevent magic from slipping further into obscurity. This brings us to the era that we live in right now, with the Guild acting as a policeman of sorts while the other mages of the world move from the shadow… However, being out of the public spotlight doesn’t mean that magic isn’t relevant. Even today, you could argue that mages run many parts of the world. Just much less openly.
The mage houses of old still exist, even if they were forced to change form by developments in the world around them. Post-World War One, four specific houses rose to prominence above all others. House Rayden of England, House Schwer of Germany, House Riley of the United States, and House Arinaga of Germany. While others maintain power, even large power depending on which house and which region they’re based in, these have been the ones since the turn of the century that have been the most influential in the Mage’s Guild and in furthering the study of magic. Additionally, their status has given them a large presence outside of magic, in the world of business and even to an extent the world of politics.

The Raydens are known for their active role fighting against darkness, the Rileys for their extravagance and public presence, the Schwers for their knowledge of magic itself and their role as the de facto keepers of a number of magic relics, and the Arinagas for their business connections and power outside of the magic world. Because each house tends to have a specialty of their own, no one house has managed to win out over the other when it comes to the balance of power. Within the Guild, these are the houses with the most influence and the ones that have driven the most changes in the Guild’s policy as well as influenced its enforcement teams the most. You can be sure that most Guild agents of a high rank have operated under someone from one of the great houses at some point in their career, if not currently.

Additionally, each of these houses has a fortress of their own, a large complex that resembles the castles that mages in the old days had. The Raydens in the Midlands of England, the Schwers in Brandenburg, the Rileys in Delaware, and the Arinagas in Yokohama. These are not just symbols of their power but generally act as a central operating base, something that many other mage houses just don’t have on the same level. Additionally, these landmarks act as public symbols, something else that many mage families in this day and age don’t have.

All of the houses have another thing in common and that’s the fact that they further the study of magic and aim to gain a greater understanding of this, employing many mages into their ranks to work on this. These houses are some of the largest employers in the world of professional mages and are responsible for the most advancements. However, their relation to the Mage’s Guild can be a tense one at times because the great houses have different goals than the Guild does. While the Guild would rather protect magic in the public eye, the great houses would rather expand their influence at any cost, and sometimes allow their own feuds to spill into the public.

While both organizations need each other to an extent, it’s never been a trusting relationship.
The story of Xenofront is an interesting one. It’s become one of the main enemies of the Mage’s Guild and yet the organization is made up basically entirely of beings who are magic capable. Angels, demons, and vampires rather than humans make up the ranks of Xenofront and while it started in 1995 as a relatively peaceful advocacy group, things would change as the years went on and little progress was made for insuring better rights for its members. According to Xenofront, if their member aren’t given equal rights with humans, they must take them by force. And that is where the organization came in conflict with the ‘world police’ of the magic world, the Guild.

Of course, nonhumans typically have equal rights in most developed countries, but legal equal rights doesn’t mean that discrimination doesn’t exist. Some say that Xenofront has a legitimate concern but disagree with their motives, while even other humans say that their motives are justified because of their aims. After all, it’s hard to disagree with an organization when they have a somewhat good public relations arm and claim that the only thing they desire is to be considered human just like everyone else.

While that goal may seem alright, however, their methods involve both magical and conventional terrorism and the group has grown steadily more violent since the year 2005, when current leader Livio Balzas took control of the organization and led it in a different direction, shifting from advocacy to hardline tactics and, despite losing some of their base because of this, gaining ground in other areas as they began armed operations against the authorities. Many crimes by Xenofront are meant to pressure governments on specific things such as releasing nonhumans who have been imprisoned, drawing attention to specific cases that they believe are unjust, and some take the form of vigilante justice against local leaders who they believe have committed wrongs against the nonhuman population.

Xenofront is also known to operate in a cell structure where each local cell only has partial knowledge of what the other cells are doing, making it hard to take the organization down without destroying the multiple cells at the top that send orders down to the regional and local levels. They have a relatively small membership compared to other terror organizations, mainly because the nonhuman population in general isn’t large, but make the most of the numbers that they do have and train their members well. It doesn’t take many experienced mages to take out a lot of people, and both Xenofront and the authorities know this.

Their attacks and their support have risen in recent years in the late 2010s and it’s believed that most of their members communicate over the internet, often taking measures to avoid detection. The decentralized nature of the group and the lack of central meetings has hurt the fight against them, and most anti-Xenofront operations have been handled by the Mage’s Guild in conjunction with local police forces and government agencies. While the group’s central leadership is rather mysterious, analysts believe that it’s somewhere within Europe based on evidence recovered in raids against known Xenofront members.
For most, demons and the like aren’t something good. Plenty of people have been the victims of demons and vampires who didn’t integrate into society, and yet, while most people have only looked down on demons and vampires because of that, there’s at least one group out there that found themselves drawn to thee groups for how they offer something different. In a way, you could say that the 2016 founded terrorist group known as the Black Circle are the ultimate nihilists. According to them, society isn't that great anyway so nothing is lost by demons having their way and everything collapsing.

But there aren’t enough demons on Earth to stage something like that right now. The Black Circle, however, has plans. Little is known about the organization or their leadership but it is known that the Circle is involved in research into the Collision, the event that connected Earth and the Ether together in the first place. While the source of this isn’t known, the Circle is actively involved in getting to the bottom of what exactly caused the Collision so they can attempt to replicate it… And open the gates of the Ether permanently this time, causing massive changes across society.

The group is also known to keep a small circle but is still high up on the list of threats assembled by the Mage’s Guild, mainly because their dangerous goal would be enough to collapse society if accomplished. While the Ether has been beneficial to an extent to Earth, getting too close to it would result in the arrival of many more beings stronger and more dangerous than humans. Too many, in fact, to resist. The Guild has sworn to prevent this from happening at all costs, whether that means stopping fellow ‘good’ mages or groups such as the Black Circle who aim to use it as a means for destruction, because they want to watch the world burn.




Applications & App Guide

Interested in joining? The process isn't complicated but there are some things you should know before filling out the application. Firstly, read the thread. It might be long and you don't have to memorize every detail but if you apply without reading certain parts of the thread such as the magic information sections, you're going to be unprepared and might not know how to fill out the magic parts of the application properly. Reading the thread will also make you aware of what kind of academy this is. This isn't a high school nor is it a regular college, and those are things that you can miss if you skip straight to applying without reading the lore. You don't, however, need to memorize all of it. You just need to know the core concepts of the RP as well as the magic system.

Second, consider which application to use. The student application is your basic one and is used for all students of the academy. By default it includes two parts, one for a mage and one for a spirit, but you may cut one part or the other out if you've reached an agreement with another player to play the other half of the pairing. This is highly not recommended because if that player goes inactive, neither character can do much in a combat situation and replacing a spirit or master in general isn't something that should be done lightly. Therefore, you should avoid pairing up with a partner that could go inactive.

The NPC application is for minor characters that you wish to document but aren't filling out an entire application for. These may be people from your character's personal life who show up during the RP, an enemy in a side story you're running, etc. The Misc Application is for characters who aren't tied to the academy, be they human or spirit. These characters may be used in side arcs outside of the academy's storylines. Note that if you want to run a side story, you should first check with the thread staff to see if your idea is possible within the bounds of the RP and then gather interest before applying as a character for that story. For example, let's say you want to play as a Guild agent who deals with vampire problems. Instead of making the application for the agent, getting it accepted, and then having nothing to do since your character is unrelated to the main storylines going on, you should find someone else or multiple players to play out your idea with before applying.

Standalone characters who are not connected to any storyline, either through being members of the academy or through being involved in a player run storyline, will not be accepted. For example, applying as a dangerous vampire that you already have something planned out for with another player would be fine. Applying as said vampire with no plans and expecting the rest of the thread to accommodate your solo character who has no connection to any ongoing storylines would result in rejection.

Now that you've read all of this, feel free to look below for the rules and applications.

