It may seem familiar, in a way, this world. Sprawling, open fields with harsh, rocky cliffs bordering a massive, crashing ocean.
In the distance to the north, the silhouette of a spiraling castle atop a mountain clawed at the clouds, barely visible against a stark blue sky.
In front of you lay a deep forest, trees the size of buildings rising to block out the sun and touch the sky, leaves the size of your palm a deep green, almost sparkling with their burden of early morning dew.
Around you, several fellows stood in a straight line, most with their spines straight, heads raised, and arms folded behind their backs.
This may seem slightly familiar. At the very least the land. But one thing separated this place from everywhere else.
This place—This world was filled with magic.
THE WORLD:
This word is Esteros, divided into three continents and just out of the medieval era.
Vessier, the icy northern continent of strong magic and driven by progression of said magic.
Avieran, the dessert land that thrives on animals handlers. It has a diverse array of wildlife, and specializes in the field of nonmagical and magical creatures.
And then where you are. Ezrer. Ezrer is the continent of wide grasslands and forests, living off 'technology'. You are here.
Different humanoid species:
Seraphs: Winged humanoids. Some have tails some don't. Many have a physical ability (think Jet's splitting jaw), and most have leathery wings, though, feathers aren't uncommon. Long, pointed ears that can move and swivel at will. Average height; 5'6. Increased senses and speed.
Harvin: Anthropomorphize an animal. ONE ANIMAL. (Give them fingers and relatively human toes). Average height; 5'6. Increased speed, much more strength, and general senses. Harder time doing magic.
Humans: Vanilla human. You know what that is. Average height; 5'6. Adrenaline rush: Basically physically unstoppable for a small time. Not invincible, but your stamina will not wear down at all, and you can't feel pain.
Different nonhumanoid species:
Dragons: Hexapedal creatures with large, leathery wings, scales of varying sizes, and a maximum size of 15ft tall, 40ft long, and a 80ft wingspan. Minimus size of 7ft tall, 14ft long, and a 30ft wingspan. Wingspan must be realistic. Colors are usually desaturated and often not 'matching' their element, should they have one. Sometimes have odd markings on their shoulders. enhanced senses and EITHER enhanced speed and maneuverability with decreased strength and armor, OR enhanced strength and armor with decreased speed and maneuverability.
Gryphons: Massive, felinic, feathered creatures built with bird-like feet, feathered wings, a bird-shaped face, a cat-like body, and slit-pupiled eyes. Feathers often carry complex patterns. Wings can be built several different ways, offering different flight patterns. (See birds). Often the size of large cats.
Other: Must be at least 5ft tall, 7ft long, and have six limbs. Has to be intelligent and sentient. Must be approved by @FlameAriiDraycon
CONCERNING MAGIC:
Magic: There are four types of magic, all drawing energy from a soul. Souls are sometimes called magic reservoirs. Reservoirs can be trained, allowing the caster a greater range of spells to use. Magic is divided into four groups.
Magic is further divided into five subgroups:
Grimoire: Grimoires are books containing spells. All of the learned magics. Incantations, Magic circles, and Alchemy. Basically, they're textbooks.
Souls: What people call the finite pools of energy that fuel spells. Physical energy can be converted to soul energy if the reservoir is low. A spell too high of a level will kill the caster. There are alternate ways of obtaining magical energy, though most are unknown.
Staffs: Some mages may use staffs, long poles used to store spare soul energy from themselves in downtime. They can also be enchanted to help with spellcasting.
Artifacts: Enchanted items with some benefit. Usually jewelry or accessories of some kind.
There are many other lost forms of magic, such as spellweaving, necromancy, and life magic. These are currently unavailable.
THE SCHOOL:
The school, bluntly names Arcane Academy, is often just called Academy by its residents. It resides in the middle of a thick forest surrounded by illusion spells built to redirect trespassers and errant students back from whence they came. It's a massive, well-furnished, spiraling castle full of confusion corridors, complex towers, and several not-so-secret passages.
