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 PostPosted: Wed Jun 27, 2012 2:16 pm Reply with quote        
Information dump

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 PostPosted: Wed Jun 27, 2012 2:17 pm Reply with quote        
Schools of magic


Necromancy: black- death energy (negative life energy). Can technically be spontaneous or ritualized. Spontaneity is faster and more adaptable. Rituals/incantations necessary for first time spell or group casting. Rituals preferred, spontaneity is not taught in normal curriculum. Raising undead, skeletons, ghouls, zombies, and ghosts. Commands vampires. Casting curses of decay and pain. Cost is pain and aging; can freeze aging for continual pain/discomfort. Tricky art. Average graduation age: 43. Craduation rate 33%. Healing abilities: with sacrifice, unmatched. Without, minor. Little defensive capabilities. Low stamina. All Necromancers need to find moral balance.


White Magic: white-life energy. Same spontaneity as necromancers. Healing based capable of controlling living creatures, but difficult due to intelligence, as well as moral issues. Strong morals taight in school. Influence over plant life-main method of offense and active defense. Cost is energy, physical tiredness, which can be fixed with healing. Eventually, causes lack of concentration and mental burnout. Sleep restores mental issues, for the most part. Relatively easy art to get the hang of, although true mastery is very difficult. Can reverse aging. Average graduation age: 26. Graduation rate: 87%. Healing capability: major-main healer. Little true offense or defense. Massive stamina. Strong moral code enforced by school.

Elementalism: silver-natural energy. Completely spontaneous. Controls elements-fire, earth, water, air, lightning. Earth is dirt or stone, nothing man-made. Limited by imagination and resources. Students capable of manipulating all elements, but generally favor one or two. Cost is physical tiredness, and faster aging. Accidents can cause injuries; burns, broken bones, electrocutions, and the like. Except for fire and lighting, manipulation requires a source (the body is the source for fire and lightning, making them more tiring to use). Ages fast, average lifespan is 60~ years. Average graduation age:19. Graduation rate 50%. No healing capabilities, balanced offense/defense.

Summoning: green-dimensional energy. Completely ritualized but must be cast in the moment. Can call things, creatures, items, plants, or consciousnesses from other planes. Size, intelligence, complication, all effect difficulty. Requires knowledge of language and name of whatever is being called, which limits the number of dimensions that can be accessed. Cost is mental tiredness. Summons are generally obedient, but a misworded summon can cause problems. Average graduation age: 29. Graduation rate: 79%. Capabilities entirely dependent on summons.

Enchanting: gold-potential energy. Completely ritualized; must be prepared beforehand. Can enchant objects to have a certain effect; gloves that keep you warm, sticks that can cut, a pencil that can heal increase healing—the possibilities are endless. High-level enchanters can create glyphs: marks on a piece of paper that hold a spell. Effectively, enchanters imbue objects with effects. Cost is minimal mental tiring. Objects can only hold one enchantment safely. Having more than one, especially if it’s two opposite enchantments, makes a cursed objects, generating highly unstable results. Average graduation age: 35. Graduation rate: 93%. Moderate healing capabilities. Offense and defense entirely dependent on preparation. Support type.

Sorcery: dark blue-physical energy. Same spontaneity as necromancy and white magic. Affects physics; telekinesis, illuions, teleportation, gravity manipulation, barriers, and the like. Requires high-level knowledge of physics. Cost is mental and physical tiredness. Can stop aging. Average graduation age: 62. Graduation rate: 73%. No healing capabilities, powerful offense, decent defense.

Witchcraft: purple-amalgamation of the other energies. A witch, as a magic-user without any formal training, is often capable of accessing lower-level abilities of the other disciplines, but lacks the strength and skill. A witch has two abilities that none of the schools do; hexes and astral form. A witch can effectively take an object, and through a small ritual (witchcraft is highly ritualized through superstition), can put a hex around it, and can then give it to the target. Witches can also take an astral form and travel around our plane and the astral plane. A witch must be careful to know how to return, though, or be lost wandering as a spirit. Witches can stop aging, but when they die, their true form is revealed. Minor healing capabilities, decent offense, minor defense.

