Overview
Spoiler ()
In the story of Adam and Eve, there was a third being that was cast out of the garden of Eden; Gungir, the essence of humanity It was a living deity of concepts of what defines humans as human. However, Gungir succumbed to vices manifesting themselves as altered versions of the concepts that make it what it was driving it to lead Adam and Eve to their inevitable fate. As punishment God forcibly divided this creation into numerous lesser beings representing a single concept before being banished from the Garden of Eden to Earth as punishment. Each lesser being became known as one of several ‘Ethereal Ones’ when they discovered one of them and the story behind it.
Through the course of history there have been humans that have sought out these Ethereal Ones, seeking to utilize their individual powers or to reassemble it so that they can reap the benefits of a once divine being. Some of them wished to ultimately use the celestial being Gungir to redeem both it and the human race; the more ambitious seeked to utilize the lesser Ethereal Ones for their own twisted ends of global domination; and you have those that wish to rid the world of all traces of Gungir in fear of what conflicts it will inevitably bring upon the human race. So far no one has launched an active campaign based on what ideally should be done, until a group called the Order of the Twelve was established.
They ware an organization that attempted to use the power of the Ethereal Ones to redeem both Gungir and humanity in the eyes of God. Unfortunately this organization lost its true meaning during internal conflict, and the power of the Ethereal Ones was instead used to bring about a great war; an event now universally known as the Time of Oblivion. It was a time period where the entire planet’s population cut drastically, and after the war some of those remaining sealed away the Ethereal Ones in the world in the hopes that something like that would never happen again. As generations passed however the details regarding the Ethereal Ones became a bit hazy and the war was forgotten by a majority of mankind...
However several universities that hold exact records of the Time of Oblivion have been established around the world in various countries by descendants of the war, with the main one existing within the United States. They were named after the founder, Ivan Tysannir and their purpose is to train successors to take on the task of making sure that there is no involvement with any traces of Gungir. The teachers have plead their case to the various nations during a summit occurring every four years and have gotten support from a few of them yet were dismissed by the majority, many of them unknowingly having Ethereal Ones within their countries ironically. In the year 2019 tensions between all parties are at an all-time high, and it seems that tragedy might befall mankind once again...
Through the course of history there have been humans that have sought out these Ethereal Ones, seeking to utilize their individual powers or to reassemble it so that they can reap the benefits of a once divine being. Some of them wished to ultimately use the celestial being Gungir to redeem both it and the human race; the more ambitious seeked to utilize the lesser Ethereal Ones for their own twisted ends of global domination; and you have those that wish to rid the world of all traces of Gungir in fear of what conflicts it will inevitably bring upon the human race. So far no one has launched an active campaign based on what ideally should be done, until a group called the Order of the Twelve was established.
They ware an organization that attempted to use the power of the Ethereal Ones to redeem both Gungir and humanity in the eyes of God. Unfortunately this organization lost its true meaning during internal conflict, and the power of the Ethereal Ones was instead used to bring about a great war; an event now universally known as the Time of Oblivion. It was a time period where the entire planet’s population cut drastically, and after the war some of those remaining sealed away the Ethereal Ones in the world in the hopes that something like that would never happen again. As generations passed however the details regarding the Ethereal Ones became a bit hazy and the war was forgotten by a majority of mankind...
However several universities that hold exact records of the Time of Oblivion have been established around the world in various countries by descendants of the war, with the main one existing within the United States. They were named after the founder, Ivan Tysannir and their purpose is to train successors to take on the task of making sure that there is no involvement with any traces of Gungir. The teachers have plead their case to the various nations during a summit occurring every four years and have gotten support from a few of them yet were dismissed by the majority, many of them unknowingly having Ethereal Ones within their countries ironically. In the year 2019 tensions between all parties are at an all-time high, and it seems that tragedy might befall mankind once again...