Students start classes whenever they want at whatever age, though most are between 15-18.
For the residents, there are four floors, each having a separate, adult floor overseer who sleeps in a separate room at the end of the hall. They're pretty much free-game to disturb. There are four beds per dorm, two dorms per suite, and four suites per floor. Each suite is joined by two common bathrooms. The dorms and floors are co ed, though the rules on what students can and can't do are strict.
Each floor has the same schedule, as the floors are broken up into year-levels.
There are seven mandatory classes, one optional class (focusing on genetic magic), and two breaks in between, each class lasts forty-five minutes to an hour. Mandatory classes cover the three main groups of magic and the four subgroups of magic separately, and students are graded on how they did as a whole instead of in a certain class. Their proficiency in one area may make up for their lack of so in another.
Classes have a five-minute break period between them to allow students to move from one to another, though most have longer since they don't usually use the whole of the hour they are allotted.
There is a cafeteria and several shared rooms where students can mingle and eat, and there are even specialized club-rooms if any student wants to make a group or community. There are rules barring anything inappropriate, however.
The newest addition to the school, however, isn't a well-known one. Intelligent nonhumanoid creatures are now being allowed in under heavy disguise as a sort-of... experiment, to test whether or not they can fit in with the humanoid population. At the least, they must know a shape-shift spell and swear not to disengage it while in plain view. The forest is a safe-space to shift back, though.
In the distance to the north, the silhouette of a spiraling castle atop a mountain clawed at the clouds, barely visible against a stark blue sky.
In front of you lay a deep forest, trees the size of buildings rising to block out the sun and touch the sky, leaves the size of your palm a deep green, almost sparkling with their burden of early morning dew.
Around you, several fellows stood in a straight line, most with their spines straight, heads raised, and arms folded behind their backs.
This may seem slightly familiar. At the very least the land. But one thing separated this place from everywhere else.
This place—This world was filled with magic.
THE WORLD:
This word is Esteros, divided into three continents and just out of the medieval era.
Vessier, the icy northern continent of strong magic and driven by progression of said magic.
Avieran, the dessert land that thrives on animals handlers. It has a diverse array of wildlife, and specializes in the field of nonmagical and magical creatures.
And then where you are. Ezrer. Ezrer is the continent of wide grasslands and forests, living off 'technology'. You are here.
Different humanoid species:
Seraphs: Winged humanoids. Some have tails some don't. Many have a physical ability (think Jet's splitting jaw), and most have leathery wings, though, feathers aren't uncommon. Long, pointed ears that can move and swivel at will. Average height; 5'6. Increased senses and speed.
Harvin: Anthropomorphize an animal. ONE ANIMAL. (Give them fingers and relatively human toes). Average height; 5'6. Increased speed, much more strength, and general senses. Harder time doing magic.
Humans: Vanilla human. You know what that is. Average height; 5'6. Adrenaline rush: Basically physically unstoppable for a small time. Not invincible, but your stamina will not wear down at all, and you can't feel pain.
Different nonhumanoid species:
Dragons: Hexapedal creatures with large, leathery wings, scales of varying sizes, and a maximum size of 15ft tall, 40ft long, and a 80ft wingspan. Minimus size of 7ft tall, 14ft long, and a 30ft wingspan. Wingspan must be realistic. Colors are usually desaturated and often not 'matching' their element, should they have one. Sometimes have odd markings on their shoulders. enhanced senses and EITHER enhanced speed and maneuverability with decreased strength and armor, OR enhanced strength and armor with decreased speed and maneuverability.
Gryphons: Massive, felinic, feathered creatures built with bird-like feet, feathered wings, a bird-shaped face, a cat-like body, and slit-pupiled eyes. Feathers often carry complex patterns. Wings can be built several different ways, offering different flight patterns. (See birds). Often the size of large cats.
