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Brightwall Academy - Character Thread

Wolf_and_Bird

Supernova
Joined
Sep 13, 2010
Location
Lala Land
Welcome to Brightwall Military Academy


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A little known and highly secretive institute, Brightwall Military Academy Services students from 6th grade through an accredited university program. The school promotes healthy competition between students, ambitious post-graduate opportunities, and continual learning throughout the year on its lavishly appointed and spacious campus in the woods of New Hampshire. Here Student flourish under the guidance of highly skill teachers and faculty, far away from the distractions of a city (or any neighbors who might witness one of the students messing up a homework assignment and making it rain toads) (Again).

The Brightwall Academy is, after all, one of the world's finest magical schools.

For additional information on our school please review our information page or review the School's Announcement Board.

All current students should make their way back to campus to make sure they're on time to their next class.​


Just a few notes: Please get your character profile approved by me before posting. Read the below information regarding magical types/ranks/courses/ect.

Character Template: Please see the Explanation Below
~Face claim Goes Here~
Full name & Nickname if any:
Gender, Age & Form:
Species:
Area of Study & Specialties:
Rank & Dorm:
Biography:
Personality:
Extra Notes:


Full name & Nickname if any: Characters will often be referred to by last names by professors/staff so full names are important
Gender, Age & Form: Form is the character's "grade" in the School. 16-17 year olds, the year they leave the Institute and join the School, are 1st Form progressing every year to 6th Form (21-22 year olds). Students are not "held back a year". If they cannot progress to the next grade their time at the school, and occasionally the student, is terminated.
Species: Please see the Magical Species section below. If you wish to have a different sort of magical character than those listed please PM me and we'll see if we can work it into the world. For the sake of my sanity and the game I'll be pretty selective about what Abnormal Cases I let in.
Area of Study & Specialties: Please see the Area of Studies section below.
Rank & Dorm: Most students are Mid Ranked with their exact rank not mattering and will reside in the Mason or Mantle dorms (these dorms are functionally identical). If you want a higher or lower ranked character please PM me for a bit of extra info. There's also a little information listed below.

Biography: A little about life before the Academy. A little about how they got to the academy. A little about their life since they arrived.
Personality: Essays aren't needed, but a little about who they are and how they present themselves is good.
Extra Notes: Anything not covered in the above that should be known.

Just a reminder. Please read *all* the information in this post and all the information in the first post of This thread. Also please please try not to make your character too OP. Keep the limitation of their species in mind and remember they're still in school to learn how to be badass. They shouldn't be murder machines before they're even out of their 3rd form.

There are Four primary magical species at the school

Witches/Mages/Magic Users: While Witch is the generally used term form both sexes some use mage or magic user, but the names are essentially interchangeable. While witch bloodlines are a very real thing the existence of covens, and the mandatory service to the school following graduation, generally mean witches from an existing bloodline rarely end up at the school. Most witches at the school are those who manifested magical abilities as preteens or in their early teens, and were sent to the school by well meaning and/or frightened families. Magic practiced by witches generally one, or a combination of, three types:

Ambient: This magic is fueled by the innate energy in everything in the world. Those who practice ambient magic will usually either focus on alchemy (drawing out characteristics of an item to magically imbue them into something else, such as using spider silk to strengthen clothing) or channel it through some sort of art or craft (such as using the patterns of weaving and sewing to multiply the innate magic in thread to create magical clothing).
Inherent: Magic fueled by the witches' inner magic. This is generally channeled through spoken spells, written symbols like runes, and complex rituals. Most witches have a generally limited inner power so ritual circles (which can magnify the power put into them), talismans for storing magic for later use, and Familiars (which allow access to a much deeper well of power) are used to prevent exhaustion and/or death from overuse of one's magical gifts. Practice and effort can have some effect on one's natural strength, but the effect is limited.
Elemental: Magic fueled by tapping into natural forces. This is limited by what it's being used for (you can't draw on a thunderstorm to fuel a fire spell) and the inherently uncontrollable nature of the elements themselves.

There are rumors that things like blood magic and void magic exist. But practicing those are a good way to get expelled. From life.


Vampires: Vampires are a rare case in the school, as most come to the school not as younger children but plucked from those who are turned in their mid to late teens. Most come to the school either after being found feeding in the general population to be 'rehabilitated' or when they're discovered transitioning. Vampires are unable to be in sunlight, but the school is designed with specially spelled glass in the windows and covered walkways between buildings. Alternatives to blood are provided for meals, with a strict no-feeding on fellow students policy in place to prevent unneeded fatalities. While vampiric students do not age they will still progress through their forms and graduate with their classmates. Their inherent strength and speed generally makes up for their unchanging bodies (and the fact vampire tricks like glamors and compulsions don't work on most of the school's students). Some vampires may also have a minor aptitude for Ambient magic and use a Familiar to practice Inherent magic.

