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Familiars (Non-Pokemon)

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I'm here to bring you what is my longest sign up ever...bear with me for what is my most planned RP ever (in three days) and hoping you enjoy it.

@Jester; @Mouthful of Pi


Familiars

The world of R-Alba is a Magical and dream-like world. In this word magic is the thing that links people together and it is what most people dream of possessing. These Mages are known for being masters in magic and great warriors but there’s also something else that helps a Mage become great.

Mages fight alongside their Familiars, spiritual beings who can be summoned after a Mage achieves a certain level of experience. Familiars can be the spirits of previous warriors or even mages as well as normal humans but thing that each Familiar has in common is the ability that it receives from its Mage an ability that allows the Familiar to reflect its master’s heart.

Mages and Familiar these two components is what defines R-Alba

A Mage’s role in the world is simply to defend and help protect the world as it is assigned Mages hold order in the world just as they are able to destroy and manipulate it.

You are an Apprentice a Mage in training attending Chaos Academy a special school where people learn to control and fight with Magic you have just entered a special trial in which you are given a Familiar. With your Familiar you must complete five different quests assigned to you for you to become an official Mage.

The road to becoming a Mage is a hard one though and you’ll have to be ready for everything and anything that’s thrown at you whether it’s good or bad, you might even find yourself facing a lot of hardship but the reward is something that can’t be replaced with anything.

***

So I’m back with a new non-Pokémon RP. Like you’ve probably read this RP is mostly about magic and relationships between duos made up of mages and familiars.

Basically you’ll enter the world of R-Alba as either a Mage of a Familiar of choice. If you choose to be a Mage you’ll be able to use various different spells and will have your familiar at your disposal. If you choose to become a familiar you will become a defender to your Mage and his partner in crime a Familiar in turn is the spirit of someone long gone either another Mage or a human with no magic abilities.

Anyway I guess I should give a best explanation about the world of R-Alba shouldn’t it.

R-ALBA


The world of R-Alba is a magical world where humans, Mages and magical creatures live alongside each other. The world is divided into five different continents located in each corner of the planet and there are various ways to connect each continent with the other.

Continents:

Magnanix: Magnanix is the Continent in the center of R-Alba and is where Chaos Academy is located. Magnanix is also the capital of R-Alba and is where the HQ building for the Magic Order an organization that keeps track of Mages and their missions is located. Magnanix in itself is a very advanced Continent with most of its cities being modern and futuristic as well as having all the new tech.

Cities to Remember

Larac: This is the Capital of Magnanix and where the Magic Order’s HQ is located there is a large tower in the center of the city which leads high above the sky where Chaos Academy is located. Larac is known for its great technological and magical advancements.

Tercis: A small town located near the sea route of Magnanix. This town is the biggest fish producer in the Continent.

Rollic: the smallest town in Magnanix, it is known for being tranquil and having a large forest where beautiful and legendary creatures inhabit.

Neo Hartic: The continent farthest to the west. This is the smallest continent is R-Alba being only a little bit bigger than a normal state. The Continent used to be much bigger in the olden days but it was subjects to one of the great Magic Wars many years ago and most of the continent was destroyed. What was left of it was trapped inside a magic seal and was suspended from the water turning it into a floating continent link to many smaller stations of transport that link the continents to the islands near it. This Continent is located to the west and is famous for its festivals taking place ones every year.

Lamyae: Is a Continent located in the east and is composed of various islands all surrounding a larger island. These islands make for the biggest export of water creatures in the land and are great vacation spot. The people in the Continent are known for having a great connection with the creatures and most Mages coming from this continent specialize in Summoning.

Islands to be remembered

Cape Lark: the island sitting in the center, this island is also known as Merchant’s Land due to its vast businesses and magic objects that come in from all over the land. However because of this it is also one of the islands with the most crimes in R-Alba due to being a place where a lot of people from the black market as well as Rogue Mages gather together.

Inklant: A smaller island located to the west of Lamyae it is famous because of the Marris Fantasy Resort the biggest hotel and resort in R-Albas as well as the biggest vacation spot in the planet.

Clorset: Clorset is the Continent located in the southern edge. Clorset is known for its tough training on Mages due to most Mages becoming physical type or elemental type Mages once they come out of training. Clorset is a continent full of controversy due to Starlight City a city known for harvoring and hiding most of the toughest and strongest Rogue Mages as well as being the place were a now long go King Nex was born in.

