While the universe for this RP is endless, for this particular RP, it is focused on a school for aspiring wizards, mages, sorceries, and the works. Your character will be living in one way or another in the magic capital Frolam. Frolam is a spire-like city in the middle of a temperate plains, next to treacherous mountains, deep forests and jungles, a vast ocean, and a desert peninsula. The capital has different sections. The capital itself a tower-like structure with massive assymetrical sections all around it. A moat surrounds the tower, which is as a circumference wider then a typical island. The structure is made mostly of stone bricks and slabs. The entrance has a large drawbridge and gate, which leads into the lobby. A lovely midieval village, mostly with simple houses and some magical luxuries like a magic fountain. There are several dorm sections, each of the dorms are in a circular floor, spiralling around two stories of typical dorm rooms. Another city lies within a massive structure off the side of the middle height of the mountain tall tower, which houses merchant shops, restaurants, entertainments, etc. The rest of the tower above are libraries, schoolrooms, and st the very top, the headmasters room and faculty rooms. The roof of the tower is off limits. This universe technicly takes place in a future setting. In the past, before modern era, fantasy and other supernatural factors were stripped from earth, and sometime during the 21st century, it came back. The world now takes place 3,000 years after that fateful day. Modern earth has become a relic of a past, along with its technologies. Such tech such as guns, the luxuries of cars and television are exclusive to only two cities that have survived the fallout of magic and supernatural elements, those cities were once known as Tokyo and New York City, but our now called Island Haven and Luxury City. Modern cities and towns can be scarecly scene as ancient ruins, along with perhaps finds of ancient and ruined remnants of their tech and goods. Now there are many races, gods, forms of magic, etc. For your character, you can be from a wide array of races (you can make your own race if you want, or from another series from anime or a movie or whatever, just let me know first to make sure I see it has appropriate) or refer to one of the many fantasy races found in DnD. If your character is a teacher, or student, then they must either have some form of magic, or looking to learn it, and must be able to do so. There are many different types of magic users, magic forms, and how to get it. Witches are their own race of beings, female only that have innate profecienty in dark magic and related arts, and can easily specialize in other forms of common magics such as elemental and archaic. They are also practically immortal, however they melt at the contact of water (wizard of oz style). Witches are also deemed as wicked creatures, they may be tolerated at the school, but will likely be bullied. Warlocks are mortal magic users that specialize in either dark or arcane arts, usually both. Necromancers are not allowed, however liches are. Necromancers are a single (but large) family that are servants of the goddess hecate, and have mastery over the living and the dead, with or without magic. Liches however, use magic in the form of death and undeath, which may be similiar to a necromancer's power, but necromancers do not use magic. Liches however are usually evil, and have a blighted appearance of a zombie or skeleton, or a decaying body of any race. They are immortal but can be destroyed if damaged enough, and I only recommend a lich if you will be a villain Wizards are your basic magic users that start off as normal mortals, but learn magic. A wizard can learn any form of magic he/she wishes to learn, and can learn any number of magic given time and practice. Sorcerers are born with a magic affinity towards elemental magic, which includes the likes of earth, fire, dark, etc. (dark elemental magic and dark magic are different magics). However other then that they are considered wizards. Mages are mortals that are born with magic abilities, usually some sort of unique and specific magical abilities (such as for example, something as absurd as being able to make food out of any form of dirt or stone, or something more potent like having the powers of a pheonix, or something absurb in the likes. Or perhaps a magic ability that allows the user to secrete a liquid that can mimic other magic forms based on certain limitations, be as creative as you want if you pick a mage.) however they may also be born with common magics like elemental or arcane. Most wizards will specialize in a single category, the more specific they are with the magic practice, the better they will be at that magic as well as the easier it is to learn. For example, someone who learns fire magic can master the element and be better at using it then someone who learns all elements. There are also many sects for wizards for these types of categories. Clerics: Holy magic, specializing in powers from a god, usually that of divine powers. (Note: if you choose clerics, I can give you the list of gods you may use as their patron, as well as what that god can specificly give them) Clerics may also became prodigies to the god in rare instances, which allows them to call for miracles (When calling for a miracle, the god may grant their wish if they choose to accept it, or the god may grant a miracle without the cleric even asking. Sometimes gods will choose a prodigy by granting a miracle. Miracles are usually simple as a god's power in the main world is limited, such as controlling a dove, or turning water to wine. You can expect a lot of biblical powers to be more advanced miracles, like parting a sea or turning a staff into a snake. The miracles however, associate with what the god stands for specificly. There is pretty much a god for every single concievable concept, and lesser gods that share the same domain with the main god, but defeated by the Main god of that domain's influence and power, so it is