Shifters: Shifters almost always follow bloodlines, and those of a major family or bloodline will generally not be found at the school as they'll be kept with their family/pack. However, it's not unusual for those many generations removed from a bloodline to occasionally manifest to a seemingly non shifter family. These packless shifters are collected and brought to the Academy. While the situation surrounding their abilities vary greatly (some are the traditional turn at the full moon, others turn when provoked to a rage or at will, others still might have a different trigger all together, though will always be some sort of *animal* form) they all tend to be very durable, athletic, and frequently rowdy as hell. Some Shifters have been able to use Elemental magic or use a Familiar to practice Inherent magic.

Familiars: Much like witches in manifestation (in fact the frequency of them manifesting among covens suggests they're inherently tied to witches) Familiars differ in two main ways. First, Familiars possess a massive and quickly renewing store of Inherent magical power, but are unable to channel it themselves. However, other magic users are able to draw that strength from them to use in their own workings. Secondly, the strength of that magic seems to have a passive perception warping effect on non-magical beings around them that causes humans to forget the Familiar and any interactions with them or in their general vicinity. While this is useful when the magical community has to act in public, as it prevents humans from being able to form memories of what they might witness if a familiar is nearby, it makes it extremely difficult for familiars to survive outside of magic only enclaves and families. While the school's official stance is against the age old practices of treating familiars like particularly talkative power sources, in practice there are few, if any, protections in place at the school to prevent familiars from being claimed, exchanged, and fought over with little regard to their actual opinions on who makes use of their power (or other traditional uses for a familiar one has claimed).

The end goal of all students, whether they were aware of it or not when they were first brought to the Academy, is to become one of the magical mercenaries the Academy is known for providing to the world upon graduation. While this fate is, for the most part, not optional there are many oppritunities and paths a student can take to decide what sort of work they go into upon graduation. Students can focus their studies on Practical Magic, Tactcis and Logistics, Artifice and Alchemy, Martial Skills, Intelligence and Espionage, and Defensive Services among other focuses. Students in their 4th-6th forms can also seek out specialized skills that may provide increased value to future employers or teams they might be a member of.

Upon transferring from the Institute to the School all students are evaluated on their achievements, talents, and potentials. These grades are then ranked across the class entering the School and students will find themselves ranked somewhere between Rank 600 and 799 with no two students sharing a rank. From this point on everything a student does effects their ranking within the school. Everything from assignments to assessments to extra curricular activities to formal duels between students of higher rank can add to the student's scores while failures and misbehavior can see a student's score lowered.

For most of the students changes in their scores and rank have little effect on their day to day. While students in the 100-200 rank have some increased privileges and opportunities and those in the 700-799 ranks are at higher risk of dropping into the low ranks (especially when a new class comes in) most mid ranks won't see their day to day life much effected unless they gain or lose massive amounts of ranks at any given time. For the most part mid ranked students are more concerned with the Points that come come or go at the same time as ranks. Points are generally gained anywhere from a few to a few dozen at a time depending on the task/assignment/accomplishment and are generally the only currency a student has access to. Points can be used for anything from the practical like buying school supplies or new uniforms, to luxury items (though what's available depends on rank) like recreation items or decorations for their dorms, to snacks from the school cafe. Several of the high ranking related activities (such as formal duels, moving into or within the tower dorm, or registering a claim on a familiar) cost high amounts of points that would be prohibitive for most non top ranked students.

Students ranked 1-99 and those ranked 800 and below are much more effected by their rank. The top 99 students will see increasing perks, luxuries, and massive privileges the closer they get to being the 1st ranked student of the school. Students who's rank falls below 800 will find themselves shunted into the most spartan barrack dorms with those who fall too far down the ranks or stay in the low ranks too long having a tendency to disappear from the school entirely.

(This seriously just gets into the weeds of points. Don't feel the need to read unless you have a point related question)
Most students will accumulate some number of points just by completing standard assignments and assessments based on difficulty and grade. The higher level/more specialized the course is the more points will be awarded. Poor performance or not completing an assignment or assessment can cost points.

