Apotheosis Arcanaeum is one of the best academies for magical research and study. Founded by Archmage Aggi, a high elf born from the archfey, the academy prides itself on being the best institute for magical training and research, but at the same time remaining neutral to worldly affairs so that they may send their assistance and services wherever they are needed. The Apotheosis competes with many academies for prestige and in recent years many world disasters have put the college in some dire straights, however they remain strong and intend to reclaim former glory. Once more their doors are open to for discovery, fortune, and adventure.
Creatures with imagination aren't constrained by our experiences - We're inspired by them.
You all will begin your adventure during the winter season in Trasis Republic in the city of Medaya, where the Apotheosis Arcanaeum is located. It is the year 7512, Duuri 7th. After a week of grueling tests and examinations, you have finally been accepted to the Arcanaeum. you're encouraged to take some time to familiarize yourself to your new classmates and staff, but be prepared; tomorrow you will begin your first delve and with it, learn what it really means to be a student of the Arcanaeum.
Rules:
1. You know the rules and so do I. Follow Guild Rules first and foremost, followed by whatever else I say. Rules subject to change as I determine.
2. Please post all Character Sheets onto the OoC first for me to read over. Any information you want kept a secret should be PM'd to me.
3. I'm fine with world building as far as things like making a town of village of your own, but anything more major such as whole new races or notable or unique abilities/technological advances should be cleared by me. If you're not certain if the thing you want is all that important, then you really need to bring it up with me.
4. I won't force you to play with others, but at the same time I'm not going to tailor the RP around you just because you had a fight with the other players and don't want to play with them anymore. If you choose to antagonize your fellow PC's either IC or OoC, don't be surprised if I shift my focus away from you. It's fine if you want to work on things alone, but this isn't your story, it's our story.
5. Following up on that, if you do have any issues with other players or even myself, feel free to speak about it either in PM's or OoC. Better that it is known openly than for you to stew on it.
6. More rules to apply as I see fit.
Trasis Republic: A largely daemon populated island, however there is also a sizeable elven population here as well. In the year 7330, the island was once part of Doros, but thanks to Archmage Aggi and his decision to succeed from Doros to prevent his academy from becoming a military asset for the then tyrant king, the island was split away from the earth and found a new home for itself in the middle of the ocean. Now a prosperous trade nation thanks to the Aracanium and the bountiful resources from the two mountains taken, the Trasis Republic is a sanctuary for demonic kind and those who genuinely wish to start anew. A tropical climate around the coast, though higher up the mountains the air becomes colder, if still humid.
Doros: A mighty trade kingdom that has existed since antiquity. Though it has grown and shrunk throughout the years, it is one of the few nations to have never fallen since it's existence, making it one of the oldest nations thus far. Best known for it's mighty order of valorous knights, Clan Claymor, Doros has always maintained peaceful relationships if at all possible, but often trade or sell their warriors as mercenaries for whoever can afford their steel. A steadfast ally of the Trasis Republic long after it had left the mainland, with it's current queen being royalty from the Trasis Republic.
Or-Clans: Orcs have always been one of the most numerous and deadliest threats to all that live in the world. But despite their sheer numbers and individual strength, the orcs worse enemies are not elves or dwarves, but one another; scattered throughout the world are various warring empires and countries ruled by brutal warlords vying for control over the lands. Though the lands are rich with resources, other nations must be cautious when they traverse the lands or seas near these conflicted areas; though the orcs are often too busy fighting one another to unify against the world, they would gladly cease violence against each other to face a mutual enemy. And the last thing anyone wants is a united green tide sweeping their country.
Xiadan: Known as the "The land of the Far East" despite Doros being the geographically furthest east, these strange lands are known for their peerless warriors wielding steel swords of a sleek, yet deadly design. Although waning in influence due to it's seventy year war against the Majadan Empire, Xiadan is still a nation with strength that can hold it's own, especially thanks to it's powerful navy. Xiadan has one of the strongest navies in the world, and the waters they control are considered the safest for trade and travel. Pragmatic yet artistic, they can make great things with very little.
