Name: Stella LumenGender: Her/She/Females
Race-Type Fairy
Age: 4
Contracts: Prime Wind Contract, Lightning Sub-Contract.
Appearance: 12 years of age, with a green tunic and tan leggings, with light blue-green eyes. Blond hair that shifts colors sometimes, with the wind. Satchels across her shoulders, and a staff to focus her magic Tempestry.
Carries a robe Light tan amongst other things in her satchels. And a map as well.{Wears robe to the test.}Axiom: Advancement of Symbiosis.
Put simply, to help those in the group and bring cooperation and harmony in all things.
Self and Spirits within. Forest And Radio Life. Spirits and Living.
Has not been the best day, so I'm putting this before I lose it.
Stella Lumen, et nati sunt in hoc mundo
Fairies are a strange creature by this worlds standards, they're born from the buds of trees, empty of the spirits that they will eventually contract with. Children, who must learn of the world around them, and choose their own path they think is best.
Stella Lumen was born under the night sky, and learned about the world, without the flight inherent in her origins. While the town is new, she and the others were taught by the school that was set up, for them to learn.
In her first year, they learned of the world, in her second, her class, met and spoke with the spirits of the forest. And at the beginning of the third year, they chose which spirit they would contract.
Stella, interested in the stories told, wished to explore the world beyond her home. She identified most with the air she longed to feel, and so asked the Wind to contract with her. And so, her Primary Contract was set.
During the third year, her class began to branch out, exploring their flight, and the Spirits they had chosen to house and nurture as their own. There were many disciplines open to them to choose from, and Stella chose to further her bond with the spirits, learning Magic, and contacting the other major spirits. In doing so, she earned a second contract with those of Lightning, as well as an understanding with the others.
It is now the beginning of her forth year, and she has heard of the opportunity from them, a gathering of other Magic users. Needless to say, she is thoughtful on this development. Why the fighting? Well, maybe she can learn some new things as well as form bonds with others. It won't hurt to meet new spirits either.
She asks for permission from the Council of Sylva lucus Vita, and focuses work on a staff.
It is now time to head out, traveling gear in satchel, staff in hand.
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Prowess: You have 20 points to assign levels. By default you are level 0. Level 1 costs 1 point, Level 2 costs 3 points, and Level 3 costs 6 points. Up to 4 of your entries can be level 0.
--Prior Learning--
Wavecraft: 1
Tempestry: 2
Spiritseer: 1
Harmony: 1
Ignition: 0
Artifice: 2
--Potential--
Wavecraft: 0
Tempestry: 3
Spiritseeing: 2
Harmony: 1
Ignition: 0
Artifice: 1
Scholarliness: -1
Reaction: Name: Greek or Latin roots are common
Gender: Male is defined as specialized for Spiritual magic, Female is defined as specialized for Elemental magic. Both utilize the sub-magics extensively.
If your character is from a society that does not adhere to this standard, or has no such specialization, just put your pronoun.
Appearance: You get to submit a custom uniform, which will be provided to you should you be admitted. If your character has any unusual physiology such as extra arms, wings, odd proportions, etc, they go here as well.
Axiom: What value system were you born in? What values did your parents instill in you from creation? Your character is not held to these values, but your axiom pervades every underscore of your mental topology. Meaning that it's likely to show up in unexpected places, even if you've diverged from that path.
Bio: You can come up with a background. I recommend reading the lore sections above. If your character is from a tribe or backwater, you don't need to read about all the locations and such. I do recommend you read Biology, Families, and Backgrounds.
You have freedom to come up with names, cities, organizations, etc as you wish.
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Prowess: You have 20 points to assign levels. By default you are level 0. Level 1 costs 1 point, Level 2 costs 3 points, and Level 3 costs 6 points. Up to 4 of your entries can be level 0.
Prior Learning dictates how much experience you have, Potential means how much prior affinity you have (which will translate into prior learning). Ultimately the distinction is aesthetic; it reflects whether or not you want to play as a newbie or a veteran.
