Character(s) Enrollment: Celestial University PC Roster

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Character(s) Enrollment: Celestial University PC Roster

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Enrollment - Celestial University

Here is where all the approved player characters for Celestial University will be posted, including a directory.

DO NOT POST HERE - This is only meant for me / other GMs to place approved characters, not to apply or to discuss. If you want to discuss or submit characters, please use the main sign up and OOC thread (link) to do so. Any unauthorized posts WILL be removed immediately.










Student Directory:












 
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Zahra of the Unsealed Flame - Student (@Miss December)



Profile
Name: Zahra of the Unsealed Flame
(Formerly “Zahra al-Najm,” also known in older texts as “The Twelfth Djinni of Brass”)
Age: Appears mid-twenties; actual existence estimated at over 600 years
Gender: Female
Race / Species: Djinn (Mandate-class spirit in humanoid form; elemental of fire and desire)
Realm of Origin: The Golden Weft — a desert realm between worlds where heat and will are synonymous, and the spoken word can sculpt reality
Role: Undergraduate Student
Newly enrolled under provisional Mandate-Containment scholarship; technically classified as a “foreign elemental exchange student.”

Physicality
Appearance:
Zahra is the embodiment of elegance forged in fire—tall, poised, and seemingly sculpted by heat and devotion. Her skin is a lustrous shade of deep bronze, faintly iridescent under lamplight. Her eyes are dark gold-veined glass, reflecting light like molten metal. Long, sable hair flows like smoke, sometimes curling in weightless eddies even when there’s no wind.

She dresses in traditional genie attire: silken wraps, layered gauze, and translucent fabrics of amethyst, scarlet, and gold. Every motion carries subtle scent and shimmer, her golden cuffs perpetually faintly warm to the touch. These cuffs, though no longer binding, are inseparable—each etched in ancient sigils that occasionally glow when her emotions flare.

Her presence makes the air itself slightly warmer, and lamps or candles instinctively burn brighter when she is near.

Non-Magical Skills:
• Courtly Etiquette & Rhetoric — centuries of servitude taught her the art of perfect speech and presentation.
• Music — skilled in oud and hand percussion, though rarely plays publicly.
• Cultural Lore — knows dozens of languages, myths, and customs across realms.
• Negotiation — master of finding loopholes, double meanings, and hidden clauses.

Special Belongings:
• The Lantern of Breath and Boneglass — Zahra’s personal dimensional dwelling and soul-anchor. The lantern is larger on the inside, housing a vast, shifting interior of silks, firelight, and memory-rooms.
• Twin Cuffs of the Unsealed Flame — indestructible bindings-turned-symbols of autonomy.

Personality
Character:
Zahra is grace entwined with restraint. Centuries of being commanded have left her simultaneously disciplined and defiant. She moves and speaks as if everything is ritual; every gesture deliberate, every silence purposeful. Beneath her serenity burns an immense will—a need to define self after lifetimes of servitude.

She values consent above all else. Commands, orders, or even casual imperatives trigger a subtle flash of rebellion behind her calm smile. Yet she is not cruel. Zahra is empathetic toward those struggling with identity or power. She understands loneliness as intimately as she understands flame.

Her moral compass bends toward autonomy, compassion, and truth delivered with precision—even if painful.

Quirks:
• Refuses to answer rhetorical questions.
• Cannot enter a room uninvited unless the door is already open.
• Speaks to fire as if it were alive.
• Her lantern “breathes” when she sleeps nearby.
• Never eats bread or salt from another’s hand—it’s an old Djinn taboo.

Flaws:
• Deep-seated fear of being bound again; reacts poorly to authority or magical constraints.
• Occasionally grants desires unintentionally when emotionally overwhelmed.
• Struggles with loneliness masked by poise.
• Her power fluctuates with emotion—grief makes her volatile, affection makes her too human.

Practice of Magic
Magical Domain(s):
• Mandate: Channeling divine or external entities; Zahra’s essence is a Mandate manifestation, the remnant will of a forgotten Fire Sovereign.
• Elemental Invocation: Command and communion with flame, smoke, and heat.
• Charmcraft: Creation and manipulation of wish-bound artifacts, enchanted contracts, and word-based constructs.