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 PostPosted: Sat Jul 13, 2013 8:53 am Reply with quote        
Rules of Magic


The world is made of energy. Certain people can access this energy and channel is certain ways. These people are the magic-users. They channel it through themselves, which can have multiple effects, and the applications are rather limitless. At the moment, there are technically six disciplines; groups of people who channel the energy in six specific ways. These are the six schools.

There are two ways of casting spells: spontaneously and ritualized. Spontaneous casting is the summoning, channeling, and application of energy without any real structure or form. It is done without symbols or incantations. As a rule, spontaneous casting is faster and much more adaptable, but it lacks the power of rituals. Rituals have hand movements, incantations, and symbols. These are cumbersome, but useful in certain situations. Rituals, in most disciplines, are not absolutely necessary, however they are pretty much required to figure out spells for the first time, and in group casting.


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 PostPosted: Sat Jul 13, 2013 8:56 am Reply with quote        
Vampires


Vampirism is, like lycanthropy, a curse of life energy. Vampires, being dead, have no life energy of their own, and to continue their existence, they must steal life energy from others. The only technique that they have to take the energy is not as graceful as those of a necromancer, who would just cast a spell. Vampires must resort to physically taking the lifestream of others, which yes, means drinking blood. Without feeding, a vampire will decay until they are a corpse. Completely draining a full grown human in his prime could keep a vampire going for at least a week, but that is the biggest meal that a vampire can find, without tackling a sumo wrestler. Leaving a human alive is less filling, as are animals.

On the subject of having a vampire meal: bites hurt. Draining someone is not the fastest thing in the world either. Imagine chugging four liters of goo. It’s not an easy task. Generally, unless the vampire is a world-class speed-drinker, it can take about two minutes to chug an entire person. The humans generally struggle, too. They only get weak halfway through, and go unconscious another thirty seconds in. In other words, it’s not the easiest thing in the world to just grab a bite to eat. Vampires, yes, can have chilled blood. The school does have a case of it in a storage locker, but it’s practice to try to feed yourself without taking food away from the young.

On the subject of aging, vampires refer to their age as the time they’ve been dead. Those less than five months old are called fledglings. Fledglings don’t have any impulse control, and are basically like young stallions. They need to be broken in. The common practice is to throw a bunch of fledglings into a large room, and starve them to break them of the habit of self-indulgence. It’s a cruel process, one that not all fledglings survive, and that most don’t survive intact.

Vampires are repelled by any religious item, except the one that they believed in when they were human. They have no sense of smell, so garlic is rather useless, although shoving something up a vampire’s nose is highly uncomfortable. Running water is also a deterrent. Sunlight burns, and if a vampire is caught outside for ten seconds, it ends in total immolation. Even being covered by an umbrella or a blanket will burn, but not fatally. The vampire kinda just…emits smoke. Sun (well, immolation) can kill, along with decapitation and a stake to the heart, and those are literally the only things that will. A chopped off arm will decay within a day, and a new arm will regrow in a few months, depending on how well the vampire eats. Vampires, like legend, can’t break into houses. Nothing inhabited by a living human, at least. Yes, this means werewolves are fair game, but magic-users are not.

Also, because vampires are, in fact, dead, they do fall under the dominion of a necromancer’s plaything. A strong enough necromancer, by the time they’ve graduated, can command a vampire to do relatively simple commands. A few words, and a necromancer needs to actively keep the vampire’s free will down. The vampire is fully aware of the commanding process, and effectively loses control of his/her limbs for the time. Obviously, this control doesn’t last forever. The necromancer’s gotta let go eventually, as the command can’t hold from a distance. Still, running into an angry necromancer is a vampire’s worst nightmare.


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 PostPosted: Sat Jul 13, 2013 8:57 am Reply with quote        
Werewolves


Werewolves are the other side of the coin of vampires; they need no life but their own. Werewolves don’t age quickly (although they die early), and they don’t need to eat often. A werewolf could easily survive an entire week without food or water. That being said, they like eating. And hunting. Hunting is a vital part of a werewolf’s life.

