(INFO) Morello's School of Peculiarities

T

Tomie

Guest
Original poster
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The Letter

The night seems colder than usual. Just as the letter had described, a horse-drawn carriage stands outside of your home, headed by a driver of dubious appearance and pulled by twisted creatures that barely appeared equine. Wordless, the man eyes both you and your belongings. He knows you are nervous, and watches as you tentatively read your letter once more:
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Dearest Stranger,
I bequeath unto you a most daring invitation, one in which is bound to captivate your ponderings and inflict a staggering crisis for the weeks coming.
My name is Ermita Grene, known more often as the head of Elsewhere's most prestigious magical college, Morello's School of Peculiarities. The peculiarities being what, you ask? Myself. Yourself. I have no doubts that you are already well acquainted your own oddities. You may dub it a curse now, but I hope to bring it forth as a gift, and so I in turn gift you with a single token of passage to Elsewhere, and a place within Morello's School of Peculiarities.
A simple offer perhaps, but passage to Elsewhere costs more than the token in this letter. It should be made known that Elsewhere is not of your world; rather, it is much alike a dream, or a paradise left unseen to human eyes. In passing through the gate to Elsewhere, all memory of you will be lost within that world, as if you were nought more than a passing thought. But fear not for your past, for Elsewhere is a path of rebirth, and a haven for those unsuited to the normalities of the Middle Plane.
Morello's extends its hand to thee, and offers comfort and teachings in your time of confusion. You will learn control, discipline, and good-willed practices, all whilst meeting others quite alike yourself. Elsewhere is a plane of fantastical creatures and opportunities, and I dearly look forward to the introduction of a new generation to the college.
Your decision is very much your own, and so on the night of the twentieth day after your reading of this letter, expect a horse-drawn carriage to present itself before your abode. The driver will arrive an hour before midnight, and will linger for no longer than that hour. Should you wish to take the journey to Elsewhere, only pack a case of your dearest belongings. The college will provide you with the rest.
And please, do not fear the carriage; only the darkest and hardiest of creatures can thrive in the Middle Plane, and this one is quite tame.
Kindest regards,
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Even after spending so many days in thought, you still feel nauseous at such a decision. Swallowing the lump which swelled in your throat, your hand extends, offering the token to the shrouded man. Your stomach flips as he places it between his teeth and bites into it, gnawing the gold into a pulp as he holds open the carriage door. You curse your own choices as you step inside, and your journey to Elsewhere begins.​
The Premise

Welcome, wanderer!
Morello's School of Peculiarities is a college situated in Elsewhere; one of the three planes of existence in the known universe. The college serves as respite and sanctuary for humans with delicate gifts and magicka, and aims to raise and introduce such individuals into Elsewhere's fantastical lands, whose customs are much better suited to a magical crowd.​

Having long grown accustomed to the grounded and modern world of the Middle Plane, new students must perceive and adapt the much more primitive Elsewhere, which bears an aesthetic akin to a grand and magical Victorian England. But why were they chosen?
Peculiarities. A word kindly given to students by Grand Magus Morello, the founding father of the college. Though all students have an affinity for magic, the term "peculiarity" refers to a particular gift, usually unique to each individual. Such gifts are more often perceived as curses, for the bearer is often unable to control it before their admission into the college. A child gifted with a fiery touch might have hurt another in their temper, or a child who bears a shapeshifting ability might struggle to maintain their form. No matter what their circumstances may be, such magic does not go unnoticed in a world as neutral as the Middle Plane, and a child will find themselves in possession of an invite from as young as six years old. New students within the college are usually aged anywhere between six and eighteen.​
School Rules

Upon admission into the college, each student is dubbed with one of three titles. The title is not publicly shown, and only serves as a reference for college tutors:​
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"Safe," meaning that unless used recklessly, a student's peculiarity can be reliably controlled without any external means and pose no threat to life.
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"Passive," meaning that a student's peculiarity poses some risk of collateral damage. Sometimes requires the application of physical control methods, such as nullifying bracelets or calming rings.
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"Hostile," a rarely-given title meaning that either a student's peculiarity is directly purposed to inflict harm, or is unable to be controlled without external means. The term was first applied to a student named Abraham Thorne some eight-hundred years ago, whose basilisk-like gaze was enough to petrify those who met it.
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Though each classroom bears its own rules, all students must adhere to the following ground rules:
I. Students must not aim to harm one another.
II. First and second year students must not leave college grounds without a faculty escort.
III. All students are to be settled within their dormitories by 11pm.
IV. The Pearl Tower is off-limits to all students.
V. Alcohol and tobacco is strictly forbidden on college grounds.
Important Figures

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Arch-Magus Morello
Morello, Arch-Magus and King of Horns, creator of the Philosopher's Stone and founding father of Morello's School of Peculiarities. Little is truly known of this ancient mage, but it is said that he was unrequitedly kind, displaying great care towards others even as they recoiled away from his ghastly appearance. His magic was said to be unmatched, and as a scholar he became the first mage to piece together an artificial means of eternal life. His ceaseless interest in the Middle Plane and mortal-kind ultimately led him to destroy the Philosopher's Stone, and he instead greeted death gladly, leaving behind a grand legacy in the form of a magial school. His skeletal form rests peacefully within the Pearl Tower.​
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Ermita Grene
"I loved Morello as a child would love a father. It was through him that we saw beyond the looking glass; without him, there would be little hope for us abominations. His actions taught the people of Elsewhere the methods which define man from monster, and opened up many doors for those alike him."
Ermita Grene is the current head of Morello's School of Peculiarities. Much like his predecessor, he is kindly and well-spoken, serving as both a respected public figure and a remarkable scholar. Born from an arcane explosion, Ermita was named and tamed by Morello, who taught him language and culture and assisted him in assuming a social form. Though his true body consists of a pearlescent mist, he almost always assumes the appearance of a silver-haired, middle-aged male.​
Classes

If anyone wishes to reserve a teaching position, let me know! Any teaching slots not taken will be filled by an NPC as and when they are needed.