Magical Abilities:
• Wish Instinct (Passive): Reflexively manifests the small desires of those around her. Usually harmless (lighting candles, fixing minor errors, warming rooms) but unpredictable under stress.
• Elemental Fire Manipulation: Can ignite, shape, or quell flames instinctively. Heat bends to her temperament.
• Manifestation Through Flame: Can travel or project her consciousness through any open fire.
• Lanternfold: Retreats into her lantern, a safe dimensional interior. Inside, she can rest, reorganize, and perform rites.
• Residual Mandate Echoes: Whispers of former masters occasionally manifest, echoing desires or regrets tied to her past servitude.

Academic Interests:
• Major: Elemental Invocation
• Minor: Magical Ethics and Charmcraft
• Favourite Course: “Burning Oaths and Binding Words”
• Least Favourite Course: “Modern Spell Etiquette: Asking, Not Telling”

House: The Null Seminary — the House devoted to unbinding, forbidden knowledge, and the study of magical contracts. Zahra chose it deliberately: a house of those who broke their own chains.

Current Magnum Opus Status

Stage:
Nigredo / Black Badge
Working Title: The Ethics of Autonomy in Mandated Magic
Zahra has only begun her research, focusing on how sentient beings of service magic can reclaim agency while retaining their power. Her tentative thesis challenges the Educators’ long-held doctrines about the safety of Mandate casters—making her the subject of quiet observation and subtle controversy among faculty.

Plot Hooks
• The Lantern’s Whisper: Zahra’s soul-anchor hums at night, as if another presence is trying to reach through from the Weft. Some believe her original Fire Sovereign still exists—and wants her reclaimed.
• Emotional Contagion: Her wish-instinct may begin to warp her relationships, bending reality to the emotions of those closest to her (Elzebe included).
• The Educators’ Eye: A quiet faculty faction wants to weaponize Mandate spirits; Zahra is being “evaluated” without her knowledge.
• The Bruja’s Flame: Her bond with Elzebe LaFlaca may either ground her… or awaken a power neither fully understands.
 
Elzebe LaFlaca - Student (@Double Plus Ungood)



Elzebe LaFlaca, Beginning Bruja (Magic-User), 50 point character with up to 25 points of disadvantages. Earlier in her youth, she stereotypically concentrated on Magic & Intelligence, somewhat neglecting her development of Strength & Dexterity. Her magical power comes from her own life force (available fatigue, in GURPS terms). Her magical knowledge was passed to her from her grandmother. She wears sugar-skull make-up, which she takes off when she wants to go unnoticed.
Age: 18. Height: 5' 0". Weight: 80 lbs.

View attachment 141969
Elzebe LaFlaca ( The Sugar-Skull Witch )

“I am not unworthy. I am worthy in ways that many are too small to understand.”


Basic Profile

• Name: Elzebe LaFlaca ( The Sugar-Skull Witch )
• Age: Eighteen ( in human she appears as late teens to early twenties )
• Pronouns: She/Her
• Type of Magic: Mana, relying on inner power and ambient power to manipulate reality. “Spells” are mana manipulation techniques.
• Current Status: First-year undergraduate at Celestial University
• House: The Cyclic Conservatory – The House of understanding, deconstruction, and reshaping.
• Origin Realm: Tierras del Suroeste – a chaparral accented with hills, infrequent woods, lakes and rivers leading to seas and where the wind whispers uncaring if anyone understands.

⸝

Aesthetic & Presence:
• Visual: Her facial features are hidden behind her artfully applied sugar-skull make up. Her body is small, appearing to border between slender and emaciated.
• Aura: Empathic, she can sense your feelings and you both know it. The feeling around her is alternately open or wary, mayhaps cautiously optimistic. Static electricity surges in the air, waiting to be directed, when her various passions become engaged.
• Signature Accessory: An embroidered make-up case.

⸝


Magical Abilities
• Mana Manipulation – Uses her own mana and the ambient mana in an area like nanobots to analyze, deconstruct and reform one or more targets.
• Generalist Affinity – All that she needs to do is understand what she wants to do to create a spell.

⸝


Academic Focus:
• Primary Department: Transmutation.
• Minors: Enchantments. Healing.
• Favourite Course: “Physical Education for Bookwyrms.”
• Least Favourite: “Necromancy”

⸝

Personality:
• Temperament: Curious.
• Repays debts and favors
• Wishes to seem “mysterious”.

• Flaws:
• Insecure around authority figures and tries to hide it.
• Hates to lie and is bad at it.
• Prefers to hide her natural face.
• Picks at her food.

