Quantum Leek
Like really small, really unpredictable onions.
Character Application
Mages, or professional magic-users, exist only in Lansimar. To become a Mage, a magic-user must have passed the Mage Exam at the Tower of High Sorcery. Once they have passed the Exam, they receive a Magename and earn the right to wear robes. For the sake of this RP, all Mages will be teachers from the SCME. This means that they earn a salary for teaching apprentices--each Mage is placed with one or two apprentices and tasked with the job of education that apprentice. When the apprentice is ready, he or she will take the Exam.
An Apprentice is any magic-user that is training under a Mage-master. They are often school-aged children, but sometimes older depending on when their education began. They come from all over Fydine from all sorts of backgrounds to the SCME to be matched with a Mage-master and learn control over their magic.
An Archmage is an elite mage, chosen from the ranks of the most skilled and powerful Mages. New Archmages are chosen by the current Archmages--the Magical community is small enough that, for the most part, any Mage who is active in it is like to receive due attention if he or she is exceptional. Their ranks are limited and very difficult to join: oftentimes a Mage will be asked to prove him or herself by the Archmages in a unique way. The Archmages reside in the Tower of High Sorcery. It is their job to administer the Mage Exam to apprentices, to oversee magical happenings in Fydine, and to research magic both new and old. Very rarely an Archmage will have an apprentice of their own--though many apprentices apply to be taken in by the Tower, only the most promising are granted that privilege.
Skeletons:-
Apprentices
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NAME
AGE
(10+)
GENDER
RACE
SEXUALITY
MAGIC(s)
(Choose one or more Magicks for them to wield: keep in mind, if you have more than one they should compliment each other and that a character with one magic will be more powerful in that magic than a character with two or more. In general, their power in Magicks should add up to 100%. For example, a student could have 100% earth magic, with that 33-33-33 split between the three branches. Or they could have Black and Psi magicks, but be only be gifted in certain branches, for example: 8: Dark, 2: SIght would mean that have 80% Dark Magic and only 20% Sight.)
YEARS AS APPRENTICE
(see below)
MAGE-MASTER
(You may make either a new apprentice, who initially has no Mage-master, or an older apprentice who has had the same Mage-master. For the second case, you will need to collaborate with another player to design a backstory for their character and yours. If you wish to create an apprentice who needs to be matched with a Mage-master, I will match your character with a Mage)
BIOGRAPHY
PERSONALITY
APPEARANCE
(include picture(s) along with descriptors--for instance, their height, or any distinguishing markings, etc.)
ALIGNMENT
(if you're not familiar with the alignment system, read up on it here)
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Mages
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BIRTH NAME
(Full name, like John Smith or Jane Doe)
MAGENAME
(Magenames will be used to replace their last name in professional situations. Old friends may still know a Mage as John Smith, but to his students and colleagues he'll be known as John Swiftstrike, or simply Master Swiftstrike).
AGE
(22+)
GENDER
RACE
SEXUALITY
MAGIC(s)
(Choose one or more Magicks for them to wield: keep in mind, if you have more than one they should compliment each other and that a character with one magic will be more powerful in that magic than a character with two or more. In general, their power in Magicks should add up to 100%. For example, a student could have 100% earth magic, with that 33-33-33 split between the three branches. Or they could have Black and Psi magicks, but be only be gifted in certain branches, for example: 80-20 Dark-Sight would mean that have 80% Dark Magic and only 20% Sight.)
YEARS AS A MAGE-MASTER
(this should mesh with your character's age. If your Mage is the minimum age (22), then they MUST be a brand-new Mage-master. Thus, the number of years as a Mage-master would be 0. You can, however, make an older Mage who is still a new teacher.)
APPRENTICE(s)
(If your Mage currently has no students, you may update this later, after you have been matched with someone. If, however, you want to form a history with another character, you can collaborate with another player to make this happen.) (Include number of years with each apprentice)
BIOGRAPHY
PERSONALITY
PHYSICAL DESCRIPTION
(include picture(s) along with descriptors--for instance, their height, or any distinguishing markings, etc.)
ALIGNMENT
(if you're not familiar with the alignment system, read up on it here)
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Archmages
- Archmages are not currently being accepted.
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Soldiers come from all corners of Fydine; some are enlisted in various city guards, or even the Kingsguard of Itaamar. Others are veterans, returning to service at this time of dire need. Still others are not, and have never been, soldiers before--whether they be young men or women desperate to help, or freelance mercenaries or adventurers--but they have come nonetheless. These people have either no Magic, or so little Magic that it would do them no good to train it (note that, in the second care, these people can only be from Lansimar. Even the smallest gift of Magic is a death sentence in Itaamar).