Under the full moon’s light, a werewolf will turn from a slightly stooped human with thick hair, bad eyes, a strong sense of smell and hearing, into a massive (seven feet tall, easy) anthropomorphic wolf. Claws, teeth, and fur included. Upon changing, the werewolf loses pretty much all humanity, and intelligence. A werewolf, during the full moon, is truly an animal, answering only to the Alpha, who does manage to keep his/her mind.

Yes, I did specify “under the full moon’s light.” If a werewolf manages to stay inside during the night of the full moon, he/she will not turn. This is not an easy feat, as the werewolf will feel extreme urges to go outside, especially if the Alpha howls for her/him.

The Alpha does not possess magical commanding abilities. The Alpha possesses the respect and fear of the other werewolves in the pack, as well as are on the receiving end of the strong ‘obedience’ instinct. As such, an Alpha is obeyed. An Alpha is not questioned. This is partially due to the werewolf’s inherent respect for the Alpha, and partially because the Alpha embodies these traits through a conscious decision. An Alpha works to be respected and feared, and to be the most powerful figure in the pack, even though the Alpha might not be the most powerful fighter. Often, the Alpha is intelligent more than strong, and is generally young, while the Beta, the Alpha’s second in command and advisor, is often older and wiser. A Beta is often kinder to the other wolves than the Alpha, due to the lack of pressure to such a powerhouse.

Werewolves are extremely instinctual creatures, even when in human form. Werewolves can be highly intelligent people; there is no denying that. However, the brain is second to the gut. A werewolf follows a gut feeling over an intellectual estimate any day. As instinct is not a form of clairvoyancy, and is a series of behaviors ingrained into the collective species consciousness, it is not foolproof, and an intelligent opponent can fool it.

A werewolf’s weakness is silver. Contact will cause nausea and weakness, taking a werewolf from the heightened physical stage to that of a human child who happens to be vomiting and swaying, and a wound from a silver weapon will not heal at the normal rate (which is really damn fast). Also, silver burns. Not literally, it doesn’t actually cauterize your flesh, but hot damn it stings. Most people who hunt werewolves like using silver weapons, as the wounds are not easily shrugged off. Werewolves have legendary stamina, able to shrug off all but the most grievous non-K.O. wounds. One is strongly reminded of the Black Knight. Except a werewolf will grow back those limbs within a year, then be back with a vengeance.

All this being said, a werewolf is simple to kill. They are not like vampires, who can only be killed in three ways (stake, decapitation, and sunlight), but can be killed by any way a human can (except illness…werewolves don’t get sick).

One more thing…a werewolf is a living creature. Much like a necromancer can control a vampire, a white mage can control a werewolf. Luckily, though, white mages often find commanding living creatures morally reprehensible, where necromancers couldn’t give a fig.


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 PostPosted: Sat Jul 13, 2013 4:52 pm Reply with quote        
Hunters


Hunters are humans. Plain and simple. Nothing supernatural about them, with the possible exception of their determination, which is unholy in its strength. Hunters are those who devote themselves to exterminating the supernatural, be it monsters such as vampires and werewolves, or perhaps those who chose their supernatural nature like magic-users, or maybe even fight creatures without any intelligence and only exist to kill and devour, like zombies or angry spirits. Hunters can pick their poison.

Hunters, being at almost every disadvantage, need to work hard to keep up. As such, they’re experts in martial arts and weaponry, almost to a man, as well as strategy, hunting, and the like. They have found ways to afford the best equipment, and are some of the most well-read people in the world.

This being said, hunters are not organized. The pods are tiny. A family often passes down its hunting tradition to the children, but it rarely strays outside. Occasionally, a mundane person stumbles into the hunting community, but this happens about as often as a line of hunters is wiped out by the foes they are hunting. It is a very ragtag, grassroots ‘community’ (notice the airquotes, as it hardly counts) that survives on grit alone.

However, hunters were not always like this. Once, millennia ago, the hunters ran the supernatural world with an iron fist under the worldwide name of Sica Olepi. To attack a member of Sica Olepi was a death sentence, as that person’s fellows would fall upon the attacker in an inexorable strike force. Yet, they were still human, so being lorded over by the lesser chafed the supers. In a never-before-heard of multi-pronged, globally connected strike, the entire supernatural world slaughtered Sica Olepi and cast them into the shadows. Sica Olepi entirely ceased to be, and the hunters today are a mere shadow of the massive force that used to exist.


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 PostPosted: Sat Jul 13, 2013 5:16 pm Reply with quote        
Magic Users


No one knows exactly how old the schools are. Even though it’s not a stretch to think that some are headed by beings two thousand years old, no one can remember a time when magic was not practiced. Even Sicla Olepi did not know the origins of the magic schools. Some say they have always existed.

Frankly, no one will ever know. When Sicla Olepi took over the world, they tore everything to the ground, and decimated the magic schools. The elders, the young, the students, killed. The libraries, burned. The buildings, destroyed. The schools had to start over from scratch. And they have made it quite far since then.

Since the Dark Age, the schools have created their own dimensional pockets so that they can never be sacked again. They pick their children carefully, looking for actual talent, instead of just ability. As such, bright young children can disappear from their families. Teenagers can be approached by someone with an offer too good to be true. Then, they find themselves in a grand building, full of other kids and older people, performing incredible feats.

Magic-users straddle the boundary between mundane and supernatural. They are human, truly and completely, but they immerse themselves in something that no normal human being could dream about. Killing them is not a matter of which part to shoot with a silver blessed bullet, but of making sure that they cannot find you in case you miss. Depending on their magic, they can live for thousands of years, or maybe only for sixty. Yes, some die in training. But since the Dark Age, magic has been reinvented, due to all that talent pressed into a tiny place with fierce competition. It didn’t matter whether a child was stolen from a business mogul, or given by a woman in Tanzania for hope of a better life. All children had the potential to start a revolution. There is not a single student who is useless. There is not a single student who is dumb. There is not a single student who isn’t capable.


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 PostPosted: Sat Jul 13, 2013 6:35 pm Reply with quote        
Name: Linear Carina
Race: Human Magic User
Gender: Female
Age: 18
Faction: Order of White Magic

Appearance: Linear is an average-height girl with rather long hair. Her blond hair, the color of wheat, tends to reach towards the back of her legs- something that tends to throw people off when they see her. Her eyes, a gentle rounded shape, are a bright aquamarine. Generally, Linear only wears modest clothing- her dress is never above the knee and she rarely wears short sleeves either. She seems to favor white clothing, with a violet colored hem of various patterns.

Personality: Shy and a bit withdrawn, Linear tends to be very quiet when around people- even those she knows! Her stutter and lack of comfort speaking had lead her to being an easy target for bullies as a child, and some issues in her past didn't help that. The only person she's fully comfortable with at all is her twin sister, a mundane whom always listens to her with care.

Linear is extremely fearful of fire, and is mediocre with heights. Though she likes to cook, the sight of fire occasionally puts her into a panic. She doesn't do well in a crisis, and is quick to fret over nonsense. Ironic to her quiet nature and tendency towards anxiety, however, Linear is actually quite bold and headstrong in things she's interested in. When it catches her attention, Linear has what one would call a 'act first, ask questions later' attitude, and she'll rarely note what she's about to do. When she succeeds in a task, she'll clap a bit or give a mild cheer- but when she fails, she is easily downtrodden and sulks to herself or her sister.

History: Linear is one of two children of a musician and a chef. Their father, the musical of their parents, had actually had a bit of white magic potential in him and spoke often about it when the children were young. After their parents were killed in arson, Linear lost most of her memory during the attack. Wanting to heal her inner wounds, she began reading texts about magic, only to find that she felt capable to actually do it! She began studying magic as soon as she was able, hoping to aid herself in curing her amnesia of her childhood. Though she's yet to succeed, far from capable in her craft, and is the only of the twins to be able to use magic to begin with, she and her sister are in no hurry for it to work. Instead, Linear studies mostly to learn to help others, in hopes that they won't be in her predicament in the future. Currently, she lives with her sister in a small apartment, though their interactions vary as is from their very different lives.

