Last Minute Mage Quest (Magic Academia CYOA)

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Welcome to Last Minute Mage Quest! You're a resident of the world of Geolocus, a world largely like our own… with the exception of all the magic and monsters everywhere. They're living in their own modern age of information, with cell phones and cars and the internet. At the same time, magic, monsters, gods, and other worlds exist.

You will be attending Bellafonte Academy, one of the most prestigious magical schools on the world. You'll be dealing with your fellow students, an assigned tutor and various teachers, club activities and all kinds of events that crop up each year. You will vote on who you associate with, what spells you study, how you spend your time when not in class.
Prologue Part 1
Pronouns
She/They
You had begun to give up hope on ever developing magic. Most people came to discover their magic when they were teenagers, around 15 or 16 years of age. That's how it was for your closest friend, that's how it was for your parents, and that's what all the websites online say it is.

When your 16th birthday came and went without so much as a spark, you got worried. Not everybody was a caster, after all. You could just be mundane, go about life as any average human. But when your parents both are casters, your older sister's a fully-fledged mage, and your best friend's been talking about one day applying to Bellefonte Academy? Well, you wouldn't accept being the odd one out.

Once you reached your 18th birthday, people were starting to tell you to look into mundane jobs. You started to believe them too; there's being a late bloomer, and then there's missing the deadline entirely.

And then something happened. You woke up with a start, light flashing in from outside. Using a hand to shield your eyes, you looked outside and tensed. A figure in sleek black robes was holding a staff to the protective ward your parents had put around the house, burning through it with some form of spell. A Black Cowl, the magical enforcers. If they were at your house, somebody in your family broke the magical law.

The law across Geolocus was fairly forgiving. It was made to keep people from truly hurting others, and to facilitate trade and debate. In it's most simplest terms, the law was thus: if you harm somebody, you'll answer for it. When it came to magical crimes, the law needed magical enforcers.

The wards shattered, shards of your parents' magic fading away like embers being smothered out. You heard a commotion from your sister's room, a flurry of movement, objects being knocked over. You were out of your room in a heart beat in time to see your sister wearing a full mage's ensemble, brandishing her rod, a magical focus.

She looked terrified.

Your house's door slams inward as the Black Cowl entered, a flat expression on his face as he locked eyes with your sister. The Black Cowl snaps his staff up in an instant and envelops your sister in a spell before she can even begin an incantation. "Hold still and let me arrest you."

Your sister freezes as if stopped in time. Her eyes were still wide, afraid, but she was entirely helpless with the command in effect. The Black Cowl begins to recite your sister's crimes, and you slowly pale as you hear the offense.

[X][Crime] After an altercation at a nightclub that resulted in a rather heated and public shouting match, your sister summoned a Jinko, which then proceeded to shred the person she was arguing with… as well as seven others before it was banished by a bystander. (Acciomancy)

[X][Crime] While there is a thriving community for duelists and similar mock battles, actually using magical equipment to commit a murder in public is
not allowed. Your sister didn't rob a store with a heavily enchanted pistol and kill a civilian in the process, but she did sell said pistol to a thug, which means the crime is on her head as well. (Enchantment)

[X][Crime] Some people foolishly think that being able to disguise themselves will save them from the Black Cowls. If nobody saw you commit a crime, they'll never know you were responsible, right? Well, your sister at least thought so when she turned into some kind of bladed monster and killed somebody that had wronged her. (Epidromancy)

[X][Crime] Curses are already a dangerous form of spell to use when it comes to drawing the Black Cowl's ire. Some effects are harmless when discussed in length with every party, but wiping somebody's mind of its intelligence and memory when fleeing a crime scene got your sister on the Cowl's radar right away. (Malumancy)

[X][Crime] Laws get a little fuzzy when dealing with other worlds. Geolocus law doesn't apply to extra-dimensional entities, just as you won't be judged by the Black Cowls for what you do in another world. What most certainly is illegal is opening planar gates for a criminal ring selling life-like golems of celebrities to other worlds. (Mensuramancy)

[X][Crime] Security wards typically exist because somebody wanted them there. Other times, they exist to make things safer. Your sister's been getting paid to visit locations and subtly dispel security wards, letting thieves break in and steal from a string of establishments. (Metamancy)

[X][Crime] There are a lot of places where it's pretty acceptable to run around setting things on fire. The Strangled Lands are full of monsters, after all, plenty of ways for a pyromaniac to get their kick. Your sister, on the other hand, started a string of fires that ended up collapsing quite a few buildings. (Naturamancy)

[X][Crime] The mind is a sanctum, somewhere that should be totally and truly private. While there are spells that affect the mind, most have safety nets to prevent stray thoughts from leaking out, are used between consenting individuals, or are used by Black Cowls. Your sister has been scraping thoughts from enchanters and engineers and selling their ideas. (Psionomancy)


With your parents somewhere else for the night and no magic of your own, you're entirely powerless to watch the Black Cowl open up a portal and drag your bound and gagged sister through. One moment you can see her struggling and bucking against the Cowl's telekinetic grip, the next you're left standing in an entirely silent house.

Your parents come home an hour later to find you kneeling on the floor, distraught and betrayed. How exactly did they find you? Pick two ways your aura manifests.

[X][Aura] They feel your thoughts pressing against them. Your helplessness as you watched your sister get dragged off through a portal. Your desire to send them after that Black Cowl and protest his arrest tries to take hold of them before they snap you out of your trance. (Commanding Aura, an aptitude in Acciomancy.)

[X][Aura] Runes burn in the air around you, echoes of the magical spells you had seen the Cowl casting. While there's little order to them and no threat of casting a spell, they're enough for your parents to vaguely understand what happened before they snap you out of your trance. (Mystic Aura, an aptitude in Enchantment.)

[X][Aura] The walls are bending in towards you, growing spikes and changing color as your will seeps into them. You've created a halo of jagged edges to match the violent mix of emotions whirling within you. When your parents approach you, they have to be careful not to cut themselves as they snap you out of your trance. (Mutagenic Aura, an aptitude in Epidromancy.)

[X][Aura] Your house had a number of plants and you'd just gotten new paint on the walls a month ago. When your parents snap you out of your trance, the plants around you have turned to withered husks that dissolve into ash, and blackened rot is seeping into the walls, peeling the paint away. (Sickening Aura, an aptitude in Malumancy.)

[X][Aura] The world around you has dimmed. The lights have gone out, the crickets are silent, the air seems still and motionless. Small objects near you are floating in the air, gravity itself having shrunken back from your aura. Your parents almost float off of the floor by the time they're able to snap you out of your trance. (Empty Aura, an aptitude in Mensuramancy.)

[X][Aura] Light cascades off of you, silhouetting you as your anguished sobs echo through the house at a booming volume. Your parents are unable to directly look at you with the light you're emanating, and their ears are ringing from the amplified sound of your voice. When they snap you out of their trance, they have to blink spots out of their eyes. (Powerful Aura, an aptitude in Metamancy.)

[X][Aura] The carpet around you is burnt and smoldering, arcs of electricity are carving through the paint on the walls. Ceramic and glass throughout the house has shattered, cracks forming from the metaphysical pressure of your emotions. When your parents go to snap you out of your trance, they're left with small burns. (Violent Aura, an aptitude in Naturamancy.)

[X][Aura] Colors radiate from you like ink flowing through water. They shift between a furious red, a despondent blue, a sickened yellow-green. The color follows your emotions, as tempestuous as they are, and when your parents approach you to snap you out of your trance, they can see exactly what you're feeling. (Emotional Aura, an aptitude in Psionomancy.)


Soon after this outburst, you fall unconscious. After hours of sleep, you wake up and recount the night's events to your parents. They're troubled and dismayed by both your sister's arrest and crimes, but they do point out the one bright point in the whole story.

You have magic. The manifestation of your aura proves it, which means you can fulfill that dream of attending Bellefonte Academy with your dear friend.

Somehow, you're not as happy to hear this as you imagined you would be.

===<>===​

While Bellefonte Academy is situated between the islands of Reme and Tirnan, it accepts students from everywhere on Geolocus- and even some rare visitors from other worlds.

Pick a homeland. This is where you were born, this is where you spent most of your life, and it will affect your appearance, name, and who you associate during your time at the Academy.

[X][Faction] Reme. The Imperial Republic of Reme has a history of technological advancement, consistently taking advantage of natural resources, high population, and a secure geopolitical placement to consistently remain on the cutting edge. It only covers a single island, but with the exception of the Strangled Lands it's the largest island with the most hospitable landscape.

[X][Faction] Tirnan. Historically, Tirnan was almost as dangerous as the Strangled Lands. After a very long and bloody history, it turns out the most dangerous thing in Tirnan was it's people. That ethos of strength, courage, and skill has never faded even once all the giants, sea monsters, and wayward colossi were subdued. It's located to the far north of Geolocus and, of all the former nations, has the least natural resources.

[X][Faction] Byeol-ui. The lands that once composed the Celestial Empire before the Unification War were all about ceremony. Not out of tradition or religious worship, but because most of their celebrations are huge social gatherings, which are highly valued by the locals. It covers a number of sizeable islands, making it the largest of the former nations and the one with the most varied terrain.

[X][Faction] Indunduma. The birthplace of humanity, and life itself on Geolocus; a land of savannas, jungles, and deserts. It's home to the oldest civilizations and has the most history. It is, for the most part, the land with the most peaceful history as well. Indunduma generally has a high percentage of scholars in its population, all working towards methods of making life there less harsh.

[X][Faction] The Strangled Lands. Not only are they overflowing with monsters and mystical corruption, they're also dominated by harsh terrain filled with plenty of mundane threats, from barren mountains to jungles teeming with hostile forms of life. The casters from the Strangled Lands are experts when it comes to monsters, many becoming acciomancers or naturamancers- though there are exceptions to that rule.