    RULES

  • Due to bad blood between our groups and their continued poor treatment of our friends, members of the Young Bloods RP will not be allowed into Kage no Sekai.
  • Staff decisions are final. This includes IC decisions, character app rejections, etc. Sometimes there's room to revise apps but if you are told that a character concept doesn't work at its core, no amount of arguing is going to change the decision.
  • As stated in the above section, please talk with the thread staff and properly plan out your own side storylines if you do decide to run them, rather than applying as random characters who have no connections to other players.
  • Please be aware what kind of RP this is. This isn't a light and fluffy academy where the only thing you're expected to do is make friends. That is a part of the RP, and it doesn't mean you're required to go all out with darkness, but a major part of the RP is also intrigue and fighting and all characters are being trained as agents in the Guild. If they aren't willing to get their hands dirty, they shouldn't be here.
  • Some powers are banned for balancing reasons. This includes all time manipulation based magic, magic which would allow someone to replicate "super speed" and move at 75+ miles per hour, and magic which changes velocities (for example, a spell that would allow you to throw a coin or a pebble at thousands of miles per hour). Magic which reverses negative outcomes for your character will be scrutinized more to make sure that it's balanced. This would include abilities such as instantly healing major injuries or magic which allows you to bring someone back from the dead.
  • Characters in this RP can die, and there is no inherent protection against this. However, they aren't necessarily supposed to die. Most of the time if your character dies, it was because you ignored repeated warnings about certain actions, because your character was ill suited to the setting in the first place, or both. Very few characters that maintain a minimum level of competence will be killed off.
  • Discord is required to stay in the loop for the RP. While you won't be rejected simply for not having it, most planning for the RP as well as important mission advice and other such things happen on there. You don't have to be active all of the time or be in the same time zone as most of us, but it is important that you're there so you can be tagged when situations involving your character and/or the academy as a whole come up that require your attention. You'll get the invite after being accepted.
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[box][hr][/hr]
[align=center][color=#ab74ad][size=135][b]MITTLERSTADT ACADEMY ADMISSIONS[/b][/size]
[size=110]The following is CLASSIFIED information for the personnel department of Division II. Unauthorized release of this information will result in legal prosecution to the fullest extent of the law.[/size][/color][/align]
[hr][/hr]
[align=center][color=#ab74ad][size=110][b]Agent File[/b][/size][/color][/align]
[hr][/hr]
                                   [blocktext][b]Name:[/b]
                                    [b]Appearance:[/b] [floatright][spoiler=Appearance][img]Insert%20image%20here%20or%20delete%20these%20spoiler%20and%20floatleft%20tags%20and%20write%20an%20appearance.[/img][/spoiler][/floatright]
                                    [b]Gender:[/b]
                                    [b]Age:[/b] (Mittlerstadt Academy brings in more than just recent high school graduates every year. However, keep in mind you [i]are[/i] playing a college freshman so most students will be 20 or under.)
                                    [b]Build:[/b] (You can include height and weight here.)

                                    [b]Species:[/b] (See nonhuman races section in the OP for details.)

[hr][/hr]

                                    [b]Mana Battery Count:[/b]                               

                                    [b]Magic Specialty/Specialties:[/b] (Refer to the OP for details)

                                    [b]Magic Techniques:[/b]

                                    [b]Weaknesses:[/b]

                                    [b]Equipment:[/b] (If Applicable. You can insert things like weapons here. Equipment must be balanced just like magic.)

[hr][/hr]

                                    [b]Alignment:[/b] (Lawful good, true neutral, chaotic good, etc)
                                    [b]Nationality:[/b]
                                    [b]Hometown:[/b]   
                                    [b]Sexuality:[/b]

                                    [b]Personality:[/b]
                                    [b]Motivation:[/b]       

[hr][/hr]                       
     
                                    [b]Biography:[/b] (Should be at least two paragraphs.)   

[hr][/hr]
[align=center][color=#ab74ad][size=110][b]Spirit File[/b][/size][/color][/align]
[hr][/hr]
 
                                    [b]Name:[/b]
                                    [b]Appearance:[/b] [floatright][spoiler=Appearance][img]Insert%20image%20here%20or%20delete%20these%20spoiler%20and%20floatleft%20tags%20and%20write%20an%20appearance.[/img][/spoiler][/floatright]
                                    [b]Gender:[/b] 

                                    [b]Build:[/b]

                                    [b]Personality:[/b]

[hr][/hr]

                                    [b]Mana Battery Count:[/b] (The average spirit trends at about 1000 batteries.)                               

                                    [b]Magic Specialty/Specialties:[/b] (Refer to the OP for details)

                                    [b]Magic Techniques:[/b]

                                    [b]Weaknesses:[/b]

                                    [b]Equipment:[/b] (If Applicable. You can insert things like weapons here. Equipment must be balanced just like magic.)

[hr][/hr]
                                [size=85]#KnS[/size][/blocktext][/box]
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[box][hr][/hr]
[align=center][color=#ab74ad][size=135][b]KAGE NO SEKAI[/b][/size]
[size=110]World of Shadows[/size][/color][/align]
[hr][/hr]
[align=center][color=#ab74ad][size=110][b]Character File[/b][/size][/color][/align]
[hr][/hr]
                                   [blocktext][b]Name:[/b]
                                    [b]Appearance:[/b] [floatright][spoiler=Appearance][img]Insert%20image%20here%20or%20delete%20these%20spoiler%20and%20floatleft%20tags%20and%20write%20an%20appearance.[/img][/spoiler][/floatright]
                                    [b]Gender:[/b]
                                    [b]Age:[/b]

                                    [b]Build:[/b] (You can include height and weight here.)

                                    [b]Species:[/b] (See nonhuman races section in the OP for details. Spirit is also included as a species.)

[hr][/hr]

                                    [b]Mana Battery Count:[/b]                               

                                    [b]Magic Specialty/Specialties:[/b] (Refer to the OP for details)

                                    [b]Magic Techniques:[/b]

                                    [b]Weaknesses:[/b]

                                    [b]Equipment:[/b] (If Applicable. You can insert things like weapons here. Equipment must be balanced just like magic.)

[hr][/hr]

                                    [b]Alignment:[/b] (Lawful good, true neutral, chaotic good, etc)
                                    [b]Nationality:[/b]
                                    [b]Hometown:[/b]   
                                    [b]Sexuality:[/b]

                                    [b]Faction:[/b]

                                    [b]Personality:[/b]
                                    [b]Motivation:[/b]       

[hr][/hr]                       
     
                                    [b]Biography:[/b] (Should be at least two paragraphs.)   

                                [size=85]#KnS[/size][/blocktext][/box]
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[box][hr][/hr]
[align=center][color=#ab74ad][size=135][b]KAGE NO SEKAI[/b][/size]
[size=110]World of Shadows[/size][/color][/align]
[hr][/hr]
[align=center][color=#ab74ad][size=110][b]NPC File[/b][/size][/color][/align]
[hr][/hr]
                                   [blocktext][b]Name:[/b]
                                    [b]Appearance:[/b] [floatright][spoiler=Appearance][img]Insert%20image%20here%20or%20delete%20these%20spoiler%20and%20floatleft%20tags%20and%20write%20an%20appearance.[/img][/spoiler][/floatright]
                                    [b]Gender:[/b]
                                    [b]Age:[/b]

                                    [b]Build:[/b] (You can include height and weight here.)

                                    [b]Species:[/b] (See nonhuman races section in the OP for details. Spirit is also included as a species.)

[hr][/hr]

                                    [b]Mana Battery Count:[/b] (If Applicable.)                               

                                    [b]Magic Specialty/Specialties:[/b] (Refer to the OP for details)

                                    [b]Magic Techniques:[/b]

                                    [b]Equipment:[/b] (If Applicable. You can insert things like weapons here. Equipment must be balanced just like magic.)

[hr][/hr]

                                    [b]Faction:[/b] (If Applicable.)
                                    [b]Personality:[/b]

[hr][/hr]                       
     
                                    [b]Biography:[/b]

                                [size=85]#KnS[/size][/blocktext][/box]
Last edited by Forest State on Thu May 02, 2019 2:33 am, edited 5 times in total.