Crystaalilk: Once known as the Crystal Khannate, now a vestigial empire surrounded by enemies. A shadow of it's former self as it's once great empire is now fractured, fighting against themselves and what remains of the Khannate. But even with their loss of land and power, the strength of the Khannate shines on. Feared for their mighty mounted mages, they could cross a country within a day, rallying armies to attack cities, villages, and fortresses before the enemy could rally their own militias. Additionally their lands are rift with Archanium, powerful magic crystals that are said to tunnel deep into the earth itself, radiating powerful magics. Even with the lost of their empire the Crystaalilk still have access to these destructive magic rocks, and aren't afraid to use them.
Empire of Ferria: A Dwarven Empire that has recently been formed in the year 7488, thanks to the High King's ability to have the combative dwarven clans finally settle their differences and pledge their loyalty to him. Stout and strong, the Empire has been able to deflect foreign threats from outside their borders and within their lands, showing their strength to the world. The Empire of Ferria is also the leading developers of technology in the world, combining arcane and science together to better defend their empire. They guard these secrets closely, with rumors throughout the world of their fearsome assassins that will find anyone close to developing technology they're researching, stealing their knowledge and killing anyone else who knows about it.
Kingdom of Bray: The oldest kingdom in the land, older than even Doros. Said to be the land where the first mortals came to existence, the Kingdom of Bray has a veritable treasure trove of ancient knowledge and techniques to defend it's people and defeat it's enemies. They have one of the mightiest order of knights in the world, the Sunlight Warriors, who have been defending the Kingdom of Bray since time immemorial. Though they currently have a peace agreement Apotheate, the Kingdom of Bray are their sworn enemies, and as soon as their strength returns they are more than willing to fight their greater enemy.
The Apotheate: A massive theocracy that was once known as the Kingdom of Forros. In the year 7500, Forros had been in a long bloody war with the Kingdom of Bray over the island continent of Tiien. However due to mass rebellion in the Kingdom of Bray, as well as the sudden onslaught and eradication of the undead army from the deadlands at Forros' eastern border, they have been able to plunder the once untouchable wasteland for powerful magic artifacts that allowed the kingdom to turn the tide of war and take the island, push back Bray, and even change the very nation from a weakening kingdom into a powerful theocracy lead by their God-King Zatani.
There are Fifteen deities in this world, however only twelve corresponds to a month within a year. Ren, as the top god, generally encompasses the entire year, while Tzaan has been removed from the pantheon and thus has no month of his own. Aarem, while part of the pantheon, also does not have a month of his own. Each month has seven days in a week, and four weeks in a single month. There are four season in which three months are grouped together which generally follow the ideal weather/temperature patterns, though this is subject to change depending on worldly events and location.
Days in a Week
Deities without a Month
♂Ren- Generality (God of all Domains)
♂Aarem - Necromancy; Poison; Vampirism; Evil; Suffering
♂Tzaan - Demons; Curses; Ambition; Betrayal
Deities with a Month
Spring: The Season of Birth
Summer: The Season of Growth
Autumn: The Season of Bounty
Winter: The Season of Rest
Days in a Week
- Mekd - Day of Radiance (1, 8, 15, 22)
- Veny - Day of Flames (2, 9, 16, 23)
- Fet - Day of Air (3, 10, 17, 24)
- Mev - Day of Life (4, 11, 18, 25)
- Yxic - Day of Stone (5, 12, 19, 26)
- Andr - Day of Water (6, 13, 20, 27)
- Tyg - Day of Darkness (7, 14, 21, 28)
Deities without a Month
♂Ren- Generality (God of all Domains)
♂Aarem - Necromancy; Poison; Vampirism; Evil; Suffering
♂Tzaan - Demons; Curses; Ambition; Betrayal
Deities with a Month
Spring: The Season of Birth
- ♀Billant - Light; Sun; Warmth; Fire; Wrath
- ♀Xiah- Lust; Beauty; Passion; Love; Art
- ♀Gusstha - Air; Wind; Clouds; Flying; Freedom; Travel
Summer: The Season of Growth
- ♂Moltom - Mind; Brain; Intelligence; Wisdom; Knowledge
- ♂Baltam - Body; Flesh; Physical; Healing; Life
- ♂Sammel- Thievery; Beggars; Mistrust; Greed
Autumn: The Season of Bounty
- ♂Crugh - Earth; Stone; Wealth; Craft
- ♂Kurth - Nature; War; Beasts; Fertility; Agriculture
- ♀Leehna - Moons; Space; Stars; Sky; Night; Darkness
Winter: The Season of Rest
- ♀Duuri- Insanity; Madness; Mental Illnesses; Cripples
- ♂Whein - Water; Ice; Seas; Cold; Lightning; Storms
- ♂Gaurot- Death; Rebirth; Souls; Justice
The Arcanaeum is a massive structure, so large that it's virtually it's own city. A majority of the lands the Arcanaeum uses is for student housing; various dormitories, homes for rent, and other structures meant to house students, guests, and faculty. Located in between neighborhoods would be market places where students could purchase general goods for themselves and their homes, such as food, furnishing, and school supplies. There are, however various major locations within and outside of the academy that students should be aware of.