===<>===
Most mages fall into one of six categories, referred to as alignments. While these are far from strict boxes and don't perfectly fit every single person, they're a quick and easy way to get an idea of a mage's personality. Pick the alignment you most resonate with.

[X][Alignment] Arcane. Many that come to Bellafonte Academy are clearly interested in the arcane arts, but some go above and beyond. These people are the genuine magi, the ones that will likely trailblaze new paths in the many fields of magic as they grow. They might be anything from nerds to those prodigies that seem innately blessed with talent.

[X][Alignment] Heroic. For some, magic is a means to an end; the ability to bring the world more in line with their ideals. This can take a number of forms, from those that desire to eradicate evil, to those with a passion for healing, to those that want to overthrow the government and steer the world towards their ideals. Not all casters of this description are good, but what sets them apart are their convictions and ability to make them real.

[X][Alignment] Lawful. The world is full of people just looking to live a peaceful life. Magic, almost by definition, disrupts that. That doesn't mean people don't use magic for that purpose; never trying to seek glory, riches, or fame and instead devoting themselves to living discretely and quietly. More often than not, those of this alignment end up protecting others, pillars of the community in a practical sense rather than a political one.

[X][Alignment] Secluded. Those that don't fit in. Those that take magic and run wild with it, pursuing their own whims, usually drawing the company of similar free spirits. These are the dimension hopping worldhoppers, the perverts starting brothels, the quiet bartenders, the ones that want to hang in their house and have their summons do the work while they play video games.

[X][Alignment] United. These people want to make connections, they want fame and to be known. Social power is equivalent to magical power, and they use one to achieve the other. These are the merchants, movie stars, the ones that get stopped on the street for an autograph.

[X][Alignment] Discordant. Not every student at Bellafonte is an upstanding individual. While Bellafonte Academy doesn't let in the crackling, stark raving madmen, some more subtle types can slip through. The selfish, the ones that will make a space in the world even if it means sometimes stepping on toes. They scheme, command, and cast so that they're in a place they're wealthy or respected or comfortable.
 
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Quest Information
Welcome to Last Minute Mage Quest! You're a resident of the world of Geolocus, a world largely like our own… with the exception of all the magic and monsters everywhere. They're living in their own modern age of information, with cell phones and cars and the internet. At the same time, magic, monsters, gods, and other worlds exist.

Decades ago, a war was fought between the nations. The result was the complete unification of every nation into one collection of civilization. The largest continent on Geolocus has been left a dangerous land, full of monsters, rampant magic, and the deadly attention of the goddess Tiamat. Around the Strangled Lands are numerous islands, where the majority of civilization has settled.

You will be attending Bellafonte Academy, one of the most prestigious magical schools on the world. You'll be dealing with your fellow students, an assigned tutor and various teachers, club activities and all kinds of events that crop up each year. You will vote on who you associate with, what spells you study, how you spend your time when not in class.

This story is set in the setting of the Magic Academia CYOA by Minimorrigu. While the original CYOA is largely sexual and many elements of the world play into various sexual fantasies, this story is not going to be a sex quest. I'll be dodging, fading away from, or outright rewriting many of the sexual elements. That's not to say this story is going to be G rated, as the sexual aspects of Geolocus are frankly a large part of it's history and culture.

The largest result of this stance is the absence of the Eromancy school, which concerns sexual magic. While this school still exists, you'll notice it's not an option in the votes above, nor will we see any Eromancy classes you attend. I believe there is still plenty of fascinating worldbuilding beyond the porn, which is why I want to write this quest.

While this story isn't going to prominently feature sex or the school of Eromancy, your discussions and comments are welcome to reference such topics so long as they are not sexually explicit in their own right. Discussing who you want the main character have sex with is okay, discussing exactly how they would have sex isn't. I would also warn against linking the Magic Academia CYOA to this thread, as it is a very NSFW quest with plenty of sexual imagery.

I hope you enjoy reading, and I hope you are excited to participate in this quest with me! Between the classes, other worlds, wild cast of students, and ancient secrets buried out in the wilds, I think you'll find yourself plenty curious.

The Schools of Magic
In your four years at Bellafonte Academy, you'll learn spells from every school of magic. In your first year, you'll learn four spells from each school. In your second year, you'll pick four schools to earn four spells from each. In your third year, you'll pick two schools to learn four spells from. In your forth and final year, you'll pick three spells to spend the whole year studying.

Acciomancy: The school of summoning magic, and of familiars. Acciomancers use a small army to fight in their stead, or to do their chores for them. Slimes, beasts, demons, celestials, eldritch nightmares all can be called forth by an acciomancer.

Enchantment: The school of constructive magic. Enchanters craft magical items such as foci, AI-like spirits, weapons, armor, and golems. While enchanters can serve in a support role, many battlemages wear armor and wield weapons that they enchanted on their own.

Epidromancy: The school of organic and bodily magic. Shapeshifting and more cosmetic spells fit into this category. Epidromancers are those that heal, touch up people's appearance, or turn into flailing monsters with so many bladed limbs.

Malumancy: The school of curse and warding magic. Malumancers place wards over their belongings and allies while also casting curses to bind, command, control, or debilitate their foes. Often considered the most dangerous school for how horribly its accidents can go.

Mensuramancy: The school of spacial and gateway magic. Mensuramancers can form gates to other worlds while also sculpting their own pocket planes and forming pocket spaces that are bigger on the inside. They teleport, portal, and bend time itself to get where they want to go.

Metamancy: The school of magic magic. While that title is often used as a joke, it's quite apt. Metamancers are those that sculpt and twist their magic and that of others, dispelling effects, countering spells, twisting their own casting to their benefit.

Naturamancy: The school of elemental and natural magic. Naturamancers study the most outright violent of magic, including various forms of elemental control while also being the ones that can commune with nature and animals. Violence and peace are both parts of life, after all.

Psionomancy: The school of mental magic. Telekinesis and telepathy make up the bulk of a psionomancer's skill set, but they also can amplify their senses and detect what they normally would never be able to sense. Many consider psionomancy vital for widespread communication and security measures.
 
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[X][Crime] Laws get a little fuzzy when dealing with other worlds. Geolocus law doesn't apply to extra-dimensional entities, just as you won't be judged by the Black Cowls for what you do in another world. What most certainly is illegal is opening planar gates for a criminal ring selling life-like golems of celebrities to other worlds. (Mensuramancy)
[X][Aura] They feel your thoughts pressing against them. Your helplessness as you watched your sister get dragged off through a portal. Your desire to send them after that Black Cowl and protest his arrest tries to take hold of them before they snap you out of your trance. (Commanding Aura, an aptitude in Acciomancy.)
[X][Aura] The world around you has dimmed. The lights have gone out, the crickets are silent, the air seems still and motionless. Small objects near you are floating in the air, gravity itself having shrunken back from your aura. Your parents almost float off of the floor by the time they're able to snap you out of your trance. (Empty Aura, an aptitude in Mensuramancy.)
[X][Faction] The Strangled Lands. Not only are they overflowing with monsters and mystical corruption, they're also dominated by harsh terrain filled with plenty of mundane threats, from barren mountains to jungles teeming with hostile forms of life. The casters from the Strangled Lands are experts when it comes to monsters, many becoming acciomancers or naturamancers- though there are exceptions to that rule.
[X][Alignment] Discordant. Not every student at Bellafonte is an upstanding individual. While Bellafonte Academy doesn't let in the crackling, stark raving madmen, some more subtle types can slip through. The selfish, the ones that will make a space in the world even if it means sometimes stepping on toes. They scheme, command, and cast so that they're in a place they're wealthy or respected or comfortable.
 
A character that has been generally sheltered, if disappointed in thier initial lack of magic, only to get a wake up call with the events that transpired during the chapter. Learning that the crime committed wasn't directly done by thier sister, they feel her imprisonment was unjust from a personal moral standpoint and seek to one day free her.

It's worth noting that we will learn magic of every listed type, these are just kinda what we are best at. As such, the ability to enhance our own magic and countering other's magic with Metamancy synergizes well the wide variety of time manipulation and teleportation that Mensuramancy grants. They are both force multipliers to every other spell well learn throughout our journey.

I don't see an actual voting system so hopefully just putting them in the comment section works ^.^

Looking forward to more updates!!!

[X][Crime] While there is a thriving community for duelists and similar mock battles, actually using magical equipment to commit a murder in public is not allowed. Your sister didn't rob a store with a heavily enchanted pistol and kill a civilian in the process, but she did sell said pistol to a thug, which means the crime is on her head as well. (Enchantment)

[X][Aura] The world around you has dimmed. The lights have gone out, the crickets are silent, the air seems still and motionless. Small objects near you are floating in the air, gravity itself having shrunken back from your aura. Your parents almost float off of the floor by the time they're able to snap you out of your trance. (Empty Aura, an aptitude in Mensuramancy.)

[X][Aura] Light cascades off of you, silhouetting you as your anguished sobs echo through the house at a booming volume. Your parents are unable to directly look at you with the light you're emanating, and their ears are ringing from the amplified sound of your voice. When they snap you out of their trance, they have to blink spots out of their eyes. (Powerful Aura, an aptitude in Metamancy.)

[X][Faction] Byeol-ui. The lands that once composed the Celestial Empire before the Unification War were all about ceremony. Not out of tradition or religious worship, but because most of their celebrations are huge social gatherings, which are highly valued by the locals. It covers a number of sizeable islands, making it the largest of the former nations and the one with the most varied terrain.

[X][Alignment] Heroic. For some, magic is a means to an end; the ability to bring the world more in line with their ideals. This can take a number of forms, from those that desire to eradicate evil, to those with a passion for healing, to those that want to overthrow the government and steer the world towards their ideals. Not all casters of this description are good, but what sets them apart are their convictions and ability to make them real.
 