Magic Control, taught by --
A very practical lesson given thrice a week on the ways and means of controlling, suppressing, and using one's peculiarities. Magical skills are also taught here, by giving lessons on how to manage and summon the mana which flows freely through each student. Beginning with the most basic of spells, Magic Control becomes more advanced as the school years move on.​

Magical Beasts, taught by --​
The study of magical beasts, their natures, and how to care for them. This class teaches students the vast zoology of Elsewhere, and the means by which an individual can remain safe when encountering a magical beast.​

Runelore, taught by --​
An in-depth study on runes, their meanings, and how they can be utilised to both reinforce and control magic. This lesson includes teachings on the makings of physical charms and tokens, and lectures on how to differentiate between helpful and harmful charms.​

Demonology, taught by --​
Teachings of the Nether Plane, and methods of defence against the denizens which lie within. Demonology aims to educate students not only on demons themselves, but the curses and hexes in which they bring. It also includes the teaching of defensive wards and incantations, should the need for them arise.​

Miracle Studies, taught by Craster Frey
The study of miracles; an immensely powerful form of magic which can be used to alter reality itself. The basics begin with the teaching of healing and reversal magic, followed suit by a series of transfigurations and crystal forgeries.​

Familiar Control, taught by --​
Lessons on finding, bonding with, and utilising familiars. Though a familiar cannot be given, this class provides insight on the means of finding one, and the practises in which a familiar can be used to reinforce and control their magic.​
Campus Grounds

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Morello's School of Peculiarities is a castle of white stone, built atop a steep rock formation at the centre of The Capital. Though the castle is far more ancient than the school itself, its radiance is still perceived by onlookers from afar. Many halls and towers combine to create the architecture, crowned by the Pearl Tower, which stands taller than the rest. The main entrance can be accessed by ascending several flights of stairs within the rocks, with each level presenting its own courtyard and greenery. the invite packages sent to the Middle Plane, they are given a tiny replica of the castle within a snow globe.​
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The Auditorium​
A vast hall of decorated marble and mosaics, fashioned to suit two purposes; the first being as a place for spoken lectures, the second being an area of magical practice and sparring. In that sense, the hall serves as both an auditorium and a gymnasium.​
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The Dormitories​
Student dormitories are located in the North Wing of the castle, and are split according to gender. Each student is given their own bed, desk, and trunk, with a pullable curtain for privacy.​
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The Library​
The student library takes up the majority of the castle's West Wing, and features an incredibly tall ceiling with bookshelves stacking right up to it. The library serves as a source of extended reading for education, as well as the recreational reading of Elsewhere classics. The library also serves as a museum, with many magical artefacts being held on display behind glass cabinets. All material within the library is safe for student eyes, as delicate material is kept sealed within the Pearl Tower.
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The Classrooms​
Though each classroom features its own unique specialities based on the lesson and the tutor, every classroom is fitted with twenty desks, a blackboard, and a lecturn. Rooms are kept lit by chandeliers, lanterns, and floating candles, depending on the tutor's tastes.​
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The Mess Hall​
A social hive and place of respite, furnished with long dining tables and hundreds of seats. The canteen serves small plates throughout the day, but provides breakfast and dinner at 7am and 5pm respectively. The canteen itself is managed and kept stocked by a silk lady named Prissy, whose art in cuisine has been revered throughout the school's decades.
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The Pearl Tower​
A tower dubbed off-limits to students. The Pearl Tower is an archive of ancient artifacts and magical parchments, and bears host as the final resting place of Morello, who remains peacefully seated within the chair he passed away in.​
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The Dungeons​
As names would suggest, the dungeons once served as a place of quarantine for the devious and malicious. Though it once bore host to countless criminals, it now serves as a place of keeping for the college's domestic beasts. The cells have been repurposed to replicate a natural habitat for each beast, with students being assigned to help care for them on a cycling rota.​
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The Greenhouse​
A haven for botanists and potion-makers, located on the upper courtyard. The greenhouse is remarkably large and crafted entirely of iron and glass, and features vast amounts of magical greenery upon wooden tables and in hanging baskets.​

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The World

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Here: The people of Elsewhere reside upon a single mainland, dubbed simply as "Here." The mainland is vast and home to several biomes and regions, allowing for multiple races to thrive.
Nowhere: The mainland is surrounded by a vast ocean, known as the Endless Sea. Thus far, the sea has only been discovered to lead to "Nowhere."
The Capital: The centre of all trade and business, located almost centrally on the mainland. The Capital's geography ascends upwards towards the middle, with Morello's School of Peculiarities residing at the peak. The Capital is surrounded by rural countries and farmland, with many trading routes in between.
Lake Lindenbaum: A deep and expansive body of water at the centre of the mainland, surrounded by many docking ports and fisheries. Lake Lindenbaum is teeming with a ceaseless and colourful array of fish, and during the summer months the bed of the lake is often visible through the crystalline waters.
The Three Giants: A universal term for three mountainous regions, subbed as Remina of The North, Selene of The East, and Lumina of The South. Remina serves as a barely survivable region of vast cliffs and ice, with only the hardiest of harpies taking up residence. Selene and Lumina, however, have long been mined and dug into as a prosperous source of minerals and crystals.
Living Marsh: The water-filled land to the East. The marshes here are rife with strange life, with the deeper areas being home to the dangerous Mer. The region is populated mostly by the reclusive Merfolk, who teeter more towards to coastline. Whilst the marshes hold many research opportunities for a budding mage, it is an incredibly risky area to trek, with many being claimed by the thick fog which fulls upon the surface.
The Greenlands: Vast fields and rolling hills adjacent to the Living Marsh, devoid of grand civilisations and home only to tiny hamlets and hunting villages. The tall grass provides shelter for an array of small creatures, whilst herds of the deer-like Furfur graze across the hills.
Weeping Forest: A huge expanse of trees varying in density and nature. The forest extends from the very North-East of the mainland and climbs partially up the heights of Selene. It is home to many creatures - both light and dark - and it is said that the night's breeze sounds much alike a crying woman, hence the name the forest was given.
Races