Cities to remember apart from Starlight City

Flake Brink: A country located in the southern edge of the continent and known for being covered in snow. The continent is home to some of the toughest Magical Creatures in R-Alba as well as being the perfect training ground for Mages that wish to sharpen their skills in the cold weather.

Sumisa: An ancient city that has lived within the forests for centuries. This city holds R-Alba’s greatest secrets and monuments and is a place for history that lists all of the great events that have occurred in the distant past of this land.

Norteuro: This is the northern continent as well as the biggest Continent in R-Alba. Norteuro is known for having the Tarin Kingdom as its capital where kings and royalties used to lives hundreds of years ago. It also has a wide field of different zones between land and water. Norteuro like Magnanix is very modern and is also the continent that uses more magic to power itself and its technologies.

Cities to Remember

Tarin: A kingdom located in the capital of Norteuro, it used to be inhabited by the royal family of centuries ago before the family divided into different tribes. The kingdom is now being supported by the Magic Order and the royal castle is now a tourists spot for people to see and go to.

Bout City: a city for the life of battle and challenges that Mages have to go through. This city is dedicated to Mages and Familiars who want to sharpen their skills and abilities in certain fields and ranges.

Death’s Grip: A dark forest that expands for miles, it is located in near the edge of the continent. A lot of strange Magical Creatures inhabit this forest of solitude and horror where coming out alive is a feat that should be reckoned with.

Dragon’s Den: Is an island close to Norteura where the most powerful and majestic creatures of R-Alba can be found as well as multiple types of dragons with powerful abilities.
Mythology

R-Alba like any civilization has stories and legends about its pasts and events that have shaped the culture of the land.

Out of all the folktales that have been told over the ages the one that stands out the most is the tale of the great King Nex a powerful king that ruled R-Alba thousands of years in the past.

Back during the dark days of R-Alba when magic was still a foreign existence so the people in the land a young man rose up and used the power of magic to fight against the Magical Creatures that threatened the people of R-Alba.

Nex was able to control and harness the power of magic and was the first official Mage to use a Familiar, him along with his Familiar Alivia was able to create an army that stood behind him and followed him in his quest to defeat the creatures.

As years passed and Nex gained more power the humans were eventually able to overpower the Magical Creatures.

However, even Nex was not immune to the thirst of power and became a horrible dictator using the power of magic for his own purposes R-Alba was thrown into hundreds of years of chaos until one day a powerful Mage with the magic of Overflow an ability that grants a Mage infinite magic stepped up and killed Nex; thus ending the centuries of suffering.

From then on R-Alba has lived a life of peacefulness and has grown to become an advanced and united society.

Magical Creatures

R-Alba’s other asset is represented by the multiple types of Magical Creatures that inhabit it, these creatures are beings of great power or beauty with each one of them having a different ability and control of magic.

List of Magical Creatures (basic list)

Chimera: a creature with the head of a lion, wings of an eagle and tail of a snake, this monster relies on the strength of its claws and the poison of its tail and can be found in the mountains.

Lycan: a large humanoid wolf with long fangs and claws, this wolves have the ability to transform into humans which is why they’re one of the few species of Magical Creatures that are able to enter and live in society without having to worry. Lycans have great strength and speed as well as a great sense of smell and hunt.

Thunderbird: a quick and stealthy eagle-like creature who can fly at unimaginable speeds. The thunderbird relies on its feathers for defense due to them having the ability to paralyze anything that touches them.

Volcamander: a stout salamander-like monster that is able to stand on two legs. A Volcamander’s ability allows it to light its body on flames and use the fire to fight against its opponents, they’re really dangerous creatures who will take no chances in burning down their opponents.

Dream Eaters: a Dream Eater is a large black wolf with metallic fur, these wolves can grow to be even larger than a bull and they feed on the dreams of humans, replacing them with despair and sadness. The wolves tend to feast of little children and will usually eat them.

Shadows: shadows are an unknown type of Magical Creatures, they lurk in the darkness and can appear in any location without alerting anyone.

Plesiorar: a large dinosaur-like creature that lives in the seas these monsters are able to hunt down any prey in the sea and can send special waves that attracts any humans that are in the vicinity.

