Both Needed [⚠️Under Construction⚠️] Celestial University - The Charm

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Both Needed [⚠️Under Construction⚠️] Celestial University - The Charm

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Celestial University - The Charm

The message comes to you, late one hot summer night, with the stars glittering overhead…

It reaches you according to your own nature, and by whatever means work best—perchance, as a note inked on parchment, in a gold and silver capsule, bound in ribbon to the leg of a raven or owl perched before you—potentially, you see it in the flickering of fire, or the swirling of incense, or in the shimmering of water—perhaps, it is whispered in your ear by a disembodied yet oddly familiar voice…

Or, maybe, you find it as an email wrongly delivered to your spam filter.

Regardless, answer you’ve been waiting for has finally arrived:

You’ve been accepted into Celestial University!

That’s right—your application was accepted, and Admissions has seen fit to grant you access to the renowned interdimensional school for all things magical!

The Celestial University is many things to many people: it is a laboratory that advances the bounds of mystical understanding, it is an academy and training ground for those with magical talent to hone their abilities and grow their skills, and it is a vast repository and museum of the arcane. Under the watchful and (mostly) benevolent eye of the Educators—distant and mysterious beings that serve as the high caretakers for the school—professors and students gather to do their work.

There is a goal for these students, though: while chasing their dreams, they must pursue a Magnum Opus, a great work of magic and research worthy of their greatest prize, The Charm—a personal magical artifact and proof that you’ve graduated, a must-have for any self-respecting wizard or witch.

There’s slight autumn chill in the air, but hearts are bright and warm—thousands of different worlds, different species, and different ways of magic, as varied and vibrant as the colors changing on the trees—all coming together to learn and to grow.

What adventures and stories are awaiting you? What will your Magnum Opus be? And will you be able to grasp The Charm?











Hey there guys, it’s dispatch! I’m taking another swing at this magical university group roleplay, and I think I figured out what went wrong with the last ones. This thread is still under construction, but I’d also like is to gauge interest, so if you have ideas or things you might like to join, feel free to chatter! I’ll put up more lore and official character sheets as I can.







Magic is a loosely defined part of existence, but can be summed up as the supernatural—that is to say, anything that demonstrably happens in the world but which cannot be explained by scientific theory. To give stuffy, formal terms, this means violations of the conservation of energy, causality, et cetera… what this means in plain speak is that it is something that happens that isn’t “supposed” to, or isn’t “normal”. When we say something has “magical properties”, we mean it has characteristics or abilities that put it outside of the normal ordering of the material world, while still being part the material world (thus separating magic from things like philosophy, metaphysics, or theology).

There are sapient, mortal beings (like you!) that can use magic to effect the world—these people are known as wizards, witches, sorcerers and sorceresses, seers, magicians, and mages, among many other names.

Celestial University exists to help these mages to cultivate both the ability to manipulate, and knowledge of, all the magic in the Million Worlds—as even though magic operates outside the bounds of rational science, it still functions based on its own rules and logic.

The Three Domains of Magic are the overarching categorization of all magic in the Million Worlds, divided every magical act into what the source of the magical ability is and how it is accessed. The Domains are as follows:



Method: Also known as Technical, Scientific, and Teachable magic, Method magic is defined by what you can do.

Method magic covers a wildly diverse array of practices and skills, all with the common thread that they require specific ritual or action to take place: potion brewing, enchanting, verbal and non-verbal spell casting, magical martial arts, and many other common types of magic all fall under its purview. If you can learn how to do it from study or instruction, odds are that it is Method magic. The rules of Method magic are similar in many ways to those of the laws of physics—they have their own internal consistency and and “A leads to B leads to C” sort of logic, even if that logic is itself outside the bounds of natural causality and/or science.

Owing to its massive variety, relative safety, and comparative ease of adoption, Method is by far the most common form of magic, with about 75% of students using primarily Method magic and with virtually everyone else is using it in one form or another in a secondary way. Not utilizing any sort of Method magic would be seen as something as eccentric—and potentially crippling—as not using any sort of computer technology at all while in an IRL university.