⸝
Current Magnum Opus status:
Not yet exploring.

⸝
Narrative Hooks
• Family Troubles: An Arranged Marriage.
• Field Trips ( dungeons and the outdoors ).
• Mistaken Identity: Someone believes that Elzebe is or is related to another woman that wears sugar-skull make-up.
• Romantic Possibility: Falling for Her Room Mate.
• Unwanted Group Attention: A Sorority or Special Interest Club wants pledges.

Points. Item.

Characteristics (+09 points).

-030.0 ST: 07
-060.0 DX: 07
+060.0 IQ: 13
+030.0 HT: 13
+000.0 HP: 07
+000.0 Will: 13
+000.0 Per: 13
+009.0 FP: 16
+000.0 BSpd: 05
+000.0 Bmov: 05

Disadvantages (-25 points).
-005.0 Curious.
-005.0 Skinny.
-010.0 Social Stigma (Disowned from warrior clan for having magical ability).
-005.0 Truthfulness (Very bad at lying).

Advantages (+30 points).
+005.0 Empathy (a healing spell prerequisite).
+005.0 Magery, Level 0.
+020.0 Magery, +2 levels.

Skills (+16 points). Level / Target Roll or Less on 3 D6.
+001.0 Area Knowledge, Campaign City (IQ/E). 13
+004.0 Brawling (DX/E). 09
+001.0 Cooking (IQ/A). 12
+001.0 Games (Roshambo)(IQ/E). 13
+001.0 Make Up (IQ/E) 13
+004.0 Melee Weapon (Knife)(DX/E). 09
+001.0 Merchant (IQ/A). 12
+001.0 Research (IQ/A). 12
+001.0 Savoir-Faire (High Society)(IQ/E). 13
+001.0 Survival (Chaparral)(Per/A). 12

Spells (20 points). Level / Target Roll or Less on 3 D6.
+001.0 Seek Air (Air)(IQ/H). 13
+001.0 Might (Body Control)(IQ/H). 13
+001.0 Seek Earth (Earth)(IQ/H). 13
+001.0 Ignite Fire (Fire)(IQ/H). 13
+001.0 Lend Energy (Healing)(IQ/H). 13
+001.0 Lend Vitality (Healing) (IQ/H). 13
+001.0 Recover Energy (Healing) (IQ/H). 13
+001.0 Minor Healing (Healing)(IQ/H). 13
+001.0 Find Weakness (Making & Breaking)(IQ/H). 13
+001.0 Restore (Making & Breaking)(IQ/H). 13
+001.0 Weaken (Making & Breaking)(IQ/H). 13
+001.0 Clean (Making & Breaking)(IQ/H). 13
+001.0 Rejoin (Making & Breaking)(IQ/H). 13
+001.0 Repair (Making & Breaking)(IQ/H). 13
+001.0 Haste (Movement)(IQ/H). 13
+001.0 Great Haste (Movement)(IQ/VH). 12
+001.0 Seek Plant (Plant)(IQ/H). 13
+001.0 Shield (Protection & Warning)(IQ/H). 13
+001.0 Armor (Protection & Warning)(IQ/H). 13
+001.0 Seek Water (Water)(IQ/H). 13
+001.0 Enchant (Enchantment)(IQ/VH). 12
---------
+050.0 TOTAL.
 
Gemaak van Klip - Student (@Double Plus Ungood)



Gemaak van Klip, Faerie Gargoyle Magic User, 100 point character with up to 50 points in Disadvantages. His magical power comes from her own life force (available fatigue, in GURPS terms). Gemaak originally didn't have a last name, until the sorcerer his family served took an interest in him, pleased and interested with Gemaak's above average Gargoyle intelligence and curiosity. To Strego van Klip, not experimenting and not teaching Gemaak magic would be a waste of talent and opportunity. Gemaak was elated with his attention and did his best to please van Klip. Their relationship became very close. So close, in fact, that the sorcerer decided to adopt Gemaak as his son and heir, if (or when) van Klip "left" their world. It was a week after the adoption and the receiving of the van Klip surname that the univerisity's acceptance letter was received. Strego was so pleased that he shed a tear of pride and prepared Gemaak to attend the Celestial University. Gemaak swore to himself that he'd make his father-mentor proud of him.
Age: 36 (age of maturity due to extended lifespan, equal to 18 year old human). Height: 4' 6". Wingspan: 7' 6". Weight: 20 lbs.
"Length": 4" "erect".
View attachment 142324
Profile:

Name:
Gemaak van Klip.
Age: 36 years old (the age of maturity for this long-lived race).
Gender: Male.
Race / Species: Gargoyle (winged, humanoid).
Realm of Origin: Faerie.
Role: Freshman Student.
Pets / Familiars: None at this time.