Humans
Perhaps the most basic of beings at a glance, but so much more lies beneath the skin. Humans were first brought to Elsewhere by Morello, who found himself vastly interested in their cultures and oddities. Humans are known to be one of the most reliable vessels of magic, with their neutral form being able to harbor and adapt to all flavours of mana. Such things must not be taken advantage of, however, for the human body is more fragile than most, and recklessness in magic can break it's delicate form.​
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Elves
A proud and noble race which often refer to themselves as High Elves. The Elves often deem themselves as the true native race of Elsewhere, though this cannot be proven by any means. Many elves take on roles in politics and as curators, being naturally gifted with charms and innate mana from birth. An Elf's pride is hard to tarnish, and even though elf-human children do exist, the majority of the Elves are strictly purist.​
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Harpies
Quite unlike the harpies of human mythology, the true Harpies of Elsewhere are a near-human race, hailing from the mountain regions of the north. The appearances of Harpies are vast and relative to their given bird, and each Harpy possesses the natural ability to take on the form of said bird. Most Harpies bear a humanoid silhoutte, accented with feathers and sharp features and eyes larger than is perhaps deemed normal. Most mountain Harpies pride themselves on festivities and colour, with the exception sometimes being a Harpy who bears the black feathers of the crow.​
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Beast-Kin
A race which appears outwardly human, bar their sometimes larger statures. Beast-Kin bear tremendous physical strength and poise, with most taking on occupations which require hard physical labour. Beast-Kin are known for their unstable tempers, with extreme emotion causing their bodies to twist into something more primal; a form akin to a monstrous bear or wolf.​
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Genasi
Otherwise known as Elementals, the Genasi are humanoids said to be descedants of an ancient race of Djinn. Possessing colourful complexions and often oddities such as horns, tails, and dysfunctional wings, the Genasi are born with a strong affinity for one of the five elements. Having long since intermingled with the rest of Elsewhere, the Genasi are seen across the entirity of the mainland.​
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Halflings
Halflings are the descendents of ancient dwarves, who appear to bear a natural talent for crystal and mineral-based magic. They are prevelant across all regions, where they are often seen as merchants and healers. Halflings - as the name would suggest - are particularly short in stature, comparable to a human child.​
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Merfolk
A reclusive race native to and rarely seen outside of the coastal regions of Elsewhere. The Merfolk are a humanoid race, possessing smooth and off-coloured complexions, webbed digits, and gills. The Merfolk are poorly sighted but have a remarkable sense of smell, and are able to survive exclusively on land despite their sea-faring features. Being well attuned to the song of the seas, the healing magic of the Merfolk is said to be unmatched.​
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Horned Ones
An extinct race that has been the subject of many debates across the ages. The Horned Ones have been written as mages of unmatched skill, possessing skeletal forms headed by the skull of a goat. With the last known Horned One being the late Morello - who spoke nothing of his family - it is speculated yet unknown as to whether or not the Horned Ones are native to the dark of the Nether.​
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Unique Races
The regions and crevices of Elsewhere are vast. If you have a race you'd like to see in particular, let me know!
Bestiary

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Silver Lady
Silver Ladies appear to be human at a glance, but upon contact can easily be recognised as an apparition of mana. Their origins are unknown, but a scholar once wrote that the Silver Ladies are a product of poor housekeeping and the abandonment of homes. Incapable of speaking, they appear as a woman who takes on household duties within the home they are attached to, displaying great care towards the tenants and remaining entirely loyal to whomever owns the abode. Being extremely long-lived, they are known to outlast several families before fading with age. Prissy, the Silver Lady who tends to the students of the college, has been described by Ermita as being something more akin to a landlady than a servant.​
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Unicorns
A proud and beautiful equine species, rarely seen in the Weeping Forest. It is an honour to behold one, and their hair is extremely prized as a valuable catalyst of magic. Their blood is said to be an elixir of youth, though hunting and slaying a unicorn is considered a terrible crime.​
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Fae
Perhaps the most diverse species, Fae arrive in many shapes and forms. Fae are known to have their own cultures and tribes, with each tiny civilisation holding its own customs and ideals. Fae are incredible living catalysts, and are prized as familiars.​
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Direwolves
Direwolves are primal, pack-faring beasts who primarily roam the Weeping Forest and Selene. They are a terror to any hunter or wanderer, with the largest specimens being akin to a small horse. It is however known that they have an intense hatred to the scent of lavender, and will stray far from it.​
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Ulthar Cats
The cats of Elsewhere stay true to the notion that cats have nine lives. After the third life, a cat becomes more intelligent, and even learns to speak the languages of man. Cats who pass into the sixth life become known as Ulthar Cats, and are renowned for being very wise, if a little cynical. If one can look past their sour natures, they make reliable familiars.​
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Dragons
The most ancient of creatures, said to have existed long before Elsewhere itself. To hold a conversation with a dragon is considered a mighty honor, with only the most esteemed of individuals being acknowledged by them. They are few in number, and are generally peaceful and short-spoken, living reclusive lives in the depths of mountainous chasms.​
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Kelpies
A Kelpie is a terrible mockery of a unicorn, lurking within the marshes of the Living Lake. Their false beauty is used to lure the naive into touching or mounting them, before melting away to reveal the ghastly appearance which lays beneath. They are immensely hostile and predatory, with children being warned of them from a very young age.​
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Mer
Not to be confused with their civilised descendants, the Mer are dark, water-dwelling creatures, lurking beneath the surface of both the Endless Sea and Living Lake. Their voices are captivating and their are laden with silk, and whilst they are not strictly carnivorous by nature, they have been known to seek the thrills of luring unsuspecting folk to their deaths. The Mer are devious tricksters, and should not be taken lightly.​
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Gryphons
Incredible creatures to behold, wild by nature but loyal to those who might tame them. Their wings are capable of producing small storms and mighty gusts, and they are the mount of choice for any mountaineer or shepherd.​
Demonology