Method magic is, it should go without saying, Celestial University’s bread and butter. Instructional and theoretical textbooks on Method magic stuff the library shelves, posters with simple Method spells or tips for Method magics line the walls, and professors relay the methods by which students can use new or better techniques in their lessons.



Mana: Also known as Soul, Chi, and Willpower magic, Mana magic is defined by who or what you are.

A term lifted from Polynesian culture, Mana magic is an inherent capacity for the supernatural that comes directly from one’s being. This is the sort of magic that is accessed by demigods through their lineage, by monks through their many years of focus and meditation, and by other magical species from their very nature. It follows its own rules, but they are fairly idiosyncratic, and unlike with Method and Mandate usually have everything to do with the mage themselves.

Mana magic is comparatively quite rare: only about 5% (or 1 in 20) of students are known to have it as their primary means of magical conduct, and not much more than that have some sort of secondary access to it. Put simply, most peoples’ souls are not configured to correctly access a significant amount of Mana magic.

Strictly speaking, Mana magic cannot be taught. It can only be released and refined, and there is no way to do so that is both quick and easy and safe for those that are not naturally gifted with some sort of ability in this.* However, the University has plenty of mystical guides, dojo masters, and various sorts of sages to assist Mana users in unlocking, utilizing, expanding, and understanding their power. Plus, Mana magic is a rich field of theoretical study, with plenty of research on the different emanations of this force filling the libraries and bubbling up in papers and research projects—it remains a subject of useful and exciting inquiry even by those who cannot use it.

*(There are whispers about spells that can be used to quickly reshape your soul from Mana-less into a form more capable of Mana outside of the usual meditations, but this is highly dangerous both to oneself and others and therefore strongly discouraged.)



Mandate: Also known as Evocation, Invocation, and Summoning magic, Mandate magic is defined by who or what you call upon.

Mandate is any sort of magic that the mage directs or channels through a separate and distinct magical being. Throughout the Million Worlds and beyond, there are uncountable different magical beings—gods and daemons, genies and eldritch ones, an endless array of different spirits and fairies—that a mage can summon, invoke, channel, or otherwise work with to get things done, without necessarily needing to do the arcane legwork themselves.

Due to its relative ease of adoption—since all you need is the ability to communicate with a magical being—and also because having a magical partner is appealing on its own, Mandate magic is quite common, with about twenty-five percent of mages primarily using Mandate-class magic, and nearly double that amount using it one way or another in a secondary fashion, typically to work in concert with a magical pet or a familiar.

However, despite its ubiquity, Mandate is also arguably the most dangerous Domain of magic taken altogether. You see, many of the beings that can be called upon have agendas of their own, and if a mage isn’t very careful, they can find that whoever they thought they had total control over has enslaved them instead… or it can be much, much worse, as the hearts and souls of University students—ignorant and cocky, young and vulnerable—are a favorite food of more than a few predators of the larger magical ecosystem…

Of course, the University provides plenty of resources and guidance for those interested in Mandate magic: how-to instructions and safe zones to practice summoning, expert guidance in evoking, negotiating with, and banishing virtually every magical being known—and plenty that are still unknown. Risky as it can be, you won’t find a place where Mandate magic is made easier or more forgiving than at CU. For those who prefer a more chill and natural bond, there also exists a Zoo, a Ranch, and a Nature Reserve that play host to all sorts of magical creatures, all there for connection and study.



Now, mages can use one or all of these Domains, and frequently do—it’s not at all uncommon, to give some examples, for a Mana-powered monk to supplement her skills with enchantments woven by Method, or for a mostly Method alchemist to get help in gathering ingredients from fairies called upon by Mandate. However, because the way these sources of magic are cultivated (studying, meditation, and negotiation respectively) are so different, specialization is encouraged. A Jack of All Trades will likely be a Master of None.





