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Jeremiah Grunewald

Discussion in 'Students' started by Kada, Aug 13, 2018.

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  1. Kada
    Kada

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    #1 Kada, Aug 13, 2018
    Last edited: Apr 29, 2019
    Jeremiah


    Grunewald

    17 | June 21 | male | human
    student | 11th grade
    appearance
    Jeremiah bears a significant resemblance to his mother, sharing her pale skin and dark hair that, being away from the magic infused environment of Alfheim, has turned to a more natural black. He has cut it shorter to be more manageable, and wears it in a loose, somewhat wild style. His facial structure slants towards the feminine, albeit with a decidedly sharp, masculine chin. However unlike his mother, Jeremiah is tall like his father, lanky with long limbs and long, slender fingers on his hands. His eyes are a dark rose color.

    Jer doesn't dress formally, but does like looking his best. Sort of a smart casual, preppy style. Long sleeves, longer coats, and a mixture of neutral colors and faded pastels dominate his wardrobe.

    Underneath his clothes, Jeremiah is covered in markings. Esoteric tattoos cover his chest, back, and upper arms. They almost resemble some sort of magical circuitry. His chest is covered in fairly deep scars , primarily along his rib cage.


    Character is Kongwai Tao from Tales of Innocence-R. Art is by Nusumenaihxseki on Twitter.

    personality
    Jeremiah is kind of cheery, for someone whose magic skews towards the dark arts. He himself often and enjoys a variety of simple hobbies, such as gardening and whittling. He doesn't take handouts and prefers to earn the things he gets.

    His cheery demeanor is a concentrated effort to live by the teachings of his deceased fathers. In general, be a light in the darkness. But underneath all that, he does have a darkness. He has an anger that he does his best to only manifest as gentle chiding. But sometimes, that darkness can manifest and when it does, one is reminded that he comes from a line of Druids and Necromancers.

    abilities
    Active
    Witchcraft
    Jeremiah is capable of using runes, incantations, and rituals to affect the world around him. In short, magic. Magic is more or less difficult for him depending on affiliations. For example, Jeremiah is more affiliated with the element Earth and less affiliated with Air.
    Jeremiah's magic can be broken down into three basic types: Everyday Magic, Small Magic, and Big Magic.

    Everyday Magic is the most basic, simplest form of magic Jeremiah can perform. It requires little to no energy (about ad much as it would take to do the task mundanely) and generally only requires a spoken incantation.

    Everyday Magic can only affect Jeremiah's immediate surroundings (no larger than a standard sized room), cannot cause harm in any way, can only affect objects up to five pounds, and targets he attempts to affect must be willing.

    Examples include heating up a cup of coffee to brewing temperature, sending a short whispered message across a room, or levitating a television remote over to his hand.

    Small Magic is the general catch all term for things that Jeremiah can do that effectively break the laws of physics in more spectacular ways. These all require some kind of runic inscription, which can take several minutes to draw sometimes and is destroyed when the spell is cast, a spoken incantation, and more energy than the effect he gets might suggest.

    Energy consumption ranges from a single spell leaving Jeremiah slightly winded to causing him to immediately pass out, depending on several factors. These include range, overall effect, and willingness of sapient targets. Unwilling targets require considerable more energy to affect.

    Some examples, along with how much energy they cost to perform. Attacking a willing target with a fist sized fireball, out if breath. Sending a telepathic message across campus to an unwilling target, physically must sit down for several minutes. Teleporting himself and an unwilling target across the city, will pass out at the spell's completion.

    Big Magic is that which does the truly spectacular and incredible. These spells take weeks of preparation and ritual, can easily be disrupted if the circle is broken (forcing Jeremiah to start over), often need rare or expensive materials, and the help of at least three other witches. This last requirement isn't technically necessary, but if Jeremiah doesn't have help the magic will damage him severely, at minimum causing severe fractures and at worst outright killing him.

    An example of what he could do either Big Magic is creating a single use item that, when broken, can stop time for two minutes or reverse time for ten minutes. Or teleporting from Earth to some other realm, such as a Hell or Asgard.

    Passive
    Forest Crown
    Jeremiah is immune to curses and negative magic from a member of the del Bosque family.

    Weakness
    True Name: Aliprand Wechseln
    Jeremiah has a true name which is part of what gives him his significant power. However it also harms him, as using his True Name as part of a command can turn even mundane suggestions into magical compulsions. Even saying his True Name aloud to him with ill intent can cause him pain.

    biography
    Jeremiah was given up almost immediately after he was born, to keep him safe. Put up for adoption, he ended up in the care of a couple of hedge witches who noticed the baby boy's magical potential.

    His early life with his fathers was idyllic. He learned magic and helped cultivate their gardens. Living in the woods, away from most other people.

    His life was shaken hard when he was around fifteen however, when he used magic in town to help some locals. Word got around and a group of zero tolerance witch hunters set their sights on the family. Jeremiah's fathers died trying to keep their son safe, and in the end the boy had a surge of magic that took the form of the one thing on his mind. I need to get away from here.

    Jeremiah ended up in Svartalfheim, the home of the Dark Elves from Norse mythology. His biological father's home. The father he soon met, who took him in temporarily in order to allow him to recover from the injuries he sustained when using such a powerful ritual unaided.

    Jeremiah, over time, learned his heritage, among other things. He learned why he was given up and that his mother had moved to the island of Manta Carlos. After two years of living with his father, Jeremiah hugged him and stepped into a ritual circle to go see what the rest of his family was like for himself. The last words his father spoke to him we're, "Be careful."

    Resources
    Lives at the school. Has his stipend, and not much else.

    additional info
    Joined the gardening club and a club for magic users, because they make him feel comfortable.

     
  2. Romi
    Romi

    Secretly a Bird
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    Your character has been approved!
     
  3. Kada
    Kada

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    #3 Kada, Aug 13, 2018
    Last edited: Mar 9, 2019
    Name: Jeremiah Grunewald
    Apparent Age: 17
    Gender: Male
    Species: Human
    Height: 5' 11"
    Build: Skinny

    Notable Features: Short, kind of wild black hair. Pale. Tall and lanky. Dresses kind of smart casual. Hints of arcane tattoos on his neck.

    Physical Quirks: Speaks with an obviously Nordic accent. Often wears flowers and the like in his hair. Very excitable boy.

    Abilities Summary: M A G I C
    But no, really. He can do magic. Mostly a bunch of minor stuff, like minor telekinesis, making small harmless sparks, etc. Can do bigger magic, but that drains him. Even bigger magic will injure him and takes forever to do.

    Reputation: None yet.

    Misc Information: Character is Kongwai Tao from Tales of Innocence-R. Art is by Nusumenaihxseki on Twitter.
     


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