"Demon" is a term applied to any creature born of the Nether plane; a dark and twisted dimension which falls beneath Elsewhere and the Middle Plane. It is a place unfit for the delicate lives of the latter planes, and only the most virulent of souls are able to maintain their form within the Nether. The door to the Nether remains firmly sealed, but fissures are known to seldom tear...​
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Horsemen
Humanoid, shadowy beings often accompanied by a horse-pulled carriage; the Horsemen are only known demons to be able to create doors between planes at will. Their first appearance within Elsewhere was met with great panic, with the population speculating an invasion by such creatures. However, it was found the the Horsemen's diets were quite unlike most demons, for their interests lay only in gold. Morello sought to "befriend" these speechless beings, having them work as a means of transporting humans from the Middle Plane in return for a continual supply of gold pieces. The golden tokens gifted to humans before enrolment serve as their ticket to Elsewhere; the allocated Horseman will transport the new student upon receiving said ticket. Thus far, Horsemen have never been known to show any hostility, even when denied gold. In such instances, they will simply turn away and leave.​
Familiars

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Almost every prestigious mage to ever exist has had a Familiar. Familiars are - in Elsewhere - a magical creature who has sworn allegiance to a mage as part of a pairbond. In declaring an oath, their lifeforces are forever bound to the mage, meaning that the mage's passing will also result in their own. Through earning the allegiance of a Familiar, mages are able to summon their Familiar's mana in order to assist and push their own forward.
Familiars come in many shapes, with the vast species of Fae being seen as the most common and effective. Some hundred years ago, before the time of Morello, the first Arch Magus Avrahim was said to have earned the oath of the immortal dragon Nimulnir, with the latter sacrificing his long years to spend a mortal lifetime alongside Avrahim.
Not all mages acquire a Familiar, but this does not prove a hindrance to those with talent.
OOC/CS


This is a revamp of an older setting that fell through due to both myself and players having a few hiccups in the real world. I have since returned with a revised and fleshier setting, which will hopefully accumulate just as much interest as it had done initially. Do pop in if this catches your eye at all!
If it wasn't obvious already, this setting is essentially a fun little amalgamation of concepts pulled from many other existing worlds and universes. Hopefully it isn't too messy!

Character sheets can be completed in any order and can be as prettified as you'd like. Please direct any questions my way if you are stuck.
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Student Format
Name:
Your character's full name. Humans who have started a new life in Elsewhere might have chosen to abandon their true name.

Age:
6-18 for most students.

Gender:
Race:

See Races tab.

Peculiarity:
Their innate gift.

School Year:
First through fifth.

Title:
Safe, passive, hostile.

Familiar:
If any.

Best Classes:
What is your character good at?

Appearance:
Pictures are nice, as are descriptions. Take your pick.

Personality:
A list of traits will do, if that's your cup of tea.

Background:
Can be as in-depth or as secretive as you'd like.

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Teacher Format
Name:
Your character's full name. Humans started a new life in Elsewhere might have chosen to abandon their true name.

Age:
Gender:
Race:

See races tab.

Taught Class:
What do they teach?

Peculiarity:
If any!

Former Title:
Safe, passive, hostile (if any)

Familiar:
If any

Appearance:
Pictures are nice, as are descriptions. Take your pick.

Personality:
A list of traits will do, if that's your cup of tea.

Background:
Can be as in-depth or as secretive as you'd like.
FAQ

Can I play as any of the listed races?
Yes! The College was originally opened only to human-kind, but it has long since opened its doors to the natives of Elsewhere too. Whilst the natives need not bear the burden of travelling to another plane, they will receive a slightly different version of the letter nonetheless should they exhibit any peculiarities or any general interest in attending the College.

Are the classes separated by age?
No. Classes consist of year groups, as in, they will be grouped with students who joined the College during the same year as them. Whilst lectures are frequent, teachers will aid each individual in order to bridge any gaps caused by maturity.

Can a human be native to Elsewhere?

Yes! Since the founding of the College, nearly all students chose to remain in Elsewhere as civilians, resulting in a small yet growing population throughout the land. A human student may very well have been born in Elsewhere itself.

Is there a difference between Merfolk and the Mer?
Don't let the Merfolk here you ask that! The Merfolk are the advanced, civilised descendants of the Mer. The Mer on the other hand are a primal, predatory species, bearing no culture and relying on mimicry to lure unsuspecting prey into their waters. Unlike the Merfolk, Mer cannot survive on land. The Merfolk have long evolved from their ancient ancestors, and live lives akin to any other race within Elsewhere.