Dragons: Majestic creatures that live in Dragon’s Den. Dragons come in many shapes and sizes and they all have different abilities and attributes.

That’s the basic list, though it’s just the creatures I decided to add at the moment basically I’ll let you guys implement whatever creatures you’d like during the RP.
MAGES

Mages as it has been explained before are the warriors and highlight of R-Alba. Not all humans are born with the ability to use magic and only a handful of people can actually reach great levels with them and become legendary Mages.

Mages first have to go through studies of magic so that they can control their abilities and get to know the world they’ll be exploring once they graduate. Once a Mage has stopped being an Apprentice he will be assigned a Familiar and complete missions to graduate.

After a Mage successfully graduates from the academy they’ll be listed into the Magic Order and will be given a rank depending on the type of magic they use. Once in the Order a Mage will be assigned missions from time to time but will otherwise have full access to anything the please.

If a Mage refuses to carry out a mission or does anything that goes against the code of magic they will be branded as Rogue Magics and will be chased by the Order wherever they go.

Types of Mages

Mages all have the ability to use magic but what they do with them is up to them, there are a total of 6 categories in which a Mage can fall into.

Creator: A type of Mage with the ability to use magic for the purpose of creation, this types of Mages can summon weapons or objects with multiple uses which they use to channel their magic, these Mages are responsible for creating advanced types of technologies that will help R-Alba grow.

Elements: Mages with the ability to control the different elements varying from fire, water, electricity, light, shadows, earth, steel, nature and wind. These elements can be channeled through multiple spells but most of them rely on a different seal.

Summons: These Mages have the ability to summon anything that they please from locked creatures to magical objects in ancient time. However these Mages rely mostly on the imagination of the Mage allowing him or her to summon any creature that they please however unlike Creatures Summons call solely to creatures and any object that they summon will have a life of its own. Summons are also able to summon other Mages from different parts of the world through the use of seals.

Potion Makers: Mages that make magical potions allowing them to obtain different kinds of abilities like transformation or mutation.

Knights: These Mages use spells that rely on Physical techniques and require the Mage to be part of the battle these spells can vary between short, mid and long range and they all require the Mage to be calm and able to control each spell with relative ease.

Small tip, just because a Mage specializes in one of the 6 types doesn’t mean that they can’t learn spells from other types it just means that it’ll be harder and that they can only fully focus in one specific type.

FAMILIARS

Familiars are spirits of people and Mages that can be summoned by a Mage once he or she assumes a specific level of skills. Depending on the Mage the Familiar will either be the spirit of a previous Mage or a normal human. Familiars can have special abilities depending on where they come from if they’re the spirit of a Mage then they will have that Mage’s ability but if they’re the spirit of a human then they’re ability will be given by the Mage depending on what the Mage wants.

These abilities will usually be something that contrasts the respective Mage in charge of the Familiar or something that the Mage will pick on their own; however for the Familiar to fully obtain the ability its Mage wants they will have to spend a period of rigorous training in which time the Mage will have to connect with the Familiar completely.

A Familiar that comes from a Mage will have the abilities of its previous life but the abilities will be decreased depending on the level of skill its partner has. As the Mage and Familiar grow though the Familiar will be able to become stronger and regain more of his or her old abilities.
TRIBES
There are multiple tribes that have appeared over the years with each Mage forming part of a specific Tribe or a branch that comes from one.

There are four Tribes that command the rest of R-Alba, these Tribes have been part of the world since ancient types and are in charge of the Order.

Kreuss Tribe: a tribe that governs in the Norteuro, these tribes focuses mostly on physical magic. The tribe has also been acknowledge as the leader of the 4 great tribes and hold great importance in the Magic Order. It is believed that the King Nex was the creator of these Tribe thousands of years ago.

Alquilini Tribe: The Alquiline Tribe is a novel tribe that relies on potions and has a special magic ability of its own that allows the Mages from this tribe to use psychic abilities. These tribe is also known for being the tribe where a lot of famous mediums and oracles come from, the tribe is located in Clorset.

Kirin Tribe: A Tribe of Creators and Summons, these tribe is has become responsible for most of the advanced technology that has been developed in R-Alba as well as the art and famous magical objects, they are located in the Lamye continent.