The Time of Oblivion
Spoiler ()
The Order of the Twelve’s original purpose was to use the power of the Ethereal Ones to wipe out corruption within humanity, altering it until there were no sins to curse humanity and as a result bring about the entire race’s redemption. Using the power of the Ethereal Ones they would use their positive aspects to eradicate the negative aspects of humans so ‘they could do no wrong’. Unfortunately finding a way to do so without turning humans into mockeries of their former selves proved to be a rather difficult task. There were those within the group who proposed lowering their numbers to make mankind easier to purify, but the more benevolent of the group rejected this solution.
Internal conflict began to develop in the Order of the Twelve as to who was right and who was wrong. The answer did not come peacefully either, as the group found themselves pitted against each other in ideals, and tragically in combat. Those with the tradition approach regarding mankind were wiped out, leaving the extremists in charge of the chain of command. And using a power designed for reducing the world’s populace as a whole brought rebellion as a result.
Known to all was the underpowered yet still potent magical potential able to be used by those inhabiting the planet due to the descent of the ethereal ones. Humans were the first and only ones capable of utilizing it, as the soul itself is used as a focal point for magic. Generally magic was used for productive purposes, but magic can be abused just like any other resource. With a change in the chain of command of the Order of the Twelve and a change of ideals came a need for a more destructive form of magic. Harnessing the power of the negative aspects of the Ethereal Ones and amplifying it with a sacrifice of parts of their own souls brought forth the creation of Oblivion Magic; a school of magic with the sole purpose of destruction.
Unfortunately that their minds ware warped to unrecognizable states, making those users incredibly chaotic in thoughts and ambitions. The resulting war utilizing this man-made magic source was unnecessarily tragic, as no one was spared from the chaos. Men, women, even children weren’t exempt from the whims of the Order of the Twelve. Those who didn’t side with them rose in rebellion, and losses on each side were heavy. The Order of the Twelve was ultimately vanquished but roughly 65% of mankind was wiped out in the struggle, so part of their plan was idealized. To ensure this would never happen again those remaining sealed the Ethereal Ones using magical-enhanced prisons to seal them in stasis never again to be utilized by the general populace.
Internal conflict began to develop in the Order of the Twelve as to who was right and who was wrong. The answer did not come peacefully either, as the group found themselves pitted against each other in ideals, and tragically in combat. Those with the tradition approach regarding mankind were wiped out, leaving the extremists in charge of the chain of command. And using a power designed for reducing the world’s populace as a whole brought rebellion as a result.
Known to all was the underpowered yet still potent magical potential able to be used by those inhabiting the planet due to the descent of the ethereal ones. Humans were the first and only ones capable of utilizing it, as the soul itself is used as a focal point for magic. Generally magic was used for productive purposes, but magic can be abused just like any other resource. With a change in the chain of command of the Order of the Twelve and a change of ideals came a need for a more destructive form of magic. Harnessing the power of the negative aspects of the Ethereal Ones and amplifying it with a sacrifice of parts of their own souls brought forth the creation of Oblivion Magic; a school of magic with the sole purpose of destruction.
Unfortunately that their minds ware warped to unrecognizable states, making those users incredibly chaotic in thoughts and ambitions. The resulting war utilizing this man-made magic source was unnecessarily tragic, as no one was spared from the chaos. Men, women, even children weren’t exempt from the whims of the Order of the Twelve. Those who didn’t side with them rose in rebellion, and losses on each side were heavy. The Order of the Twelve was ultimately vanquished but roughly 65% of mankind was wiped out in the struggle, so part of their plan was idealized. To ensure this would never happen again those remaining sealed the Ethereal Ones using magical-enhanced prisons to seal them in stasis never again to be utilized by the general populace.
Tysannir University - U.S. Branch (New Haven, C.T.)
Spoiler ()
Tysannir University is a building that’s two stories high, and have a total of two floors to it, not including the basement. It is designed in the shape of a large hexagon, and the dorms are located in the hollow center, which are located outside. Clean marble floors are coupled with light tan-colored walls.The dorm buildings resembling modern housing, the more elegant of them belonging to the faculty. The first floor holds several rooms dedicated to teaching classes along with a room dedicated to holding final exams and the second holds storage for records, lockers, and a lounge for the teachers to relax during the school day.