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Forest State
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Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Thu Apr 25, 2019 5:36 pm

The Records

In this area, you can find the player characters, NPCs, and other important links of note for the RP, as well as links to recaps for each arc. If you have something that needs to be added here, feel free to leave a reminder about it.

Character Listings

TBA
Radovan Belyokov - Academy Dean
The de facto leader of the academy isn't someone that's tied directly to the great houses but one that's worked between them and helped to keep them under control. And that's necessary for someone serving in a leading position at an academy where they have more influence than perhaps anyone else. As someone who has worked both with those great houses and in a country where the government tends to meddle in the affairs of mages, keeping them from becoming too powerful, Belyokov is both stern and knows the right times to use diplomacy. Both of which are skills that the students will need to learn. In terms of magic, Belyokov is somewhat stronger than average but not exceptional, and uses summoning magic with a specialization in golems.

Endriel - Manager of Spirit Personnel
Not all of the members of the academy staff are human, or even members of the main 'humanoid' races of the world. Endriel is a spirit. Particularly, the very combat experienced spirit of the Dean, who is experienced in both combat alone and with a master at hand. Endriel is about as level headed as Belyokov but a bit more dangerous when things do come to blows. Fittingly, she's been assigned a special position to manage the spirits of the academy and make sure that they fall in line with the standards of the place too. Her magic extends to control over the elements and her rarer specialty allows her to use the lifeforce of others for mana.

Caine Rayden - Field Instructor
One of the two instructors designated as field instructors and responsible for guiding the team during their outings into the real world is Caine Rayden, one of the members of the famous House Rayden. While Cain isn't close to becoming the leader of the house anytime soon, his abilities shouldn't be underestimated. Rayden's organic magic can turn the environment around him into a weapon and Rayden himself is a veteran of several Guild campaigns against Xenofront himself, from ones in his home country of the UK all the way to the reaches of Asia and South America. If you want to learn from the best, Rayden is certainly someone that's been in most of the high pressure situations before - and has little patience for those who can't catch on and adapt to them. Rayden's spirit, Kalian, is known to have an even shorter temper and to be even more explosive in combat, relying on physical enhancement magic as well as a strong arsenal of weapons.

Nico Lucius - Field Instructor
Another veteran of the Guild's clashes with Xenofront and others to move to a management position is field instructor Nico Lucius, the second of the field instructors and the more tech wise one of them. Nico relies on conventional weapons largely but things weren't always that way. Her main magic focus is metal magic, but after the death of her spirit during an anti Xenofront operation, she didn't summon another one and began heavily using conventional methods in combat to compensate for going alone. If Rayden is the one that 'made it' and became successful, Nico is the more cynical instructor who doesn't allow her students to get too full of themselves and confident, knowing what can happen if they fall victim to this thinking.

Akiel - Detective
The highest ranking detective at the academy and one that is responsible for teaching many of the students heading down that route isn't a human but an angel who specializes in more than one of the elements: darkness, light, fire, and ice. You could say Akiel is pretty well rounded, but the androgynous gender flipping angel's talents based primarily in combat but in intuition and figuring things out after the fact... Something that's just as important as being able to take down a rogue demon in the field.
Last edited by Forest State on Wed May 15, 2019 4:22 pm, edited 5 times in total.
don't tread on me

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Forest State
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Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Thu Apr 25, 2019 5:36 pm

Reserved for thread news. The thread is now open.
don't tread on me

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Triassica
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Posts: 1126
Founded: Jun 27, 2018
Ex-Nation

Postby Triassica » Thu Apr 25, 2019 5:38 pm

Tangy taggy
Slava Ukraine!

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Lunas Legion
Post Czar
 
Posts: 31058
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Thu Apr 25, 2019 5:39 pm

And I'm here. App will be up today most likely, tomorrow at the latest, second app may take longer since I'm still working things out for it.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Forest State
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Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Thu Apr 25, 2019 5:41 pm

Triassica wrote:Tangy taggy

Better change that post, mods tend to delete tag posts these days.
don't tread on me

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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Thu Apr 25, 2019 5:42 pm

Yes please! Just let me read up on the lore and I'll have an app up

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Segral
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Posts: 1772
Founded: Sep 06, 2017
Inoffensive Centrist Democracy

Postby Segral » Thu Apr 25, 2019 6:00 pm

Instead of tagging, we'll go with the more formal "I'm interested in this roleplay". Should have an app up sometime this weekend.
yea bro idk

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Lunas Legion
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Posts: 31058
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Thu Apr 25, 2019 7:07 pm



MITTLERSTADT ACADEMY ADMISSIONS
The following is CLASSIFIED information for the personnel department of Division II. Unauthorized release of this information will result in legal prosecution to the fullest extent of the law.



Agent File



Name: Gabriella Sara Bianchi-Costa
Appearance:
Image

Gender: Female
Age: 20
Build: 5' 8", 58kg

Species: Human



Mana Battery Count: 654

Magic Specialty/Specialties: Enchantment

Magic Techniques: Gabriella has two main techniques; in addition to normal Enchantment, she's also trained in Rune Magic which is a sub-branch of Enchantment. If Enchantment is infusing an object with magic, then Rune Magic is layering magic over an object. Unlike Enchantment, it isn't permanent, with runes losing power as the rune that the magic is centered on is damaged or the magical energy placed into the rune when it is created is used up. Runes are activated or de-activated mentally by the creator of the rune, and depending on the number and type of runes used can achieve a similar number of effects to Enchantment, although normally less powerful. Runes are also limited by surface area, unlike enchantment; the smaller the object, the less powerful and less numerous effects can be applied to it. Runes lose most of their mana a day or so after they are made, and need to be 'topped up' with mana equivalent to the same amount put into them when they were first created to be effective.

Weaknesses: Gabriella is extremely reliant on her enchanted equipment and runes to be effective in combat; if surprised, and caught without proper preparations or away from her equipment, she's effectively defenseless.

Equipment: Thompson Contender with elemental enchanted and rune-painted rounds, rune-painted throwing knives, an enchanted dagger, an enchanted longsword, a suit of enchanted and rune-painted plate armour, HK69A1 with 3 elemental enchanted and rune-painted 40mm grenades, several paintbrushes and small pots of paint




Alignment: Lawful Neutral
Nationality: Italian
Hometown: Rome
Sexuality: Lesbian

Personality: Gabriella is a proud individual; proud of her lineage, her position as heir to her family, of her skills and capabilities. She comes off as cold and arrogant almost towards others, and can be quite aloof and dismissive of strangers. To those she does know, however, she's deeply loyal, and she has a deeply ingrained and almost traditional sense of honour and duty.
Motivation: Gabriella wants to make a name for herself, and to make her family proud of her.




Biography: Gabriella is the eldest child of the Bianchi-Costa family, one of the more prominent of the mage houses of Italy and one that has been a staunch supporter and advocate for the Mage’s Guild ever since its foundation, with many members of the family having served in the Guild's ranks since its foundation. Naturally, as the family's eldest child and heir, Gabriella was expected to follow in their footsteps and had this drilled into her from a young age.

Although not spectacular in the number of mana batteries she possessed, especially in comparison to some of her ancestors, Gabriella dedicated herself fully to the study of magic; there was never any question in her mind that she would go anywhere but Mittlerstadt Academy owing both to her family and her own aptitude for magic. Rome, however, is something of a magical den of vipers, with many Italian mage families fighting low-level battles under the radar of the Mage's Guild in the city in a battle with ever-changing sides and alliances.

It didn't take long before she had her first taste of blood in the battle, when a rival family's mages broke into her family's mansion and Gabriella, along with her parents and her family's retainers were forced to repel the rather brazen assault. They covered up the assault, blaming the damage on an electrical fire and repairing the damage before they responded in kind, setting fire to the rival family's own property.