Carnage Armory - The Primary Weapons and Armor shop at the Arcanaeum. Owned and operated by Kharn, a rough fellow who is also a teacher at the academy. His craftsmanship rivals the dwarves in quality and strength, but he also creates affordable high quality equipment for students as well. His shops are ran by his apprentices as well as academy students looking for a part-time job.
Maeda's Musical Theater - An Arachnae who has everyone dancing to her tune. Maeda is a powerful bard who's more than willing to teach music and magic alike, and offers lessons in instruments and performances for anyone who bothers to show up. She also owns her own textile workshop where she makes clothing and designs various outfits. Your wizard uniform was in fact made by her too.
The Scarlet Fields - A beautiful field of flowers, flora, and other plants that also have a greenhouse garden that grows various food-bearing plants. Students are encouraged to come and pick fruit and vegetables for themselves or to sell for some quick coin.
Gaurot Garden - For students who need a time out or engage in criminal activities. The Gaurot Garden is the academy's prison and jail for anyone who commits crimes within the city and need to be held. It's also where any court sessions are held if someone is brought to trial, as well as the go-to place for anything lost and found. There are various kiosk and small offices where other law enforcement officers also reside, but they all go to Gaurot Garden at the end of the day.
Apocrypha - The library of the Arcanaeum. The go to place for any research project. A bountiful treasure trove of lore, history, stories, and of course magic. It is here that magic scrolls are also made and sold to students and adventurers. Students of the Arcanaeum can also participate in a barter program where students may trade spell scrolls with the Arcanaeum, gaining spell scrolls equal in strength to the scrolls they've made. Private rooms can also be reserved or rented for long term magical rituals, to ensure a safe space for those looking to attempt experimental spells or contact the outer planes.
Leehna Astronomical Headquarters - The Leehna Astronomical Observatory’s Research Institute has ensured a vast assortment of activities, such as discovering new stars, researching anything related to astronomy, and manufacturing telescopes. The personnel at Leehna's headquarters in Medaya manage books about every known star, collected from all over the world. Having been established as the annex of the astronomical observatories, the headquarters safeguards a gigantic library. The observatory also houses the Arcanaeum's most powerful artifact; the Eye of Woutan, a device capable of scrying anywhere, at anytime, everywhere. Only those who have permission from the Archmage himself is allowed to use it.
The Imp's Nest - Home. For you at least. This is the main dormitory for the players. One of the newer but smaller dormitories on campus, with four rooms on the ground floor and six rooms on the second floor. Second floor has a small lounge area for relaxation near a fireplace, as well as two lavatories with enchanted faucets that flow fresh clean water to clean one's self with or relive themselves in a nearby toilet. The ground floor contains the dormitory office, the kitchen and dinning area, the main lounge area, and two bathrooms for students to bath and wash themselves. Each are gendered so no coed bathing.
Individual rooms each contain a bed large enough for a single medium sized humanoid, a desk, a window, a bookshelf, a brazier, and a closet with a chest inside. To enter the room or open the chest in the closet one must use their Signet Ring, each which is attuned to the specific student. The brazier is enchanted to contain any flames within to ensure that it doesn't set anything on fire even if split, however new fuel needs to be added as needed to continue providing warmth and illumination. Further furnishing can be purchased with one's own funds, though do keep in mind that your room is rather small.