The The West Wing is dedicated for weapons training and the East Wing is used for teaching magic classes. The West Wing’s classrooms consist of your typical classroom area where technical information about melee weaponry and guns are taught to the students while the combat areas that hold various weapons and firearms are sealed off from the former room via a sliding door, with translucent bulletproof glass serving as a barrier between the two areas. The East Wing’s classrooms typically consist of several desks stocked with a single tome for the students, a podium for the teacher, and enough room to safely demonstrate and practice magic casting.
The knowledge portion of the curriculum teaches students about the origin of Gungir and the Ethereal Ones along with the Time of Oblivion. The combat portion is split into two categories: ranged and melee weaponry. Magical Arts, which teaches students how to harness the inner power of their souls and grant them access to various schools of magic are also taught. Three subjects are taught per student, who has a final exam specialized based on their studies. Graduates from Tysannir become ‘Seekers’, who are people dedicated to seeking out potential threats to mankind via involvement with the Ethereal Ones, just like their teachers.
The The West Wing is dedicated for weapons training and the East Wing is used for teaching magic classes. The West Wing’s classrooms consist of your typical classroom area where technical information about melee weaponry and guns are taught to the students while the combat areas that hold various weapons and firearms are sealed off from the former room via a sliding door, with translucent bulletproof glass serving as a barrier between the two areas. The East Wing’s classrooms typically consist of several desks stocked with a single tome for the students, a podium for the teacher, and enough room to safely demonstrate and practice magic casting.
The knowledge portion of the curriculum teaches students about the origin of Gungir and the Ethereal Ones along with the Time of Oblivion. The combat portion is split into two categories: ranged and melee weaponry. Magical Arts, which teaches students how to harness the inner power of their souls and grant them access to various schools of magic are also taught. Three subjects are taught per student, who has a final exam specialized based on their studies. Graduates from Tysannir become ‘Seekers’, who are people dedicated to seeking out potential threats to mankind via involvement with the Ethereal Ones, just like their teachers.
Proficiencies
Spoiler ()
Melee Combat
-One-handed weaponry: Weapons typically used with one hand such as swords, knives, etc. They are fast in attacking speed and are fairly strong, dealing decent damage against unarmored foes. One-handed weapons lack the oomph to inflict great damage on armored foes, although they still deal fair damage to them.
-Two-handed weaponry: Weapons such as axes, battle hammers, etc. They are large, intimidating weapons that are unwieldy to use, requiring more training to get the most out of them yet they deal the most damage blow-for-blow. Weapons of this archetype are great for punching through armor, but on the flip-side they are also a bit slow to attack with.
-Hand-to-Hand: Hand-to-hand blows deal the least damage but come out faster than one or two-handed weapon blows. Hand-to-hand users dealing out a barrage of punches and kicks to overwhelm a target. They may not do lots of damage per strike but the amount of hits generated makes up for the decreased damage per hit...most of the time. Not having to equip a weapon to attack takes away the threat of being disarmed during the heat of battle. Armored foes lack in the face of hand-to-hand combat; it does hardly any damage to them. May be enhanced with gauntlets for punches or greaves for kicks.
Firearms
-Light Arms: Low-grade weapons such as pistols that are simple to utilize and maintain. For the most part they are easy to handle and acquire ammo for yet lack offensive and stopping power, with a few exceptions.
-Marksmanship: Utilizes sniper rifles and their variation to hit targets accurately and from extreme range. Users of this type of weaponry learn to be slow and patient with attacking, seeing as one bullet does the trick a majority of the time due to the ease in hitting a vital organ from impressive distances while possessing the drawbacks of a slow rate of fire.
-Assault: Rifles and shotguns fall within this weapon archetype and they specialize in one thing: quelling strong and moderately armored foes. While these weapons are indeed powerful, they need experience to wield properly and they’re loud to boot, so they easily draw attention to the user; deadly in situations where stealth is necessary.