 
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Name:
Lanee Toure

Age:
7

Gender:
Female

Race:
Merfolk

Peculiarity:
Not that unusual for her kind, a healing magic so potent it requires little personal thought. In her case more of a passive regeneration ability triggered by liquid. To wash away her own wounds with water. It is unknown of she can lay hands on others the way some healers can. She's mostly known for being quite the durable fish. The only danger it presents is the use of liquids besides water, but this danger is only to her: causing near immediate infection, potentially leaving her bed-ridden or comatose to fight off the invading foreign body. Her flesh's regeneration seems potent only thanks to its sponge-like absorption, growth and flexibility: anything foreign to her internal chemistry absorbed through its surface is another matter entirely.

School Year:
First

Title:
Safe-Passive (Err on the side of safe, poses no threat to others but rather a threat to herself. Thus, she has been taught to cover herself completely- gloves, thick dresses and leggings, hats, to protect not only from the sun damage possible to her particular kind but from exposure to foreign liquids.)

Familiar: A young, troublemaking, cat by the name of Vendi, gifted by her relative Roger Toure when she came to live with him. He is a little foolish for an Elsewhere cat on his third year towards becoming Ulthar, having bonded himself with abandon to a five year old simply because she is Merfolk...And Merfolk must ALL have great knowledge of the seas...Right? He has not yet learned to speak, but is quite talented at using body language to communicate his intelligence. Indeed, his bond to the girl was created through a single nod to her ceaseless questions.

Best Classes: Runelore>Magical Beasts>Miracle Studies

Appearance: Able to survive miles deeper than the average folk, her family line traces back to the seemingly bottomless depths of the Endless Sea. Due to the lack of sunlight at these depths, this Merfolk lineage evolved an extremely pale yet extremely blinding complexion. On the one hand, sunlight can be quite painful- perhaps quickly burning those without healing affinity. On the other, the incandescent scales, eyes or hair themselves, can blind predators and would-be attackers. Their bodies can pick up the slightest gleam and reflect it tenfold in a rainbow prism of light. Perhaps as karma for such a potent ability, this family is blinder than average Merfolk. As they explored deeper, submerging themselves in constant darkness, their eyes deteriorated. They've evolved to rely almost entirely upon senses of sound, touch and taste to navigate the world.

(Image resembling Lanee's grandmother. She will likely grow to appear identical.):
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Personality: Unlike her ancestors, Lanee is more interested in exploring the world above sea level. It can be said she is unjustly afraid of the ocean for her breed, the subject giving her an occasional nightmare. She takes an interest in her studies, paying decent attention in classes. In some instances, she can be seen as haughty, liking to show off, being unnecessarily proud of sharing classes with older students as is the school's structure. Her willingness to do extracurricular activities and work is fairly remarkable for a child who is at first glance as hyperactive and easily distractable as a dolphin. Around others she is noted to vocally be very shy, yet very interested in listening to/learning/absorbing whatever it is the others are doing, keeping herself in close...sometimes awkward...proximity.

Background:
Whilst it is thought Merfolk have evolved to roam the lands as well as any cosmopolitan, one family proved an exception to that rule. A long time ago, Lanee's grandmother Uacoor was joined with many others of a large deep sea family known as the Nex. This family has made it their quest, for many generations, to probe until discovering the lowest point of the ocean. Lost treasures? An ancient portal? Untouched lands to colonize? Counsel from an abominable entity? Or simply for the prestige to claim the discovery of the lowest point? The ultimate goal of this exploration has been lost over time, their voices beginning to fade not long after their eyesight. Despite their generally passive nature towards other living creatures, it would be fair to wonder if they were devolving back to the basest of Mer. One day, as she was off to hunt among the haunting species in these depths, she found herself called to a whale-bone hook as large as she. It was glowing with pure magic, of the type unseen for decades. Caressing it for its strange warmth, her curiosity got the better of her and the bone clamped down around her midsection. Knocked unconsciousness from shock or intense magic, the unfortunate waif found herself pulled above water many hours later.

One of many deep sea victims of the infamously brash marine scholar Arro Toure, a human mage. Toure surprised himself when he showed more romantic interest in his find than scientific. What happened next? There are many versions of the story. Some say Uacoor returned the affections and became one of the wealthiest, showiest, most elegant women to grace dance halls far past her prime. Others cast a more brutal light on Toure, painting him as a poor scholar and worse brute. The truth may lie somewhere in the middle.

Suffice to say, a generation or two later Lanee is born. Her mother, whose skin reacted poorly to combined genetics with an unknown absent father, died four years after from irreparable burns and tumors. The girl enjoyed those few years with her mother, as she regularly brought her to the local river to dive. The next two years are unremarkable. Living with a relative of the late Toure, she shows little interest in her human-oriented studies, constantly trying and failing to sneak off to the river despite all discouragement. She longs to learn what other lands lie beyond the village, what other magics besides healing exist. Lanee is almost resigned to a fate of exploring the backyard garden when the letter arrives, filled with words chosen as if the school was aware of her dreams and passion in addition to her peculiarity. It was difficult to tell the Horseman's expression as the child bounded up into the carriage, rocking it back and forth with her bouncing, but it is clear the college may have chosen quite the handful of a candidate.​
 
CS template credit to darkflames13​
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APPEARANCE
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Height: 5' 7" (170 cm)
Weight: 119 lbs (54 kg)
Build: Thin, lanky, not muscular
Eyes: Light Silver
Hair: Stormy Blue
Skin: Pale White
Markings: The "tattoos" on his face are not really tattoos, and are natural markings he has had since birth. They are prominent evidence to his heritage.
Tattoos: None
Piercings: None
Apparel: xXxX

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PERSONALITY
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While people will try to put Zephyr into a small box of one personality, there is no way to generalize him other than saying he cannot be generalized. Zephyr's mood changes with the wind, and he is as extreme as weather. Many don't know if his mood changes with the weather, or if the weather changes with his moods.