The situation de-escalated afterwards, both families meeting and agreeing not to risk drawing the ire of the Guild or weakening themselves against other families, and so the actions of both families were quickly forgotten. Whether that state of affairs continued or not Gabriella doesn't know, as after it had been resolved she was swiftly sent off to Mittlerstadt Academy.

#KnS
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Thu Apr 25, 2019 7:20 pm

Lunas Legion wrote:snip

Accepted. I'll have the spirit part of the application up soonish.
don't tread on me

User avatar
Khasinkonia
Negotiator
 
Posts: 6473
Founded: Feb 02, 2015
Inoffensive Centrist Democracy

Postby Khasinkonia » Thu Apr 25, 2019 7:29 pm

I'm gonna try and join here, and make an effort to remain active. I have an idea for a mage and spirit with almost starlike specialties, although that plan might change once I've fully processed the lore mentally. Until then, expect many questions from me, as always! :p

User avatar
Castelia
Diplomat
 
Posts: 931
Founded: Sep 04, 2015
Benevolent Dictatorship

Postby Castelia » Thu Apr 25, 2019 8:53 pm

This is even better than I expected when you first revealed it, Forest. Gonna have my app up ASAP!
Last edited by Castelia on Thu Apr 25, 2019 8:59 pm, edited 1 time in total.
"They say I'm insane, but take a look at the world and tell me the pleasures of sanity."
My IRL politics are simple: anti-Chinese Communist Party. If a view is anti-CCP, no matter how bad it is, that's my view.

Welcome to the Casteliaverse! | Factbook Repository
A 10.125 civilization, according to this index, and a Class 1 Civilization according to this index.
I DO NOT USE NS STATS. This nation does not represent my IRL views.
This spoiler is a tribute to Vanquaria, whose level of based I aspire to achieve one day.

User avatar
Vanquaria
Senator
 
Posts: 4809
Founded: May 09, 2014
Ex-Nation

Postby Vanquaria » Fri Apr 26, 2019 2:29 am



MITTLERSTADT ACADEMY ADMISSIONS
The following is CLASSIFIED information for the personnel department of Division II. Unauthorized release of this information will result in legal prosecution to the fullest extent of the law.



Agent File



Name: Zylas Fenrir
Appearance:
Image

Gender: Male Age: 19

Build: 6 foot, 81kg

Species: Demon




Mana Battery Count: 900

Magic Specialty/Specialties: Darkness Magic

Magic Techniques:

  • Darkness Adaptation: His magic can adapt him to the darkness. His eyes become attuned to seeing in pitch-black and his senses become heightened to the point he can hear the critter of insects around him.

  • Shadow Camouflage: He can camouflage his body in the shadows or in darkness, hiding within the darkness, invisible to the naked eye.

  • Darkness Empowerment: All his physical capabilities become significantly enhanced when in he comes into contact with pure darkness. As long as he draws from that source of his darkness he can maintain his enhanced state with the level of strength he gains proportionate to how much darkness there is.

  • Darkness Solidification: He can construct tangible objects from darkness, solidifying them to make them hard like metal and using them as weapons if he wished or for other purposes.


Weaknesses:

  • Light: In an environment saturated with light, his magic is almost completely ineffective because he draws from darkness rather than generates darkness.

  • Light Magic: He is naturally countered by Light Magic which can significantly decrease his magical strength and break him out of the darkness when he is camouflaged.

  • Animalistic Nature: His animalistic nature makes him rougher in mannerisms than most, he is more prone to bursts of rage and is less likely to be restrained by others.

  • Carnivore: He requires meat to survive. Anything else, he will not consume. This can be a problem in social gatherings for vegans. Or when he is trapped on a desert. Unless some unfortunate scorpion critters nearby, of course.



Equipment: SIG Sauer Pistol, Ka-Bar Knives (x4), Dark Light-Plate Armor




Alignment: Chaotic Neutral
Nationality: Russian
Hometown: Shenzhen
Sexuality: Hetero

Personality: He presents the exterior of a quiet man. He tends to mind his own business and for good reason. He knows how his kind is received in human society and because of it, he consciously restrains himself because he knows that if he is provoked, he'll really struggle to hold back on lashing out. Those who get to really know him will see that he is in fact, rather outspoken and his mannerisms that of a confident nature. He is rather simple to understand because of his single-mindedness. He wants to be strong. That's it.
Motivation: To become the strongest demon mage alive




Biography:

Zylas is the scion of a demon family hidden within the forests of Russia. Outcasts from mainstream society, they have managed to thrive in solitude in the wilderness for decades. His first experiences with the human world came from the occasional murders he witnessed by fellow demons on unfortunate humans wandering where they shouldn't be. Being a demon was to be something above the natural order of things on Earth. Stronger than humans or angels and with an affinity for the darkness, these things greatly assisted the demons in their exiled life away from the cities and towns.

But Zylas always felt like the demon life was restraining his own nature as an individual. He wanted to see the world, at least once. Though his family did not particularly approve of his naivety, they allowed him to get in contact with cousins that were established in the Western world. Through one of those cousins, he managed to immigrate to England which was where he did his secondary education. It was there that he experienced the prejudice many had against demons and in order to protect himself, he took to covering his red eyes with a mask and keeping his hair large to cover his horns. He was trained in Darkness Magic by his family out of necessity rather than cultivation of talent. Demons need to be able to protect themselves after all.

Sometime during his teens, Zylas got tired of the racism against his race and resolved to grow so strong that he would never have to feel scared of anyone ever again. Thanks to this resolve, he persevered in the Western education system while honing his magic. Eventually, he managed to get enrolled into the Mittlerstadt Academy. It was the first step of many in his eyes to realizing his dream.



Spirit File




Name: The Ronin
Appearance:
Image

Gender: Male

Build: 6'4", Lean but very muscular build

Personality: Keeps to himself most of the time. He is of an observant nature and is actually quite self-opinionated about things. But he enjoys the peace and quiet more than anything else so he speaks only when necessary.




Mana Battery Count: 1100

Magic Specialty/Specialties: Slash Magic

Magic Techniques:


  • Slash Projection: His slash can become a ranged attack, slicing through the air as an extension of his blade. There is no manipulation of the air currents whatsoever. His slash is projected and anything hit by it will react like it had been hit by him from close quarters.

  • Explosive Slash: His slashes can induce explosions. The more powerful the slash, the more powerful the explosive effect that follows.

  • Blade Pressure: He can emit short bursts of magical energy in his swings. These bursts of energy can stun and damage those that engage him in close quarters because of their intense heat which comes in flashes of bright light from the blade.

  • Sword Beams: He can fire powerful beams of light from the tip of his sword. It takes time to charge up the energy required but once executed, its a very destructive spell.



Weaknesses:

  • His magic is dependent on the use of a blade. No blade, no slash magic.

  • The level of power in his slashes is proportionate to the type of blade he is wielding. A knife won't be the same as a sword.

  • His explosive slashes can affect him too. If engaged in close quarters, he'll have to limit his explosive slashes or risk injury to himself.

Equipment: Crimson-blade odachis (x2)



#KnS
Vanq commands a quiet respect that carries its own authority. He is the Hitler of NS.


"I took away Vanq's YB for deliberatly ignoring me"
"I know Vanq is a very good writer and this is how he treats someone of lesser skill?"
"I would love to have a writer of your caliber along for the ride"
"neo and vanq do a dbz fusion to form 1 big shitposter then get erased from NS by kyrusia"
"Which is the level of memeing I expect from Vanq"
"brigadier general comes on, pulls a vanq and calls us all autistic"

User avatar
Gudmund
Envoy
 
Posts: 284
Founded: Aug 02, 2018
Liberal Democratic Socialists

Postby Gudmund » Fri Apr 26, 2019 3:44 am



MITTLERSTADT ACADEMY ADMISSIONS
The following is CLASSIFIED information for the personnel department of Division II. Unauthorized release of this information will result in legal prosecution to the fullest extent of the law.