101/Intro/General courses: Homework -3 to 3 points, Quiz/test -5 to 5 points, Exams/projects -15 to 15 points
Mid Level/Area of Study Focused Courses: Homework -5 to 5 points, Quiz/test -10 to 10 points, Exams/projects -50 to 50 points
Specialization Focused Courses/High Levels/Entry Test Required Courses: Quiz/Test -175 to 75 Points, Exams/Projects -500 to 300 Points

Once you get past the Intro level courses there are point costs just to sign up for a class and often those courses will require purchasing materials. Some Courses have further testing requirements. So a modestly performing 2nd form student might have accumulated 200 points by the end of their 1st form, while a high performing 6th form student might spend nearly that many to get into a high level, but go on to make 500 or more points from that class alone.

There are additional ways of earning points varying from participation in school activities, working certain campus student-jobs, and participating in a number of school competitions. Those who ranked in the top 100 earn a number of points after maintaining their rank for a time or moving up in rank.

With that in mind some things students can spend points on are: snacks/drinks from the school cafe (1-5 points), Dorm decorations (50-500 points), additional uniforms (100-500 points), moving into the tower dorm's lowest floor (1000 points), registering a familiar (1000 points), Applying to a mid level class (20-50 points).

Because I was having fun looking on pintrest:

Female (Rank 800 and above):
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Female (Ranked 100-799):
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Female (Ranked1-99):
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It is surprisingly hard to find images for male uniform so assume the below are paired with the appropriate slacks:

Male (Rank 800 and above):
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Male (Ranked 100-799):
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Male (Ranked1-99):
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1st Form:

Mishida, Mikuari - Witch - low 700s - Mason Dorm
O'Niel, Natalie - Familiar - mid 600s - Mason Dorm

2nd Form:
Cambria, Claudio - Witch - Low 300s - Mason Dorm
Flicker, Elanor - Familiar - 87th - Tower Dorm

3rd Form:
London, Issac Jonah - Witch - 798 - Mason Dorm
Donovan, Meric - Vampire - Mid 300s - Mason Dorm
 
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Player:
Wolf_and_bird
Full name & Nickname if any: Elanor Flicker
Gender, Age & Form: Female, 17, 2nd Form
Species: Familiar
Area of Study & Specialties: Intelligence & Espionage
Rank & Dorm: 87th* With Special Circumstances, Tower Dorm Flr 1
Biography: Elanor was always a girl with a plan. It was occasionally a plan for how to get out of attending a family function she wasn't thrilled about going to or how to get an extra cookie but those plans were occasionally bigger, brighter, and aimed right at the horizon. Those plans all came crashing down around her ears around age 12 when she manifested as a familiar. By the time she was brought to the Academy she had narrowed her plans down to just surviving whatever came next and pretending like she could forget her family the same way they'd already forgotten her.
Elanor threw herself into her studies once arriving at the Academy, though her plans of keeping her head down have had mixed success. While she avoids the plots and mischief of her youth she's fallen into a Intelligence & Espionage focus hoping she could make her way on her own well enough given the courses relied more on intelligene and wit than magic and brawn. Within the first few days of her first courses she'd caught attention of certain ambitious classmates. A year, several claims and challenges over her by increasingly older students, and discovering just how cut throat the Intelligence & Espionage focus was later El has just recently found herself claimed by a boy in the fifth form with a room in the lowest floor of the tower dorm. It's not the lap of luxury, but it's in spitting distance... but also high enough that any fall is going to be very painful.
Personality:
Throughout her time at the academy Elanor has kept her plans short and to the point. Survive. Get what she needs. Get the grades and points and ranks to get safety and stability. She strongly resists planning further ahead or considering time further in the past than what is absolutely necessary for the situation or job at hand. Given her history, and how often her plans have resulted with life slapping her in the face, she prefers to focus on just making sure she makes it through whatever comes next with as few bruises as possible. She keeps the little glimmers of the mischievous dreamer she once was tightly under wraps.
Extra Notes: Elanor is technically a mid level ranked student, but after being formally claimed by topped rank student she gets counted as the same rank as him for as long as the claim holds.
 
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Player:
Ippo
Full name & Nickname if any: Natalie "Nati" O'Neil
Gender, Age & Form: Female, 16, 1st Form
Species: Familiar
Area of Study & Specialties: Practical Magic
Rank & Dorm: Mid, Mason dorm
Biography: Being a familiar, it wasn't immediately obvious that Natalie even had magical potential until people started drawing power from her, and some of her friends and family stopped remembering who she was. That alone was a huge bummer, and it was hoped that she could at least find some stability in her life by attending Brightwall--but it turns out that being a familiar is rough, even there.
Nati was bullied, pushed around, and subject to other humiliations very quickly. She was often claimed by her classmates, and traded around like currency. Standing up for herself would just make things worse, so she learned to take her blows in stride. For Natalie, acting cute and obedient was how she was going to survive in this cutthroat school.
Despite this, she also knows she won't last long outside of school if she's not useful beyond being a walking, talking battery. Natalie is an attentive student, making sure she takes enough courses to at least have a good understanding of magic's uses.
Personality: Bright, bouncy, and perceptive, but passive. Being the target of bullying has made her submissive and insecure, which she might try to hide with a laugh and a smile. Ironically, more than one professor has told her she's a model familiar for being so "accommodating" or easy-going.
Extra Notes: Nati likes to wear roller skates or ride a skateboard when she isn't in class--perhaps as a way of outrunning some people, or pretending that she could.
 