On a normal day and during a normal time, Zephyr is generally a quiet guy. He isn't forceful in any way, and likes to just go with the flow of life, wherever it takes him. He is warm, optimistic, and loves to be around people. He is introverted, and tends to disappear into the background, but he likes the energy of those around him, even if he doesn't directly talk with them.

Times where Zephyr's mood changes outside of the norm can be turbulent and violent, he doesn't keep himself in check very often, and his emotions can get the better of him. His anger flares up like storms, and his sorrow comes down like rain. In many cases, his extreme emotions do indeed have an effect on the weather around him.

Because Zephyr can change at the drop of a hat, he can drive away many people. He doesn't have many real friends, and he simply assumes that eventually they'll be turned off by his emotions. He tries his hardest to keep himself under control, but he still has issues, even after having been part of the school for so long.

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HISTORY
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Zephyr was born to a human mother, with his father unknown to him. He was apparently a surprise to his mother, as she never expected to give birth to anything other than a human. She named him Zephyr to fit with his race. When she would tell stories of his father, she assured him that his father was human as well, and that the Genasi gene must have just been hidden in one of them. He always knew that was a lie, but never pressed.

As Zephyr grew older, it became increasingly obvious that he had powers beyond what other Genasi had. He had some affinity to the wind and air around him, but also small portions of the sky would shift and change with his extreme emotions. Thunder rumbled when he was enraged, a single rain cloud would form when he was filled with sorrow, sunshine would send away clouds when he was elated. Seeing this as a potential problem that could get out of hand unless controlled, his mother sent him to the college to study and control his gift before he hurt anyone.

Originally, when Zephyr was at the college, his ability was marked as Safe. However, in his second year, after dealing with a year of being bullied for the marks on his face, his ability was deigned Passive. When his bullies verbally assaulted him, Zephyr became angered. A storm began to brew above the group, and a stray lightning bolt struck the ground next to him, scaring off most of the group, but giving a few of them minor injuries. He was given a pendant that would cast a calming charm on him if it sensed he was becoming too angry.

Since that incident, Zephyr has not harmed anyone else with his ability, and the bullies left him alone. He has been a good student, and has learned much. In his fourth year, a familiar finally decided to attach itself to him, a fae known as a Wisp. When it came to him, it merely announced that it was bonding with him because it liked him. Zephyr had never seen the thing before in his life. Later, it explained that wisps are solitary creatures, but watch the students from afar. It said it liked Zephyr, and wanted to bond with him. It introduced itself as Vox, and they became fast friends.

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RELATIONSHIPS
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Family:
Pearl Marcet|Mother|Alive
Friends: N/A
Enemies: N/A
Allies: Vox
Nemeses: N/A

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SCHOOL INFO
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Peculiarity: Passive Weather Control
When Zephyr feels an extreme emotion, such as rage or elation, the weather in a very localized area around him will change as according to that emotion. Elation will break the clouds and the sun will shine through. Rage will create a violent storm. Sorrow will cause a miserable drizzle and mist. Fear will cause gusts of wind. Disgust calls forth a sudden chill in the air.

After the incident in his second year, Zephyr was given an amulet that will calm him if he ever experiences rage. The other effects of his gift are seen as safe to leave alone.


Title:
Passive
Best Classes:
Magic Control and Runelore


Familiar:
Zephyr's familiar is a mysterious and withdrawn creature known as a Wisp. They are not very well known, and it is not common for one to choose a person to attach to. They like to watch people from a distance, and are both mischievous and wise creatures. They have no physical, corporeal form, and are often mistaken for spirits or will-o-the-wisps. Wisps let off a small bit of light that appears to be moonlight. They are most active and powerful at night on full moons. Their preferred element is air, and tend to connect better to those who use air as their main element. Wisps do not have a gender, though some may choose to be known as he or she. Many choose to remain known as it. Wisps can change their form to look like various human figures or animals, but they will have no distinguishing features. Wisps can speak, but it sounds much like a disembodied voice. They can affect things by using telekinesis.

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The Wisp that connected itself to Zephyr is known as Vox. According to it, it is a rather young Wisp though it cannot remember ever being born or created. It just knows it is younger than others. It prefers to be called it or by name, but one of its favorite forms to take is that of a featureless
woman
. Vox likes to play pranks on Zephyr whenever possible, but is fiercely protective of him. It will not hesitate to use its own abilities to get him out of potential danger or discomfort.
ZEPHYR
MARCET


Name:
Zephyr Marcet
Nicknames:
Zeph, Z, Sky


Age:
18
Sexuality:
Bisexual


Gender:
Male
Race:
Air Genasi


School
Year:

Fifth
Colour:
#406795



playlist:

Wind Elemental
D&B Fiechter

Storm
Elves

D&B Fiechter

Sun
Thomas Bergersen

Sky Kingdom
Trevor DeMaere
 
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Credit to darkflames13
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APPEARANCE
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Height: 5' (152 cm)
Weight: 82 lbs (37 kgs)
Build: Slight, very thin, muscular arms
Eyes: Soft blue
Hair: Light honey brown hair, his feathers are a matching shade.
Skin: Fair, lightly tanned
Markings: Feathers along his arms and legs, wings jutting from his fore arms. His legs and feet are scaled like bird legs, and he has talons on his feet.
Tattoos: None
Piercings: None
Apparel: Lei doesn't wear clothes, they don't feel comfortable. Feathers cover certain key areas of his anatomy and act as clothing on his lower half. He remains shirtless because shirts are hard to put on.


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PERSONALITY
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Lei, being a child, is very childlike. He is extremely carefree and takes things as they come. He doesn't worry about what others might think about him and tends to go against the grain of society. His parents often scolded him for not taking his own safety very seriously and being a risk taker, but he never wavered in his lust for adventure.