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Heyy, we're finally public! Welcome everybody to Last Minute Mage Quest, the least horny horny quest you'll ever see. (Not that there won't be horny, I'll sprinkle some in~)

To clarify something, next chapter will have you voting on the character's appearance, name, gender, favorite color, and sexuality. Also, the "best friend" mentioned will be a student that matches your Faction and Alignment.
 
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[X][Crime] Laws get a little fuzzy when dealing with other worlds. Geolocus law doesn't apply to extra-dimensional entities, just as you won't be judged by the Black Cowls for what you do in another world. What most certainly is illegal is opening planar gates for a criminal ring selling life-like golems of celebrities to other worlds. (Mensuramancy)

[X][Aura] The world around you has dimmed. The lights have gone out, the crickets are silent, the air seems still and motionless. Small objects near you are floating in the air, gravity itself having shrunken back from your aura. Your parents almost float off of the floor by the time they're able to snap you out of your trance. (Empty Aura, an aptitude in Mensuramancy.)

[X][Aura] Colors radiate from you like ink flowing through water. They shift between a furious red, a despondent blue, a sickened yellow-green. The color follows your emotions, as tempestuous as they are, and when your parents approach you to snap you out of your trance, they can see exactly what you're feeling. (Emotional Aura, an aptitude in Psionomancy.)

[X][Faction] The Strangled Lands. Not only are they overflowing with monsters and mystical corruption, they're also dominated by harsh terrain filled with plenty of mundane threats, from barren mountains to jungles teeming with hostile forms of life. The casters from the Strangled Lands are experts when it comes to monsters, many becoming acciomancers or naturamancers- though there are exceptions to that rule.

[X][Alignment] Heroic. For some, magic is a means to an end; the ability to bring the world more in line with their ideals. This can take a number of forms, from those that desire to eradicate evil, to those with a passion for healing, to those that want to overthrow the government and steer the world towards their ideals. Not all casters of this description are good, but what sets them apart are their convictions and ability to make them real.
 
[X][Crime] While there is a thriving community for duelists and similar mock battles, actually using magical equipment to commit a murder in public is not allowed. Your sister didn't rob a store with a heavily enchanted pistol and kill a civilian in the process, but she did sell said pistol to a thug, which means the crime is on her head as well. (Enchantment)

[X][Alignment] Heroic. For some, magic is a means to an end; the ability to bring the world more in line with their ideals. This can take a number of forms, from those that desire to eradicate evil, to those with a passion for healing, to those that want to overthrow the government and steer the world towards their ideals. Not all casters of this description are good, but what sets them apart are their convictions and ability to make them real.

[X][Aura] The walls are bending in towards you, growing spikes and changing color as your will seeps into them. You've created a halo of jagged edges to match the violent mix of emotions whirling within you. When your parents approach you, they have to be careful not to cut themselves as they snap you out of your trance. (Mutagenic Aura, an aptitude in Epidromancy.)

[X][Aura] Light cascades off of you, silhouetting you as your anguished sobs echo through the house at a booming volume. Your parents are unable to directly look at you with the light you're emanating, and their ears are ringing from the amplified sound of your voice. When they snap you out of their trance, they have to blink spots out of their eyes. (Powerful Aura, an aptitude in Metamancy.)


Maybe we can tame our Epidromancy to make it safer.

[X][Faction] Reme. The Imperial Republic of Reme has a history of technological advancement, consistently taking advantage of natural resources, high population, and a secure geopolitical placement to consistently remain on the cutting edge. It only covers a single island, but with the exception of the Strangled Lands it's the largest island with the most hospitable landscape.
 
[X][Crime] While there is a thriving community for duelists and similar mock battles, actually using magical equipment to commit a murder in public is not allowed. Your sister didn't rob a store with a heavily enchanted pistol and kill a civilian in the process, but she did sell said pistol to a thug, which means the crime is on her head as well. (Enchantment)

[X][Aura] The walls are bending in towards you, growing spikes and changing color as your will seeps into them. You've created a halo of jagged edges to match the violent mix of emotions whirling within you. When your parents approach you, they have to be careful not to cut themselves as they snap you out of your trance. (Mutagenic Aura, an aptitude in Epidromancy.)
[X][Aura] They feel your thoughts pressing against them. Your helplessness as you watched your sister get dragged off through a portal. Your desire to send them after that Black Cowl and protest his arrest tries to take hold of them before they snap you out of your trance. (Commanding Aura, an aptitude in Acciomancy.)
[X][Faction] The Strangled Lands. Not only are they overflowing with monsters and mystical corruption, they're also dominated by harsh terrain filled with plenty of mundane threats, from barren mountains to jungles teeming with hostile forms of life. The casters from the Strangled Lands are experts when it comes to monsters, many becoming acciomancers or naturamancers- though there are exceptions to that rule.
[X][Alignment] Arcane. Many that come to Bellafonte Academy are clearly interested in the arcane arts, but some go above and beyond. These people are the genuine magi, the ones that will likely trailblaze new paths in the many fields of magic as they grow. They might be anything from nerds to those prodigies that seem innately blessed with talent.
 
[X][Crime] Curses are already a dangerous form of spell to use when it comes to drawing the Black Cowl's ire. Some effects are harmless when discussed in length with every party, but wiping somebody's mind of its intelligence and memory when fleeing a crime scene got your sister on the Cowl's radar right away. (Malumancy)
[X][Aura] The walls are bending in towards you, growing spikes and changing color as your will seeps into them. You've created a halo of jagged edges to match the violent mix of emotions whirling within you. When your parents approach you, they have to be careful not to cut themselves as they snap you out of your trance. (Mutagenic Aura, an aptitude in Epidromancy.)
[X][Faction] The Strangled Lands. Not only are they overflowing with monsters and mystical corruption, they're also dominated by harsh terrain filled with plenty of mundane threats, from barren mountains to jungles teeming with hostile forms of life. The casters from the Strangled Lands are experts when it comes to monsters, many becoming acciomancers or naturamancers- though there are exceptions to that rule.
[X][Alignment] Arcane. Many that come to Bellafonte Academy are clearly interested in the arcane arts, but some go above and beyond. These people are the genuine magi, the ones that will likely trailblaze new paths in the many fields of magic as they grow. They might be anything from nerds to those prodigies that seem innately blessed with talent.
 
Closing votes to write the next part of character creation.

3 votes: Your sister was an Enchanter when she got on the Black Cowls' list.
3 and 3 votes: Your aura is Empty and Mutagenic, indicating an aptitude in Mensuramancy and Epidromancy.
4 votes: You come from the Strangled Lands, and are well acquainted with danger.
3 votes: You are Heroically inclined, and wish to bring the world more in line with your ideals.


Adhoc vote count started by Pink Fluffy Alex on Jul 27, 2024 at 12:22 AM, finished with 8 posts and 6 votes.
  • 6

    [X][Crime] While there is a thriving community for duelists and similar mock battles, actually using magical equipment to commit a murder in public is not allowed. Your sister didn't rob a store with a heavily enchanted pistol and kill a civilian in the process, but she did sell said pistol to a thug, which means the crime is on her head as well. (Enchantment)
    [X][Crime] Laws get a little fuzzy when dealing with other worlds. Geolocus law doesn't apply to extra-dimensional entities, just as you won't be judged by the Black Cowls for what you do in another world. What most certainly is illegal is opening planar gates for a criminal ring selling life-like golems of celebrities to other worlds. (Mensuramancy)
    [X][Crime] Curses are already a dangerous form of spell to use when it comes to drawing the Black Cowl's ire. Some effects are harmless when discussed in length with every party, but wiping somebody's mind of its intelligence and memory when fleeing a crime scene got your sister on the Cowl's radar right away. (Malumancy)
  • 6

    [X][Aura] The world around you has dimmed. The lights have gone out, the crickets are silent, the air seems still and motionless. Small objects near you are floating in the air, gravity itself having shrunken back from your aura. Your parents almost float off of the floor by the time they're able to snap you out of your trance. (Empty Aura, an aptitude in Mensuramancy.)
    [X][Aura] The walls are bending in towards you, growing spikes and changing color as your will seeps into them. You've created a halo of jagged edges to match the violent mix of emotions whirling within you. When your parents approach you, they have to be careful not to cut themselves as they snap you out of your trance. (Mutagenic Aura, an aptitude in Epidromancy.)
    [X][Aura] They feel your thoughts pressing against them. Your helplessness as you watched your sister get dragged off through a portal. Your desire to send them after that Black Cowl and protest his arrest tries to take hold of them before they snap you out of your trance. (Commanding Aura, an aptitude in Acciomancy.)
    [X][Aura] Light cascades off of you, silhouetting you as your anguished sobs echo through the house at a booming volume. Your parents are unable to directly look at you with the light you're emanating, and their ears are ringing from the amplified sound of your voice. When they snap you out of their trance, they have to blink spots out of their eyes. (Powerful Aura, an aptitude in Metamancy.)
    [X][Aura] Colors radiate from you like ink flowing through water. They shift between a furious red, a despondent blue, a sickened yellow-green. The color follows your emotions, as tempestuous as they are, and when your parents approach you to snap you out of your trance, they can see exactly what you're feeling. (Emotional Aura, an aptitude in Psionomancy.)
  • 6

    [X][Faction] The Strangled Lands. Not only are they overflowing with monsters and mystical corruption, they're also dominated by harsh terrain filled with plenty of mundane threats, from barren mountains to jungles teeming with hostile forms of life. The casters from the Strangled Lands are experts when it comes to monsters, many becoming acciomancers or naturamancers- though there are exceptions to that rule.
    [X][Faction] Byeol-ui. The lands that once composed the Celestial Empire before the Unification War were all about ceremony. Not out of tradition or religious worship, but because most of their celebrations are huge social gatherings, which are highly valued by the locals. It covers a number of sizeable islands, making it the largest of the former nations and the one with the most varied terrain.
    [X][Faction] Reme. The Imperial Republic of Reme has a history of technological advancement, consistently taking advantage of natural resources, high population, and a secure geopolitical placement to consistently remain on the cutting edge. It only covers a single island, but with the exception of the Strangled Lands it's the largest island with the most hospitable landscape.
  • 6

    [X][Alignment] Heroic. For some, magic is a means to an end; the ability to bring the world more in line with their ideals. This can take a number of forms, from those that desire to eradicate evil, to those with a passion for healing, to those that want to overthrow the government and steer the world towards their ideals. Not all casters of this description are good, but what sets them apart are their convictions and ability to make them real.
    [X][Alignment] Arcane. Many that come to Bellafonte Academy are clearly interested in the arcane arts, but some go above and beyond. These people are the genuine magi, the ones that will likely trailblaze new paths in the many fields of magic as they grow. They might be anything from nerds to those prodigies that seem innately blessed with talent.
    [X][Alignment] Discordant. Not every student at Bellafonte is an upstanding individual. While Bellafonte Academy doesn't let in the crackling, stark raving madmen, some more subtle types can slip through. The selfish, the ones that will make a space in the world even if it means sometimes stepping on toes. They scheme, command, and cast so that they're in a place they're wealthy or respected or comfortable.
 
Prologue Part 2
3 votes: Your sister was an Enchanter when she got on the Black Cowls' list.
3 and 3 votes: Your aura is Empty and Mutagenic, indicating an aptitude in Mensuramancy and Epidromancy.
4 votes: You come from the Strangled Lands, and are well acquainted with danger.
3 votes: You are Heroically inclined, and wish to bring the world more in line with your ideals.


Half a year after your sister's arrest, you finally receive a letter from Bellafonte Academy. You'd imagine students in other parts of the world got their letter through email, not in paper form, but you'd never grown up with much technology. Your family resides in the City of the Lost, after all, where the old ways hold true.

You've spent the time since awakening to your magic trying to catch up on the years of experience other mages going to Bellafonte will have. You've watched your close friend, Alesha, explore her own strange uses for magic. She tended to turn her Naturamancy in on herself, imbuing her body with magical energy that a caster would typically focus on animal or plant life.

Alesha's also an odd one out. More of a black sheep than you are. She's homeless and as feral as the animals she tends to draw close. Every time you've tried to find her a place to sleep that isn't in the jungle or on the streets, however, she's refused. You've learned it's better to just let her do her thing.

As is tradition for those in the City of the Lost, now that you have been accepted, you are to visit the Star-Seer and her council. It is rare for a caster to show enough aptitude to be taken into any of the magical schools, so this marks something of a rare occasion. The other Bellefonte students from across the Strangled Lands will attend the ceremony as well, letting you get a glimpse at who you'll be seeing there.

On the day of the ceremony, the city's populace is, of course, out in force. While the deity most typically worshiped in the Lost City is Aofie, the Warlord of the Lost, today the celebration is dedicated to the Root of Magic, Dolu. As such, many of the people in the streets are wearing fake bunny ears (some real bunny ears too) waving white and pink flags to worship the arcane being.

For the will-be students, however, you're to arrive at the Ziggurat with the same attire you'll be wearing on the first day of school. This should reflect your typical, every day attire if somewhat exaggerated to put forth your best self.

[X][Outfit] Traditional. Metallic attire, often made of gold or copper, with amethysts to represent your connection to Aofie. This outfit shows more skin that more modern clothing, with a bare stomach, a lack of sleeves, and a skirt of some form in addition to your greaves, bracers, and headdress. Again, as befitting an Aofite, you wear a choker around your neck.

[X][Outfit] Modern. A graphic tee-shirt, denim jeans, and some simple jewelry. While it's hardly the most stand-out of appearances, there's value to fitting in with the others. Even though you're hardly traditional-looking, you still make sure to wear a choker with an amethyst to show your worship of Aofie.

[X][Outfit] Fashionable. A combination of light cloth, scarves, and jewelry that references more traditional attire while also paying tithe to the modern trends. You let some skin show, flaunting just a little bit of your own self as you go about your business. An ornate gold and amethyst choker shows your devotion to Aofie.

[X][Outfit] Cloaked. The Strangled Lands are sun-scorched and full of potentially dangerous plants and animals in the jungle. It's not uncommon to see travelers wear clothing that covers their skin, wicking away sweat while also offering some defense against natural threats. A choker hidden under a scarf shows your devotion to Aofie.

[X][Outfit] Airy. This attire is mostly modern, with a deep cut crop top and shorts that show a whole lot of your skin off. It'll draw attention for better and for worse, but makes a bold statement. You're sure you'll be popular if you show up like this. A choker around your neck shows that you worship Aofie.


With an outfit picked out, you still need to make sure that you look nice and put together for the Star-Seer and her council. You can dress casually, sure, but you still have to ensure you're put together.

First, you take a moment to run your fingers through your hair and tame it. What does your natural hair look like?

[X][Hair] Thick, wavy brown hair. Reminds you of coffee.

[X][Hair] Fluffy white hair, something that's grown common since the war.

[X][Hair] Straight, dusty brown hair. Like tree bark, maybe.


You've gotten it to look somewhat presentable. Now, you scrub your skin and face to ensure you look nice and shiny. What does your skin look like?

[X][Skin] Reddish brown, a rich color formed from genes and the sun's tan.

[X][Skin] Ashy brown. Your skin is dark and lacks color; you've been called a vampire before.

[X][Skin] Grey. A unique color few will find outside of the Strangled Lands. Signs of non-human heritage.

[X][Skin] Dark brown, a deep color that comes purely from your family.


Good. You've scrubbed off the dead skin as best you can. You've taken care to cultivate your body in the image you want, and the ambient magic of the world means that's shaped it over the years. How toned is your body?

[X][Tone] Muscular. You've spent your life working out each day, making sure to exercise physically when you couldn't manifest magic. You're slim, with defined muscles that really shine when you flex.

[X][Tone] Fit. While it's nothing too amazing, you've kept your body in shape, with faint muscle definition you might have to point out sometimes.

[X][Tone] Soft. You don't exercise, and your body has a nice smooth curve to it's surface as a result. Easy on the eyes, something closer to Dolu than Aofie.

[X][Tone] Padded. Whether you've wanted to or not, you've put on a bit of weight. You're curvy, soft, and give great hugs, but nobody's going to call you buff.


Finally, you glance at the cabinet full of makeup, shaving equipment, and similar tools you've at least used for ceremonial reasons. Now, when you're showing off your best 'everyday' self, how do you present yourself?

[X][Presentation] Masculine. You don't bother to shave, and what little make-up you use accentuates your straight edges and rugged aspects. You'd call yourself handsome.

[X][Presentation] Androgynous. You make a few touch ups here and there, highlighting curved lines just as much as straight edges, balancing the two sides of the scale. You'd call yourself appealing.

[X][Presentation] Feminine. You take the time to shave your body hair entirely, then use makeup to show off your soft features and eyelashes. You'd call yourself pretty.

With your appearance almost all the way put together, you take a deep breath and lock eyes with yourself in the mirror. What color are they?

[X][Eyes] Brown. A warm, welcoming color.

[X][Eyes] Pink. A rare, magical color.

[X][Eyes] Amber. A bright, alluring color.

[X][Eyes] Red. A piercing, unnerving color.


Now, last but not least, are there any additional features you're particularly proud or conscious of? Scars, birthmarks, hair dye, maybe an earring you keep on at all times?

[X][Feature] Write-In.

You're ready to go meet the Star-Seer. Your family and friends are outside to greet you and guide you to the Ziggurat in a ceremonial procession. As you walk, you pay extra attention to the way you move, to the attitude you show. What do you notice?

[X][Attitude] Confident. You don't need to show off for anybody. You know where your skills lie, and you're confident in your appearance. You walk with your head high and eyes forward, taking steady steps.

[X][Attitude] Brash. Even with your late manifestation, you
still got accepted to the top magical academy. You've got a smug grin and walk with a cocky sway, waving to those your procession passes.

[X][Attitude] Nervous. Sure, you got accepted, but you have years of experience the others lack. For all you know, the Star-Seer will clarify that there's been a mistake, or you'll drop out within a month of starting school.

[X][Attitude] Reverent. While the ceremonies in the City of the Lost are celebrations first, you're still in a holy city on a day dedicated to a god. Conduct yourself in an appropriate manner.

[X][Attitude] Disciplined. You have challenges ahead of you, and the Star-Seer will surely keep an eye on your progress through your years at Bellafonte. Resolve yourself, because you'll need all the focus you can muster to succeed.


The streets are lined with lamps made of Ghestal wood. It's a material native to the deep jungles of the Strangled Lands, especially the Luminous, which gets it's name from the telltale teal glow of Ghestal wood. You can see ghostly constructs near some of the lamps, tenderly taking care of the structures they're formed from.

When your procession arrives at the Ziggurat, they're to stay at the temple's base with the other students' groups. This is a holy structure, and only those invited are to enter. You look up the many steps leading to the Ziggurat's peak, and start climbing them.

It's taxing, but with each step you can feel a buzz you've never sensed before. There's a deepness to the Ziggurat's presence, a clarity that makes the whole world seem sharper. For a brief moment, your Aura slips loose, the cheers of the crowd below slipping away while your footsteps leave glowing shoe prints. You clamp down on the effect.

Magic. The Ziggurat is brimming with magic, which you could never sense before.

When you arrive at the top, another Ghestal spirit appears in the form of a servant. They wordlessly lead you through the temple's doors and through halls of gold and glowing Ghestal wood. The floors are being cleaned by more constructs, and the mosaics of the Strangled Land's history are being looked over.

You see one representing Aofie, the Warlord of the Lost, brandishing her greatsword. An army of the dead stands behind her against a monstrous tide, led by the terrible figure of Tiamat, Mother of Monsters. The most recent of the murals shows the Unification, the pact made by each once-nation to bind themselves together. While the Strangled Lands have always been a magical and dangerous place, you know it was the Unification War that turned most of the continent into the magically scarred, monster ridden land it is now.