Teruno Tribe: this tribe lives in Neo Hartic and focuses mostly on elemental magic. These tribe like the Alquilini Tribe have a special ability unique to them; this ability allows them to heal the wounds of anyone and anything.

SPELLS

These are basic spells as well as spells for a Mage to learn and use in their respective battle or other kinds of situations.

To measure magic we will use Mana which is the number of magic that a person needs to use a certain spell, each spell will take away Mana from a Mage or Familiar.

Elemental Spells

Fireshot: a basic fire element technique which consists of firing a large fire ball at the opponent, the fire can also be charged or fired in multiple shots at the risk of using more Mana- X2 (X4 if you want to charge it or spread it)

Atomic Flare: A fire technique that surrounds the user in a cloak of flames the user can use this cloak to fight against the enemies as well as burn anything that gets close-X3

Aqua Bubbles: a basic water spell which consists of popping bubbles, the bubbles each have a diffirent ability like paralyzing or poisoning (a little Pokémon homage the bubbles cause the same status problems as in the games)-X1

Ocean’s Whip: a water spell that consists of turning water into whips and countering with them, the number of whips that can be created is limitless depending on how much Mana the user can afford-X1 per whip.

Thunder Clap: an electricity spell that increases the users speed and gives him or her control of electricity for all the time they want at the cost of more Mana each minute-X1 per minute

Lightning Claw: a powerful electricity spell that envelopes the users hand with electricity the user can then fire various shots of lightning at his or her opponents as well as causing it to explode once it makes contact with the opponent-X5

Blinding Flash: a basic light element technique that blinds the opponent-X1

Dark Claw: a powerful dark element technique which grants the user control of darkness for a period of time depending on how much Mana they dish out-X6 per minute

Earth Crash: a strike that causes powerful earthquakes-X2

Song of the Forrest: a nature spell that calls to the plants and gives the user the ability to control them at his or her own will-X3

These kinds of spells can be learned by any mage but the ones that use them prominently are physical and elemental mages.
Physical Spells

Enhanced Strength: a spell that gives the user more power and energy-X3

Flash Speed: gives the user advanced speed allowing them to move faster than sound for a few seconds-X3

Double Knock: this spell allows the user to gather magic energy either on their arms or legs and use them to fight in close quarters, with this the user can also use the magic energy to defend themselves-X4

Armageddon Strike: a spell that relies on green and black color flames mostly. These spells give the user more power, speed, defense and agility at the cost of a large amount of Mana and is known for being a spell that can be used rarely-X15

Manipulation: a physical spell that gives the user control of the magical energy allowing them to use the energy however they want to-X9

For the rests of the magic spells it all depends on the user itself due to Summons and Creation relying on what the user wants to do then they’re pretty much free for everyone as well as Potions. Like it has been said any type of Mage can learn any spell even if it is not the area they specialize in.

Also these isn’t the complete list of spell is just a basic set up while we start.
Now we can finally move on to the rule of the RP

RULES

-No godmodding, flaming or baiting

-Do as I say meaning if I don’t agree with something you do and tell you to stop you have to stop

-Try to be friendly with each other and don’t fight

-You will each pair with each other since the groups will be a Mage and his or her Familiar there will be pairs between those that use Mage characters and Familiar characters.

-Each of us will start with a total of 20 Mana points the difference being Familiars who can do anything with the ability that defines them but the level of their strength depends on the skills of the Mage meaning that all Familiars will be at basic level.

-Your only allowed to have spells that fit with the Mana points given to you.

-If you feel like you won’t be able to keep up then notify me you should also consider that before you join.

-I’m looking for people with experience in RPing so if you’re someone that doesn’t have a lot of experiences with RPs then you should wait till you’re ready.


SIGN UPS

Name:
Gender:
Age:
Mage or Familiar:
Tribe: (you can make up your own type or be part of one of the four main tribes)

Appearance:
Clothing:

Personality:

Affinity: the type of magic you mostly use (for Mages and Familiars that used to be Mages only)

Hometown: (where your character lived before attending Chaos Academy you can also make up locations apart from the ones mentioned)

Spells: (the number of spells you can use it should fit with the amount of Mana you have which is 20)

Past:

My Sign Ups
Name: Artemis Kreuss
Gender: Female
Age: 17
Mage or Familiar: Mage
Tribe: Kreuss

Appearance: Artemis has long black colored hair that falls down to her waist, her hair is usually done in a pair of long ponytails that are moved to the sides. She has a pair of blue colored eyes and white skin. She also has a toned body and waist.