If there is ever an opportunity for Lei to go somewhere new or try something different, he will always take it. He loves new experiences, and enjoys the thrills of the unknown. Some consider him a bit oblivious to the true dangers to the world, but he just keeps on enjoying life to the fullest, not caring what happens.

On the opposite side, Lei does care for his friends and family. He wouldn't endanger his friends on purpose, but accidents do happen. He's been known to get himself and friends in some trouble in the past, but he never meant anything by it, and no one ever got hurt too badly. He is just a friendly and fun kid who likes to explore and go on adventures.

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HISTORY
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Lei has a pretty boring history, and hasn't been through much in his life yet. He hatched into a large family of harpies as the second boy. His clutch mate, Isa, is technically older than him by a few hours, making Lei the youngest. Lei has 4 other siblings, the oldest being his only brother.

Lei and his family are different than many of the other harpies on Elsewhere. While other harpies are much more human in appearance, he and his family have taken on more of the attributes of birds. Lei's family is specifically a family of white-tailed and golden eagles.

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RELATIONSHIPS
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Family:
An Sikara|Mother|Alive (pic mildly NSFW)
Vel Sikara|Father|Alive
Ret Sikara|Oldest Brother, First Clutch|Alive
Dae Sikara|Oldest Sister, First Clutch|Alive
Rida Sikara|Middle Sister, Second Clutch|Alive
Syl Sikara|Middle Sister, Second Clutch|Alive
Isa Sikara|Youngest Sister, Clutch Mate (Third)|Alive
Friends: N/A
Enemies: N/A
Allies: N/A
Nemeses: N/A

▇▇
SCHOOL INFO
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Peculiarity: Animal Magnetism and Empathy
When Lei is around an animal, he can feel its emotions and feelings. While he cannot speak directly to them, he can know if they are hurt, scared, excited, or even hungry. Animals are also strangely attracted to him, and seem to trust him much easier than others. He can manipulate them in a sense, by gaining their trust and taming them. Growing up, he used this ability to tame many animals from the mountains and keep them as pets.

Title:
Passive
Best Classes:
Magical Beasts


Familiar:
None yet

LEI
SIKARA


Name:
Lei Sikara
Nicknames:
Lei


Age:
12
Sexuality:
Heterosexual


Gender:
Male
Race:
Harpy


School
Year:

Second
colour:
#939366



playlist:

Spirit of the Wild
BrunuhVille

Hope
DYATHON

Aether World
Michael Ghelfi

New Dawn
Extreme Music
 
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bGFNXgXV.jpg

BASIC INFORMATION

Full name:Inara Crowe

Nickname(s) or Alias:Ina, Crow

Gender:Female

Species:Human

Age:11

Birthday:September, 8th

Sexuality:Heterosexual

Nationality:American

Religion:Nonreligious

City or town of birth:Denver, Colorado

Languages spoken:English

Native language:English

Relationship Status:Single

PHYSICAL APPEARANCE

Height: 4’8

Weight: 80

Figure/build:Lean athletic

Hair colour:Jet black

Hairstyle:A little messy, long

Facial Hairstyle:none

Eye colour:Light Blue

Skin/fur/etc colour:Fair with a slight Tan

Tattoos: none

Piercings: none

Scars/distinguishing marks: A faded scar through the right eye

Preferred style of clothing: casual, T-shirt, faded black jacket, jeans, converse

Frequently worn jewellery/accessories: a key necklace she received from her late grandmother

HEALTH

Smoker?No

Drinker?no

Recreational Drug User? Which?no

Addictions:none

Allergies:none

Any physical ailments/illnesses/disabilities:almost blind in her right eye

Any medication regularly taken:none

PERSONALITY

Personality: Inara is an easy going individual who tries and sees the best in everyone, Despite this she is actually quite the pessimist. Even still she tries and make up for it through humor though she sometimes falls flat on the subject. She is fiercely loyal to those she cares about and is willing to sacrifice her own wellbeing for theirs. As loyal as she is, she is also highly unforgiving once her trust is broken it is nearly impossible to regain. She is an intelligent individual who uses her knowledge to her advantage whether or not those advantages are legal or not depends on the situation. Being a klepto she has been caught stealing a couple of times, and she has also been known to express her love of art through graffiti and other modes of vandalism.

Likes: Music, art, videogames, reading, writing, animals, the dark, exploring

Dislikes: crickets, vegetables, incompetence, bright lights and colors. overly loud noises

Fears/phobias: Crickets, death

Favourite colour: Black

Hobbies: videogames, art, music, exploring abandoned locations

Taste in music: a little bit of everything, though she leans more towards rock

SKILLS

Talents/skills: Drawing, singing, piano, violin, street fighting, lockpicking, pickpocketing



Peculiarity: Electric Manipulation


Description

Inara has the ability to control electricity both from outside sources as well as electric neurons that flit through her own body. As a drawback like an electric eel her body zaps at anybody who touches her leading to severe burns and other injuries.


Title:Hostile


Best classes:Magical beasts, Demonology, familiar control


EATING HABITS

Omnivore/Carnivore/Herbivore (Vegetarian): omnivore though tends to eat more meat

Favourite food(s): Steak and mashed potatoes

Favourite drink(s): Dr. Pepper

Disliked food(s): most vegetables, sloppy Joe

Disliked drink(s): Tomato juice

HOUSE AND HOME

Describe the character's house/home:Inara lives in a nice two story house, that is clean and well kept.