At the heart of the Ziggurat, it almost takes effort to clamp down on your Aura. The air is static, energy itself seeping into you with each second. It's intoxicating and humbling.

The most holy room of the Ziggurat is a grand space, with pillars taller than your house twice over propping up the ceiling. There are nine thrones at the head of the room, one in the center with four at it's sides. Every inch of the floor is an art piece, mosaics with beautiful swirling designs and the ever-present glow of Ghestal wood.

Once everybody has made it to the throne room, you count a total of six other students, Alesha among them with the barest of cloth to grant her modesty. Golden energy travels under her skin, a feature wholly unique to her.

There's also a catgirl with a cloak and ribbons trailing from her body that bear arcane runes you don't recognize. A foreign girl with white skin, classic blue and gold mage robes, and hair dyed bright turquoise. An almost lifeless looking woman with ashy skin and golden ceremonial attire. A woman in black latex of all things with a mane of wild, white hair and dark skin. Finally, a man with dark, scarred skin with ragged black robes and a disconcerting set of stitches around his neck and mouth.

A wild collection of people, but you'd expect nothing less from a gathering of mages. You can't help but wonder if you're just as odd-looking to them.

Star-Caller Nizhoni sits in her throne, centered between the elders of the Eight Tribes of the Strangled Lands. She's the youngest to ever lead the land, but from the stories is also the most powerful Star-Seer they'd had in centuries. Her hair is pink, and she's wearing a purple dress with golden accents and white fur along it's edges. A purple serpent is coiled around her waist and shoulders.

When she stands, the whole room seems to take a breath. "Mages. Children of the Lost. We gather here today because each and every one of you has been blessed by our Trickster Bunny, Dolu. With magic flowing through your veins, your eyes shall be opened to wonders you have only dreamed of." Nizhoni begins to walk down the steps to her throne, her serpent flicking its tongue out as she crosses the throne room towards you.

"I am here today on behalf of the Starcaller, Aofie, Dolu, Lissandra, and the Lost. I have been appointed Star-Seer of these Strangled Lands, tasked with protecting and guiding those in my care," Nizhoni continues, her startlingly blue eyes fixing on you for a moment. "Come forth as I call upon you."

"Meda, the Traveler." The woman in latex takes a deep breath as she steps forward. "You bear no loyalty to any one city. You lack a tribe," Nizhoni says, tilting her head. If Meda is offended by the statement, she doesn't show it. "Your independent spirit will serve you well, but do not lose sight of those around you. There would be no world to travel without mages to protect it. Go forth and learn well, child blessed by The Lost."

The Lost. While the residents of the City of the Lost are, fittingly, called the Lost, the being known as The Lost is something akin to a god. The dark, deviant reflection of sapience. It represents the guilty, the shameful, the degenerate. To be blessed by The Lost… you're not the only one staring at Meda as she is guided out of the room by the Ghestal servants.

"Fala, the Vessel." The woman with red paint and ceremonial attire steps forward, expressionless. "You were formed from the actions of criminals. You see yourself as removed from your fellow man, but I must remind you of the soul you bear. You are no different, no matter how you were made. Don't let your upbringing take the wonders of civilization from you as well. Go forth and learn well, child blessed by Illogen."

Illogen. The name is surprising to hear, as they aren't often worshiped in the Strangled Lands and are seen as a Indunduman deity. They're the wellspring of all life, though not necessarily its origin. From what little startling things Nizhoni said about Meda, you're not surprised Illogen has their eyes on her. Meda turns and leaves without a hint of surprise, or any emotion at all.

"Enola, Guardian of Secrets." The turquoise-haired woman in a mage's garb steps forward. "All your life you have learned to close yourself off. The life around you has been yours to dominate and control. Now that you are among other sapient beings, you will not be allowed to be so careless with your magic. Let yourself indulge in the frivolous activities of the world. Go forth and learn well, child blessed by Ny'eadb."

Ny'eadb. You… have no idea who that is. If the trend continues, then they're a deity of some form. But you're at least somewhat knowledgeable of the deities worshiped elsewhere, so you're rather surprised you've never heard of this being. Something to be wary of, perhaps. Enola leaves with a dramatic toss of her cloak.

"Alesha, the Symbol of Fertility." You choke out a startled cough as your best friend steps forward. What did that title mean? Did you want to know? You listen closely to what Nizhoni has to say about her. "You know your place in the world, just as the world knows it's place in you. Take care to remind yourself that the world includes the sapient, do not let the wilds swallow you up. Go forth and learn well, child blessed by Gaia."

Gaia. The Soul of the World, the Grand Elemental. She represents the natural world and all that includes. She is responsible for natural disasters, for life-granting rivers, for the wind that birds fly on. For somebody so gifted with Naturamancy, you're not surprised Alesha's earned Gaia's favor. She meets your eyes with a nod as she turns to leave.

"Stitch, the Masterless Man." The appropriately-named stitch covered Stitch steps forward, clenching his fists. "Few have seen the strife that has been placed upon you. You've been shaped by this trauma, and have grown stronger for it. You've lived life looking over your shoulder, seeking the power to keep yourself safe. While this is possible on your own, don't squander the help of those around you. Go forth and learn well, child blessed by Uriel."

Uriel. The Chainbreaker, the Agent of Change. According to the stories, Uriel travels the world in a mortal disguise, partying and flirting with everybody she bumps into. She loves seeing how civilization reacts to chaos, how it pulls itself together. When the world grows too peaceful, the shakes it up. Stitch gives a small hum before leaving the room, leaving just you and the catgirl.

"Catori, the Will of the Swarm." How fitting. How ominous. Catori steps forward, tail swaying and ears twitching nervously. "Long have you looked for a way out of the Strangled Lands you call your home. You dream of excess, of revelry and feasts, of soft beds and flowing wine. While such things can be healing to indulge in, don't let them dull your instincts, nor should you let them control you. Go forth and learn well, child blessed by…" Nizhoni pauses. You tense just as the elders on their thrones do. "Child blessed by Apophis."

Apophis. The Devourer of Light, One Among Many. A goddess known for her cruelty, her corruption, her wanton indulgence and hordes of monsters only surpassed by that of Tiamat. To be blessed by such a being… you feel the room chill around you. You swear the Ghestal wood dims. Catori is silent as she leaves the room, leaving you alone.

You can't help but flinch when the Star-Seer's eyes fix on you. It's so very strange to hear your name come out of your mouth. What name is that?

[X][Name] Nicte. An old name, meaning flower, or tree.

[X][Name] Notah. A name meaning 'near a goal'.

[X][Name] Lasla. A name meaning snowfall.

[X][Name] Cauan. A name meaning falcon.

[X][Name] Coatl. A name meaning serpent.

[X][Name] Wayra. A name meaning wind.


How do people refer to you?

[X][Pronouns] She/her. A woman.

[X][Pronouns] He/him. A man.

[X][Pronouns] They/them. A person.

[X][Pronouns] It/its. A being.

[X][Pronouns] Genderfluid. Depends on the day.


As Nizhoni inspects you, you feel a pulse of magic run through you. What color would you describe this sensation as? It's the same color as your aura.

[X][Color] Pink. Love, passion.

[X][Color] Red. Fire, fury.

[X][Color] Amber. Wisdom, preservation.

[X][Color] Green. Life, nature.

[X][Color] Blue. Sorrow, water.

[X][Color] Violet. Power, royalty.

[X][Color] Colorless. The dark, despair.

[X][Color] White. Purity, light.



A/N: A lot of voting this chapter. Be sure to include a vote for your outfit, hair, skin, tone, presentation, eyes, extra features, your attitude, your name, your pronouns, and your color.

Glad to see some folks interested! Hopefully you're interested in this world and the magic within. I'm excited to continue.
 
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[X][Outfit] Fashionable. A combination of light cloth, scarves, and jewelry that references more traditional attire while also paying tithe to the modern trends. You let some skin show, flaunting just a little bit of your own self as you go about your business. An ornate gold and amethyst choker shows your devotion to Aofie.

[X][Skin] Reddish brown, a rich color formed from genes and the sun's tan.

[X][Hair] Fluffy white hair, something that's grown common since the war.

[X][Tone] Fit. While it's nothing too amazing, you've kept your body in shape, with faint muscle definition you might have to point out sometimes.

[X][Feature] Write-in. Both ears are pierced as well as the nose on the left side. All three pieces of jewelry are studs with an amethyst gemstone matching the collar we wore.

[X][Presentation] Feminine. You take the time to shave your body hair entirely, then use makeup to show off your soft features and eyelashes. You'd call yourself pretty.

[X][Eyes] Pink. A rare, magical color.

[X][Attitude] Reverent. While the ceremonies in the City of the Lost are celebrations first, you're still in a holy city on a day dedicated to a god. Conduct yourself in an appropriate manner.

[X][Name] Wayra. A name meaning wind.

[X][Pronouns] She/her. A woman.

[X][Color] White. Purity, light.
 
[X][Outfit] Modern. A graphic tee-shirt, denim jeans, and some simple jewelry. While it's hardly the most stand-out of appearances, there's value to fitting in with the others. Even though you're hardly traditional-looking, you still make sure to wear a choker with an amethyst to show your worship of Aofie.

[X][Hair] Straight, dusty brown hair. Like tree bark, maybe.

[X][Tone] Fit. While it's nothing too amazing, you've kept your body in shape, with faint muscle definition you might have to point out sometimes.

[X][Skin] Reddish brown, a rich color formed from genes and the sun's tan.

[X][Eyes] Pink. A rare, magical color.

[X][Presentation] Feminine. You take the time to shave your body hair entirely, then use makeup to show off your soft features and eyelashes. You'd call yourself pretty.

[X][Name] Notah. A name meaning 'near a goal'.

[X][Pronouns] She/her. A woman.

[X][Color] White. Purity, light.