Clothing: she normally wears a black colored long sleeved jacket with a black matching skirt under it. Both the skirt and dress have white lines to contrast the black in the jacket and skirt. She wears a pair of high heels boots that extend all the way to her knees the boots being special magical wear that increases her speed and jumping abilities.

Personality: Artemis is very cheerful and upbeat and usually tends to look at the brighter side in life. She can be really stubborn and whiny sometimes though and will usually always try to get out of any hard work. She is very dedicated though and will never give up once she’s interested in something.

However for someone so cheerful Artemis also has a different side and she normally tries to hide her weaker side by being cheerful all the time.

Affinity: Physical/Elemental Mage
Hometown: Tarin Kingdom

Spells: Atomic Flare, Thunder Claw, Dark Claw, Enhanced Strength, Flash Speed

Past: Artemis is the latest descendant of the Kreuss clan with her father being the previous descendant that was likely to obtain the tile of head. However, when she was still really young both her parents died during a battle against a group of Rogue Mages and she was sent to live with her grandpa.

Her grandpa raised her from a young age, teaching her magic as well as having her study so that she could one day lead their tribe. Because of this Artemis led a very lonely life so she tried to be more cheerful and attract more people to her; something that her grandpa didn’t find useful.

When she was a teenager she was sent to Chaos Academy where she was able to make some friends without worrying about her grandfather as long as she kept her grades up but she still couldn’t forget her parents and sometimes spends nights wondering about what her life would be like if they were still with her.


Name: Jason Miles
Gender: Male
Age: 17 (at time of death)
Mage or Familiar: Familiar (human)
Tribe: none ( he comes from normal humans so his family isn’t split into tribes)

Appearance: Jason has long black hair that is combed to the front so that it covers his forehead and violet colored eyes with some of his hair combed back so that it falls to his neck. He has white skin in a darker shade as well as an athletic built, he also has a large scar across his chest and is quite short for someone his age.
Clothing: Jason usually wears a black colored figure hugging leather shirt with no sleeves the sleeves have a neck that covers half of his neck. He also wears a pair of black baggy jeans and sneakers as well as two wristbands.

Personality:
Jason is very shy and insecure and can be really reclusive at time due to him not wanting people to hurt him, because of this he comes off as kind of a loner but in truth he just doesn’t know how to act. Jason has the heart of a protector though and will do anything to take care of those that he holds dear at all given cost.

Affinity: None (he’s human)
Hometown: Neo Hartic

Spells: None

Past: Jason lived with his parents and little sister about five years ago. He lived a pretty normal life as a magicless human and would always hold his studies close to him. However he was also very lonely most of the time due to keeping people away from him.

Jason was always disregarded by everyone even his dad who would always look down on him because he wasn’t able to do sports and because he wasn’t born with the gift of magic that could make their family special. Jason didn’t let this get to him and kept going with the support from his mother and sister.

One day while coming back from school a Magical Creature attacked one of his classmates and he tried to stop it, unfortunately lacking magic of his own Jason wasn’t able to stop it and was killed during the attack. As he died though a Mage rescued his classmate and used a spell on Jason that would allow him to become a Familiar, now he’s anxiously waiting the day where he can return to the world of the living and see his family once more.

Well that's all my rambling, sorry about that. Anyway I'm hoping to have four groups consisting of one Mage and one Familiar once everyone's signed up I will sort the groups out when that's done the Familiars who come from humans will obtain their abilities depending on what their Mage wants for this the group will have to get together and then tell me what ability they want for their Familiar once it is decided.

So good luck and sign up xD
 
Name: Snow
Gender: Female
Age: 468
Mage or Familiar: Familiar
Tribe: Kirin

Appearance: Roughly 5ft8, shortly cropped brown-blac k hair, with blue-green eyes. Snow is thinly-built, with little muscle, and a pronounced bone structure. She has a scar across the left side of her face, beginning just to the right of her mouth, and curving across towards her right ear, which has a small chunk taken out of it.
Clothing: She wears old-design iron armour, made in seven interlinked pieces across her body, comprising of a piece down to the knee/elbow of the arms and legs, and a three-piece interlocked cuirass around her torso, for greater movement. There are all sorts of scars and dents in this armour, and in the thinner leather armour she wears beneath, to protect the parts where her armour cannot reach. She walks barefoot everywhere.