Played by: Juneberry

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 PostPosted: Mon Jul 15, 2013 7:21 pm Reply with quote        
Name: Jodi Winchester
Race: Vampire
Gender: Female
Age: 189 (Appearance of about twelve.)
Faction: Main Nest

Appearance: Short white-blond hair and big bright green eyes. Freckles and deep dimples. She's the picture of innocence with a tiny frame and a deceptively innocent expression. Unless she’s looking for prey, however, she tends to dress in skimpy outfits, fishnet stockings, thin tank tops, leather mini-skirts and thick-soled combat boots; nothing at all appropriate for a twelve year old but very appropriate for a 189-year-old. The end effect can be a little unsettling.

Personality: Jodi’s a little “loose upstairs,” if you get my drift. She enjoys killing beyond any doubt, and has a twisted sense of humor. She loathes mundanes, but tends to avoid the men for whatever reason. She’s been known to kill for little to no reason. Still, there are times when she is friendly enough to others…for the moment, at least.

History:
Jodi’s turning from human to vampire was not a pretty sight. She was just a simple country girl, going out to the stables in Texas one night to check on one of the new foals (which was very much against Daddy’s rules.) Instead of a cute little foal, she found three vampires sucking the life out of the newly born horse. They were on her before she could scream, biting, beating and raping her until she was almost dead. But they didn’t allow her to die, instead, turning her into one of them. Upon her awakening, she found her bloodlust uncontrollable and killed her entire family as they rose for their morning meals.

It took many nights of traveling to find a nest of vampires who would accept her and her slightly less-than-sane ways, until she stumbled upon the main nest in Placopolis, where she has rooted herself firmly and does not plan to leave.

Played By: Ravebloodnymph

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 PostPosted: Tue Jul 16, 2013 4:45 am Reply with quote        
Name: Valencia Stormweather (AKA) Val or Stormy
Race: Werewolf,
Gender: Female
Age: 18
Faction: Montana pack

Appearance: Val is 5”6’ lanky and thin; she keeps her red hair quite short, saying it is troublesome otherwise. Her eyes are two toned, one being amber the other green, which startles most people when they first look at her. She tends to wear what she considers comfortable clothing: typically black wife beaters or t-shirts and black pants or just jeans with a green trench coat over it all at times. She also wears a pair of over-sized goggles on her head sometimes just for the heck of it because it looks cool, according to her.

Personality: Val is rather quiet and keeps mostly to herself, preferring to actually have conversations with herself most of the time. This leaves some people believing she's a bit nuts though she will argue otherwise, sometimes in a rather violent manner. There're several reasons for her talking mostly to herself and her slight insanity but those that know it are few and far between.

History: Valencia was born a werewolf to a relatively small pack that traveled about. It was in the course of her packs travels from one place to the next that got them all killed or at least Val thinks she is somehow the only survivor. If anyone else survived that awful disorienting night she is unsure. She spent two years wandering alone and packless before coming across the Montana pack who was nice enough to take her in and allow her to live among them. Many speculate that Val's slight insanity comes from the loss of her pack and strange recollection of what happened to them and her while others think she has probably always been off her rocker and the loss of her old pack just amplified it.

Played by: KoyiTar

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 PostPosted: Sun Jul 21, 2013 10:26 pm Reply with quote        
Name: Trevor Cornell
Race: Vampire
Gender: Male
Age: 110 (Looks to be in his early twenties.)
Faction: Main Nest