[X][Attitude] Confident. You don't need to show off for anybody. You know where your skills lie, and you're confident in your appearance. You walk with your head high and eyes forward, taking steady steps.
 
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[X][Outfit] Traditional. Metallic attire, often made of gold or copper, with amethysts to represent your connection to Aofie. This outfit shows more skin that more modern clothing, with a bare stomach, a lack of sleeves, and a skirt of some form in addition to your greaves, bracers, and headdress. Again, as befitting an Aofite, you wear a choker around your neck.
I want to be someone who stands out, it's fun.

[X][Tone] Soft. You don't exercise, and your body has a nice smooth curve to it's surface as a result. Easy on the eyes, something closer to Dolu than Aofie.
softtttt

[X][Skin] Reddish brown, a rich color formed from genes and the sun's tan.

[X][Feature] A large scar in your ear. As if someone or something took a bite out of it and it didn't heal well.

[X][Presentation] Androgynous. You make a few touch ups here and there, highlighting curved lines just as much as straight edges, balancing the two sides of the scale. You'd call yourself appealing.
[X][Presentation] Feminine. You take the time to shave your body hair entirely, then use makeup to show off your soft features and eyelashes. You'd call yourself pretty.

[X][Eyes] Red. A piercing, unnerving color.
[X][Attitude] Confident. You don't need to show off for anybody. You know where your skills lie, and you're confident in your appearance. You walk with your head high and eyes forward, taking steady steps.
[X][Name] Lasla. A name meaning snowfall.

[X][Pronouns] She/her. A woman.
[X][Pronouns] They/them. A person.
[X][Pronouns] Genderfluid. Depends on the day.

I'm a transgender lesbian. watcha gonna do.

[X][Color] Blue. Sorrow, water.
 
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[X][Outfit] Fashionable. A combination of light cloth, scarves, and jewelry that references more traditional attire while also paying tithe to the modern trends. You let some skin show, flaunting just a little bit of your own self as you go about your business. An ornate gold and amethyst choker shows your devotion to Aofie.

[X][Skin] Reddish brown, a rich color formed from genes and the sun's tan.

[X][Hair] Fluffy white hair, something that's grown common since the war.

[X][Tone] Fit. While it's nothing too amazing, you've kept your body in shape, with faint muscle definition you might have to point out sometimes.

[X][Feature] Write-in. Both ears are pierced as well as the nose on the left side. All three pieces of jewelry are studs with an amethyst gemstone matching the collar we wore.

[X][Presentation] Feminine. You take the time to shave your body hair entirely, then use makeup to show off your soft features and eyelashes. You'd call yourself pretty.

[X][Eyes] Pink. A rare, magical color.

[X][Attitude] Reverent. While the ceremonies in the City of the Lost are celebrations first, you're still in a holy city on a day dedicated to a god. Conduct yourself in an appropriate manner.

[X][Name] Wayra. A name meaning wind.

[X][Pronouns] She/her. A woman.

[X][Color] White. Purity, light.

I like the write in for this one.
 
[X][Outfit] Fashionable. A combination of light cloth, scarves, and jewelry that references more traditional attire while also paying tithe to the modern trends. You let some skin show, flaunting just a little bit of your own self as you go about your business. An ornate gold and amethyst choker shows your devotion to Aofie.

[X][Skin] Reddish brown, a rich color formed from genes and the sun's tan.

[X][Hair] Fluffy white hair, something that's grown common since the war.

[X][Tone] Fit. While it's nothing too amazing, you've kept your body in shape, with faint muscle definition you might have to point out sometimes.

[X][Feature] Write-in. Both ears are pierced as well as the nose on the left side. All three pieces of jewelry are studs with an amethyst gemstone matching the collar we wore.

[X][Presentation] Feminine. You take the time to shave your body hair entirely, then use makeup to show off your soft features and eyelashes. You'd call yourself pretty.

[X][Eyes] Pink. A rare, magical color.

[X][Attitude] Reverent. While the ceremonies in the City of the Lost are celebrations first, you're still in a holy city on a day dedicated to a god. Conduct yourself in an appropriate manner.

[X][Name] Wayra. A name meaning wind.

[X][Pronouns] She/her. A woman.

[X][Color] White. Purity, light.
 
[X][Outfit] Fashionable. A combination of light cloth, scarves, and jewelry that references more traditional attire while also paying tithe to the modern trends. You let some skin show, flaunting just a little bit of your own self as you go about your business. An ornate gold and amethyst choker shows your devotion to Aofie.

[X][Skin] Reddish brown, a rich color formed from genes and the sun's tan.

[X][Hair] Fluffy white hair, something that's grown common since the war.

[X][Tone] Fit. While it's nothing too amazing, you've kept your body in shape, with faint muscle definition you might have to point out sometimes.

[X][Feature] Write-in. Both ears are pierced as well as the nose on the left side. All three pieces of jewelry are studs with an amethyst gemstone matching the collar we wore.

[X][Presentation] Feminine. You take the time to shave your body hair entirely, then use makeup to show off your soft features and eyelashes. You'd call yourself pretty.

[X][Eyes] Pink. A rare, magical color.

[X][Attitude] Reverent. While the ceremonies in the City of the Lost are celebrations first, you're still in a holy city on a day dedicated to a god. Conduct yourself in an appropriate manner.

[X][Name] Wayra. A name meaning wind.

[X][Pronouns] She/her. A woman.

[X][Color] White. Purity, light.
 
I wasn't sure how best to put all of the possible pronouns as options without scuffing the vote up.
For the future, I would suggest allowing write-ins for that.
Like so:
[ ][Pronouns] Write-in.

Then people could have gone like...
[ ][Pronouns] She/her and they/them. A woman.
or
[ ][Pronouns] She/her and they/them. A person.
or
[ ][Pronouns] Fae/faer. A person.
etc.

Stuff like that. Of course it would depend on your audience on what kind of write-ins you would get. As a starting post your readership is just anyone that likes your opening post so you wouldn't have a good read on that yet. Later on you might have a better idea of what your readers and voters are like and have better conversations about what votes are really about and what kind of things you're mutually interested in.
 
Prologue Part 3
You are Wayra, a woman with a feminine appearance and a reverent attitude. You have reddish brown skin, pink eyes, white hair, and a fit body. You prefer fashionable attire, mixing new and old styles. You have amethyst studs on your ears and the left of your nose. Your aura is white.


The Star-Seer fixes her eyes on yours as she inspects you. You can feel your magic resonating with hers, like a pulse of white static running through your insides. "Wayra, the Wild Card," Nizhoni muses, her blue eyes searching your expression. Wild Card, was that what she saw you as?

"You've been betrayed by somebody dear to you. You've asked yourself how that night would be different had you been a mage. Dolu is a fickle being, and some things are just not meant to be, however. Don't let your sister's actions and fate define your future. Take hold of the unknown and blaze a trail with it. Go forth and learn well, child blessed by Alice."

A chill runs through you. Not because Alice is a bad god to be blessed by, but the idea that a god has paid attention to you at all. Alice, the Will of Sapience. She represents every facet of a thinking mind, and as such is simultaneously the easiest to understand and the hardest to expect. Alice could manifest as a chef, or a teacher, or a serial killer, or a dog walker.

You lift your head high, keeping your emotions controlled and give a respectful nod before turning to leave the same way all the others had. Once again, ghostly servants emerge from the Ghestal wood in the walls and floors to guide you back outside.

It takes a moment for your eyes to adjust to the bright sun of the Strangled Lands after being in the dimly lit inside of the Ziggurat, but when you can see without your eyes watering, you spot Alesha sitting at the top of the steps, watching the gathered people down below.

You sit down next to her, eyes trailing over her golden veins for a moment. "So. Symbol of Fertility," you start, raising an eyebrow at her.

Alesha chuckles, shrugging as she looks over at you. "I do not know what she referred to. I have never been pregnant- let alone considered having a child. Makes me wonder how my time at Bellafonte will be spent."

"Excitedly, if the Star-Seer's predictions are so easily understood," you muse. "Considering the Soul of the World has her eyes on you, it could just as well be referring to a fertile crop."

"Perhaps," Alesha concedes, though she sounds unconvinced. "If you do not mind my asking, what did the Star-Seer have to say about you, Wayra?"

"She called me the Wild Card. Said I was blessed by Alice."

Alesha gives a contemplative hum. The two of you sit and stare out over the jungles and mountains that make up the Strangled Lands, the rising sun casting light across the treetops. You can only wonder how the views from Bellafonte will compare to this. "I am going to miss these wilds," Alesha mutters, as if voicing your thoughts.

"It's only four years we'll be gone. Assuming we don't come home for the holidays or drop out before then," you remind her. "That said, I have no idea what Reme or Tirnan will look like. I wonder which one we'll visit more often from the academy." Bellafonte was located halfway between the two factions.

You stand up, taking a deep breath as you do so. "They'll be waiting for us down below. We'd best not keep them waiting, Alesha. It would be best not to linger in this place any longer, either," you muse, looking back at the grandiose Ziggurat.

Your friend nods and stands, then the two of you make the long trek down the staircase and back to the ceremonial cheers below.

===<>===​

Two days after the start of the celebrations, it's time for you and the other Strangled Lands students to be seen off. A teacher from Bellafonte will be coming by to create a portal for you to pass through, which will send you further away from home than you've ever been in a single step.

You have a large duffel bag full of your things as well as a backpack. Your parents- bless them- got you a small bundle of Ghestal wood to take with you and use in any projects you might need them. It also served as a nice reminder of home.

The other students are gathered in the same outfits they wore for the Star-Seer's meeting, as was tradition. You adjust your own robes and mutter a prayer to Dolu to make this whole transition less difficult. While you're talking to Alesha about who the teacher being sent will be, theres a sudden flash of light and blast of smoke.

You notice three other students- Stitch, Catori, and Enola, lift their arms in combative stances as they face the sudden commotion. As it clears, however, you start to make out a figure. For a brief moment after spotting a glimpse of bunny ears, you think it could actually be Dolu.