Personality: Snow is quiet, but shows an enthusiasm for technology. As her name suggests, she can be occassionally cold to people, preferring to work alone when she was alive. She seems fairly reluctant to be a Familiar, it must be said. She doesn't bond well with people, as she doesn't have a high motivation to try.

Affinity: Creator- usually used for light weaponry, such as knifes and crossbows.

Hometown: It doesn't matter. It doesn't exist anymore...

Spells: Double Knock, Manipulation

Past: So very many years ago, Snow rose as the leader of the resistance in her mountaintop village against bandits who were overwhelming the hills and valleys below. She fought, and won, killing the bandit warlord, but was captured as she returned home by remnants of the warlord's forces, and they killed her mercilessly upon returning to their encampment and finding it burning. Before her death, Snow was made to watch her friends' and family's homes being torched, and their fields burnt, and her village and one true home destroyed. The bandits left her face down in the snow to die.
 
She's an enigma.



...Whose past was hard to write. ._.'
I may add more later in hindsight, but for now all I know is her deathscene. My characters are hard work...
 
Name: Tye

Gender: Male

Age: Physical Age: 17

Mage or Familiar: (Mage) Familiar

Tribe: Umbra (A long forgotten tribe known for being the fiercest assassin's in the land)

Appearance/Clothing:
42351.jpg

Personality: Tye is generally a very chivalrous person, he often values other individuals over himself. Tye has a deep belief in the "honor system" and as a result only gives respect to those who deserve it. Despite all this he has somewhat of a temper and has no problem showing jerks their place. Tye can be quiet or seen as a strong silent type if the situation requires it...

Affinity: Knight, channels energy around weapons that are used in combat.

Hometown: Wherever he was ordered...mainly the Umbra camp.

Spells:
Manipulation

Past: Tye was an assassin and soldier for his clan, he was a prodigy and is known for being one of the best of his time. His strong suits are stealth and CQC (especially hand to hand). Tye never stayed in one place for to long, always receiving more orders...he had no family and few attachments to anything or anyone. In his past life this noble assassin commited suicide, his life was taken by himself as an alternative to revealing all his clan's secrets by torture.
 
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Well there are a few things that irk me. For him to belong to a tribe and not only a tribe but a tribe with the best assasins he woudl have to be a Mage since humans not only are not sorted in tribes but wouldn't be able to compare to mage assasins. Second of all if he is indeed human then he shouldn't be able to use any spells (the reason why my own character Jason doesn't know anything) since humans can't use magic. Third of all since he's a human Familiar he doesn't have any specific ability aside from normal human skills.
 
Yeah, I was a little confused...thank you XD

EDIT: He is a mage now...is that better?
 
...Renewal like. Very much :-D.

Reserve me a spot? This looks to be absolutely brilliant.
 
Name: Aurum Argentum

Gender: Male

Age: 17

Mage or Familiar: Mage

Tribe: A sub-tribe of Alquiline, Aurum lives(d) in the tribe Banium, a strict alchemist tribe that lives on Clorset. In the small tribe, all mages are skilled in the power of alchemy and metals, as well as jewels and mining.

Appearance: Aurum has an overall gold and silver complexion. He has almost silver skin at night and a perfect, golden tan during the day (explained later). He has fairly short golden hair that he tosses into a messy faux hawk. His eyes are a dark gold, almost a caramel color. He is about 6 feet 2 inches tall and 190 pounds. Due to his time in the mines, Aurum is very muscular. His teeth are straight and silvery white. As a mistake in alchemy training, Aurum has jewels just underneath his skin. The jewels tell prophecies, but no one can decipher them. The jewels tell these prophecies through jewel “tattoos” that appear all over Aurum’s body. The tattoos are never permanent, and usually disappear within 3 hours of showing up.

Clothing: Aurum wears full robes like Ezio Auditore from Assassins Creed, minus the hood. However, Aurum’s robes were sewn by expert alchemist mages from imperial gold and silver (The silver replaces the white and the gold replaces the red of Ezio’s robe), making his robes basically an armor. He always has gold combat boots laced with rare metals.