Physicality
.
Appearance
: Hairless, gray skinned, bat winged, humanoid. Height: 4' 6". Wingspan: 7' 6". Weight: 20 lbs.
Non-Magical Skills: Brawling, Dropping (objects while flying), Flight (winged), Herb Lore, Housekeeping, Melee Weapon (Spear), Research, Savoir-Faire, Shield, Speed Reading, Writing.
Special Belongings:
None.

Personality.
Character:
Ambitious and driven.
Quirks: Curious and overconfident.
Flaws: Bad Temper, cannot ignore an insult, cannot tell a direct lie, must honor the letter of all bargains, repay all debts, vulnerability to iron.

Practice of Magic.
Magical Domain(s):
Mana
Magical Abilities: Alchemy, Magery, Spellcraft.

Academic Interests
:
House:
The Cyclic Conservatory – The House of understanding, deconstruction, and reshaping.

Current Magnum Opus status:
✓ Nigredo / Melanosis / Black Badge:
The initial exploratory stage—you have committed to making a Magnum Opus but are still searching for a subject.
Albedo / Leucosis / White Badge: You have found something worth studying, presented it to the Educators, and they agree—you have begun to study your subject.
Citrinitas / Xanthosis / Yellow Badge: Here, good work is being done and discoveries have been made, but more investigation is needed.
Rubedo / Iosis / Red Badge: The final stage, fully demonstrating a mastery of the answers to the inquiry which you had started back in Nigredo. If successful here, you will be granted a Charm.

Plot Hooks:
A visit from “Poppa” ( adoptive father-mentor ).
Flight Club
Getting a Familiar.
Rise of the Rivals.

Gemaak van Klip

( Faerie Gargoyle Magic User, 100 point character with up to 50 points of disadvantages. )

Points. Item.

+025.0 Gargoyle Racial Package: ST -1 [-10], IQ -1 [-20], HT +2 [+20], Size Modifier = -1, Claws (Blunt Claws) [+03], Damage Resistance 2 [+20], Extended Lifespan 1 [+02], Flight (Winged, -25%) [+30], Night Vision 5 [+05], Appearance (Ugly) [-08], Gluttony [-05], Wealth (Poor) [-15], Social Stigma (Uneducated Pest) [-05]

-045.0 Fae Realm Package: Magery 0 [+05], Phobia = ferrophobia (fear of iron) [-5], Vow (Great Vow, Faerie): (Accept gifts only when a gift of equal or greater value can be given in return, Cannot tell a direct lie, Must honor the letter of all bargains/contracts, Never ignore an insult, Repay all Debts)[-15]. Vulnerability (double damage vs. cold iron / steel) [-30].

Characteristics (+102 points).
-000.0 ST: 09
-000.0 DX: 10
+060.0 IQ: 12
+000.0 HT: 12
+000.0 HP: 09
+000.0 Will: 12
+000.0 Per: 12
+042.0 FP: 26
+000.0 BSpd: 05.5
+000.0 Bmov: 05

Disadvantages “Bought Off” (+05).
+005.0 Social Stigma (Uneducated Pest).

Disadvantages (-50 points).
-010.0 Bad Temper
-005.0 Curiosity.
-010.0 Enemies (rival students), group of 6 to 20 NPCs of similar power, appearing on a roll of 9 or less on 3 D6.
-010.0 Obsession, to obtain “The Charm” from the Celestial University.
-005.0 Overconfidence.
-005.0 Truthfulness (Bad at Lying).
-005.0 Skinny.

Advantages (+35 points).
+005.0 Empathy (a healing spell prerequisite).
+030.0 Magery, +3 levels.