possible to make up your own god for this category.) Druids: Specialize in Nature, Druids also have even more sects such as what they specialize in specificaly. Plant druids are known as nymphs, dragon druids dracomancers, beast druids are well beast druids, so fourth and so fourth. Other specific druids like those that specialize in say a pheonix or other mythical or real beast (even dinosaurs, believe it or not) are also possible, but lack much popularity.) Spellcasters: Spells are unique in that they are usually activated by word or thought, and can be a set spell of pretty much anything such as casting a bolt of lightning from elemental magic to teleporting with dark magic. Spellcasting counts as a subcategory of archaic, and is convenient as it offers to master a varity of spells, kinda like harry potter style. Spells however require either memory or something like a tone to recite. Elementals: Elemental magic, which includes: Fire, Water, Ice(technicly part with water), wind/air, earth, poison, lightning/plasma, dark/unholy, holy/light (both light and dark goes in hand with clerics), aura(or raw magic power), spiritual/ghost, nature(may go in hand with druids), gravity(rare), radiation(also rare), metal(partnered with earth), and time. Alchemists: specialize in potion making, self explanatory. Archaics/Arcane: Wide variety of magic includes sealing magic, summoning magic(that isn't related to druids), negation magics, and other non relatable spells such that don't have a specific category. Dark magic: Includes dark arts such as curses/hexes/voodoo (for example turning someone into a frog or a voodoo doll), ritualistic rites (sacrificing to demons, or catalysts for curses), and psychic related powers such as telekinesis, mind reading, and reading the future (Note that mystics, mortal psychics, do not use magic, Dark magic however mimics many of the basic psychic powers mystics have. Mystics cannot use magic as they are completely devoted to the true nature of their humanity, which provides pyschic powers and the likes. As such, if you choose to be a mystic you cannot be a teacher or a student.) Future readings are often innacurate as fate is an illusion, meaning that future predictions such as looking through a crystal ball will show the most likely outcome, but can be changed either by preventing it, or the fundamentals of chance. The most advanced future readings can show multiple outcomes of the most likely results for better accuracy.) Ragnosdum: A forbidden magic form, even more then the dark arts. Ragnosdum originates from the eldritch abominations/gods and revolves around reality bending magic. This includes extreme methods of time travel/manipulation, dimensional warpings, complex teleportations, reality changing, existence erasers, etc. etc. Such magic is nearly impossible to attain and may only be used by those who have some sort of connection with the eldritch (Which mostly include the lovecraftian lores of Cthulu and Azathoth and the likes.) There are very few effective defenses against this magic, having a ragnarok shard (A piece that originates from the Ragnarok, which is a enigmatic concept of the connections of all things existing, not existing, have existed, will exist, won't exist, will cease to exist, the beggining, the end, the law and anarchy, etc etc.) Most ragnarok shards turn into gods once they become unstable, however their main function as a tool is used to negate any changes to reality and the likes, whether it be the magic of Ragnosdum or the very presence of an eldritch god like cthulu. Some of the most advanced mystics have also proven abilities of the true power of humanity to protect themselves against these powers, and archaic magics such as negations and seals also provide answers to this threat. Other then that the only solutions left are that in hopes of other gods or god-like beings powerful enough to stop such a threat will (which most likely won't happen unless one of the eldritch gods are directly involved) (Also note that many supernatural factors, powers, and the powers and abilities of gods are not always related to magic, unless if the god was associated with magic. Additional note, Ragnarok shards can be imbued to someone's very existing, which gives them a passive existence to pretty much any attempt at directly being affected by reality bending powers, not even the highest eldritch god can erase from existence someone with a shard imbued with them, even if the target in question is unaware of the attempt. The shards are rare and you may only obtain or start with such an item with my permission.) (magic items may include anything from a flying broom to a staff, enchanted weapons, talismans that summons familiars, etc.) Character sheet: Name Appearance Age Race (Provide some detail of the race if its an OC race) Role (Teacher, student, etc etc) Magic/powers/abilities/skills: (not necessary if you do not have any. Keep in mind that non students may have multiple magic forms, and other races like vampires or draconians/dragonborns may posses racial and supernatural traits and abilities, not magic related, that should be listed as it is not for the norm of others. If you have yet to learn any magic, list the types of magics your char is going to learn or at least plans to learn for now) Personality (optional) Equipment/items of importance,weapons, etc (Not necessary if you have any) History/bio (optional) Interests/dislikes (Optional) Other (Optional) If there are any questions about the world and what not ask away. As far as rules go, just pitch an idea and I'll tell you how to fix it if your missing anything, chars too op, or whatever else could be wrong with it if needed, otherwise fair game. I'd prefer if you all sticked with basic principles, but I can allow creative additions and what not every now and then. For reference: any new players on joining will be assigned as new students or new faculty in the roleplay, unless given instructions otherwise. Currently accepted characters (Updating this with edits.): Barbarous Galard Unknown Aideen Vulcan Fennel