Agent File



Name: Lucas 'Jonah' Deccan
Appearance:
Image

Gender: Male
Age: 19
Build: 5'8" (177cm), 156 pounds (71kg), fit

Species: Human




Mana Battery Count: 660

Magic Specialty/Specialties: Card Magic

Magic Techniques:
  • Card Magic - The Deccan family specialises in creating unique magic infused cards, special artefacts lined with extremely intricate runes for a predetermined affect. This simplifies the process of using magic, making the spells beforehand and ready to use at the cost of higher mana expenditure. These effects can range from simple offensive spells such as fireballs and lightning bolts, enchantments or defensive wards, to advanced item or entity summonings. The cards are mana bound, preventing anyone outside the family line from using them; each card can be reused once every 12 hours, each requiring a specific amount of mana to activate and line-of-sight targeting to determine where/what the cards are used on. How long a card lasts depends, however most can be deactivated at any time.

      All mana costs are rough estimates, does not equate for boosts in mana regen or magic strengthening (total cards = 39)

    • Mana Bolt x10 (40 mana) - Fires a burst of 5 solid mana projectiles each the size of a baseball, they explode upon contact and are similar to a 7.62 HE round.
    • Magic Emission x2 (90 mana) - Sends a spherical burst of mana in all directions, deflects attacks equivalent to 9mm, feels like sprinting into a wall when hit.
    • Magic Barrier x3 (105 mana) - Forms a spherical barrier of mana, capable of tanking a single RPG strike, deflects attacks weaker than .308/7.62x51, cannot be moved or attached to mobile target.
    • Lightning Strike x5 (65 mana) - Fires a single powerful bolt of lightning, 1/3 the strength of a real lightning bolt, no knockback, stuns.
    • Ethereal Spear x1 (50 mana) - Summons a condensed mana spear, same characteristics as a normal spear except it deals greater damage to simple magic barriers and attacks, allowing the user to slice/pierce spells; lasts 2 hours.
    • Hell Grenade x1 (530 mana) - The user expels a majority of their mana to form a compressed singularity, which is then fired at the target. Upon contact it sets off a massive explosion (equivalent to 15kg of C4), opening up an imitation black hole with enough mass to crush rock and bend steel. Anything within 25 metres is sucked towards it for 30 seconds.
    • Healing Wave x5 (50 mana) - All targets within 6 metres receive minor healing to their wounds for 10 seconds, limited to small wounds (bullets, slashes, burns, bone fractures), no real effect on missing limbs or dead.
    • Healing Blast x1 (160 mana) - All wounds on the target are healed over a period of 15 seconds (missing limbs, eyes, bullet holes, burns, non-magic status effects), yet does not affect poisons, curses, or dead. Leaves target feeling substantially drained.
    • Mana Trap x2 (90 mana) - Binds the target with thick magic chains, withstands temps over 600°C and -80°C, withstands 600kg force; lasts 2 hours.
    • Mana Well x1 (150 mana) - A flag is summoned and pierced into the ground, targets within 10 metres of the flag recieve a 60% increase in mana regeneration and improved vigour; lasts 5 minutes.
    • Mystic Flight x3 (150 mana) - The user grows 6 wings of magic to soar the skies, capable of reaching speeds up to 65mph (104kmh), heights of 5000 feet, and hovering in place; lasts 1 hour.
    • Entity Summon x3 (50-500 mana) - The user pictures/imagines an entity (knight, dragon, mage), summoning it if enough mana is provided, complete with imitation abilities. 50 mana for a wolf, 500 mana for a 10 foot monster; lasts 1 hour.
    • Armour Set of Saint Deccan x1 (350 mana) - Summon the legendary armour set of Saint Deccan, progenitor of the Deccan Card Magic technique. The full-plate set of armour focuses entirely on defence, capable of deflecting .50 BMG equivalent attacks, combining with a powerful barrier that tanks over 3 RPG equivalent attacks. An ethereal sword also materialises, essentially a slightly different version of the spear. However, the user is severely weighed down, only able to slowly walk for the 20 minute duration of the spell.
    • Magic Armour x1 (150 mana) - A thick mana barrier surrounds the target, granting an additional layer of full-body protection capable of tanking 7.62 AP equivalent attacks; lasts 1 hour.

  • Magic Card Creation - As a user and member of the Deccan family, Lucas has learned the ways of crafting his very own cards. While the process may require rare materials and takes over 4 hours for a single one, Lucas could theoretically - should he have the knowledge - be able to infuse a card with almost any magic for use later.

Weaknesses:
  • Lucas struggles to wield any other magic that doesn't involve his magic cards.
  • Lucas isn't trained in the usage of firearms, nor does he know any advanced forms of close combat outside his spearmanship.
  • Lucas' Card Magic uses slightly more mana, making him run out faster, and open to attacks while searching for the correct card. Certain powerful cards may even make him faint.
  • The cards Lucas owns could be lost (stolen, destroyed, misplaced), leaving him with no reliable method of self-defence.

Equipment: A backpack (clothes, wallet, food, etc.), a locked metal container holding Lucas' cards, a combat knife, taser, enchanted hoodie (bullet resistant to 9mm).




Alignment: Lawful Good
Nationality: England
Hometown: Bradford
Sexuality: Heterosexual

Personality: Unlike the rest of his family, who maintain an air of superiority and class, Lucas is a rather down to earth guy. He speaks casually with most people, seemingly optimistic no matter the situation. Lucas has a great interest in other people's' magic, having grown up in a family that all used the same spells, feeling obligated to learn as much as he can to improve his family magic. Lucas is perfectly fine with killing people, his families deep-rooted training dealing with that. Lucas would go out of his way to help a friend in need, but gaining his full trust may take some time.
Motivation: To improve his family magic




Biography: Lucas 'Jonah' Deccan is the 3rd child to a rich and secretive family of mages, known simply as the Deccan house. In 1655 the Saint of Deccan, a powerful mage renowned for his unique magic artefacts, settled down and began a family. Each generation passed on Deccan's knowledge and techniques, with the most prominent one being the Card Magic many have heard of. Lucas is no different, diligently studying such techniques for many years. The family training is extreme, and borderline illegal, forcing trainees to practice magic on live subjects. At the age of 15 Lucas discovered a new way of crafting Magic Cards, utilising modern tools and chemistry to half the process. He was no genius, but his parents thought otherwise, sending him to Mittlerstadt Academy in the hopes that he could further improve the family magic; acquiring even greater political power.



Spirit File




Name: Adrial Elysium
Appearance:
Fully equipped 90% of the timeImage
Rarely unarmoured, only for daily life activities. Doesn't show herself like this often.Image

Gender: Female

Build: 6'2" (188cm), 182 pounds (83kg), fit, slender

Personality: Adrial is very prideful, snarky, and confident in her ability to slay whatever foe approaches. To some she seems like a mature older sister, but while she remains quiet and proper among allies, Adrial openly mocks and provokes her opponents. She is deeply protective of those she trusts, enjoying the company of people who praise her. Were someone to belittle her tactics, don't be surprised if Adrial sends a painful attack your way. She enjoys training, dislikes demons aesthetically, and can't help but subtly tease others.




Mana Battery Count: 1070

Magic Specialty/Specialties: Metal Manipulation, Mana Enhancement


Magic Techniques:
  • Metal Manipulation - Any metallic material, should enough mass be available, will bend to her will like liquid. She could form practically any shape; be it spears, knives, bows, shields, armour, swords, chains, axes. Damaged metallic gear can be repaired if she tries. Metal objects within 10 metres can be controlled, floating through the air or inanimate suits of armour coming to life. The larger the item, the larger the mana cost.
  • Gear Enhancement - By covering her equipment in mana, Adrial can raise the overall characteristics of the affected item by 40%. Materials are stronger, weapons are sharper, and capable of slicing through weak spells.
  • Body Enhancement - By enveloping her body in mana, not only does her overall physical abilities increase (stronger wings, muscles, bones etc.), a small magic shield is formed resisting against weak spells.