Skeletons:-
Soldiers
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NAME
AGE
(18+)
GENDER
RACE
SEXUALITY
PROFESSION
RANK
COMBAT STYLE
APPEARANCE
(include picture(s) along with descriptors--for instance, their height, or any distinguishing markings, etc.)
WEAPON(S)
BIOGRAPHY
PERSONALITY
ALIGNMENT
(if you're not familiar with the alignment system, read up on it here)
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The Faithful hail almost exclusively from Itaamar. While that is not to say that there are no priests in Lansimar, but merely that these people would be, in general, of very little help in a war, except to raise morale. The Faithful are magic-users who have dedicated their lives to the service of one God, and use their abilities only in service of their patron deity. The Paladins are devoted only to Afflatus--they are often known as Afflatus' Hand, or Afflatus' Justice, for they dole out judgement and justice upon the people of Fydine.
The Paladins, those exclusively trained in Naloma, are often seen in Lansimar, doing Afflatus' bidding. They are trained in combat arts as well as White magic--most especially, they are trained in the branch of Light. Paladins are known as Ser (the title is used for both males and females), and wear the symbol of Afflatus upon their armor. Unlike other magic-users, the paladins are not hindered by use of heavy armor.
The Clerics are more akin to Lansimar's Mages, excepting that they gain strength in magic not through use of Mana, but through Prayer. Furthermore, they are only ever gifted in one single type of Magick (though they may be skilled in one or more branches of that Magick), corresponding to the element of their patron deity.
Skeletons:
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Paladins
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NAME
AGE
(21+)
GENDER
RACE
SEXUALITY
COMBAT STYLE
MAGIC
(While Paladins are restricted to using only White Magic, there are three branches of specialization available to them. A paladin can have skills in any or all of these branches. Keep in mind that that a character with one specialization will be more powerful in that branch than a character with two or more. In general, their power in each branch should add up to 100%. For example, a paladin who is skilled in all three branches could have 33-33-33 healing-protection-light, or a paladin who could not heal, but was very skilled in Light magic might have 20-80 protection-light specialization.)
APPEARANCE
(include picture(s) along with descriptors--for instance, their height, or any distinguishing markings, etc.)
WEAPON(S)
BIOGRAPHY
PERSONALITY
ALIGNMENT
(if you're not familiar with the alignment system, read up on it here)
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Clerics
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NAME
AGE
(18+)
GENDER
RACE
SEXUALITY
DEITY
MAGIC
(While Clerics are restricted to using only the Magic of their God, there may be branches of specialization available to them. A cleric can have skills in any or all of these branches. Keep in mind that that a character with one specialization will be more powerful in that branch than a character with two or more. In general, their power in each branch should add up to 100%. For example, a cleric of Augur who is skilled in all three branches of Psi could have 33-33-33 empathy-sight-telepathy, or she could be specialized only in sight, with a focus on Illusions, with some telepathy: Sight - 80-20 Illusions-Telepathy.)
APPEARANCE
(include picture(s) along with descriptors--for instance, their height, or any distinguishing markings, etc.)
WEAPON(S)
BIOGRAPHY
PERSONALITY
ALIGNMENT
(if you're not familiar with the alignment system, read up on it here)
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Soldiers come to the Tower from all over Fydine--including civilizations that consider themselves otherwise apart from goings-on in Lansimar or Itaamar. These soldiers, including elves from Nithia, may wield magic in spite of not being Mages. Furthermore, they do not fall under the jurisdiction of officers from the Army of Fydine, excepting the Battlemaster.
Skeletons:
no slide no slide-
Independents
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NAME
AGE
(18+)
GENDER
RACE
SEXUALITY
PROFESSION
MAGIC
(Choose one or more Magicks for them to wield: keep in mind, if you have more than one they should compliment each other and that a character with one magic will be more powerful in that magic than a character with two or more. In general, their power in Magicks should add up to 100%. For example, a student could have 100% earth magic, with that 33-33-33 split between the three branches. Or they could have Black and Psi magicks, but be only be gifted in certain branches, for example: 80-20 Dark-Sight would mean that have 80% Dark Magic and only 20% Sight.)
COMBAT STYLE
APPEARANCE
(include picture(s) along with descriptors--for instance, their height, or any distinguishing markings, etc.)
WEAPON(S)
BIOGRAPHY
PERSONALITY
ALIGNMENT
(if you're not familiar with the alignment system, read up on it here)
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