Claudio Cambria
Full name & Nickname if any: Claudio Cambria
Gender, Age & Form: Male, 18, Form 2
Species: Witch, inherent.
Area of Study & Specialties:
Artifice and Alchemy
Rank & Dorm: Low 300's, Mason Dorm
Biography: Claudio always had an aptitude for tinkering with thing and building his own toys as a child. When his magic manifested his talents lent themselves to artificing, and him learning to create useful objects like rings that hold kinetic energy, or minor shielding bracelets. Not only did his natural talent for creating grow he unlocked his inherent magic earning the ability to move objects with his will, the caveat being the more familiar he was with the object the better he could manipulate it inspiring him to craft his signature weapon, a pool ball sized orb of silver and iron with engraved ruins to help him control it's path in flight.
Personality: His focus on his craft makes him come off as aloof sometimes but if that flaw can be overlooked he is a passionate person who finds beauty in some of the most unlikely of places.
Extra Notes: Claudio is known for using his skills in artificing to gain favor with other students and even some of the staff.
 
Player: FrightorFlight
Full name & Nickname:
Issac Jonah "Salt" London
Gender, Age & Form: Male, 19, 3rd form
Species: Witch,
Area of Study & Specialties: Alchemy, Practical
Rank & Dorm: 798, Mason Dorm
Biography: Salt is often quite about his past. Anyone who asks can learn that he spent his early years at sea, and that his family are merchant men for ten generations back. He grew up at sea and learned everything he knew before the academy from what he was taught on board or picked up at port. Which accounts for his barely serviceable academics. It is only a certain acumen for magic, and being as gritty as salt that has allowed him to claw his way to 798.
If you have the daring and the curiosity to go through his file in the records office, however, you would learn that the London family are very prosperous shippers. Due to a charter with the crown and an arrangement with a coven whose members--disguised as a black cat--would go on every ship the family owned to bring it fortune and steer it away from bad weather. The coven had very strict rules regarding the bearing of children and forbade marriage, but that didn't stop Issac's mother and father. This union resulted in a bastard son whose origins were kept secret.
He had his mother intuition from a young age, and the gifts of her bloodline. As he grew, his abilities became too strong to hide. The coven was furious when they learned. One day, the mistress of the coven sent a great storm to destroy the ship that carried her. Issac and his father were among the survivors. For his own sake, his businesses, and for Issac's, his son had to go. Here his existing talents and education in magic proved fruitful and he was given the opportunity to explore an interest in medicine and meteorology. However being able to speak several languages and know the customs of many lands isn't much good when you can hardly write them and or do much more than basic mathematics.
Personality: Like his nickname suggests, he is like an old salt. Tough and leathery at times, he is used to a hard life and there is little in terms of privation that bothers him. He has a smouldering temper though. He will nurse a grudge and rubbing against him one two many times, like rubbing against salt, might well leave one feeling raw as a glare like angry cat cuts into theirs and an exploitative laden tirade in any of the trade languages might follow. To those he calls friends though he is quite, prickly even but as good a bunk mate as has ever been worth having.

Extra Notes: Has a lot of practical knowledge about matters of ship, rigging, navigation, etc. and a fondness for music and singing that few mind as he has the voice to warrant it when he wants to. Although his academics are average, at best, he has shown a talent for magic and knows a few things that won't be taught in the academy due to his early education. He is well liked by the academy's masters of drill, as a life as a merchant men has accustomed him to the type of discipline and rigor they like to enforce.
 
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Player: Letrixia
Full name & Nickname: Mikuari "Miku" Mishida
Gender, Age & Form: Female, 17 & 1st​ Form
Species: Witch, Inherent
Area of Study & Specialties: Practical Magic
Rank & Dorm: Low 700s Mason Dorm
Biography:
Miku is one of those girls who refuses conflict and does anything in her power to not fight. Thinking she is weak herself she spent most of her days honing her abilities to heal, that way she can be a ray of hope to those who really need a miracle. In her mind there is no reason to fight if talking is on the table. Since little she has been shy but very smart people in her school often were impressed by how high her scores were and how shy she was in contrast spending time around trees playing guitar.

