Woah, I'm really pleased to see a resurgence of interest and activity in the roleplay. I had almost resigned myself to the fact that it would probably need to go on the backburner thanks to the interference of the site's downtime disrupting momentum; but I'm really glad to see everything begin to coagulate again. Let's get started... [quote=@Garet] You know what, I'm going to come out and say that I'm interested in this RP. While I work on a CS, I do have a few questions. What kind of limits are there on the knowledge and usage of magic? Would someone need to attend the Wizards' Tower to be able to learn magic, or could they learn it on their own? Does the energy for using magic typically come from the magic-user? [/quote] Glad for your interest. I'm aware that I've not adequately covered magic in the world guide; it's been discussed with other players, both this time around and in previous incarnations. It's something I've been working on with particular attention lately; and something that I hope will be added soon. For now, I can only apologise - but we can still discuss any questions you have, and I'm sure other players will vouch for my willingness to go into detail. You've already highlighted the general foundation of magic in Tyrrania with two words you've used in your question: 'knowledge' and 'magic'. Magic is the general practice of utilising the Arcana, which is understood as a force that runs through all things. Anyone can use this as long as they know how; it doesn't matter how they learned. The Wizard's Tower is naturally the best place to learn magic, because they have a tried-and-tested curriculum, taught by some of the best mages in the land. Plus, as the hub of all magical research in Tyrrania and the home of the largest magical library, they have the best resources. But someone could learn magic from anyone who already knows it, provided they themselves are competent enough. (This is the tricky bit which most often delays my write-up; essentially, magic is scalable in relation to the spellcaster's level of magical practice. Someone who trains fire magic often is going to find it easier to learn new fire spells; similarly, one can't learn to create a firestorm if they have not first learned to throw a fireball, etc.) Of course, there's also the good-old fashioned method of picking up a book and teaching oneself. Unless you're a Dwarf - Dwarves can't cast magic. Hope this was useful. Feel free to PM me with further questions! And I would also like to reassure everyone that the Magic chapter of the worldguide is most definitely on its way. [quote=@Hallion] I've been craving a medieval/fantasy RP for ever, so I'm def in if there's still room... I assume that the races listed under the Chars tab are the ones we pick from? [/quote] [quote=@Hallion] Curious...do you think the Nosferyte would have their dwellings either underground or in the mountainside? Or would that conflict with the dwarves who might live in that region? Also, Nosferyte are limited to the frigit temperatures, right? I mean they could travel anywhere provided the had sufficient cover from the sun? [/quote] Glad for your interest. There's most definitely still room; and yes, the playable races are Human, Dwarf and Nosferyte. The Nosferytes live in great gothic towers in their stone city on Rotsanger. You can read more about this in the worldguide; look for Steinplatz. The more wealth and influence a Nosferyte house has, the taller their tower. The exiled Nosferytes (Ferals, or Fallen) live on the barren plains of Vastoria; they often wander for weeks at a time in search of blood, but they have also established a central nest or hive of sorts. This is housed in an expansive network of tunnels within Mount Blut, accessible through many caverns up and down the mountainside. These tunnels were there before the Ferals arrived, and they don't connect to the subterranean city of New Kelda. If anything, Mount Blut is more a roost in which the Ferals gather to sleep during the day. The Nosferyte's merely prefer cold climates; it's what they're used to. Even on Rotsanger they are known to wrap up warm in furs and hide. They aren't inherently sensitive to light, either; but it would naturally take them some time to adjust from the freezing, dark-skied Rotsanger to the bright and warm mainland. They might find the sun exceptionally blinding, or that it burns their fair skin more easily, but they certainly won't burst into flames if they're exposed to sunlight. (Similarly, you won't ward them off with garlic, running water, silver crucifixes and the like. They aren't vampires. But a stake through the heart would finish off just about anyone..!) -- Again, I'm really pleased to see renewed interest in this. [@Vaelin150], [@Marx], [@Superboy], [@Ink Blood] and anyone else I may have missed or who is yet to submit a sheet. I'll be reading (and in some cases re-reading) everything that's been submitted so far, and contacting you all via PM to discuss your characters further. I love what I'm seeing!