Skills (+11 points). Level / Target Roll or Less on 3 D6.
+001.0 Alchemy (IQ/VH). 09
+001.0 Brawling (DX/E). 10
+001.0 Dropping (DX/A). 09
+001.0 Herb Lore (IQ/VH). 09
+001.0 Housekeeping (IQ/E). 12
+001.0 Melee Weapon (Spear)(DX/A). 09
+001.0 Research (IQ/A). 11
+001.0 Savoir-Faire (IQ/E). 12
+001.0 Shield (DX/E). 10
+001.0 Speed Reading (IQ/A). 09
+001.0 Writing (IQ/A). 11

Spells (+17 points). Level / Target Roll or Less on 3 D6.
+001.0 Seek Air (Air) (IQ/H + Magery). 13
+001.0 Purify Air (Air) (IQ/H + Magery). 13
+001.0 No Smell (Air) (IQ/H + Magery). 13
+001.0 Create Air (Air) (IQ/H + Magery). 13
+001.0 Shape Air (Air) (IQ/H + Magery). 13
+001.0 Wall of Wind (Air) (IQ/H + Magery). 13
+001.0 Lightning (Air) (IQ/H + Magery). 13
+001.0 Resist Lightning (Air) (IQ/H + Magery). 13
+001.0 Might (Body Control) (IQ/H + Magery). 13
+001.0 Lend Energy (Healing)(IQ/H). 13
+001.0 Recover Energy (Healing) (IQ/H). 13
+001.0 Minor Healing (Healing)(IQ/H). 13
+001.0 Haste (Movement) (IQ/H + Magery). 13
+002.0 Great Haste (Movement) (IQ/VH + Magery). 13
+001.0 Shield (Protection & Warning) (IQ/H + Magery). 13
+001.0 Armor (Protection & Warning) (IQ/H + Magery). 13
---------
+100.0 TOTAL.
 
Lydia Valeria - Student (@Rothwell)



View attachment 142293


Basic Profile

-Name: Lydia Valeria
-Age: 18
-Species: Elf
-Gender: Female
-Type of Magic: Mana (passed down through Elvish heritage)
-Role: First-year undergraduate at Celestial University
-Origin Realm: Nimbus, the country of Shallendor (high fantasy world of humans, elves, monsters, etc)
-Pets/Familiars: Barnabus (crow), occasional zombies



Appearance

The first thing people notice about Lydia is the shock of red hair that borders her face like a bonfire, and cascades half way down her back. The face it frames is an attractive one, mainly due to her big, honest green eyes, and a generous mouth that always seems to be on the verge of laughter. Lydia stands at 5"7, and has the healthy tan and physique of someone who is used to being outside and on the move. She dresses practically, opting for functional shirts, boots and breeches. She has a fondness for wearing green.


Magical Domain
 -Necromancy (major)
-Conjuration, Evocation (minor)

Major Spells
-Raise Dead: turn humanoid-sized corpses into zombies, capable of fulfilling simple requests of the summoner. (limit of 3)
-Speak With Dead: communicate with the recently deceased (once per day)
-Miasma: releases a cloud of black, necrotic vapour which damages health and saps strength (once per day/weakens target/only works on the living)

Minor Spells
-Grave Graze (a short beam of necrotic energy/poisons the target/only works on the living)
-Shroud of Rot (light armour/light magic defense)
-Draining Touch (absorb life energy to heal injury/only works on the living)
-Conjure familiar (namely Barnabus, her crow)
-Bound Blade (conjures a rapier made of shadow magic)
-Eyes of the Thrall (allows caster to piggyback on a summoned creature's mind, enabling them to see through their eyes, and control them directly. The caster is rendered immobile when using the spell)
-Smell the Roses (changes the scent of the person it's cast on to wildflowers/extremely useful on undead!)

Racial Abilities
-Perceptive (heightened senses)
-Dark Vision (up to fourty feet)
-Fey Ancestry (resistance to magical charm/immunity to magical sleep)

Magic Item
-Cat Medallion (grants the wearer advantage in games of chance, or high risk scenarios/one use per day)

Barnabus
Barnabus has been Lydia's magical pet for years, and is usually found perching on the elf's shoulder, or nesting in her voluminous hair. The bird speaks a wide range of phrases. Whether or not it understands them is anyone's guess.

Abilities
-Fly
-Peck
-Rend Vision

Zombies
Soulless husks animated by Shallendorian Necromancy. The thralls raised by Lydia remain docile, and will follow the Mage obediently unless instructed otherwise. Physically, they're capable of the same movements the person was prior to their death (barring injury), including running, jumping and carrying objects. They carry no 'zombie virus' to spread. The spell animating them remains in effect as long as Lydia is conscious, and their brains remain intact.