Carnage Armory - The Primary Weapons and Armor shop at the Arcanaeum. Owned and operated by Kharn, a rough fellow who is also a teacher at the academy. His craftsmanship rivals the dwarves in quality and strength, but he also creates affordable high quality equipment for students as well. His shops are ran by his apprentices as well as academy students looking for a part-time job.
Maeda's Musical Theater - An Arachnae who has everyone dancing to her tune. Maeda is a powerful bard who's more than willing to teach music and magic alike, and offers lessons in instruments and performances for anyone who bothers to show up. She also owns her own textile workshop where she makes clothing and designs various outfits. Your wizard uniform was in fact made by her too.
The Scarlet Fields - A beautiful field of flowers, flora, and other plants that also have a greenhouse garden that grows various food-bearing plants. Students are encouraged to come and pick fruit and vegetables for themselves or to sell for some quick coin.
Gaurot Garden - For students who need a time out or engage in criminal activities. The Gaurot Garden is the academy's prison and jail for anyone who commits crimes within the city and need to be held. It's also where any court sessions are held if someone is brought to trial, as well as the go-to place for anything lost and found. There are various kiosk and small offices where other law enforcement officers also reside, but they all go to Gaurot Garden at the end of the day.
Apocrypha - The library of the Arcanaeum. The go to place for any research project. A bountiful treasure trove of lore, history, stories, and of course magic. It is here that magic scrolls are also made and sold to students and adventurers. Students of the Arcanaeum can also participate in a barter program where students may trade spell scrolls with the Arcanaeum, gaining spell scrolls equal in strength to the scrolls they've made. Private rooms can also be reserved or rented for long term magical rituals, to ensure a safe space for those looking to attempt experimental spells or contact the outer planes.
Leehna Astronomical Headquarters - The Leehna Astronomical Observatory’s Research Institute has ensured a vast assortment of activities, such as discovering new stars, researching anything related to astronomy, and manufacturing telescopes. The personnel at Leehna's headquarters in Medaya manage books about every known star, collected from all over the world. Having been established as the annex of the astronomical observatories, the headquarters safeguards a gigantic library. The observatory also houses the Arcanaeum's most powerful artifact; the Eye of Woutan, a device capable of scrying anywhere, at anytime, everywhere. Only those who have permission from the Archmage himself is allowed to use it.
The Imp's Nest - Home. For you at least. This is the main dormitory for the players. One of the newer but smaller dormitories on campus, with four rooms on the ground floor and six rooms on the second floor. Second floor has a small lounge area for relaxation near a fireplace, as well as two lavatories with enchanted faucets that flow fresh clean water to clean one's self with or relive themselves in a nearby toilet. The ground floor contains the dormitory office, the kitchen and dinning area, the main lounge area, and two bathrooms for students to bath and wash themselves. Each are gendered so no coed bathing.
Individual rooms each contain a bed large enough for a single medium sized humanoid, a desk, a window, a bookshelf, a brazier, and a closet with a chest inside. To enter the room or open the chest in the closet one must use their Signet Ring, each which is attuned to the specific student. The brazier is enchanted to contain any flames within to ensure that it doesn't set anything on fire even if split, however new fuel needs to be added as needed to continue providing warmth and illumination. Further furnishing can be purchased with one's own funds, though do keep in mind that your room is rather small.
The world is populated by various people, not just of ethnic and cultural differences, but of notable racial differences as well. While most if not all races have the desire to co-exist with one another in some fashion, there has always been strife between the races due to their differences, be it in beliefs or simply appearances. But there is one thing that is bitterly accepted by nearly all who care to learn it: No matter how they categorize themselves, they all share a common ancestor to a lost race known as Humanity.
Humans as we know it does not exist in these lands, and even the eldest and most wisest of creatures do not know what humans look like, and can only infer based off the fact that many races are descendant from them. From the elves to the orcs, to the Eysire and Daemon, no one truly knows who or what race is closest to the origin of humans, but they are all descendants nonetheless. This is the reason why it is not unusual for a person to look vastly different from another of the same race, or why two people of two different races look very similar, and also enables a vast amount of crossbreeding. It is even believed that the fact that each race sharing Humanity as an ancestor is precisely why there is such a diverse amount of races that are drastically different from one another in very stark physical ways, as the amount of crossbreeding created strange mutations that resulted in the races known today. Regardless of personal belief, all races in general can be collectively called Humanity,
The Stout - The Stout races are those who are generally considered quite short, with even the tallest barely reaching six feet in height. However what they lack in height they often make up for in other qualities such as durability, agility, or mental clarity. The common three Stout races are the Dwarves, the Halflings, and the Gnome.