--Prior Learning--
Wavecraft: An elemental magic. Using energy harvested from the ground by a wavegear (such as a staff or rod), you can cast premade spells or encode your own commands into matter; a staff serves as an antenna, used to focus magic signals into a tight beam.
Tempestry: An elemental magic. Using the natural locii within the human nervous system, practitioners can order the penumbral mist itself to act as an antenna, amplifying gains at the cost of slowly rendering your nervous system useless until healed.
Spiritseer: A spiritual magic. The human brain contains a small number of magically active particles, but in the presence of an increased number, the brain learns to interpret and read the patterns sent by the spirits of the air. Spirit magic is used to listen to and measure spirits.
Harmony: A spiritual magic. The act of harmonizing the mind to a signal requires knowledge of the brain's inner workings, able to insert hidden cues into music and voice. Harmonic magic involves creating compositions, a fixed set of cues which individuals recite and train to perform subconsciously in addition to their normal action.
Ignition: A sub-magic. To ignite the mist is to start a chain reaction that propagates itself. Technically speaking, a spirit is a type of ignition. In its simplest form, an ignition can quickly drain all the mana from a place, emitting a violent burst of heat, but the energy can be used for long-lasting charms and curses as well.
Artifice: A sub-magic. Technically the culmination of using helper-spirits, precise manipulation, and engineering knowledge. Artifice is the tool used to create bodies and wavegears, instruments complex beyond compare.
--Potential--
Wavecraft: See above
Tempestry: See above
Spiritseeing: See above
Harmony: See above
Ignition: See above
Artifice: See above
Scholarliness: A number between -5 and 5. Negative values indicate a slacker, someone who's late all the time, or someone who forgets about assignments. 5 indicates someone who shows up on time, performs well on mundane assignments, and maintains a good reputation with professors. Will not affect rolls directly.
Reaction: An automatic response that indicates how you handle unexpected situations. Pick one or design your own.
Confrontational: Will tend to draw attention to yourself and retaliate.
Evasive: Will try to dodge attention and flee if possible.
Cautious: Will stick around, but try to observe the situation at the risk of falling into danger.
Opportunistic: Will try to end the situation efficiently, whether that means a sucker punch or a witty remark.
Note on the village turning city-state.
South of Bayearth lies the coastal forest(names pending)
Where the Tar Ses forms a near triangle point.
Claiming that area for mine.
? Just to be sure. Level 3 costs 6, not not 10?{for getting to that level.
Right. Still trying to get a laptop, but here's a history bullit point,
- One of the Architect's Children decides to take their research to field testing.
- Sets up on a seasonal Magic spot near it's low phase.
- First Treeents are created to Help organic life.
- Communication with Spirits begins. A contract is hammered out.
- The First Fairies are born.
- Research into the Radio Forest is applied. The Fairies serve as the contact between the Spirits and Radio Life.
- Low Phase reaches its peak, the village is built into the forest.
- The construction of the first magical conduit is finished.
- The Radio and Organic Life grow in Harmony. Pixies are born to act as the Radio Lights caretakers.
- The new continent is discovered. My character is born.
- Harmony is going well. Schools are constructed from the Forests. My character trains to use their natural contracts with the Spirits.
- Story begins.
Essentially, newborn are born with empty circuits. These Circuits serve as vessels for newborn elementsl spirits. The newborn eventually forms contracts with the Major Elemental Spirits, and new spirits are born from the Contractor's energy. This limit's the Contractor in magical energy, but allows the use of Spirit/Element Magic.
As this is a fairly old contract, most kinks have been worked out. Though this does limit Spirit Magic severely, since only simple and newborn spirits can be used in Artificeing new gear. Thankfully, this isn't a major problem, since they contain their own magic spirits to use in such, and new ones are born over time to replace those used.
Of course, running out of or running low on those has an extremely negative impact on the body.