And then the figure speaks and steps out of the smoke. "Ladies, gentlemen, and all of my fair thinking beings of the Strangled Lands, let me hear some applause for our prospective mages!" His voice is surprisingly youthful, and as you get a good look at him you're rather certain he's not Dolu.

A long brown coat with two sets of golden buttons, a red bow around his neck that's almost as large as his face, maroon and white stripes pants with calf-height boots. He's fair skinned, with pale pink hair, a bunny ear headband, and two transparent pink veils flowing from the back of his hair. His eyes are a rosy pink similar to your own, and he's smiling wide as he waves on the applause that greets him.

This is the teacher Bellafonte has sent? He bends forward, holding one finger up. "Now, for those that have never had the honor of seeing my cuteness first hand, allow me to introduce myself! I am Jaques du Coque, Interdimensional Prankster and teacher of Mensuramancy at Bellafonte Academy! I'd be correct in assuming that you seven are the lovely students we'll be welcoming to our campus from all across the Strangled Lands, yes?"

Jaques steps forward, coat sweeping behind him as he uses a finger to tilt Stitch's chin up, inspecting something before prancing to Meda and tugging on one of her latex gloves. When it lets it go, it snaps back against the mage's body, but he's already looking at Enola, brushing some dust off of her robes. He makes an odd inspection of every student before he stands before you, reaching up to tug at the corners of your mouth and stare at your teeth.

You're just as bewildered looking as the other students and the crowd as Jaques returns to the spot he appeared from. "A fine group you all are! I'm so very happy to introduce you each to our fair campus!" he declares, flourishing as a massive portal appears behind him, giving you a look at a long bridge made of cobbled stone leading to a castle of some form. The towers have conical tops, there's great arches in the design, and it's all a dull grey far removed from the orange bricks of your home.

"Welcome, students, to Bellafont Academy!"

===<>===​

Bellafonte Academy all feels very alien to you. The first thing you noticed as Jaques started the tour was the ocean. His portal emerged by the docks, where other students were coming in from. Past that is a flat blue sea that reaches the horizon. It unsettles you, having an empty horizon when you are so used to mountains and jungles.

The other thing that surprises you is the sheer variety of people and outfits. You see students in armor, students in robes, students in nothing more than a sweater and shorts. One girl's wearing tiger print underwear with a big fluffy cape wrapped around her shoulders.

You simultaneously feel out of place and also like you fit in just fine. If every student is dressed strangely, then you're just another student.

The Academy is built around the Headmaster's tower in the center of the campus. It spreads out from there like spokes on a compass, paths leading to various buildings. To the south of the tower and straight north of the docks is the ceremony hall, where they'd have assemblies and the like. There's also a large fountain in front of the ceremony hall depicting a trio of mages you can only assume are relevant to the academy's history.

North of the tower is the library, a place you're sure you'll get to be very familiar with. North-east is a lecture dome and various workshops used for enchanters and other such crafting projects. To the east and south-east are the dining hall and dormitories, as well as the administration offices. South, as mentioned, leads to the ceremony hall but also connects to a multipurpose hall and a few storage buildings.

To the south-west is a building that houses a hospital suite. West leads to an amphitheater, a track field for various sports and activities, and a training hall for combat. North-west is where most of the lecture buildings are, including the club spaces and student labs.

Jaques' tour circles the whole campus, giving you an idea of how to get to various important buildings. He also shows off a few student stores near the dorms, which stock groceries, magical supplies, and various other useful things.

Once the tour is over, he explains that while there are dorms for the students, there's actually a wide range of options for where students can live during their time at Bellafonte, especially with their monthly student salaries. You can see your fellow Strangled Lands students making up their minds… where would you like to stay?

Each form of accommodation will result in you learning an additional spell during your first three years. These spells fit the location you stay in and aren't counted towards any other limitations on how many spells you learn per year.

[X][Home] Co-ed dorms. This is where the majority of students will be staying. They're free and come with your own room, though you'll have to share bathrooms, living spaces, and kitchens. They're a great place to socialize, however; you're bound to meet some interesting people that way. Just don't expect any peace and quiet.

[X][Home] Pocket plane. Bellafonte Academy has pocket planes they can rent out to students for them to dwell in. They're spacious, but quite barren. You'll be living on your own here and will be expected to put in some work to make it livable, whether you want to live in a house or under the stars.

[X][Home] Rented house. Live off campus in a typical house rented out to you. While it's a lot nicer than some other options, the landlord expects the place to be kept clean, and you'll likely have to pick up a job to keep rent paid which might leave you short on time. If you want a proper home to yourself, this is your choice.

[X][Home] Sorority. This
is a college, after all. Live in a house with a handful of others. This is the choice for those that want to be assigned a group rather than look for them. While each night will be plenty of fun and will likely result in a lot of embarrassing stories, don't expect to study much in this environment.

[X][Home] Studio flat. Cramped, a bit poorly maintained, but a space that's entirely your own. It lacks some essential amenities so you'll have to get to work on those, but since you've bought it outright you won't have to worry about rent, and nobody else will be there to bother you.

[X][Home] Catacombs. Bellafonte boasts a large network of catacombs under the campus, usually housing old student experiments that have no place for anymore. There's plenty of privacy, salvage you can take for your own projects, and likely the occasional undead pest. It's a perfect spot for the mages that have no plans for any socialization.

[X][Home] The Club. A lecherous club/hotel/brothel run by none other than Bronwyn Black. As in the Black family's own Black Cowl. Despite who owns it, life here will be luxurious and never dull, assuming you can put up with the constant noise coming from the lower floors. And your neighbors. A place for those with loose morals.

[X][Home] The Farm. A peaceful farm owned by one of the school's teachers, Hans Asclei. A large portion of Bellafonte's groceries comes from this farm, and you will be expected to help out once in a while in exchange for a place to live. There's even some monsters living here, serving as livestock in their own ways.

[X][Home] The Wilds. You've practically grown up accustomed to the dangers of the Strangled Lands' jungles. Living out in nature is peaceful, quiet, and free. You're going to be a mage as well, so keeping yourself safe and cared for out in the forest will be easy.


===<>===​

After going over the various options for student housing, Jaques assured you that you wouldn't have to pick right that moment. The first years would be staying together for the night before being sent off to their various locations.

Right now, you were to meet your tutor. Each student is assigned one of the faculty members as a tutor; while technically this tutor can prefer any magical school, most likely they'll match up with the students' personality and own magical aptitudes.

You're given a location on the school grounds, a time, and a name. Who is it that you're going to meet?

Each tutor will give you an extra choice of 1st and 2nd year spell from both of their subjects. They also have a tutor bonus, a unique boon that might be a special spell, a new method of casting, or a modification to existing spells.

[X][Tutor] Aurora Thorn. Teaches Enchantment as a primary subject, and is also skilled in Epidromancy. A nearly immortal woman that once fought on the battlefield armed with a wide arsenal of enchanted items. She's jaded, direct, but passionate about things worth her time.
Bonus: If Aurora is your teacher, you will be able to take an additional two 1st year spells from any magical school.

[X][Tutor] Cora Black. Teaches Epidromancy as a primary subject, and is also skilled in Malumancy. She's an expert at healing and protective spells, skills that were honed after years of being her older sister's punching bag. She's sweet, caring, and naively energetic. Bonus: Cora teaches you how to rewire your body, changing how nerves respond to pain or pleasure. While this can be used for other systems like your muscles, it's a dangerous process.

[X][Tutor] Emilia Townsend. Teaches Mensuramancy as a primary subject, and is also skilled in Psionomancy. Emilia is a nerd. Not a magic nerd that obsesses about magic, but an actual socially stunted shut in nerd. She's a bit awkward as a teacher, but she's an expert when it comes to interdimensional travel. Bonus: Emilia teaches you the spell Gate:Horizon. This leads to a random world similar but quite different from Geolocus. The higher level you cast the spell with, the stranger and larger the differences between Horizon and Geolocus will be.

[X][Tutor] Hans Asclei. Teaches Naturamancy as a primary subject, and is also skilled in Mensuramancy. A gentle giant, with a passion in caring for creatures, be they magical, mundane, animal or sapient. When he's not watching students grow, he can be found on his farm. Bonus: With Hans as your teacher, any pocket dimension you create has double the typical space. In addition, all Gate: spells have their casting time reduced to Short.

[X][Tutor] Jaques du Coque. Teaches Mensuramancy as a primary subject, and is also skilled in Acciomancy. Jaque is an Outsider; somebody that appeared in Geolocus from an unknown world. As such, he's chaotic, unpredictable, and an unapologetic prankster. He'll teach you all he knows, for better or for worse. Bonus: Jaques teaches you the spell Alter Ego. This spell changes your clothes to some form of costume you choose, and prevents anybody from recognizing you regardless of how covered your face is. They can still recognize any Alter Ego you reuse.

[X][Tutor] Naga. Teaches Epidromancy as a primary subject, and is also skilled in Acciomancy. Once human, Naga is a fangirl in every way when it comes to monsters. She's even turned herself into a lamia, and lives that way permanently. She's a master of both shapeshifting and poorly written romance novels. Bonus: Naga shares advanced shapeshifting techniques, reducing the cast time to any Shapeshifting spell besides 4th level to Instant.
 
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Beautiful description of the campus! I can't wait to see what comes next!

Our friend seems really nice! I hope we get to see more of her going forward!

The Wildcard aspect is very appropriate considering we're a Quest lol. But I wonder if there will be further consequences that result from that particular diety's blessing.

I am absolutely fine with several different options happening, so I've listed all of them 😅

[X][Home] The Farm. A peaceful farm owned by one of the school's teachers, Hans Asclei. A large portion of Bellafonte's groceries comes from this farm, and you will be expected to help out once in a while in exchange for a place to live. There's even some monsters living here, serving as livestock in their own ways.