-Concussive: Grenade and rocket launchers dominate this weapon category, which saturate an area with explosive sheer firepower and by the strongest weapons shot for shot, meaning this weapon category is ideal for crowd control; the antithesis of Light Arms weapon class.Unfortunately it’s all to easy to hit friendly targets with these weapons. Not to mention they’re loud, heavy, and hard to conceal!
Magical Arts
-Natural: Primarily deals with manipulation of magical elements in the world. It lacks the ability to create but it’s the least strenuous school of magic on the body. A noteworthy use of this magical archetype is the ability to temporarily saturate an area with an existing magical element, creating an elemental deathtrap for those with no elemental defenses.
-Arcana: A basic magic archetype that focuses on tearing apart foes via elemental fury. Arcana magic creates, instead of utilizing what magical elements already exist in the world. Spawn a fireball out of midair, generate a gust of wind, form a cloud of precipitation, create a sandstorm, what have you. Non-conflicting spell elements can be fused to make new magic, but that’s typically a feat for advanced arcana users.
-Hex: Magical archetype that has dominion over the realm of misfortune and it’s more lethal cousin, decay. While hex magic looks like a demonic archetype that couldn’t be further from the truth as the characteristics it manipulates are a necessary force existing within the world Hex magic spells usually provide some sort of secondary effect designed to cripple the foe via various ‘curses’ but it isn’t rare to find a user that can also use it for offensive purposes, even if those types of skills are few and far between. Noteworthy is the ability to nullify magic inducing rapid decay of magical elements existing in the world.
-Yin-Yang: Deals with the balance between body and spirit. Yin-Yang magic alters the state of mind and body in various ways. The Yin portion has dominion over the mind, which alters the perception of things seen to the caster’s benefit while the Yang portion has dominion over the body, granting usage healing and transformation abilities for the caster. Combining the two variations of this magical archetype can result in powerful yet volatile neutral magic, which penetrates the majority of magical-based defenses.
-Oblivion: Magical archetype born for the sole intent of causing destruction on a widespread scale. It is potent, yet very chaotic in nature, and is rumored to be demonic in nature. Oblivion magic deals set amounts of damage regardless of defenses and also are capable of killing targets outright. Higher-up spells destroy the body completely, or an area. Oblivion magic has faced bans for usage worldwide and is outright banned for use at Tysannir University because this magic is as dangerous to the caster mentally, with there being several cases of those who’ve developed mental problems with prolonged usage.
-One-handed weaponry: Weapons typically used with one hand such as swords, knives, etc. They are fast in attacking speed and are fairly strong, dealing decent damage against unarmored foes. One-handed weapons lack the oomph to inflict great damage on armored foes, although they still deal fair damage to them.
-Two-handed weaponry: Weapons such as axes, battle hammers, etc. They are large, intimidating weapons that are unwieldy to use, requiring more training to get the most out of them yet they deal the most damage blow-for-blow. Weapons of this archetype are great for punching through armor, but on the flip-side they are also a bit slow to attack with.
-Hand-to-Hand: Hand-to-hand blows deal the least damage but come out faster than one or two-handed weapon blows. Hand-to-hand users dealing out a barrage of punches and kicks to overwhelm a target. They may not do lots of damage per strike but the amount of hits generated makes up for the decreased damage per hit...most of the time. Not having to equip a weapon to attack takes away the threat of being disarmed during the heat of battle. Armored foes lack in the face of hand-to-hand combat; it does hardly any damage to them. May be enhanced with gauntlets for punches or greaves for kicks.
Firearms
-Light Arms: Low-grade weapons such as pistols that are simple to utilize and maintain. For the most part they are easy to handle and acquire ammo for yet lack offensive and stopping power, with a few exceptions.
-Marksmanship: Utilizes sniper rifles and their variation to hit targets accurately and from extreme range. Users of this type of weaponry learn to be slow and patient with attacking, seeing as one bullet does the trick a majority of the time due to the ease in hitting a vital organ from impressive distances while possessing the drawbacks of a slow rate of fire.
-Assault: Rifles and shotguns fall within this weapon archetype and they specialize in one thing: quelling strong and moderately armored foes. While these weapons are indeed powerful, they need experience to wield properly and they’re loud to boot, so they easily draw attention to the user; deadly in situations where stealth is necessary.