Appearance: Trevor is an odd-looking, but not unattractive man. His full lips are almost always turned up in a dazed expression, that can usually be mistaken for a smile of sorts. He is lithe and fairly tall, but not scrawny, by any means. As a human, he had been slightly tan, it's safe to say that he is less-so now. He has steely-gray hair which he always wears tousled in no particular style, as if he's just rolled out of bed. (It's debatable whether or not this is his natural hair color, but he won't tell anyone one way or the other.) Afflicted with heterochromia, his left eye is a light-brown, almost amber, color while his right is blue-gray. However, his eyes are oftentimes covered by one of several ridiculous-looking pairs of sunglasses, so no one really notices them much. As if his appearance wasn't already odd enough, Trevor's style is constantly changing from day-to-day; he could be wearing a suit and tie one day, and a pair of cut-offs paired with a sweater-vest the next. (XD) He does usually opt for layers, though and rarely, if ever, wears a matching outfit. He also happens to be big on accessories. Oh, and he wears a tea-strainer full of tea leaves around his neck.

Personality: In case you hadn't already noticed by the above description, Trevor is kind of an odd-ball. He usually walks about, perfectly unconcerned with the rest of the world (save for the times that he's convinced said world is plotting against him.) He mutters rather a lot (to himself, inanimate objects, animals, and Lord only knows what else.) When he's not being suspicious, he looks and acts rather dozy, and honestly, a bit high. (XD) He appears to be nothing more than a common “nutter,” but there's nothing common about him. When he's paying enough attention to the surrounding world to actually know what's going on, he's really very intelligent; in fact, he'll randomly burst out with a witty remark or bit of trivia when others are least expecting it, effectively keeping those who know him on their respective toes. Generally, Trevor is odd, but calm and unconcerned; however, he has a streak of loyalty that he just can't ignore and a very strong will to survive. Whoever is unfortunate enough to test either of these qualities (in any way) probably won't live to regret their decision. Trevor will kill if he must (for food, or in defense of himself or his friends) as for food though, he much prefers to suck on the willing (no pun intended.) Because of some bad experiences as a child, Trevor is afraid of doctors or anyone in the medical profession. He’s also occasionally afraid that people are plotting against him; he’s a bit of a conspiracy theorist. His big goal varies depending on his mood, and whatever any organization he is currently a part of happens to be planning; he’s pretty malleable where these things are concerned. Whenever faced with any kind of challenge, Trevor gets serious. All dopey mannerisms aside, he is quite capable of using his keen intellect to solve any issue that may arise. He prefers to avoid physical confrontations, but can hold his own if he must. When Trevor fails at something, he tends to disassociate with things in the real world even more than usual and retreat into himself; he can be quite mopey. When he experiences a success he is often boisterous and exuberant, for a short time….until he is distracted by something else. (XD)

History: Biography: Trevor was born just outside of London, England in the year 1903. He grew up fairly well-to-do, and ostracized from most of his peers due in large part to his rather...unique...personality. His parent's had thought about locking him away in an asylum of some kind, but in the end his mother just couldn't bring herself to do it. So, the family hid Trevor away in their house and were basically shunned and ignored by the rest of English society of the day. Trevor's father died suddenly when he was a boy of no more than 10. Stricken, it was then that Trevor learned how to ignore the world fully and sink into his own thoughts. The trick worked well for a child growing up with the trials of a world war. Trevor lived happily enough (if a bit obliviously) in the home with his mother and younger sister for several years. When Trevor was in his early 20s, society was experiencing quite an overhaul. There was jazz music, new clubs sprouting up in towns everywhere and post-war London was simply bustling. The new environment excited him, and despite his mother’s protests, he could often be found dancing, drinking, and just people-watching in various clubs throughout the town. That is, until one night in 1925. Trevor was on his way home from one of his favorite establishments, he saw a woman on the roadside. She looked tired, and lost, and it was cold out, so he pulled over and asked her if she needed any help. She was grateful, and got into his car without much in the way of explanation. When he attempted to ask the woman where he needed to take her, she grabbed him. She was surprisingly strong, and despite his best efforts, he was unable to overcome her. The last thing he remembered before awakening in a strange bedroom was the feel of her cool lips on his neck and an excruciating pain. Trevor faded from this world, only to awake sometime later in a strange house, with a strange woman; confused and very, very...thirsty. At first, he was angry at the woman, but when he discovered how lonely and truly lovely she was his anger faded. She took him in, and showed him the ways of the magical world. He missed his mother and sister, but knew that he could never explain what had happened, and even if he could the truth would devastate them. He vowed to never see his family again. He stayed with the woman, his maker, Lucinda, for nearly 50 years until a group of hunters found them, and destroyed their peaceful life. They killed Lucinda, and took Trevor, held him prisoner and tortured him. To this day, he has no idea why. He does know that somehow, he managed to break free and kill those hunters, after months of torture. He fled across the ocean and tried to make his way in the world, but without anyone to pledge his loyalty to, felt sort of lost. Now, Trevor just sort of wanders from place-to-place, never staying anywhere in particular for too long. It is only by happy accident that he has recently (like within the past year) found himself in-cahoots with the Main Nest, and he is finally happy again.