Approved Character Directory

Profile
Name:
(What name does your character go by? Please include any titles or aliases, even if they might not be respected or known…)
Age: (How old is your character? Please make sure all characters are biologically, mentally, AND chronologically at least eighteen years old.)
Gender: (What gender is your character?)

Race / Species: (What sort of being is your character—are they a human, are they one of the many humanoid races and species that inhabit this world? Or are they something different? Keep in mind, while we will try and accommodate you as best we can, the University is designed for humanoids…)
Realm of Origin: (Which of the Million Worlds is your character from—where do they call home?)

Role: (Is your character a student? Graduate or undergraduate? Are they a professor, trainer, sage, or some other sort of faculty? Or are they something else? Describe what your character does here.)

Pets / Familiars: (If applicable, describe your character’s pet or familiar. Keep in mind students will be held responsible for any damage done by beings summoned by or belonging to them…)

Physicality

Appearance:
(What does your character look like? How do they typically dress? Do they have any distinguishing features or special accessories? What sort of vibes do they give off? Feel free to include any face claims—preferably not IRL or super-realistic ones—in a spoiler here.)

Non-Magical Skills: (Outside the arcane, what sort of things does your character enjoy, what are they good at? This can be anything athletic, intellectual, cultural, anything not explicitly magical that they’ve managed to gain skill in over the years)

Special Belongings: (Does your character have any special possessions or belongings with them? Please describe.)

Personality

Character:
(What’s your character like? What sort of person are they? What are their morals? What makes them tick? Be as detailed as you’d like here.)
Quirks: (Does your character have any oddities that are hard to explain? If so, tell us!)
Flaws: (What sort of vulnerabilities or problems does your character bring to the table? Give us a few.)

Practice of Magic

Magical Domain(s):
(Which of the Domains of Magic does your character make the most use of?)
Magical Abilities: (What can your character do? Be as detailed or as vague as you’d like here—we can always flesh it out!)
Academic Interests: (Where do your character’s interests lie? What are their favorite courses or topics of study—or their least favorite? What majors and minors would they want to pursue?)

House: (Which House—those student-run fraternities and organizations meant to support each other, form a community around common interests, and/or pursue a particular goal—does your character belong to, if any?)

Current Magnum Opus status:
(If you are chasing this goal—and you do not have to—at what stage is your character when it comes to chasing the Charm and achieving your Magnum Opus? The formal divisions, granted by the Educators, are as follows:

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.

Keep in mind that it takes many years for this to be done: most don’t make it past Nigredo in undergrad, and many mortals don’t get past Citrinitas at all. Assuming your character is a student, they should have either a Black or White badge: if you’re anywhere beyond a Black badge, please describe what you are researching and what your Magnum Opus is. More lore on this will be posted elsewhere for clarification, but feel free to ask questions in the meanwhile.)

Plot Hooks:
(Is there anything going on with your character that could make for a fun story? If so, give some examples!)
 
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Okay, I'm interested. Some clarifications, please?.

1. As a "freshman" university student, characters will likely be age eighteen or nineteen. Perhaps there is an older character entering the university under "special circumstances", like being from a remote region or magical awareness manifesting at a later than usual age?

2. Will there be groups, or "colleges", of magic ( animal, elemental ( air, earth, fire & water ), healing, light & darkness, necromancy ) ? Steve Jackson Games "GURPS" has potentially useful spell charts.

3. Can the characters have magical abilities that are not dependent on spell-craft?

4. At the beginning of the story, how powerful can a character's spells be?

5. At the beginning of the story, how many spells can a character reasonably start with?
 
Okay, I'm interested. Some clarifications, please?.

Welcome! Fire away. 😁

1. As a "freshman" university student, characters will likely be age eighteen or nineteen. Perhaps there is an older character entering the university under "special circumstances", like being from a remote region or magical awareness manifesting at a later than usual age?

That’s right—it’s modeled after a standard American university, so the “default” age is 18-22, but it is not unusual at all for people to start later as circumstances dictate—probably much more normal than in IRL colleges actually. So nobody would blink an eye at an older freshman.