Abilities
-Bludgeoning strikes
-Bite
-Undead Fortitude (zombies don't feel fatigue or pain, and will carry on, heedless of injury, until their brain is destroyed, or the caster is killed/knocked out)


Non-Magical Skills
-Rapier training
-Horse riding
-Noble Etiquette


Academic Interests
-Major: Necromancy
-Minors: Evocation and Conjuration
-Favourite class: Practical Reanimation

House
-Communion: a coalition of students dedicated to the study of all things connected to realms of the spirit.

Magnum Opus Status
-White Badge. Lydia has proposed raising and training an undead dragon. Her current goal is to evolve her powers to raise things larger than a humanoid.


Personality

An unapologetic cinnamon roll despite the grim nature of the magic she wields. Lydia is a warm hearted and friendly individual, with a particular soft spot for people who feel like they're misunderstood. She has a sense of humour, and a mischievous streak. The only thing greater is her insatiable curiosity for magical experimentation.

Quirks
-Speaks to animals and undead as though they're people.
-Has a habit of singing to herself when she's concentrating.
-Physically affectionate. She's a hugger.

Flaws
-Too trusting for her own good.
-Her curiosity often outweighs her common sense.
-Overly emotional at times.


Narrative Hooks

-Necromancy is a field which shambles hand-in-hand with field trips. If there's a chance a dead body is going to show up, there's a chance Lydia will show up.
-Any scenario involving a magical experiment of some kind. If she isn't actively involved, she will be there, encouraging it.
-Anything connected to her Magnum Opus.
-Romantic Interest. Lydia has a big heart. She didn't come to the University seeking romance, but would be open to the idea with the right person.


Personal History

Lydia was born on Nimbus a few years after The Black Thread War. A tumultuous period of history which left much of the country of Shallendor in ruins. In the aftermath, the gap in labour shortage was filled by Mages proficient in the art of Necromancy, who summoned the dead to sew crops, and repair the countrys broken walls. The action proved so successful that a portion of the economy continues to run on 'Dead Labour'.
As the daughter of a minor Elven noble, Lydia was afforded the proper tuition to learn the craft, and proved to be a natural. Her invitation to the University came, fittingly enough, by means of an animated skeleton riding an equally skeletal horse. Lydia was delighted at the offer to expand her arcane knowledge, and accepted.
 
Keiko Majokaze, called “Jinx” - Student (@themajinone)



Profile
• Name: Keiko “Jinx” Majokaze
• Species: Three tailed Kitsune
• Age: 19
• Gender/Pronouns: Feminine-presenting / Fluid She/Her
• Origin Realm: Thaernis
• Role: Undergrad, Freshmen. Mostly taking generals and special interest courses at present but has a Major

Pets / Familiars: N/A, does not believe in owning animals, but understands familiars. Does not argue this, usually.


⸝
Physicality

• Appearance Human: Jynx is slender, agile, and expressive-- built for movement and misdirection. Her pale skin has a faint shimmer, like moonlight and static. green eyes peer out from slanted, almond monoid eyes. Her shoulder length hair is dyed black that's violet under natural light with with blue and glitch green She's a magepunk street kid, with a kitsune mask affixed to the side of her head and a an earing shaped like a type of wind glyph from her home dimension. She has on an old leather jacket with wind sigil on the shoulder and gang affiliation on the back, which a cracked, jawless skull with a dagger through the dome red and bold. She wears a brown, loose neck gaiter and a charcoal shirt underneath. She also wears ripped and torn black skinny jeans buckled combat boots. A messenger bag is slung over her shoulder filled with cans of spray paint, art supplies, notebooks and books among other things. It is a bag of holding in essence and has special runes, glyphs and sigils to make it so. Finally she wears a hip slung belt with of charms made from broken tech, spirit glass, and wind glyphs

• Appearance Kitsune: Pretty much the same, just a fox with three tails, each tipped in a different color—illusion (violet), wind (blue), chaos (green) with many tail rings adoring the fluff and bright amber eyes.


• Special Belongings: Belt of charms made from broken tech, spirit glass, and wind glyphs, Boots with soft soles and hidden compartments, Kitsune Mask, Earring shaped like a wind glyph, rumored to hum during storms. An ArchNetter(brand) EchoSlate (also known as a T-Slate. Basically a cell phone made of crystal), a small crystal charging station (think final fantasy xiv crystal way points but the size of a water bottle) Headphones, ArchNetter digital music player, Magetech earbuds. BOXES of broken magitech, soon to be all sorts of tech.