[X][Home] The Wilds. You've practically grown up accustomed to the dangers of the Strangled Lands' jungles. Living out in nature is peaceful, quiet, and free. You're going to be a mage as well, so keeping yourself safe and cared for out in the forest will be easy.

[X][Home] Pocket plane. Bellafonte Academy has pocket planes they can rent out to students for them to dwell in. They're spacious, but quite barren. You'll be living on your own here and will be expected to put in some work to make it livable, whether you want to live in a house or under the stars.

[X][Tutor] Emilia Townsend. Teaches Mensuramancy as a primary subject, and is also skilled in Psionomancy. Emilia is a nerd. Not a magic nerd that obsesses about magic, but an actual socially stunted shut in nerd. She's a bit awkward as a teacher, but she's an expert when it comes to interdimensional travel. Bonus: Emilia teaches you the spell Gate:Horizon. This leads to a random world similar but quite different from Geolocus. The higher level you cast the spell with, the stranger and larger the differences between Horizon and Geolocus will be.

[X][Tutor] Naga. Teaches Epidromancy as a primary subject, and is also skilled in Acciomancy. Once human, Naga is fangirl in every way when it comes to monsters. She's even turned herself into a lamia, and lives that way permanently. She's a master of both shapeshifting and poorly written romance novels. Bonus: Naga shares advanced shapeshifting techniques, reducing the cast time to any Shapeshifting spell besides 4th level to Instant.
 
Housing:

Co-ed Dorms. No thanks. I'm an introvert and it's just not for me. Won't be voting for this. Empower Area is a nice first year spell but I have less than zero interest in Curse: Remove Sense and Paradigm: Amoromancy.

Pocket Plane. Okay so I'm always up for a Pocket Plane, myself. Mostly for the customization and privacy, but nothing wrong with the Cleanse, Construction, and Atomic Restructuring spells. This place is a sandbox, people. We can not just build our own housing but change the entire internal geography/ecosystem if we learn the appropriate magic.

Rented House. Nothing wrong with it. Fairly neutral on this. Set task is... fine? Nice to let tools do our housekeeping. Just good utility. Time Bubble is handy for extra preparation or study time. Summon: Inari is a powerful spell. Just gets you a powerful spell caster similar to any human caster.

Sorority. Same feeling as the Co-ed Dorms. Paradigm: Dipsomancy is a no for me. Don't drunk and cast, people. Cure: Disease is useful, but I sure don't like the implications about why we'd be learning it. Alter Causality... I prefer not to mess with time travel or the like.

Studio Flat. Kinda feels like Rented House but worse, in flavor? Summon: Myconid gives me some... yikes vibes. Craft: Golem, very useful. And Storage is a lovely spell but also it says something about why we'd need it and we'd only learn it in third year.

The Catacombs, for if you like total isolation. Good to really get down to studying magic. Best suited for Arcane, Discordant, or Secluded faction people. Sustenance, useful spell. No need to go get food just keep studying. First year so no suffering too much early on. If we're interested in working with the afterlife, Gate: Between is what we want. Good creepy aesthetic. Metamagic: Improvised Magic is an interesting spell that lets us use third year spell slots to cast first year spells, but we don't need to know the first year spell. Useful for versatility I suppose, or if we want to go into Metamancy hardcore and learn how to make our own spells or the like.

The Club... uhhhhh. Listen sex is fun and all but I'd prefer to not have to listen to it all day. Also while I absolutely want Protection: Domination and Protection: Compulsion... well. The fact that we learn them from living here says a lot. Shapeshift: Divine Servant is a good time and a powerful time. Works well if we have the instant shapeshift skill because the forms available there have some powerful weaknesses that it'd be good to be able to immediately shift away from.

The Farm. It's nice to live in nature. But it feels like it'd be fairly busy and I'm not interested in milking people for money???? Telekinesis. Not powerful, but a solid spell. Summon: Centaur is one of my less favorite summon spells. Greenery is an essential spell for those who go deep into Naturamancy. Lets you set up a battlefield that's actively fighting to help you.

The Wilds, for if we want do away with the trappings of civilization. Not really my jam generally, but definitely prefer it over some of the alternatives. Shapeshift: Beast. Basic. Useful. Versatile. Gives access to different strengths in mobility, senses, physical strength, the works. Major Healing. Don't mind if I do. This is strong stuff, for most things Minor Healing would be sufficient. Uhhhhhhhhh... Devour. High level Malumancy. Can be very powerful if used right and lacking scruples. Just go ahead and eat beings and gain a fraction a trait of theirs, permanently. Things like senses or physical power, maybe a dragon's breath. Yes it works on people too, though you get a skill of theirs instead.

[X][Home] Pocket plane. Bellafonte Academy has pocket planes they can rent out to students for them to dwell in. They're spacious, but quite barren. You'll be living on your own here and will be expected to put in some work to make it livable, whether you want to live in a house or under the stars.

I can never say no to the Pocket Plane


Teacher:

Aurora I'm pretty opposed to. While I like Enchantment and Epidromancy*, first year spells just aren't that valuable to me.

Cora is fun if we want to experiment with extreme Epidromancy. Which I like so this is an option that's up there for me. I don't particularly care for Malumancy as such, but it also has protection spells so it's good to have those options.

Emilia. Shrug? Mensuramancy and Psionomancy are fine. Horizon is an interesting and exciting spell. I'd be far from upset if we picked her.

Hans is very practical if we want to do a lot of worldhopping and messing with pocket dimensions. Cool, but not a priority for me. Also Naturamancy which I don't hate.

Jaques seems like he'd be pretty annoying to deal with as a character, and I actively dislike the spell you get from him. I like Mensuramancy so that's nice but Acciomancy is very take it or leave it for me.

Naga. I love her. She's great. Shapeshifting is awesome. Epidromancy is my fave. Again, don't really care about Acciomancy. If we go the shapeshifting route her tutoring will be invaluable for letting us switch tactics on the fly.

[X][Tutor] Cora Black. Teaches Epidromancy as a primary subject, and is also skilled in Malumancy. She's an expert at healing and protective spells, skills that were honed after years of being her older sister's punching bag. She's sweet, caring, and naively energetic. Bonus: Cora teaches you how to rewire your body, changing how nerves respond to pain or pleasure. While this can be used for other systems like your muscles, it's a dangerous process.
[X][Tutor] Naga. Teaches Epidromancy as a primary subject, and is also skilled in Acciomancy. Once human, Naga is fangirl in every way when it comes to monsters. She's even turned herself into a lamia, and lives that way permanently. She's a master of both shapeshifting and poorly written romance novels. Bonus: Naga shares advanced shapeshifting techniques, reducing the cast time to any Shapeshifting spell besides 4th level to Instant.
These gotta be my picks.

*For those who don't know, Epidromancy in this setting is body sculpting. Both your own and those of others. Medical stuff, permanent buffs, shapeshifting, the works. It's my favorite school.

Edit: I will not apologize for this post. I can not be stopped.
 
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Characters look interesting and I would like to see them more and learn more about them so I'll choose sorority.

[X][Home] Sorority. This is a college, after all. Live in a house with a handful of others. This is the choice for those that want to be assigned a group rather than look for them. While each night will be plenty of fun and will likely result in a lot of embarrassing stories, don't expect to study much in this environment.

The pocket plane's spells sound good, and customization is cool, so I'll also pick this one, and I won't be sad if it wins.
[X][Home] Pocket plane. Bellafonte Academy has pocket planes they can rent out to students for them to dwell in. They're spaciou, but quite barren. You'll be living on your own here and will be expected to put in some work to make it livable, whether you want to live in a house or under the stars.

I like Mensuramancy more than Epidromancy, plus her being nerdy is a plus.
[X][Tutor] Emilia Townsend. Teaches Mensuramancy as a primary subject, and is also skilled in Psionomancy. Emilia is a nerd. Not a magic nerd that obsesses about magic, but an actual socially stunted shut in nerd. She's a bit awkward as a teacher, but she's an expert when it comes to interdimensional travel. Bonus: Emilia teaches you the spell Gate:Horizon. This leads to a random world similar but quite different from Geolocus. The higher level you cast the spell with, the stranger and larger the differences between Horizon and Geolocus will be.

Shape-shifting is still cool, though, and advanced Shape-shifting is even cooler.
[X][Tutor] Naga. Teaches Epidromancy as a primary subject, and is also skilled in Acciomancy. Once human, Naga is a fangirl in every way when it comes to monsters. She's even turned herself into a lamia, and lives that way permanently. She's a master of both shapeshifting and poorly written romance novels. Bonus: Naga shares advanced shapeshifting techniques, reducing the cast time to any Shapeshifting spell besides 4th level to Instant.
 
[X][Home] The Farm. A peaceful farm owned by one of the school's teachers, Hans Asclei. A large portion of Bellafonte's groceries comes from this farm, and you will be expected to help out once in a while in exchange for a place to live. There's even some monsters living here, serving as livestock in their own ways.

[X][Tutor] Cora Black. Teaches Epidromancy as a primary subject, and is also skilled in Malumancy. She's an expert at healing and protective spells, skills that were honed after years of being her older sister's punching bag. She's sweet, caring, and naively energetic.
Bonus: Cora teaches you how to rewire your body, changing how nerves respond to pain or pleasure. While this can be used for other systems like your muscles, it's a dangerous process.
[X][Tutor] Emilia Townsend. Teaches Mensuramancy as a primary subject, and is also skilled in Psionomancy. Emilia is a nerd. Not a magic nerd that obsesses about magic, but an actual socially stunted shut in nerd. She's a bit awkward as a teacher, but she's an expert when it comes to interdimensional travel. Bonus: Emilia teaches you the spell Gate:Horizon. This leads to a random world similar but quite different from Geolocus. The higher level you cast the spell with, the stranger and larger the differences between Horizon and Geolocus will be.
 
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