There are also older graduate students still learning and studying at the University after they earn their Charm, and there are also professors who may/may not have been students but who work alongside the Educators to run the University and are usually older as well.

The rules re: underage characters obviously also apply here, so no characters under the age of 18.

2. Will there be groups, or "colleges", of magic ( animal, elemental ( air, earth, fire & water ), healing, light & darkness, necromancy ) ? Steve Jackson Games "GURPS" has potentially useful spell charts.

There will be “groups” but they’ll be divided into more-or-less formal departments, plus the Domains which I will elaborate on—there’s a potions department that does potions classes, necromancy department that does necromancy, etc.

I’ll look into GURPS but I would rather keep things a bit more loose and free-floating, operating on Rule of Fun.

3. Can the characters have magical abilities that are not dependent on spell-craft?

Okay, so, good job—you have asked such a perceptive question that it has touched on a lore point I am currently working on. 😅

To give a HUGE TL;DR there, there are basically three types of magic:
1. Method, where magic comes from what you do (think Skyrim, Harry Potter, etc.),
2. Mana, where magic comes from what you are—think demigods, magical monks), and
3. Mandate, where you are channeling or invoking the magic of another being (think genies, gods intervening, etc.).

Mana and Mandate don’t strictly speaking require “spellcraft”, and even in Method that would include things like enchantments and potions and other such things outside of chanting and drawing circles and the like.

4. At the beginning of the story, how powerful can a character's spells be?
5. At the beginning of the story, how many spells can a character reasonably start with?

As I hinted at earlier don’t really feel like putting hard and fast rules to things, operating more on what makes a better story and what is more fun.

So, I’ll go and say:

4. They can be quite powerful, but not world-shattering or unbeatable. You can lift a room but not a house to start with, but eventually you’ll be able to lift the house, that sort of thing.
5. A character should have a specialized domain where they know a lot of spells, and perhaps have knowledge outside of it, but it depends on the character themselves.

Devil is in the details here, so send me specifics if you want.
 
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.
 
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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.

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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 (+06 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
+006.0 FP: 15
+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 (+12 points). Level / Target Roll or Less on 3 D6.
+001.0 Area Knowledge, Campaign City (IQ/E). 13
+001.0 Brawling (DX/E). 07
+001.0 Cooking (IQ/A). 12
+001.0 Games (Roshambo)(IQ/E). 13
+001.0 Hiking (HT/A). 12
+001.0 Make Up (IQ/E). 13
+001.0 Melee Weapon (Knife)(DX/E). 07
+001.0 Merchant (IQ/A). 12
+001.0 Navigation (Land)(IQ/A) 12
+001.0 Research (IQ/A). 12
+001.0 Savoir-Faire (High Society)(IQ/E). 13
+001.0 Survival (Woodlands)(Per/A). 12

Spells (27 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 Sense Life (Communication and Empathy)(IQ/H). 13
+001.0 Enchantment (Enchantment)(IQ/VH). 12
+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 Major Healing (Healing) (IQ/H). 13
+001.0 Relieve Sickness (Healing) (IQ/H). 13
+001.0 Neutralize Poison (Healing) (IQ/H). 13
+001.0 Instant Neutralize Poison (Healing) (IQ/H). 13
+001.0 Halt Aging (Healing) (IQ/H). 13
+001.0 Detect Magic (Knowledge) (IQ/H). 13
+001.0 Seek Plant (Plant) (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 Shield (Protection & Warning)(IQ/H). 13
+001.0 Armor (Protection & Warning)(IQ/H). 13
+001.0 Seek Water (Water)(IQ/H). 13
---------
+050.0 TOTAL.
 
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I was wondering about race/species and point of origin. As an interdimensional school, I'm guessing humans and earth aren't the only options?

That’s right! Humans aren’t the only option—though admittedly the school is (mostly) designed with humanoids in mind, any option is available—elves, goblins, dwarves, dragonborn, animalfolk, merfolk, winged people, your imagination is the limit!

Same for homeworlds—the Celestial University magically floats above and travels around the Million Worlds, this story’s version of the universe. So really, take your pick!
 
I'd be interested in joining this if you're still looking for players? I have a couple of characters I could edit to work with the lore, or maybe I'd build someone new.

This roleplay is permanently open for new arrivals, and as for new or repurposed characters, that’s up to you—regardless I would just be prepared to make some minor modifications once the full lore is rolled out (this goes for everyone btw).
 
I have twin Kumiho (Korean fox spirits/shapeshifters) who could be fun for the setting.

Oh you’ve reminded me—I am making a 2 Player Character “lives limit” for this roleplay. You can either:

1. Have one character, that character dies, you get a second one, but if the second one dies that’s it, or
2. Have two characters concurrently, but if one dies you don’t get another.

Now I’m not expecting a lot of—or any really—character death, and I may budge on this rule slightly if I have a good reason to, but this is the guideline to start off with.
 
Oh you’ve reminded me—I am making a 2 Player Character “lives limit” for this roleplay. You can either:

1. Have one character, that character dies, you get a second one, but if the second one dies that’s it, or
2. Have two characters concurrently, but if one dies you don’t get another.

Now I’m not expecting a lot of—or any really—character death, and I may budge on this rule slightly if I have a good reason to, but this is the guideline to start off with.
My genie can die?! Well I don’t like that at all. I better purchase the magical healthcare insurance policy.
 
My genie can die?! Well I don’t like that at all. I better purchase the magical healthcare insurance policy.

Trustworthy Business Student: “Better safe than sorry. Now, 500 coins please! X3” grabby hands

To be serious, while there almost certainly will be NPC deaths, you all will have a lot of plot armor—but not an infinite amount. If you plan out a character death, or if you do something unforgivably stupid and ignore the multiple OOC warnings I would give, then characters can die.
 
A little character teaser I wrote for you guys and subjected @MioBrave to. I am working on the main thread (should be fully active later this week), but enjoy. X3




Embers whipped crossed the scorched earth as Zaphyr landed from the sky on his two clawed feet, unflinching, his billowing decorated robes and gleaming white scales still bright and immaculate, despite the heavy smoke and ash whirling around him. His lantern staff glowed brightly, illuminating the dark storm.

Explosions cracked in the distance, ringing out over the roaring wind—the work of his kith and kin, salvo after salvo of devastating explosion spells cast to detonate and incinerate the innumerable hives of the Khrahakaka hordes, those mindless all-devouring insects and the Reptali’s eternal enemies.

Others followed—an older female, just as resplendent and serene in the blackened carnage, landed nearby, approaching him slowly.
“What’s wrong, Zaph?”
“I…” he hesitated, staring out into the distance, watching the fires of their spells and their breath rise up in the distance. “The University, Mom. I saw their message in the smoke above. They accepted my application…”

Her eyes brightened and she beamed, clapping her clawed hands together.
“That’s amazing news! Congratulations, Zaphyr, I’m so proud of you…”
She paused, and narrowed her eyes, eyeing her son up and down. “You don’t seem excited, though.”

“I am,” Zaphyr protested, turning away, and lowering his head. “It’s just—I don’t feel good, abandoning you, my people, my world, during all of this… I wonder if I should just ignore the message, stay here, keep fighting…”

Zaphyr’s mother grinned and shook her head, before walking towards him, turning his head and nuzzling him affectionately.
“Zaph, my child… we’ve survived this war for thirty thousand years before you were born. I
think we can manage just a few months with you away. You can spend your breaks blowing up bugs if you’d like.”
Zaph reluctantly chuckled, and she smiled. She pulled back to look her son in the eyes, now more serious, holding him gently, snout-to-snout.
“Besides, if it’s Hreptia you’re so concerned about, you getting an education and a Charm helps us too. Better you go somewhere your talents can flourish, rather than being ground to the bone here…”

Zaphyr looked away again, guiltily. His mother sighed.
“Look…
Go. Learn something. Become a better you, and when you are ready, you can come back—if you want.”
She smiled at him sadly, brushing a claw gently along his face.
“I didn’t hatch you to die here, Zaphyr. It’s the dream of every Reptali mother to get something better than ashes for the ones she loves. And I love you, Zaph. Please, share in my dream, and let yourself chase yours, would you?”

Zaphyr swallowed, tearing up, and embraced her tightly.
“I will, mom. I swear, I won’t let you down…”
She squeezed him back. “We’ll be fine. Don’t let
yourself down. We’re cheering for you.”

Zaphyr smiled and nodded, backing away. With a great blast of swirling light, he transformed into a full dragon, slammed his wings down and soared up into the burning skies, towards the floating continent, towards the portals leading to the University…
 
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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".
1761237167638.png
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.
 
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Zahra of the Unsealed Flame

“I was not made to burn at your command. But I do burn.”




Basic Profile
Name: Zahra of the Unsealed Flame
Age: Appears mid-twenties, but her existence spans eras (actual time in lantern: ~600 years)
Pronouns: She/Her
Type of Magic: Mandate (Djinn-based wishbinding & elemental manipulation)
Current Status: First-year undergraduate at Celestial University
House: The Null Seminary – The House of broken contracts, forbidden knowledge, and unmaking.
Origin Realm: The Golden Weft – a desert realm where time folds like silk and voices echo across dunes.
Former Binding Object: A filigree lantern of brass and boneglass, now cracked down the spine. She keeps it hidden.



Aesthetic & Presence
Visual: Her beauty is ineffable, not because it conforms to standards, but because it lingers in the mind’s eye. Long dark hair that shifts like smoke; eyes gold-veined like volcanic glass; skin bronzed and slightly iridescent in firelight. Her clothing is a mix of relic silks from long-dead empires and modest student robes that never quite fit her mystique.
Aura: The air around her is always slightly warm. Candles gutter when she passes. Your deepest wish itches to be spoken when she meets your eyes.
Signature Accessory: Her manacles—ornate, golden cuffs that no longer bind but remain fused to her wrists. She wears them as a reminder. Occasionally, they glow in protest when someone tries to command her.



Magical Abilities
Wish Instinct (uncontrolled) – Zahra reflexively grants minor desires around her, especially when emotionally overwhelmed. A hungry peer might find their pastry plate full again. A professor muttering about lost notes may suddenly “remember” them. This is dangerous.
Elemental Fire Affinity – She is fire incarnate. Not just flame, but will, transformation, destruction with purpose.
Residual Mandate Echoes – Though unbound, fragments of former masters still cling to her—ghosts of wishes past. Sometimes they whisper. Sometimes they act.



Academic Focus
Primary Department: Elemental Invocation
Minors: Charmcraft & Magical Ethics
Favourite Course: “Burning Oaths and Binding Words”
Least Favourite: “Modern Spell Etiquette: Asking, Not Telling”



Personality
Temperament: Controlled on the outside, but seething beneath—like coals under silk. Curious, defiant, and startlingly empathetic in moments when others expect wrath.
Quirks:
• Sleeps surrounded by lanterns and candles, but rarely lights them.
• Will not accept any form of command, even as a joke.
• Smiles when she lies, but never when she tells the truth.
Flaws:
• Prone to accidentally manipulating others’ desires.
• Harbours guilt over wishes she granted unwillingly, especially those that ended in ruin.
• Deeply distrusts her own instincts—does not know if she wants freedom, or just revenge dressed in prettier clothes.



Narrative Hooks
Mystery of the Lantern: It still calls to someone… something… who wants it sealed again.
Romantic Possibility: What does it mean to love someone when you were created to obey desire?
Faculty Interest: At least three professors have subtly tried to “claim” her as an assistant or protégé. One may not have good intentions.
The Educators Watch: She has dreams of faceless Educators speaking in flaming script. Her very presence may disrupt the Mandate-Magic hierarchy.
This is a perfect example of........"Be careful what you wish for"
Especially around Zahra.

Anyways, I'm also interested in this. I'll start drafting a character sheet ASAP!
 
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