•Non-Magical Skills: Art (drawing, painting, beading, graffiti) , tattoos artist, peircer, bluffing. tinkering with magitech and normal tech.

⸝



⸝

Personality
• Character: usually easy going, but often speaks too loud on topics she’s passionate about. Her temper can flare here. Absolute loyalty to those who have earned it. She’s rather charismatic and emotionally layered. Fluent in sarcasm and facetism, inappropriate jokes, and blunt truth

• Quirks:
• Finds beauty in broken things
• Sometimes moves erratically, she doesn't know why.
• Eyes reflect the light at times, even in human form.

• Flaws:
• Allergic to rules
• Impulsive
• Often in trouble for tagging things on campus
• Argumentative when it matters
• Gambler
• Calls any one she doesn’t know the name of, or care to learn the name of, Steve.

⸝

Practice of Magic

• Magical Domain(s): Method-Elemancy: Wind and fire, Illusion, Sigils. Mana-Tychochinesis

• Magical Abilities:
• Jinx Pulse: Disrupts nearby magic and technology with chaotic bursts—causes misfires, glitches, or unexpected effects
• Majokaze Step: Uses wind to dash, hover, or vanish—especially during emotional spikes
• Foxfire Echo: Summons spectral flames that mimic voices, memories, or spells
• Tychokinesis: Magic that directly affects luck and probability
• Sigil Flicker: Draws unstable glyphs that warp perception—used for escape, confusion, or flair
• Permanent Paint: Makes spray paint permanent without an advanced spell to remove it

Academic Interests:
• Primary Department: Ilusiomancy
• Minors: Tychokenetic studies
• Favorite Course: Magical Theory and Probability
• Least Favourite: Herbology(science credit)
• Special Interest: Magical Sociology (most areas of it)


⸝

• House: Grim Misfits. The house of tricksters and shapeshifters and those who just don’t fit.. They have no real goal but are known for partying and pranks. They’re bonded by common interest, safety, and survival. Its like a pack, a family. They protect each other fiercely because, as shapeshifters and tricksters, they likely fit in nowhere else very well.

⸝


Current Magnum Opus status: Nigredo / Melanosis / Black Badge

⸝


Plot Hooks:
• Romantic Possibility: Pansexual, Demisexual. She’s very queer and very affectionate with those she’s close with… well… If she’d ever been that close to more than one other person.
• Faculty Interest: Teachers often do not like her as she argues on topics with them that she’s knowledgeable in, or asks too many follow up questions, or openly defies the rules. One teacher has taken interest though.
•Gang Gang Gang: She’s a street kid and a gang banger. When you’re in her circle, you’re in and losing that status is a capital offence. Getting there is hard and getting out is even harder.
•Broken but not lost: She loves broken things. To her they are beautiful. She can fix them up but usually does not. She collects them, buys them, and barters for them. Each item tells a story and she takes them to practitioners of psychometry to find it out.
 
Neridia - Student (@Ark)



Profile - Finally done! I think.
Name: Neri, or Neridia when shit gets serious.
Age: Appears 24 mentally and physically, but was born (or created) around 1100-1200 years ago. Her exact age is unknown even to her, and no longer celebrates her birthdays. That's because her memory tends to fade and distort the past beyond about one generation's worth of time, in much the same way history fades and distorts itself. She is constantly learning about the present, evolving and changing along with the world.
Gender: Female, for as long as she can remember.

Race / Species: Appears human, however instead of aging, her body slowly changes over time to fit better in the current time period, much the same way a blood line can change over the generations.
Realm of Origin: Neridia has been traveling between several worlds recently, but for most of her life she'd been stuck on the forgotten world of Aritha. If you've never heard of Aritha, it's because it is isolated from the rest, locked in a stable equilibrium made up of several competing races. For thousands of years no one had been able to build a portal, a ship, or any other means of traveling to and from Aritha. It seems Neridia is proof that this has changed in recent years.

Role: Second year student. After wondering the Million Worlds for about 10 years, someone must have noticed her unique form of magic. Her curiosity and sense of opportunity made her instantly accept the Celestial University as her new home.