Personality: Aurum is a very bold and open mage. He is never passive in important matters and always makes his opinions heard. He is fairly flirtatious with women, though he will never be rude in his attempts. In a battle, Aurum prefers to be either very far away or in hand to hand combat. Aurum has been told that he’s hard to work with in a group because he is headstrong and doesn’t like the concept of taking orders. Aurum never gives up on a problem until he solves it. Friends are very important to him, but if there was a decision between his life and his friends, Aurum would save himself. When Aurum is doing magery(?), he thinks that friends get in the way, and that he should actually be alone in his missions.

Affinity: (This is what I speculated, we can compromise Aurum has no single affinity. He could be considered an Elemental, as he works with metals and things from the earth. He could also be considered a Potion Maker, as he changes metals and elements through potion like mixtures. Since tribe members of Alquiline have psychic abilities and are potion makers, and Aurum has the ability of future telling and prophecy, I would have to say that Aurum has slightly more Potion Maker abilities than Elemental.

Hometown: Small town just outside of Sumisa, called Banacorum.

Spells: Blinding Flash, Earth Crash, and Flash Speed are all out of the pre-chosen list that I think would be suitable.

Past: For the first several years of Aurum’s life, nothing of interest happened. Aurum was born into the Banium tribe to his two alchemist parents, though he did not show signs of developing powers. Aurum had two siblings as well, who both had inheritated the magic abilities, so Aurum was looked down upon in his family. Like all other “duds” in the tribe, Aurum was forced to work in the mines at a very young age. From this, Aurum became very strong and muscular and even began to win back his parent’s approval by his feats of strength.

However, Aurum’s fate changed greatly when Aurum turned 16. Aurum began developing minor alchemic powers of his own, being able to convert small, useless rocks into metals like iron and aluminum. Now being praised the most out of his family, Aurum soon began becoming a better alchemist. He began working with stronger and more difficult elements, such as gold and jewels. Soon, Aurum was on his way to becoming a full fledged alchemist.

Most alchemists began their training around age 8, but Aurum was put in the program with the younger kids as well. At the end of the course, all alchemists are tested to see if they are the true leader of the alchemists. The test was very similar to the “Sword in the Stone” situation, but the objective was to move a worship stone that would only budge if the leader of the alchemists was commanding it.

After all the other younger alchemists tried and failed, Aurum himself attempted to move the stone. Aurum succeeded in moving it and was hailed by the surrounding tribe members as the new leader. However, when Aurum released his focus on the stone, the stone shattered, sending thousands of stone fragments into Aurum and hundreds of thousands out across the world. Aurum was cut up like butter by the blast shards. From the extreme blood loss and the trauma of the situation, Aurum fell into a coma.

When Aurum awoke, he was in the rubble of his old tribe village. By the looks of it, a horrible disaster struck Banacorum, wiping out all the alchemists of the village. Aurum thought that he was only in his coma for a few weeks, possibly a few months at max, but when Aurum reentered society, he realized that he had been in his comatose state for far longer. By the looks of modern society and civilization, Aurum had been sleeping for hundreds, if not thousands of years, and his physical body hadn’t aged a day.

Soon after Aurum arose from his slumber, he began having horrible blackouts, and within those blackouts, he had vivid and detailed visions and prophecies. Aurum also began having the tattoos show up around his body as well, in an ancient language that looked almost like runes. No matter who Aurum talked to, no one could even remotely tell which language it was. Another problem that Aurum had after he woke was that at night, Aurum becomes another physical shape, a skinny, pale, powerless man sparsely spoken of in Banium mythology, named Aurainium. Aurum is also uncertain as to what Aurainium can do and why he has taken on the form of Aurum. Hoping to learn more about his abilities, magery, and even his own history, Aurum decided to join the academy almost a year after Aurum was woken.

Other: And I just want to make clear exactly what Aurum can (or if necessary, will be able to) do. He can control metals and metallic elements, so he could take molten steel and use it as a whip for example. He can call upon treasures underneath the ground, so Aurum can pull a ruby up out of the ground. He can see prophecies, but only when he is in his blackouts, which renders his body entirely vulnerable and useless until he wakes up from his blackout. His prophecies are also very unclear and only show snippets of the future at a time. When it is night and Aurum becomes Aurainium, he is extremely weak and has no alchemic powers.
 
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