Colony
Poe and Palahniuk's Prodige
- 642
- Posts
- 12
- Years
- Music City, USA
- Seen Sep 24, 2019
Shortly before the conclusion of World War II, an unidentified landmass appeared in the Pacific Ocean; a series of small islands with environments that seemed to change at random, later referred to as the Liminal Isles. On it, the air was toxic to anything that set foot on its soil. But with the islands came magic, surfacing in new births worldwide. It manifested with a variety of unique abilities, but they were soon grouped under elemental classifications. Few were capable of using it, and even fewer survived past their awakening, killed in cold blood as blasphemers, witches and demons.
Those who hid their abilities lived to become far more powerful than any normal human, bending the laws of the physical world to their will. They stood, and fought for their rights. None could oppose the mages, and they became fully integrated as members of society. Regardless, humanity lived in abject fear, driving many mages to form their own towns and communities by the 70s. Even today, humans largely prefer to quietly shun magic and mages, or act as if they don't exist. Some still resort to murder, if it's not too late to do so.
In 1962, the islands began expanding, fragments spreading their influence to other places in the world, albeit to lesser impact. These locations were conspicuously uninhabited, as well, and are now home to monsters of all shapes, sizes and behaviors. Soldiers of the world's armies found guns and missiles ineffective to both the beasts and the lands on which they stood, losing their lives in the process, and humanity as a whole seemed useless. Their only hope left, after a three year long bureaucratic battle, was a group of mages authorized to step onto the Liminal Isles proper.
They proved impervious to the poisonous air, going so far as discovering it to be a sustainable environment for them, and their magical abilities capable of destroying the monsters. The things they slew were named Etherspawn, and the remains of their bodies (referred to as Ether) fueled their magic further. With a new potential fighting force, but so regrettably few in number, dedicated schools were promptly built around the world to give young mages a chance to better themselves and their unique skills without risk of public backlash, and use their power for the sake of the world. Among other comments, some felt it worth doing just because it separated these disasters waiting to happen from the general populous. There were ultimately no worthwhile objections, and magic task forces were established to deal with rogues.
Founded in 1971, hidden in the High Plains of the United States, the Vale Institute is one such school, and one of two high schools in the country. Ranging from grades 9 to 12, the school is run by a widow named Kristen Vale. Through any means of communication they can muster, Vale contacts teenagers across the country (and sometimes in others) and invites them to complete their schooling at the Institute. They provide not only control and training for one's magical powers for a variety of uses, but the full benefits of a well-funded education. However, attendance comes with some hefty risks. Despite access to some of the best doctors and medical mages in the country, most students are putting their lives on the line for their education.
The Isles have since stabilized in size, but the space they occupy continues to distort and twist as if blending realities with other universes. Constant study is required, both of the environments and their inhabitants, and developments must be made to deal with them and manage these warped—and occasionally outright alien—ecosystems.
One way or another, you are a student invited to the Vale Institute for the start of a new school year. You may be new to your powers or a free-learning veteran, and you're not the only one. Good luck, freshman.
Campus
Main Building: To the north end of Vale's campus is the main building, a fairly simple rectangular brick-and-mortar building standing three stories tall. The ground floor is the busiest. Faculty offices are on the first floor, along with the cafeteria; infirmary; and the entrance to the gymnasium, which doubles as a basketball court. Both the cafeteria and infirmary are found in the east, while the gym is located on the northwest end of the school. The school's auditorium can also be found directly next to the gym.
The cafeteria offers a wide selection of professionally-prepared food on its own, as well as a few kiosks that give students quick access to Subway, McDonald's and Pizza Hut. Kitchen-inclined students have the products of their culinary classes on display and often available for purchase here.
The second floor is made up by first and second year classes, and the third floor holds the headmistress' office, as well as the third and fourth year classes.
Vocational Building: Near the main building can be found a smaller one dedicated to the school's various elective classes, including the woodworking, metalworking and culinary arts classes, among others.
Portal Stone: Located directly in front of the school's main building is a Portal Stone, a stone tablet ten feet high, as many wide, and three thick. This stone functions as Vale's connection to the Isles, and is the only method of transport for students and faculty getting to and from missions.
Magic Field: Along with traditional sports fields found immediately west and east of the school, behind the building to the north is a magically charged field about the size of a football field. This slab of solid ether is tended to by a small group of Vale staff to allow students to practice using their magic in situations that they'll encounter out on missions.
Recreation Center: The recreation center is the best place to have some unconditional fun on campus. All sorts of things can be found here, such as televisions, games, and a lounge. The school's 50-meter swimming pool is also located here. Half of the pool is inside while the other half is outside, and both are separated by a sheet of glass to keep the outside from getting in.