Weaknesses:
  • Adrial loses a significant amount of defence without her weapons or armour.
  • Provoking Adrial enough can cause her to lose her cool, foregoing tactics for predictable brutal violence.
  • Adrial will straight up surrender if forced to fight against Lucas, possibly even fight against her allies to bring him out of harm's way.
  • Lightning type magic is especially effective against Adrial, since her metals usually aren't insulated.

Equipment: Her suit of armour, polearm, clothing.



#KnS
Last edited by Gudmund on Tue Apr 30, 2019 11:07 pm, edited 14 times in total.
Civilisation:
Tier 8, Level 3, Type 7
An 8.625 civilization - according to this index
▬▬▬▬▬▬▬▬▬▬▬
Leader: Albani Gudmund
Setting: FT (2060+), the ruling nation of a non-human, low population, galactic Empire spanning just beyond its solar system. Primarily using advanced, mass-produced droids to handle most menial tasks and to fill the ranks of its military alongside living soldiers.

User avatar
Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Fri Apr 26, 2019 4:33 am

Ah shit, here I go again.

User avatar
Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Fri Apr 26, 2019 5:00 am

Vanquaria wrote:snip

Gudmund wrote:snip

Accepted. I'll likely have my own apps up over the course of today and possibly the academy staff listing.
don't tread on me

User avatar
Finland SSR
Post Marshal
 
Posts: 15311
Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Fri Apr 26, 2019 7:28 am

Is it possible to make a student who comes from one of the four Great Houses, or are all of them fenced off from player apps?
I have a severe case of addiction to writing. At least 3k words every day is my fix.

Read my RWBY fanfiction!

User avatar
Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Fri Apr 26, 2019 8:24 am

Finland SSR wrote:Is it possible to make a student who comes from one of the four Great Houses, or are all of them fenced off from player apps?

I’d say depends on a case by case basis. Mainly want to avoid running the risk of handing off a position in the great houses to someone and having them go inactive, act out of character in a major role, etc. But it also depends on what role you’re looking for exactly (I.E. it would be easier to justify playing someone mildly connected to the heir than the heir themselves). There’s also looser lore around other major but not worldwide reaching houses, such as Italian ones, the older Austrian ones that were relevant pre-WW1, houses outside of Europe, etc.
don't tread on me

User avatar
Finland SSR
Post Marshal
 
Posts: 15311
Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Fri Apr 26, 2019 1:27 pm

Alright, imma try to be careful with this app then.



MITTLERSTADT ACADEMY ADMISSIONS
The following is CLASSIFIED information for the personnel department of Division II. Unauthorized release of this information will result in legal prosecution to the fullest extent of the law.



Agent File



Name: Arinaga Ikki (有永輝, Arinaga is the family name)
Appearance:
Image

Gender: M
Age: 20
Build: Ikki stands at 5'8" and boasts a fairly nondescript, average build - maintained in good physical form, but nothing extraordinary regardless. The only notable difference, easily visible at first glance, is his right hand, permanently deformed and mutated up until the elbow into an inhuman, glowing claw. Usually, when outside of battle or missions, Ikki keeps this trait of his under wraps - literally, wrapping his arm with an orthopedic cast and bandages to act that he has merely broken his arm.

Species: Human




Mana Battery Count: 810

Magic Specialty/Specialties: Self-Strengthening Magic

Magic Techniques:

  • Claw Infusion: It is rare, if not outright insane, for a mage of professional calibre, especially one coming from one of the four Great Houses, to rely upon only a single spell, but the life of a one-trick pony is one which Ikki has ended up pledging himself to, especially since many of the spells he once used to know simply stopped working or ended up working in jarring, mysterious ways ever since the incident during which he acquired his mysterious claw. With a spell, Ikki is able to channel his mana into the glowing claw on his right hand, granting it unprecedented superhuman physical strength and the durability to endure the reaction of its own blows. Fully Claw Infused, Ikki's right arm is able to easily shatter through walls with a single winding smash - and that's not even taking his Spirit into account.

Weaknesses:

  • One-Trick Pony: As stated before, Ikki is a one trick pony - and that is certainly not a good thing in battle. The one notable thing he is able to do with his magic is strengthen his claw and smash people with it - and in a world of magicians, that's not always enough to defend yourself, especially when he doesn't have any ranged capabilities to speak of.
  • Hands-On Madman: Perhaps because of his personality, or perhaps because of the way how his powers and his Spirit's powers work, but Ikki ignores all advice taught to even the most novice mages that they should stand back and let their Spirits do the real fighting. If there's battle and he needs to be involved, he's going to involve himself there by himself, even if it is (and it usually is) a serious safety risk.

Equipment:

  • Blood Rose: While Ikki's right hand is a magical mutated claw he acquired in a fit of luck, his dominant left hand wields the Blood Rose, a custom built and enchanted one-handed sword which serves as his primary slashing weapon. Unlike the traditional weapons of House Arinaga, Ikki's weapon is modelled after Western swords rather than Japanese ones, and is straight rather than curved.




Alignment: Eh... Gravitating somewhere around Neutral Evil and Chaotic Evil, slipping to Neutral ranges depending on your perception of Ikki's goals.
Nationality: Japanese
Hometown: Yokohama
Sexuality: Straight

Personality: Reclusive, either immersed in literature or his own thoughts, and fairly brash and nonchalant when he needs to interact with someone. Not exactly the nicest person you're going to meet in your life. Doesn't openly show his pride of his noble birth and superiority over his less noble mage peers, but secretly does feel that way and heavily so. If he has resolved to do something and believes that that something will further his goals, however, he will pursue that goal with diligence and determination.
Motivation: To understand Ikki's motivation, you have to understand that out of the many children of the House of Arinaga, Ikki was the reclusive one immersed in old history tomes - and these tomes told him about a wildly different time, when mages such as himself didn't have to hide in the shadows or control their mundane peers through boring elusive methods, and instead acted as kingmakers, or sometimes even kings themselves. Ikki's goal is to find a way to return humanity to such a time, except escalated to a far greater heights. Mages like you and I are superior to any mundane human, correct? They can summon power greater than their technological marvels can summon, and that's even when they manage to resist instead of following like dumb sheep. So what's the point in this dishonorable masquerade, when the magical community has the strength to move past it and establish themselves as the real, undisputed lords of all humanity - not through elusive manipulation, but through real, tangible control?

They don't lack the strength, but they lack the will. The Guild seeks to keep magic hidden while all of the Great Houses fight among each other and only seek to expand influence of their own instead of uniting together against their real opponent, and soon target of subjugation. They need an ambitious, no-nonsense leader to cut all the chaff and show the magical community the path they should be taking.

But that's long term. And while Ikki remains an ambitious bookworm, his immediate goal is to get stronger, improve his skills and magical abilities to their maximum capacity, find out what his mutated claw is supposed to be and finally return back to the House of Arinaga.




Biography: The story of the House of Arinaga, one of the most famous, prestigious and influential mage houses on the planet, need not be explained, and Ikki had the audacious luck to be born into it as one of its many scions. Though one of the younger children of the house and thus nowhere close to being entitled to major inheritance, Ikki was nonetheless weighed down by great expectations from the get-go. Power and influence over millions of humans is a fickle thing and all of the members of the House were expected to contribute one way or another during their life - which, first and foremost, means magical training from the early childhood to draw out all of the latent potential of their scions and then some.

Unfortunately, Ikki was not born with magical talent. The child was originally going for a mix of psionic magic and physical stat boosting, but after years of strenuous and strict training under his father and uncle, his Mana Battery count barely clocked in at 300 when his peers were easily passing double of that count. Even the Spirit he had called down to fight alongside him, Enrir, was pathetic compared to his peers - it wielded no spells aside for Spirit Infusion, which his peers laughed away as useless in battle. There were two non-magical fields where Ikki did excel above his siblings, however. The first was swordfighting - the teen was quick to catch onto and pick up all the lessons from his instructors and had a refined enough tactical mind to soon best them in mock battles, which led to him receiving a custom-made enchanted weapon from his father to make use of this talent, which he has since dubbed Blood Rose. The second is all the old tomes in House Arinaga's library, telling about a distant glorious past which has since been lost, an image which excited the teenager's imagination and slowly pushed him towards a peculiar, nefarious ultimate goal.

However, this was not nearly enough for a scion of a Great House, and as such, Ikki seemed destined for a life of forgotten mediocrity, if not losing all contact with his family once he passed through some magical academy - if not for an event which changed his life in more ways than one. The life of a member of a Great House is never a safe one - rivals and opponents lurk at every corner, seeking to eliminate their adversaries and gain an edge in the great game of shadowy politics which the magical community has become. And as such, when Ikki was sixteen, he, in a fit of misfortune, ended up in the way of such a power play during one of his uncles' birthday. In the midst of a great ball in Tokyo, shots and cries suddenly rang out, followed by a powerful corruption spell firing straight through one of the windows. It had been aimed towards Ikki's father, but the teenager ended up in its trajectory and the entire spell blasted straight into his arm.

Though the assailants were soon warded off by the combined forces of the Arinaga family, Ikk, the one casualty of the attack, remained in critical condition for weeks. What had just struck him was not a simple corruption spell, and no matter what healing mages the family brought up to try to fix their son, their abilities were unable to do anything but remedy the pain or slow down the spread of the disease. And then, when all hope seemed lost, Ikki slowly reopened his eyes. Whatever had been cast upon him, it started to fade away, but the effects it left on the teenager's body were permanent and almost life-changing. His right arm was now a mutated, glowing, powerful claw, chock full of mana - initial tests showed that his Mana Battery count almost tripled since the incident. However, all of the spells he had once known either stopped working or started malfunctioning due to the interference of his mutated arm, only one thing worked - infusing his mana into his claw to grant it impeccable, unprecedented physical strength. Combined with his Blood Rose and Enrir's Spirit Infusion, Ikki became the physical juggernaut of his siblings, not necessarily adept in magic, but knowing just enough techniques to boost his physical strength to ridiculous levels which allowed him to stand against opposing Spirits all on his own.

However, the nature of his new abilities continued to worry House Arinaga and so did Ikki's brewing resentment for the current status quo of the magical community, and to get the youth out of their sight as well as hope that he finds out something about his corrupted right arm, Ikki was sent off to Mittlerstadt Academy to enroll there and seek a path in life.



Spirit File




Name: Enrir
Appearance:
Image

Gender: M

Build: Stands at 9 feet with a towering, muscular and inhuman physique, complete with wings (which don't work) and a weapon in his left hand much like Ikki's.

Personality: In many ways, Enrir's personality is a complete and utter opposite from Ikki - while Ikki is a brooding, reclusive loner, Enrir is open, talkative and surprisingly friendly for a Spirit. Out of the two of them, Enrir is usually the one who speaks more often and in place of his mage, unless he is ordered to shut his mouth before he yaps something important.




Mana Battery Count: 1000

Magic Specialty/Specialties: Spirit Infusion

Magic Techniques:

  • Spirit Infusion: Enrir and Ikki are both of the same cloth, in a way - in the "both of them only have a single magical technique worth discussing". With a magical spell, Enrir is able to temporarily infuse his mana and his very being into Ikki's, granting him the Spirit's superhuman physical stats and superior magical capabilities, adding them onto the teenager's own powerset. Combined with Ikki's Claw Infusion, this has the potential to turn Ikki into a physical juggernaut, all of his stats boosted well above that of a normal human and his right hand strengthened even further. While Enrir is infused into Ikki, he appears above and behind the mage as a semi-transparent, glowing ethereal form (as shown in Ikki's appearance picture).

Weaknesses:

  • Reliance on Ikki: The weakness of Enrir's ability is obvious. Unlike his fellow Spirits, Enrir does not fight on his own, instead infusing his physical strength into Ikki in hopes that the combination will be superior to the two of them individually. Which is obviously not guaranteed - and if Ikki loses or dies, both of them do.
  • Heavy Blows: Though Enrir is normally able to stay infused into Ikki for as long as the situation needs him to be, heavy blows, significantly stronger than what the spirit is able to endure, can severe this thread between the two and spew Enrir out of Ikki's body, at which point he, due to lacking notable magic techniques besides Spirit Infusion, is in severe trouble.

Equipment: Nothing notable besides a replica of Ikki's Blood Rose.



#KnS
Last edited by Finland SSR on Sat Apr 27, 2019 12:03 am, edited 1 time in total.
I have a severe case of addiction to writing. At least 3k words every day is my fix.

Read my RWBY fanfiction!

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Nea Videssos
Minister
 
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Founded: May 01, 2016
Iron Fist Consumerists

Postby Nea Videssos » Fri Apr 26, 2019 2:50 pm

Hmm...
Formerly Videssos. Just a femboy-obsessed degenerate. Also interested in history, mythology, fantasy, science fiction, metal and some other stuff.
A little bird told me, "Go, Go! Socialise! Talk to those fine people! And then, KILL EVERY LAST ONE OF THEM! Plunge your knife into their throats when they ain't lookin', and then burn 'em to the ground!"
Well that's silly, isn't it?

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Segral
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Posts: 1772
Founded: Sep 06, 2017
Inoffensive Centrist Democracy

Postby Segral » Fri Apr 26, 2019 5:33 pm



MITTLERSTADT ACADEMY ADMISSIONS
The following is CLASSIFIED information for the personnel department of Division II. Unauthorized release of this information will result in legal prosecution to the fullest extent of the law.



Agent File



Name: Polaris Bozzirun (Goes by Pierre for convenience's sake)
Appearance:
Image

Gender: Male
Age: 19
Build: 5'10", 133 lbs. Kind of on the lighter side, certainly not skinny enough to be considered underweight, but definitely quite lean and almost wiry in nature.

Species: Demon




Mana Battery Count: 864

Magic Specialty/Specialties: Geothermal Magic

Magic Techniques:

  • Volcano Creation: Pierre has spent many years honing his own technique, the formation of powerful geysers and heat vents in the earth. Essentially, Pierre uses magic to draw geothermal heat (a type of heat created underneath the surface of the Earth) from underground, building it up into small pockets just underneath the topsoil until it reaches a massive amount of pressure. This is then released in the form of a small explosion, similar to a landmine. Pierre has trained significantly to master this, and is adept at creating his own miniature volcanoes to combat opponents. If there is groundwater at his disposal, then he can heat it to form steam, steam which eventually also erupts in the form of a gesyer. The opportunities are endless.

  • Earth Liquefaction: Alternatively, Pierre can also "manipulate" the Earth and soil by drawing intense heat from the Earth and using it to melt and mold the soil into the desired form, usually into a thick depression, fault line, or simply a sea of melted soil. It consumes massive amounts of mana, but is known to work very well.

Weaknesses:

  • Time-Consuming: Pierre's powers are extremely time consuming, often taking anywhere from twenty seconds to a minute to form a miniature eruption or one to five minutes to liquefy the Earth into the desired state depending on the complexity of the structure. As a result, he needs proper defensive measures in order to maintain the focus to perform his magical techniques.

  • Restricted to the Earth: There is a slight problem with Pierre's techniques; they are slow, and limited to the ground. While this works for individuals that are less mobile, more agile opponents, or opponents that have the ability to become airborne are able to evade him with the greatest of ease. Planning is key for Pierre.

  • Sunglasses: The sunglasses he wears aren't for show, they're for sight. He is blind without them thanks to severe cataracts, and despite him taking measures to keep them on his face, if one can knock his glasses off, they have a significantly better chance of winning the fight.

  • Demonic Nature: Despite being somewhat better-tempered than many of his demonic contemporaries, Pierre is still prone to the animalistic and feral nature of his race, often going through fits of extreme rage and violence, and exclusively consuming meat. While he does not consume humans, it makes controlling or cooperating with him (and his appetite) much more challenging of a task.