Played By: Sly

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 PostPosted: Mon Sep 16, 2013 4:26 pm Reply with quote        
Name: Michael Edwards (Goes by Mike or sometimes Mikey)

Race: Human- Magic User

Gender: Male

Age: 15

Faction: Order of Elementalism

Appearance: Michael is rather tall and stocky for his age. Not really fat but not all that muscular either. He has short strawberry blonde hair and very light blue eyes he is also quite pale. He dresses like rather normally or what he considers normal usually camo pants or jeans and random movie t-shirts usually Avengers, Transformers, or Star Trek. When it's colder he wears blank long sleeve shirts under his movie shirts.

Personality: Michael for the most part is a pretty quite guy there are times when he can get riled up in a conversation and seem like any other rowdy 15 year old but for the most part he is quite and keeps to himself. Not really socially awkward but not really able to connect with people that aren't family members. He does however try to make connections with people. If only because his mother told him to. So for her he does.

History: Michael is the only child of his widowed mother. She had been trained a bit in the ways of the elements when she was younger but had left her training early to pursue other things. This was how he found out he could use magic as well. He decided to follow in his mothers footsteps despite the fears she had of him being away from her. He's rather capable with some elements but not with others. He tends to use fire even if it is more exhausting to use than other elements as well as earth.

Played By:KoyiTar

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 PostPosted: Mon Sep 16, 2013 5:44 pm Reply with quote        
Name: Strident Arrendale
Race: Human magic-user.
Gender: Female
Age: 26
Faction: Order of Summoners

Appearance: Strident is tanned, with cropped brown hair and deep green eyes. She's often mistaken for a guy in appearance, due to her being flat-chested and quite muscular. She tends to wear cargo pants, red, white or green T-shirts, and is rarely seen without her black leather biker jacket.

Personality: Strident is outgoing, friendly, loud, and boisterous. She's also very talkative, to the point of being called a motor mouth when she really gets going. Maybe that's why she's a summoner, since to her, her magic is really dragging in new friends. Deep down, she actually fears rejection, and gets ansty if away from society for too long. Faced with a challenge, she will dive headfirst into it, often without thinking about it first. In success, she'll cheer, and laugh, and shout various things about being the best. In failure, she will shout that she was cheated or something. She isn't as prideful as she seems to be, though, and her apparent arrogance is mostly just a big joke. While her friends in the Summoning School are aware of this, though, most people aren't.

History: Born and raised in Kelowna, Canada, Strident is the sole daughter of immigrants from England. Despite this, she has the accent, friendliness, and love of outdoors sports of most Canadians, and lives her life to the full. She generally spent most of her time playing soccer with her friends whenever she could, until she decided to move away to Placopolis purely for an adventure as soon as she graduated. It took a month before she realised that Montana was boring as hell, when she was asked to join the Summoning School.
She now spends more time in her books than she ever used to, although that's not much, and she has a decided preference for actual summoning than any of the theory. As far as studies go, she's rather average in ability, and prefers to go out with her friends of an evening. Although she'll be less likely to see her old friends now with the current move within Placopolis, she's hoping that she'll meet new friends at the apartment.

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I AM THE SMARTEST FUCKING COOKIE IN THE BATCH

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