Other: Must be at least 5ft tall, 7ft long, and have six limbs. Has to be intelligent and sentient. Must be approved by @FlameAriiDraycon
CONCERNING MAGIC:
Magic: There are four types of magic, all drawing energy from a soul. Souls are sometimes called magic reservoirs. Reservoirs can be trained, allowing the caster a greater range of spells to use. Magic is divided into four groups.
- Incantations: Spells activated via spoken word. Moderate energy drain.
- Magic circles: Basically a drawn incantation. Basically a circle with several ancient symbols tying the magic to the object or energy wanted to be manipulated. Activated by the blood of the caster. Can be engraved on an item to make an enchantment. Low energy drain.
- Genetic magic: Magic inherit to the caster that ties them to an energy element. 1/10 chance. High energy drain. Magic such as this provides them immunity to this element and full control over it.
- Alchemy: Take two things, squash them together, and draw power from that. Ingredients decide the spell. No need for a magic circle. Essentially, potions. Low energy drain.
Magic is further divided into five subgroups:
- Energy Elementalism: The study of the elemental energies. Hard to use and even harder to master. (Light, heat, electricity, chemical.)
- Standard Elementalism: The study of elements as a whole. Easier to use and master. (Fire, water, earth, air.)
- Mentalism: Magic focusing on the manipulation of the mind. Intermediate. (Illusion, telepathy, telekinesis, memory manipulation, etc...)
- Physical magic: Magic affecting the body. Easy to use, hard to master. (Speed, strength, and endurance buffs, restoration magic, blood magic, bodily modifications, etc...)
- Soul magic: Illegal magic focusing on someone else's magic reservoir. Difficult to use or master. (Soul/body binds or breaks, magic boosting, death magic.)
Grimoire: Grimoires are books containing spells. All of the learned magics. Incantations, Magic circles, and Alchemy. Basically, they're textbooks.
Souls: What people call the finite pools of energy that fuel spells. Physical energy can be converted to soul energy if the reservoir is low. A spell too high of a level will kill the caster. There are alternate ways of obtaining magical energy, though most are unknown.
Staffs: Some mages may use staffs, long poles used to store spare soul energy from themselves in downtime. They can also be enchanted to help with spellcasting.
Artifacts: Enchanted items with some benefit. Usually jewelry or accessories of some kind.
There are many other lost forms of magic, such as spellweaving, necromancy, and life magic. These are currently unavailable.
THE SCHOOL:
The school, bluntly names Arcane Academy, is often just called Academy by its residents. It resides in the middle of a thick forest surrounded by illusion spells built to redirect trespassers and errant students back from whence they came. It's a massive, well-furnished, spiraling castle full of confusion corridors, complex towers, and several not-so-secret passages.
Students start classes whenever they want at whatever age, though most are between 15-18.
For the residents, there are four floors, each having a separate, adult floor overseer who sleeps in a separate room at the end of the hall. They're pretty much free-game to disturb. There are four beds per dorm, two dorms per suite, and four suites per floor. Each suite is joined by two common bathrooms. The dorms and floors are co ed, though the rules on what students can and can't do are strict.
Each floor has the same schedule, as the floors are broken up into year-levels.
There are seven mandatory classes, one optional class (focusing on genetic magic), and two breaks in between, each class lasts forty-five minutes to an hour. Mandatory classes cover the three main groups of magic and the four subgroups of magic separately, and students are graded on how they did as a whole instead of in a certain class. Their proficiency in one area may make up for their lack of so in another.
Classes have a five-minute break period between them to allow students to move from one to another, though most have longer since they don't usually use the whole of the hour they are allotted.
There is a cafeteria and several shared rooms where students can mingle and eat, and there are even specialized club-rooms if any student wants to make a group or community. There are rules barring anything inappropriate, however.
The newest addition to the school, however, isn't a well-known one. Intelligent nonhumanoid creatures are now being allowed in under heavy disguise as a sort-of... experiment, to test whether or not they can fit in with the humanoid population. At the least, they must know a shape-shift spell and swear not to disengage it while in plain view. The forest is a safe-space to shift back, though.