Equipment: A pair of enchanted sunglasses that allow him to see (more info in Bio). A classic European rapier that he inherited from his aunt. Two Glock 32s in .357 SIG.




Alignment: True Neutral
Nationality: French
Hometown: Paris, France
Sexuality: Heterosexual

Personality: Pierre is a flashy, bombastic man, who loves the culture, indulgence, and enjoying the finer things in life. He is a big believer in doing whatever he feels like doing, doing things that make one happy, and living life as a free individual where he may do whatever he pleases and follow whatever path he wishes. Reflecting this, he's extroverted and talkative, very jokey, very playful, and very mischievous, almost like a jester. However, at heart, he is a perfectionist and hates to make mistakes or be reprimanded by authority, often becoming brooding and sulky after a failure. He tries to remain happy and carefree at all times in order to push back the animalistic and primal feelings within him. But you wouldn't know it, considering how well he pulls it off.


Motivation: To become a stronger and more advanced mage is his primary goal, as he is devoted to the study of magic and loves the powerful feelings it gives him. Magic is what makes him happy, and so he aggressively pursues it to find happiness and purpose in his life. As well, in the future, he wants to become a good role model for others of his race and promote cooperation with humans, as he sees them as worthy allies (and former snacks).




Biography: Polaris Bozzirun was born in Paris, France on July 24, 1999, the son and only child of two demonic parents living in the lower-class neighborhoods of France. He was blind from a young age, having suffered retinal issues and losing his eyesight as a result. His parents were secretive individuals, owing to their demonic heritage and their somewhat...animalistic nature, and kept him as sheltered as possible outside of school, as they didn't trust humans to not treat him with prejudice and racism, and were worried for his safety given his eyesight. They even gave him a human nickname, Pierre. The only people they were in close contact with were other demonic families in Paris, many of which also lived in the Haitian and other black neighborhoods of France. Other than that, no PT conferences, no trips, nothing, all the time was spent home away from prying eyes.

To stave off boredom, there were two major pastimes the Bozziruns engaged in. The first was eating human flesh. Of course, they had more integrity than to simply kill humans in broad daylight, but their methods were still highly-questionable, often grave or mortuary-robbing in the dead of night. Polaris never complained; he liked the taste of human flesh, it was much more succulent than eating a chicken or a hog.

The second was magic. Both of the parents had magical abilities being from the Ether; his mother was specialized in metal-based magic, his father in biology-based magic. Both were excellent magicians, having mana battery counts of close to 1500 and having mastered several powerful techniques. Polaris didn't even realize this until one night when he was eight, and a robber broke into the household, brandishing pistols as he attempted to rob them of their furniture. However, he did not get far, as Polaris' mother reshaped his guns into rudimentary handcuffs, and his father forced the man to run away by controlling his legs. Polaris was enchanted by the epic arts shown, the effortlessness they used in the face of such fear. His magical ability had already surfaced in the form of geothermal heat, drawing heat down from the depths of underground (and nearly blowing his house down as a result), and soon, he threw himself into his magic, wanting nothing but to learn more and more.

Upon reaching high school, he was given two gifts. The first was from his father, who had successfully enchanted a pair of sunglasses to give him partial eyesight back. It was not perfect eyesight; his vision was still somewhat blurry and rough-around-the-edges, but it was sufficient enough for him to finally start navigating the world. And the second was freedom, more freedom to leave the house and do as he pleased. And so he did, fully throwing himself into the goal of becoming a magical enforcer. He felt as if his people were turning to violence due to a lack of resources and a general hatred against them, and he wanted to become a good role model for them, while also advancing his magical skill further. His personality changed, growing from shy and reserved to extroverted and proud, and he finally began to grow in his wings. He learned to control his more primal outbursts, began to stop eating human flesh. He was different, and he embraced that change by applying for the Mittlerstadt Academy. He was accepted promptly.



Spirit File




Name: Malkuth
Appearance:
Image


Gender: Female

Build: 5'5, a small petite figure that is agile and has two small wings on her back.

Personality: Malkuth is Polaris' more reserved, down-to-earth, and shrewd counterpart. She's usually the brains of the duo, keeping Polaris in check and occasionally giving him a nice little dose of reality thanks to her cruel and somewhat cold commentary. Her respect is hard-won through feats in battle, and she is drawn to power above all else, and above little else. To her, life is a never-ending battle, and whoever can win the most and make the fewest mistakes is the best person, regardless of who they are or what they have done. However, beyond her facade, she does seem to at least care somewhat for Polaris' well-being, although that may just be because of their bond. Who knows?




Mana Battery Count: 1150 batteries

Magic Specialty/Specialties: Magma Magic

Magic Techniques:

  • Liquid Magma Control: Much like how Polaris can channel the heat of the Earth, Malkuth can reach down into the mantle to extract magma, a molten material that is the basis of rocks and minerals. With it, she can control liquid magma in all forms, such as fountains, waves, rivers, and sprays. Thanks to her superior magic ability, the possibilities for how she applies this technique are endless.

  • Earth Fracture: As magma is an extremely hot substance, hot enough to melt rock on contact, Malkuth often forms rivers of magma to break up the land into a series of plates or islands, either to trap something in a certain spot or creatively use the plate of rock to "ride" currents of magma. This is often used in conjunction with Polaris' Earth Liquefication technique, as both involve reshaping the Earth in some form.

  • Magma Golems: Finally, Malkuth has also mastered creating golems out of magma, ones that look exactly like her but with a fraction of the power. She can control multiple golems at a time (usually up to five, although she can pull out a couple of extra ones at the expense of heavy mana drain), and all of them obey her every command. They are made of magma that has cooled into thick, blistered stone, and are completely faceless and featureless besides roughly taking after her own figure. Essentially, they are her puppets.

Weaknesses:

  • Limited to the Earth: While Malkuth has a little bit more versatility and adaptability when it comes to dealing with more agile targets, her powers are still very landlocked and can be easily avoided with the right toolset.

  • Fragile Golems: While are golems are tough opponents, they are not very powerful. They aren't much harder than standard igneous rocks, and all share a common weak point at the center of the forehead, which can undo them in one well-placed attack. Not to mention, it can be difficult for Malkuth to manage multiple golems at once, as many of them are engaged in different parts of battle and require different responses to different stimuli, which can be quite overwhelming.


Equipment: Her only weapons are two small daggers which she occasionally uses as a way to give her some form of melee advantage.



#KnS



So it's finished. Please let me know if I misunderstood the lore in some way and I'll try to correct my mistake as quickly as possible.
Last edited by Segral on Tue Apr 30, 2019 1:51 pm, edited 4 times in total.
yea bro idk

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Danceria
Postmaster-General
 
Posts: 10715
Founded: Aug 13, 2015
Ex-Nation

Postby Danceria » Fri Apr 26, 2019 5:39 pm

Killer Queen has already selected this RP.
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It is my sole purpose in life to offend you and get you to think about your convictions due to this
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Sraelyn
Spokesperson
 
Posts: 184
Founded: Jan 02, 2017
Ex-Nation

Postby Sraelyn » Fri Apr 26, 2019 6:38 pm

Certainly an interesting idea, I'll try to have an app by tomorrow and be more active this time around.
That God's name is Abraxas

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Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Fri Apr 26, 2019 8:14 pm

Finland SSR wrote:snip

You sure you want to go with a one trick pony skillset?

It's highly unadvised because if you end up in a fight where the opponent can counter that one skill, you, well, straight up won't be able to do anything.
Segral wrote:snip

Looks fine. Although demons tend to not have the same appearances as regular humans unless they have a specific type of magic to mask their real appearance. That's the one thing that needs to be fixed.
don't tread on me

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Khasinkonia
Negotiator
 
Posts: 6473
Founded: Feb 02, 2015
Inoffensive Centrist Democracy

Postby Khasinkonia » Fri Apr 26, 2019 8:24 pm

Question: Do spirits have to be intelligent, sentient organisms that are characters in their own right, or is it possible to have a more animalistic or even inanimate spirit?

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