-Concussive: Grenade and rocket launchers dominate this weapon category, which saturate an area with explosive sheer firepower and by the strongest weapons shot for shot, meaning this weapon category is ideal for crowd control; the antithesis of Light Arms weapon class.Unfortunately it’s all to easy to hit friendly targets with these weapons. Not to mention they’re loud, heavy, and hard to conceal!
Magical Arts
-Natural: Primarily deals with manipulation of magical elements in the world. It lacks the ability to create but it’s the least strenuous school of magic on the body. A noteworthy use of this magical archetype is the ability to temporarily saturate an area with an existing magical element, creating an elemental deathtrap for those with no elemental defenses.
-Arcana: A basic magic archetype that focuses on tearing apart foes via elemental fury. Arcana magic creates, instead of utilizing what magical elements already exist in the world. Spawn a fireball out of midair, generate a gust of wind, form a cloud of precipitation, create a sandstorm, what have you. Non-conflicting spell elements can be fused to make new magic, but that’s typically a feat for advanced arcana users.
-Hex: Magical archetype that has dominion over the realm of misfortune and it’s more lethal cousin, decay. While hex magic looks like a demonic archetype that couldn’t be further from the truth as the characteristics it manipulates are a necessary force existing within the world Hex magic spells usually provide some sort of secondary effect designed to cripple the foe via various ‘curses’ but it isn’t rare to find a user that can also use it for offensive purposes, even if those types of skills are few and far between. Noteworthy is the ability to nullify magic inducing rapid decay of magical elements existing in the world.
-Yin-Yang: Deals with the balance between body and spirit. Yin-Yang magic alters the state of mind and body in various ways. The Yin portion has dominion over the mind, which alters the perception of things seen to the caster’s benefit while the Yang portion has dominion over the body, granting usage healing and transformation abilities for the caster. Combining the two variations of this magical archetype can result in powerful yet volatile neutral magic, which penetrates the majority of magical-based defenses.
-Oblivion: Magical archetype born for the sole intent of causing destruction on a widespread scale. It is potent, yet very chaotic in nature, and is rumored to be demonic in nature. Oblivion magic deals set amounts of damage regardless of defenses and also are capable of killing targets outright. Higher-up spells destroy the body completely, or an area. Oblivion magic has faced bans for usage worldwide and is outright banned for use at Tysannir University because this magic is as dangerous to the caster mentally, with there being several cases of those who’ve developed mental problems with prolonged usage.
Signup Sheet
Spoiler ()
Name (Do I really need to explain this?)
Gender (M/F? You know the drill.)
Nationality (Where does your character originate from?)
Age (How old is your character? 18 and up is the recommended age range.)
Description (What does your character look like? The more information divulged, the better.an
idea we get on what your character looks like visually.)
Personality (How does your character act/react in situations? What are their strengths/flaws? Any noteworthy quirks about them. This section can be brief, but give me a good feel on how they act.)
Proficiencies (What three classes do your character specialize in combat-wise? Remember, they have room for proficiency in three classes.)
Inventory (What items of note do your character have to their name, weapons and otherwise?)
Bio (This section is mainly for talking about what your character has done/is doing at Tysannir University.)
Contact Info: (How you can be contacted when certain things need to be discussed in private.)
Gender (M/F? You know the drill.)
Nationality (Where does your character originate from?)
Age (How old is your character? 18 and up is the recommended age range.)
Description (What does your character look like? The more information divulged, the better.an
idea we get on what your character looks like visually.)
Personality (How does your character act/react in situations? What are their strengths/flaws? Any noteworthy quirks about them. This section can be brief, but give me a good feel on how they act.)
Proficiencies (What three classes do your character specialize in combat-wise? Remember, they have room for proficiency in three classes.)
Inventory (What items of note do your character have to their name, weapons and otherwise?)
Bio (This section is mainly for talking about what your character has done/is doing at Tysannir University.)
Contact Info: (How you can be contacted when certain things need to be discussed in private.)










