Morello's School of Peculiarities (Revamp)

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

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.


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!

(edit) fixed a ton of broken BB code, oopsie.
 
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  • Bucket of Rainbows
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I'm interested
 
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:O I'd be interested! I was part of the last one.
 
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Alright I wanna make this one my last RP to be interested in. Think I found some good ones. Now to get to work on all these BIOs xD because thats all I have left
 
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I really, really, really love this idea! <3 My excitement soared reading through it. Something I really might enjoy creating a character for.
 
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Mmmm yes please!
 
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Think I'll do myself some brainstorming for this.