You are an orphan.
But you are special.
Special in a real way.
You can use magic.
Once it was discovered you had a magical gift you were taken away from the home where you were kept, and given a place in the academy of magical studies and learning. You were taught how to control your magic this took almost five years, you are no longer the child that you were when you first came to this place, in that time you have made friends, as well as some enemies and have been preparing yourself for life once you finally leave the academy. Making plans for what you would do once you could leave, because leaving from the academy while you are training there is forbidden of course. External influences can destabilize students, and cause you to lose control of your magic.
But fate has dealt you a cruel hand it would seem. After your five years of training you had finally moved on to mastering your element you had just learnt the basics, just enough to channel your power through an item and use a basic spell. There was a power shift within the council of the empire of Tir, one of the key sources of funding for the academy. They decided to cut back on funding the academy so that they could stockpile weapons for a possible war against the empires of the grouges. The other pupils at the academy had parents, they had someone paying the academy, no matter how little it was that their family could afford. But you, you are an orphan so when it came time for them to let someone go, it was you.
You are now alone in the world. You do not know where your home was before you came here, and you do not know where to go. You have the meager amount of belongings you had earned in the academy as well as a traveling cloak and a few days worth of food. But on the plus side, you can use magic. So maybe not all hope is lost.
But wait, who are you?
Name:
Gender:
Favorite Colour:
Personality Traits:
Element: Don't put this in suggestions, I'll put a poll up.
Channeling item class:ELEMENTS:
- Sacred/Light
- Fire
- Stone
- Earth
- Life
- Water
- Ice
- Wind
Notes and stuff:
But what is this 'Channeling item class:'? This affects how you use our magic. What you should pick for here is a general type of item, like hammer, sword, shield, gloves, writing implement, staff, etc... If you pick hammer you can use hammers to channel your magic, this will be more powerful then most magic you can perform without channeling your power through something. They can be general so if you pick something like sword it covers all kinds of swords, if you pick rings then you can use any ring. writing implements covers pencils, quills, anything that can be written with. On that note if you pick something like writing implement then you will be casting your magic by writing with runes(making traps, enchanting weapons by writing on them, that kind of thing), if you pick hammer your magic will mainly be released through hitting things (hitting enemies for a charged up attack, hitting the ground some an AOE type thing), if you pick something like wands gloves or wrings then you will be using a sort of traditional magic thing where you do some tricks with your hands and fire comes out.
Note: I will make you you have something you can use for magic in your starting equipment so don't worry about that (although it will be really crummy).
The rules for picking an item class are basically:
Don't pick something to broad (that is overpowered).
Pick something interesting, I don't want to have to write an adventure about
Urist Mc adventurer and his magic bricks (although I guess bricks could be interesting, but you know what I mean).
Off topic-y stuff:
First of all yes, this is going to happen in the same universe that
Necromatic Arts did.
Bad news: I've lost all my data. This means that all my previous adventures will likely never be updated unless I am really inspired and redraw everything for them. I made this adventure in the same universe as the Necromatic Arts so that if you really want you can try and track down Mayard and say hi/kill him and take his money.