Pets / Familiars: They aren't really pets. They aren't really alive, not quite. They are experiments and failed prototypes which Neridia keeps hidden from most. They are reminders of her failed attempts to create a living being.

Physicality

Appearance:

Her outfits are meant for practicality and ease of movement, often a light shirt and leggings, and comfortable short boots. She'd often wear jewelry made silver chains or turquoise gems. During most of the day her hair is tied in one or two long braids. With above average height for a human woman, she may have some elven features.
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Non-Magical Skills:
She's proficient in combat, but doesn't normally carry a weapon. Has a talent of improvising anything she can get her hands on as a weapon, but often she prefers to simply ask someone else assistance.
Most of her skills focus on survival and path finding, and she loves to explore. There aren't many roads back in her home world.

Special Belongings:
A collection of turquoise gems which she sometimes wears as various forms of jewelry. They have a faint glow, which may intensify or be 'drained' when she uses her magic.

Personality

Character:

She can be quite sarcastic and sassy, but generally friendly toward all things. Neri prioritizes decisions over rules. That means she'd break a rule if it seems like a good idea to do so at the time. To her what is a 'good idea' depends largely on what her goal is at the time, more so than moral values. More often than not, what people consider to be morally right also seems like a good idea to her, so she isn't really evil. But the only laws Neri truly respects are those set by the wild nature and cosmos itself.

Quirks:
Neri likes to live dangerously, often taking risks which most humans wouldn't. That may hint at some ability to heal herself or suppress pain if it becomes too much. She'd sometimes reference her sister or her mother, and seems to confuse the two.

Flaws:
Due to living in a somewhat isolated world until recently, Neri is inexperienced in many things. She may find some fields of magic intimidating or confusing, especially necromancy.
Her magic relies on her own skill, patience, and focus. So she may mess it all up if she's flustered or overwhelmed.

Practice of Magic

Magical Domain(s):
Technically it can be called Mandate, but in practice it works more like Mana.
Magical Abilities: Neri calls it Living Light, and she calls on it by summoning clusters of living energy, which if asked, she may refer to as Live Sparks, or Knots. These Sparks create networks by linking to each other using channels, or Strings, of that same energy. Such a network she can use to manipulate objects around her, as if they were an extension of her body. Generally, larger and brighter Knots provide more strength, as for lifting a large boulder, while a large network of many small Knots are useful for more complex tasks. It takes some time to build up either a large Knot or a large number of them, so Neri would often carry a few Knots with her just to be ready. Due to their living nature, networks can accomplish complex things without Neri having to consciously manipulate each Knot. They somehow 'know' to obey her intentions.

In practice, most often she uses LL magic to move things as a form of telekinesis, to levitate, or to soften a fall. LL nodes have mild healing abilities, such as to stop bleeding, remove poison, or soften pain. They can also be used to scratch an itchy spot you can't reach. Due to how LL energy channels between nodes, it synergises well with fluid things like water, fire, wind, and even sand. She has a crazy dream to one day capture a lighting from a storm (without dyeing).

Academic Interests:
She wants to study anything to do with Method types of magic, as her home world does not have spells or rituals. But her true passion is still in exploring the many worlds and their creatures, magical or otherwise.
Major: Elemental Spellcasting
Minor: Beastmastery

House: Hmm, what houses or groups are there? I don't want to come up with my own and be alone in it.

Current Magnum Opus status:
White or Yellow Badge:
Perhaps too ambitious, Neridia's mission is to create a living, breathing, thinking, and feeling being. More specifically, she wants to create a sentient being like herself. And due to the nature of her magic and how complex a human is, Neri has found that her best bet is to use her own body as a template, creating a twin sister in her image. However it is possible that in this school she will discover another way.

She has made many attempts by using her own Living Light magic, but they were all very unsuccessful. Yet with each attempt she is learning something new, and each attempt is very slightly better than the last. Perhaps other forms of magic can offer shortcuts which she has yet to learn.

Plot Hooks:
-Always willing to join in on adventures and expeditions, or simply to do someone's chores (or homework).
-She uses magic for fun and entertainment, even if it may be dangerous. What better way to practice something than by having fun with it? If you ever want to ride a waterfall, jump off a cliff, play hot potato with fireballs, or build giant sand castles just to blow them up, she's your girl.
-May have lots of silly questions, so be prepared to answer, or to shoo her away.
-Always romantically available, but beware, that also means that she knows no loyalty.
 
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