Dorms: There are two gender-specific dorm buildings on the south side of campus, with the boys' dorm to the southwest, and the girls' southeast. Student rooms are furnished with two twin-sized beds, two computer desks—MacBook Pro included—two dressers, a closet, and a full bathroom. They can be decorated however students wish, and they can exchange their desk or bed with their own funds.
Ridgeton: The school is found at the center of a small, magic-filled town only about ten miles wide. Ridgeton houses many magic-oriented residents, as well as a few restaurants, shops and facilities. Students can work at these locations for extra money, and their student IDs double as debit cards. Vale rewards students with an allowance based on positive performance in class, behavior and achievements during their time at the school.
Magic
Water: Known for being able to conjure and control the various aspects of liquid, although more especially water. Water mages can strip clean water from almost any environment. Given time, water mages will naturally begin to exhibit control over its solid counterpart as well.
Ice: With the water mage's newfound prowess in commanding frozen fluids, they also gain the power to freeze the world around them, in more ways than one. Forging a frozen domain, conjuring pillars of ice and even trapping their enemies as a permanent reminder to all who pass.
Fire: Exerting power over flames and heat is typical of fire mages. Simple by design, the utility, spontaneity and sheer destructive potential is incredible. Eventually, the spark within a fire mage grows, hotter and faster until it transforms into a bolt of lightning.
Lightning: Mages exceptionally skilled in fire magic occasionally grow to control all forms of electricity, as well. From short-circuiting and overloading everything in range, to raining down the wrath of the heavens, a lightning mage can summon and control it all.
Earth: Arguably the most versatile of elements, earth mages exert dominion over the ground on which they walk. Crafting a golem or conjuring an arsenal is elementary for an earth mage, but it's only through exceptional talent and extensive training that they become able to grasp the power of life itself.
Nature: A well-trained earth mage becomes in tune with the plantlife of the natural world. They can grow trees and vines out of nowhere, bring life to dying wastes, and make the world wither all the same.
Air: Air mages control the atmosphere, and not just the wind, but vapors and smoke, as well. Flooding the air with toxins or creating a vacuum are routine. After developing their skills, air mages are able to acquire a level of purity in their magic, strong enough to eliminate illnesses and repair injuries.
Healing: As the name implies, healing magic can cure all what ails you. Well, except death. Still, a well-trained healing mage can save someone from heavy wounds and severed limbs in a matter of minutes.
Light & Darkness: Unlike other forms of magic, one is not born with the power to command light and darkness. Instead, it's believed that these unique forms of magic reside on a different wavelength than other elements, and possess some degree of sentience. That is, these elements actively choose who wields them. Light mages manipulate photons and rays of light, and their counterparts the lack thereof—the shadows of being.
Ether
An alien material that can seamlessly transition from energy to matter and back, all living things on the Liminal Isles are composed of ether, including the Etherspawn that reside there, and mages are the only living things on Earth receptive to it. By defeating etherspawn, mages can break down the material, and store it within themselves for later use. Ethersmiths dedicate their skills to molding that ether into weaponry and armor, giving mages more than a fighting chance without having to always resort to magic, and often to supplement it. Raw ether has also become somewhat of an alternative currency exclusive to mages, making it valuable in more ways than one.
Rules
∞ All PC and RPT rules apply.
∞ All IC posts must be at least 100 words in length.
∞ Do not use abbreviations like "lol" or "omg".
∞ Do not double post.
∞ Do not godmod or bunny other players' characters without consent.
∞ Do not use abbreviations like "lol" or "omg".
∞ Do not double post.
∞ Do not godmod or bunny other players' characters without consent.
∞ Please do not hesitate to ask questions and brainstorm with the GMs, and feel free to use the Discord channel to communicate with us and your fellow players.
∞ This RP is rated M for mature. Themes involving excessive gore, explicit bedroom scenes, or overt amounts of swearing are still banned.
Accepted Characters
Active
∞ Zane Emerson
∞ Sophia Emerson
∞ Over half of the cast
∞ Domingo Hernández
∞ Iris Aldridge
∞ Kylie Byrd
∞ Violett Adélaïde Fürst-Shaw
∞ Morgan Ellis Wynne
∞ Jack Marrick
∞ Fern "Fie" Elise
∞ Nychta DeMuere
∞ Julie Nguyen
Inactive
∞ Michael Graves
∞ Vance Fintan Adair
∞ Carson Welles
∞ Nasrin Nouri
Signup Sheet
Name:
Age:
Gender:
Weapon of Choice:
Element:
Spells:
Appearance:
Personality:
History:
Other:
Last edited: