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Halcyon Academy (Discussion)

Kamotz

God of Monsters
Halcyon Academy

(Rated PG-13)

Posted with permission from Psychic

Link to Sign-Up Thread
Link to RPG Thread

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The City of Halcyon and the Military Academy:

Halcyon is a large, technologically advanced city located in the southern region of Arcadia. Like most Strongholds, it has a large, circular footprint surrounded by thick, high walls. Each of the districts (market, business, agricultural, wildlife, professional military, and the military academy) has its own mana conversion plant, where mana is channeled into clean energy for the city. At the center of the city is the Halcyon royal palace.

Halcyon’s royal family, the Von Adlers, operates openly and freely, and governs the city alongside a citizen-elected city council. Halcyon is unique among the Strongholds for due to the influence its academy has over city politics. The academy, sponsored by the von Adlers, is encouraged to groom student council members for leadership roles in the city. Therefore many members of the city council have also served on the academy’s student council.

The Military Academy is in the academic district, though well-separated from the normal schools. The campus consists of several dormitories (separated by gender) for the basic-curriculum students, as well as platoon dormitories (mixed gender) for the advanced-curriculum students. The academy has several other classroom halls and training courtyards. There is a centralized dining hall and rec center, along with several higher-end restaurants for when cadets and students wish to use more of their stipend. The central building is where the student government meets, where students gather for commencement and announcement. Your age upon entering the academy is mostly irrelevant - classes are assigned based on your skills and acumen rather than something as trivial as age.

The Halcyon Academy requires a standard cadet uniform when participating in official academy events and classes: black pants or skirt, white-and-black button up shirt (tie optional), and white Halcyon Academy blazer adorned with their platoon’s custom colors and sigil. Their combat gear is a base layer of flexible, shock-absorbent material with harder plates around the vital areas. Each platoon’s combat gear is similarly customized with color highlight and sigil.

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The Species of Arcadia:

Humans - by far the most populous race across Arcadia. Humans have established themselves so well, in fact, that most of them are not even aware of other sentient races (having once) existed. Humans have thrived, becoming the dominant species on Arcadia. Until the Skourge appeared, however.

The Skourge
- a strange, seemingly-alien race, no one knows where the Skourge originated or evolved from. Skourge are creatures that seem to share a hive mind, which allows them to share their abilities with other nearby Skourge. Skourge have gleaming, gemlike eyes and "hair" more like the squirming tentacles of a jelly-fish or polypod. Many still have a bestial appearance, but a few could generously be considered humanoid. All are covered with chitinous plates that glisten and slide about like oiled pieces of machinery. The Skourge are so dangerous and powerful, that they have pushed humanity back behind the protection of the Strongholds.

Mundane animals - the everyday animals of our world also exist in Arcadia. Though many have been hunted to (near) extinction, the Strongholds also serve as refuges for various wildlife species. Only the hardiest and most cunning animals can exist beyond the Strongholds’ walls.

Other races
- various other races are rumored to have existed in the ancient past. Enormous dragons, vicious werewolves, harrowing undead, cryptic sphinx, mischievous fairies and devils, malevolent ogres, and reclusive gorgons still exist in fables and stories of the past. Whether they’re still around, however, is less certain. More info will be added here as we learn about them in class...or encounter them!

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Magic:

Magic is a commonly used method of combat; citizens of Arcadia can cast a vast array of spells—they can drain the life of a foe, supplement their allies with arcane strength, there are even legends that some can summon a dragon. All magic requires mana, the magical energy of the leylines, that powers spells. Mana comes from the land and the world around you. Its use doesn't seem to require any special characteristics on the part of the user, but it does require training and talent. Spellcasters spend years building a connection to the flow of mana, building up personal reserves of it, and honing their abilities to craft spells at a moment’s notice.

Nonetheless, mana is scarce, so spellcasters don't have infinite energy to cast spells. It is also deeply interconnected with the life-force of the world, and it can take that role by itself as well. When there is no mana in an area, everything dies, and where mana's density is very low, lifeforms become emaciated and weak. Each academy has developed its own style of magic, all of which require a chant unique to that particular spell to activate and most of them have devastating effects once unleashed.

Abjuration: the power to protect and heal
Conjuration: the power to transport living and nonliving things.
Divination: the power to gain information.
Enchantment: the power to influence the mind and emotions.
Evocation: the power to control forces of nature and reality for a variety of effects.
Illusions: the power to create illusions.
Necromancy: the power to manipulate the forces of Death.
Transmutation: the power to transform living or nonliving things.

Below are further explanations on some of the more common forms of magic I'm expecting us to use.

Elemental Magic (Evocation):
Elemental magic calls upon the power of the elements for offensive purposes. Elemental magic consists of the four Prime Elements - Air, Water, Earth, and Fire - as well as more advanced elements that often derive from a combination of two or more Primes - Wood, Ice, Steam, Metal, Magma, Lightning, etc. Elemental magic is usually the easiest offensive-type magic to summon, and is usually done so by reciting an invocation to a higher spirit of that element (examples: "I offer up this contract to the Spirit of the Endless Sky" - to create a wind spell. "What I seek is the Fire Within" - to create a fire spell). Each school and style of magic has its own styles of invocation that are usually consistent across its various spell types.

Light/Darkness Magic (Evocation):
Light and Darkness magic exist as two halves of the same coin - one does not exist without the other. They are complementary but clashing entities. Their abilities are usually more nuanced than the generally more straightforward Elemental magic. Both can be used to create illusions and deceptions, solidify into weapons/constructs, and allow for ease of movement. Because this magic is more nuanced, the invocation spells are more intricate (examples: "I implore the Gods Above, to bestow thy servant with the Piercing Light that Drives Away the Darkness" - to create a light spell. "I invoke the name of the Beast Beneath the Mountain, to grant me the Voice of the Void" - to create a darkness spell).

Defensive Magic (Abjuration):
These are simple but effective spells that help defend against either physical or magic-based attacks. While the spell itself consumes very little energy, its prolonged use will quickly cause its caster to tire. The energy consumed is proportional to the energy withstood. Also included in this category is Healing magic.

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Technology:

Because developments in magic and technology go hand-in-hand, the technology of Arcadia is highly advanced. Arcadia has video communication, clean-energy vehicles, mass-production manufacturing, and even powered airships. For those less adept in the arcane arts, technology has allowed them to close the gap and fight on more even terms: powered exoskeletons, advanced weaponry, and even technological shortcuts to spellcasting...all powered by mana

Technology also exists to help manipulate mana more precisely and identify areas of high mana concentration, as well as provide medical diagnoses and treatment, regenerate severe injuries, and the synthesis of specialized vaccines and medications.

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The Longinus Modular Weapon:

The Longinus is the standard weapon of the military academies, powered by mana-stones, leyline energy condensed into physical for. When not activated, the Longinus appears like a small, compact device akin to a sword’s hilt. The user can then materialize its full appearance. After activation, a mechanical guard is created, and the weapon's form materializes using mana. Longinus can take on the forms of various weapons, including swords, spears, rifles, staves, polearms, and more - depending on the preconfigured format(s) the user programs into it. When configured into a bladed weapon, a Longinus generates only the hilt or shaft of the weapon, while the blade is formed from mana. Ranged ammunition is made entirely out of mana and dissipates after impact, removing the need for reloading.

A Longinus is entirely customizable, from the color of its hilt, stone, and blade emitted, to the type of weapons it becomes. As students become more adept in its use, even its magical properties can change to better suit their needs.

=====

Class:
Your class is your career or calling in life. There are as many classes as there are professions and within each class are a myriad of skills and specializations that are entirely up to you. Magic is ubiquitous throughout the classes, as expected for characters going to school for it. In this way each character begins their basic training as a Mage. I’ve included information on mages below for information’s sake. In our travels and studies, we may encounter mages unaffiliated with the military academies.


Mage: Mages are masters of channeling mana into powerful spells. They are ubiquitous throughout the continent. Mages come by their powers in different ways:Some study for years on end to unlock the secrets of magic, while others are just born with the knack. Some mages come together in huge schools or guilds to pool their resources and train neophytes. Mages have the greatest diversity in their subsets. Mages of faith are known as Clerics. Mages of nature are known as Shamans. Mages of law are known as Advokists. Mages of dark forces are known as Diabolists. Mages devoted to the study of magic are known as Wizards. Mages devoted to discovering methods for transmuting base metals into gold, finding a universal solvent and an elixir of immortality are known as Alchemists. These mages, once becoming proficient may become Sorcerers - masters of the arcane arts who travel the land to hone their abilities; Sages- who impart their knowledge to a select few students; Hermits- elusive individuals who spend their days perfecting spells and are often driven to eccentricity; or Warlocks- powerful spellmasters who gather a devoted coven of followers. Those who achieve full mastery of magic and their chosen course through it become Paragons- the living embodiments of magic and mystical forces.
Advanced Classes: Sorcerer/Sage/Warlock/Hermit → Paragon

Below are the possible starting classes and then the different career paths one might choose to follow.

Soldier: Soldiers are trained combatants who are part of a formal army. They are tough and disciplined, adept at fighting in concert and overwhelming the enemy. Trained extensively in armed combat, most specialize in bladed weapons and polearms. Soldiers acknowledge for their great deeds, honor, and bravery may be recognized as Knights, while soldiers who specialize in duels of valor become recognized Duelists; unparalleled in one-on-one combat. Knights who continue their training and increasing skill may further specialize in continued fighting while part of the military Dragoons or instead may choose to fight for loftier ideals as Paladins. Either way, a Knight’s path lays in serving others before him/herself. On the other hand, duelists who achieve high enough notoriety and numerous victories may eventually become Champions; entrusted by their lords to serve as representatives in conflicts and protect a lord’s interest in their stead.
Advanced Classes: Knight → Paladin/Dragoon
Advanced Classes: Duelist → Champion


Warrior: Warriors are combatants who fight alone or in loose clans and hordes. Unlike soldiers, whose strength is in their numbers, a single warrior is often content to take on the world all by him - or herself. Warriors favor brute strength over cunning, sheer will over tactics. Warriors who end up seeking glory may become famous Gladiators, fighting only in the arenas, or representing their city in organized combat. On the other hand, warriors who choose only to fight for themselves, looking only for the next battle and further combat become known as Slayers; vicious fighters feared across the land. Finally, those who embrace the warrior’s lifestyle and then choose to follow their own path - to leave behind fame or ferocity and search for warlike perfection - become Ronin: wandering warriors.
Advanced Classes: Slayer/Gladiator/Ronin

Rogue: Rogues are those who live by their wits, using stealth and cunning to make their way in life. Many rogues are notoriously tricky and amoral, as their clever minds and silver tongues give them an advantage over most others; a good rogue can steal the clothes right off an unwitting target's back. Many rogues are skilled with daggers, rapiers, pistols, and other light weapons. Those that embrace this as a way of life rather than just a way to make a living are known as Mercenaries, professional soldiers willing to sell their skills to the highest bidder. Furthermore, rogues that choose to offer their skills only to kill are Assassins, professional killers.
Advanced Classes: Assassin/Mercenary

Archer: Archers are combatants who specialize in fighting with ranged weaponry. These tend to follow diverging paths; either as the long-distance Marksman- a master of the battlefield and tactics, with unparalleled intuition and a sense of enemy movement; or as an Acrobat- a close-quarters gunfighter/bowman, a fighter skilled in urban and wilderness warfare. Those who surpass both become known as Verdants- elite combatants capable of astounding feats of agility and marksmanship.
Advanced Classes: Marksman/Acrobat → Verdant

Monk: Monks are individuals who have devoted their lives to quiet introspection and meditation, though many monks are skilled at magic, martial arts, or both. Some monks live their lives in solitude, while others come together in monasteries. Some monks are devoted to a specific faith, while others seek enlightenment away from religion. In time, most monks tend to focus on either the physical or spiritual aspect of their journeys and abilities. Those who focus on the spiritual become known as Mystics while those who focus on the physical become known as Masters. Over the course of their long lives and continuous journey, however, a monk may learn to balance both aspects and transcend their boundaries to become Radiants.
Advanced Classes: Mystic/Master → Radiant

Tamer: Tamers are individuals who are adept at getting along in the wild, often sharing the benefits of their prowess with others. Tamers have an affinity for animals and nature and are able to communicate with animals and form beneficial partnerships with them. Some Tamers are part of a formal military organization and may have some skill in combat. Those who specialize in combat are known as Rangers, and may perfect their craft to become a Wildspeaker - one who has complete knowledge of the wilderness and its denizens. Tamers who instead embrace the wild within become known as Huntmasters, and those who rise to the top of the food chain become Alphas - apex predators.
Advanced Classes: Ranger → Wildspeaker
Advanced Classes: Huntmaster → Alpha


Technician: Technicians are individuals who specialize in designing, developing, and refining magic-based technology. They understand the concepts of Magic Theory and identify means of incorporating magic into technology to benefit magic users and non-magic users to improve day-to-day life. While a more civil role, a Technician can utilize magically enhanced gear of their own making to bolster their own or teammate abilities for combat. A Technician is most likely to become an Engineer who works with state-of-the-art magitech, researching new or improving methods for magic applications. A technician may also choose to become an Artificer who specializes in ancient artifices which have been imbued with magic from another era. Some of these devices are still in use today, but require specific knowledge and training for its use and upkeep.
Advanced Classes: Engineer/Artificer

The following is the only “off-limits class”

Barbarian: Barbarians are unorganized fighters, usually from primitive and/or uncivilized cultures. They value ferocity and strength above subtlety and skill in battle. Many barbarians charge into battle in a state of madness, gaining great speed and battle prowess. These are known as Berserkers. Those who remain in the berserker state for too long are permanently changed and warped by the process. They become less-than-human: animalistic Reavers.
Advanced Classes: Berserker → Reaver

In this thread, I'll be summarizing lessons and relaying information pertinent to each part of the story. I'll start new sections of the story by essentially hitting you with in-class "lectures" by the school's various professors. Magic Theory, Practical Magic, Dueling, Competition, Cryptozoology, and History are just a few of the subjects we'll be studying throughout the year.

Lesson One: The Longinus Weapon
 
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Kamotz

God of Monsters
Longinus Weapon: Your weapon is the Longinus, a variable-type magic-integrated weapons system. A Longinus is powered by mana-stones; condensed leyline energy continually resupplied by its user's mana stores. When not activated, the Longinus appears like a small, compact device akin to a sword's hilt. The user can then materialize its full appearance. After activation, a mechanical guard is created, and the weapon's form materializes using mana. Longinus can take on the forms of various weapons, including swords, spears, rifles, staves, polearms, and more - depending on the preconfigured format(s) the user programs into it. When configured into a bladed weapon, a Longinus generates only the hilt or shaft of the weapon, while the blade is formed from mana. Ranged ammunition is made entirely out of mana and dissipates after impact, removing the need for reloading, though it does drain the user's mana stores.

A Longinus is entirely customizable, from the color of its hilt, stone, and blade emitted, to the type of weapons it becomes. As you become more adept in its use, even its magical properties can change to better suit your needs. We've already customized your Longinus weapons as per your requests, and filled in the blanks where you didn't specify. Any further modification and specs will be entirely on you to perform.

Basic Longinus training starts with a two-stage setup: learning to accurately form even a single configuration quickly takes some time. To begin training, transition your Longinus into your preferred "first configuration." The first time you do this will be the most difficult, you're essentially "forcing" the transition. Pay close attention to the way the weapon feels when it materializes, remember the flow of mana - the shape, speed, and intensity of its movements through you and your weapon. Feel that and commit it to memory, and then reverse it: turn your Longinus back into its inert form. Remember how that feels. And then repeat it a hundred times.

We'll keep it simple today: we'll get your base activations down until you can call up your weapon in your sleep. Once you've got a handle on that, then we'll work on the harder stuff: transitioning between configurations without reverting to the inert form in between.

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At this point I want to push for character interaction. I know I didn't quite hold up my end of that in the last post, but I wanted to add some tension and crisis. Post here if you guys have any questions or would like to initiate some more intricate character interactions (you can then move to VM/PM if you want to keep details under wraps).
 

Solsabre

The Reforged Soul
I finally have some breathing room from work so I think I can get something up tonight of not soon.
 

Solsabre

The Reforged Soul
Currently working on my next post, butI thought I would offer up a few interaction ideas. Titus can assist anyone with their longinus practice. Sequoia will be approachable since I will be ending my post with her experimenting her flute setting and summoning some resident insects or mice.
 

TheCharredDragon

Tis the Hour to Reload
Funny, I was gonna have Tsubasa be rather slow in getting the hang of his Longinus, so maybe Titus could notice and assist. And I was going to have Jesse approach Sequoia because of her hawk.
 

Vern

Why not both?
Well, I guess Luna is going to be by herself again. I'm sure she won't mind, but I'm thinking that I probably should have thrown in another character while I still could (I didn't have much time to write sign-ups at the time).

Are there targets in the training place for Luna to take a few shots at, or will she have to settle for shooting at something else?
 

Solsabre

The Reforged Soul
@Vern, you might check with Sequel about character interactions. I think he's still on board, just currently busy. I do want to throw Sequoia at Luna at some point. She's the type to pester loners.
 

Vern

Why not both?
Okay, I got a post up. Feel free to have anybody interact with Luna, she's not got a lot going on right now.
 
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