As she discovered her powers her family quickly grew afraid of her, and she turned from a loving family to a family that did not wanted to be near her. Via he studies she discovered the school for magic and applied for it hoping to find peace and a reason to use her abilities for good.

Personality:
She is very shy and introverted, however once you are in her trusted group she is loyal to fault. She values the value of a promise and will always deliver on her promises reason why she does not make a promise that much.

Extra Notes:
She loves music and will always be playing guitar or just chilling on her free time.
 
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Meric Lucian Donovan
Gender, Age, & Form
- male, age 21, 2nd
Species - Vampire (Turned @ age 17, four years ago)
Area of Study & Speciality - Ambient (Channeling)
Rank & Dorm - Mid 300s, Mason Dorm

Biography:
Born Meric Lucian Pillaboo to a middle-class human family in Stavanger, Norway. He had a typical life, nothing different than any other in his neighborhood. Due to his father's profession, Meric's family traveled a lot. They eventually settled in America when he was 13.

When he was 17, a strange circus settled on the outskirts of town near the old train depot one summer. During the day, the circus was like any other. At night, the oddest sounds could be heard by "a select few" - Meric being one of them. He, like others, was drawn in, and soon snared. They were lured by The Ringmaster, Killian Von Beaureguard, Vampire Lord of the Dark Circus. Killian took his new Performers and altered their forms, turning them into works of gore art for his nightly entertainment. During the day, the glamour he placed on the circus grounds turned all members back to their original forms. But at night, it was a different show. Meric's act was Illusions and Sleight of Hand.

Killian had a fondness for Meric's intelligence, his natural magical abilities untapped, and his beauty and charisma. He wanted Meric to become his successor. Therefore, The Ringmaster locked Meric into a twisted bond where he was forced into a life of servitude, managing the Performers and other business of the circus, while being the secret judge and executioner for his Lord when others choose insubordination over the rules. Meric learned all he could from his Puppetmaster, hoping to use it against him one day to help everyone escape. However, the connection began to twist him into more of what his master wanted - and less of him.

Two years later, the Performers were able to escape. Meric was able to break the chains that teetered him to his Puppetmaster, severing his bond to Killian and granting his own freedom. He reconnected with his family - which was a bad idea. A young vampire, wandering blind with bloodlust and the guilt of his family's murder, Meric stumbled upon a hidden Mage shop. Old Archet Donovan sensed Meric's strong aura and raging bloodlust and offered him a safe place to stay with plenty of food, blood alternatives, and an opportunity to work for him. With nothing else to lose, Meric accepted - finding soon enough that the man was a very powerful Mage, an Alumni of Brightwall Academy. Eventually, Archet enrolled Meric into the Academy as his son. Now, after a few years of training to erase the influences of The Ringmaster, clearing his heart of guilt undeserved, and make his own way, Meric is focusing on his studies and preparations for a new future.

Personality: Intelligent, endearing, sly, sweet, confident, eccentric, and a compulsive liar (he hasn't always been, just a necessary taste he had to acquire over the years to keep his circus family safe). Sometimes too sugary sweet to be true, which is, in fact, true at times. Meric's a caring individual, which makes being a vampire quite difficult for him. He's not proud or accepting of this new side of him; however, he's realized the benefits of having heightened charisma and strength have made certain aspects of his lifestyle more - interesting. Regardless, he fears the idea of loving or becoming close to anyone due to his condition.

Charming; yet, detached and clever; he has to be to avoid getting hurt, or to avoid others getting hurt by him. He can be extremely hardheaded, especially when he knows how right he is about a particular subject or situation. And nine times out of ten, he is right. Meric is also quite ambitious. He now has a clear focus on what he would like to accomplish in this world.

Extra Notes
Meric's a lover, not a fighter, but can be both if needed - in more ways than one. He is a romantic and prefers to care from the heart, which can go to anyone deserving of it. In his childhood, Meric was homeschooled by his mother. During that time, she taught him music - his love affair. He can play the cello, piano, and willow flute. Meric is also a hobby magician - taught himself about illusions, parlor tricks, and sleight-of-hand when he was 10; it was a hobby he shared with his dad. His hobby manifested into a true magical skill was when he was abducted to the circus. Meric has several languages under his belt: fluent in Scandinavian (Swedish & Norwegian), & English. He can read a little German and French, which he learned while living there a few months in his life, but not enough for a full-on conversation.
 
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