Do they share their home with anyone? Who?
Inara shares her home with her parents
Significant/special belongings:The key necklace handed down to her by her grandma

CAREER

Level of education:Year 1

Current job title and description: Student

COMBAT

Peaceful or aggressive attitude?
Aggressive
Fighting skills/techniques: She only knows street fighting

Special skills/magical powers/etc:N/A

Weapon of choice (if any): Her favorite weapon is a sword, however if she ever had to fight with one she'd choose a knife

Weaknesses in combat: She doesn't have much range, and she's not the strongest

Strengths in combat: she is fast on her feet and strategic she is Also good at getting out of holds

FAMILY, FRIENDS AND FOES

Parents names: Damian and Serene

Are parents alive or dead?Alive


Siblings? Relationship with siblings?
Inara is an only child
Other Important Relatives: her other relatives are a mystery to her considering she only ever sees them during family reunions

Partner/Spouse: none

Children: none

Best Friend: Zachariah (former school)

Other Important Friends: Cole and Olivia(former School)

Acquaintances: to many to name off

Enemies? Why are they enemies? None as of yet

BACKSTORY

Describe their childhood (newborn - age 10): Inara was born into a rich and highly respected family he life one of ease and comfort. At the time little was it known she would manifest strange and dangerous powers. At the age of six her powers showed her mother the unlucky individual to be acquainted with them having to hospitalized for severe burns the scars still visible. After this Inara’s parents took her to many doctors trying to figure out why their daughter processed such abilities. With the constant doctor visits and studies Inara did have a lot of time to make friends or attend school, that coupled with the fact that she couldn't be touched didn't help. Time after time the doctors failed to figure out why she had abilities, her parents losing hope began to make Inara remain home not wanting to risk anyone getting hurt.


Describe their teenage years (11 - 19): Now at the age of eleven Inara has received a letter to attend Morrelo’s School of Peculiarity skeptical she twirled the coin in her hand and had decided to see if it was true.

Describe their adult years (20+):N/A
 
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Name: Jesse Nasha Wyndia
Age: 32
Gender: Male
Race: half-ashura, half-human

Taught Class: Familiar Control

Peculiarity: Jesse has the ability to absorb mana from his surroundings and expel it in various forms of magic. In many cases, Jesse controls his mana intake by linking himself with Yana, who then expels the mana from her own body. Jesse is an accomplished mage in his own right, but sometimes unpredictable. Jesse doesn't have an affinity towards any specific magic, but is well versed in many forms of magic and is a bit of a book worm. He's able to replicate any type of general magic and can mimic most other forms (this is due to his ability to absorb mana aka he has an almost unlimited supply of mana).

Former Title: Hostile. When he attended the school, Jesse wasn't able to completely control his powers and often had to be restrained by teachers.

Familiar:
Jesse has a Roc named Yana for a familiar. Yana is essentially a giant eagle. One night Jesse found her injured. He was able to heal her with his powers and they formed a bond. Yana relies on Jesse for an influx of mana as well as a companion. She's very protective of him and will do anything for him. Their bond is symbiotic in that Jesse needs Yana just as much as Yana needs him.

Appearance:
Jesse stands about 5'10", but due to his rather quiet nature he usually appears to be 5'8". Jesse has silver, white hair that reflects the color of whatever he's wearing at the moment. His eyes are a lighter color that change. Often appearing grey, Jesse's eyes have been known to be yellow, blue, green, and purple. His eyes change color based on different magic he uses. Jesse also wears thick, enchanted glasses that help compensate for his severe nearsightedness.

Due to his unusual species, Jesse is albino. This condition adds to his poor eye sight and without his various magical spells, Jesse would probably be blind. The slight hue of his features changes based on the mana he absorbs. Jesse is able to use his connection with Yana to see through her eyes.

Fun fact: Jesse prefers morning classes because that's when his sight is the best. If he has classes in the evening or late afternoon his eyesight is pretty bad, which means his students can get away with certain things (as long as they're quiet).
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Personality:
Jesse's quiet for the most part. He doesn't like to speak up because he fears that people will not agree with his opinions. He's an introvert and usually hides his feelings behind a smile. Despite this he feels comfortable with a handful of people and will sometimes share his troubles with them. He's afraid of his own powers and tends to keep to himself. He's more comfortable with animals than other humans. He fears that he'll hurt other beings due to his powers and prefers to stay within 'safe spaces'.

Background:
For the most part Jesse doesn't talk much about his past. Those who know him, know that he grew up as a human without knowing his magical abilities. Some unknown event triggered Jesse's powers which ended up with a major cover up. When he got his letter for Morello's School of Peculiarities, Jesse was very confused and scared. His time at Morello's wasn't anything spectacular. He was given the hostile title due to his inability to control his powers. After making a pact with Yana everything changed for him. Jesse excelled in his classes and graduated.

Jesse is a new teacher who doesn't have much experience, but he's passionate and eager to jump into the job. His reason for teaching is a bit selfish though. Jesse wanted to teach at the school because he's afraid of his own powers and believes that the best place for him to be is at the school where Ermita Grene can keep an eye on him.
 
Last edited:
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Name: Susan Green

Age: 13

Gender: Female

Race: Merfolk

Peculiarity: Self-transmutation. Susan can transform her flesh into living water, enabling her to flow around obstacles

Year: First

Title: Safe

Familiar: None

Best Class: Magical beasts

Appearance:

th


Her tail becomes legs on dry land

Personality: Curious, friendly, outgoing

Bio: Susan's particular school of merfolk, the Deepswimmers, have always been close with those on land. Trading fish for tools and serving on airbreathers' ships, they are an integral part of Elsewhere's economy. Due to this, Susan has plenty of experience on dry land. Her family lives next to a small fishing town, and Susan spent several years getting a nonmagical education at the town's small academy, but when she got her letter from Morello's, it was the happiest day of her life.
 
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