The Fey - The Fey races are known for their rather peculiar origins born from wyld in a way that could be described as both aberrant and natural. Like how rain can be a blessing to humanity, so can a storm tear apart centuries of development in mere moments. The races born from the wyld are connected to nature and are said to be most attuned to magic, or at least that's what they claim. While a majority do have inclination to take up spellcraft, they're no more able at magic than any other races. A notable aspect of the Fey is their longevity, with many living for many centuries, possibly forever if they are not killed by mortal means.
The Goblinoids - Of all the races that faces the most scrutiny, who have always been at war for one reason or another, the Goblinoids is that race. Consisting of brutal, conniving, and manipulative people, who by so very same vices also bring a certain virtue for those who need someone who is courageous, cunning, and able to lead the people. Their strengths are both the reason why they are feared and respected, and they can always be relied on to participate in any conflict in the world whether for ideals, fortune, or simply ego. Many Goblinoids are known for their massive populations, quick maturity, and generally short and violent lifespans.
The Dragonoids - One of the rarest races, seen only in distant mountains or in small communities beyond civilization. Dragonoids are humans with notably draconic features, such as serpentine tails, sharp talons, wings capable of flight, and occasionally even the ability to breath out some form of elemental breath attack. Indeed, many Dragonoids are valued for their exotic nature, for better or for worse: They are simultaneously sought and hunted by those who wish to enslave them or kill for their body parts.
The Cursed - A very rare and often very persecuted race. While individually unrelated to one another, they are collectively known as the Cursed Race because their origins often involve tragedy or damnation, and for better or for worse these people are shunned from most civilizations for the danger they pose. Because their powers are often seen as unnatural or evil, and even those who accept them for who they are will inevitable do so by taking advantage of their gifts. And their gifts rarely come without a price.
Humans as we know it does not exist in these lands, and even the eldest and most wisest of creatures do not know what humans look like, and can only infer based off the fact that many races are descendant from them. From the elves to the orcs, to the Eysire and Daemon, no one truly knows who or what race is closest to the origin of humans, but they are all descendants nonetheless. This is the reason why it is not unusual for a person to look vastly different from another of the same race, or why two people of two different races look very similar, and also enables a vast amount of crossbreeding. It is even believed that the fact that each race sharing Humanity as an ancestor is precisely why there is such a diverse amount of races that are drastically different from one another in very stark physical ways, as the amount of crossbreeding created strange mutations that resulted in the races known today. Regardless of personal belief, all races in general can be collectively called Humanity,
The Stout - The Stout races are those who are generally considered quite short, with even the tallest barely reaching six feet in height. However what they lack in height they often make up for in other qualities such as durability, agility, or mental clarity. The common three Stout races are the Dwarves, the Halflings, and the Gnome.
- Dwarves - The most common of the Stout Folk, Dwarves are well known for their abilities in industry and crafts, as well as their tough bodies that allow them to survive punishment that would cripple or kill most creatures. all dwarves have an innate dark vision allowing them to see in poorly lit caves or a moonless night. It's commonly believed that there is no dwarven women, or that they look like men, however these are merely stereotypes either jokingly or seriously spread by those of lesser intelligence. While it is true that on average a dwarves of both gender grow hair at a rapid pace, with males in particular forming stubble as early as age ten, dwarven women generally have quite smooth faces though they still share a stocky body. Most dwarves can live up to 500 before old age would take them, and generally believe their adulthood starts around 40 years.
Halfling - Halflings are a fairly commonly seen stout folk, however they do well to stay beneath notice. Shorter than dwarves and quite possibly the smallest of the stout races, rarely ever getting above five feet in height, they are nonetheless well known for their cunning in both body and mind. Many are skilled with their hands and are a generally honest folk who are known for operating caravans and businesses that caters to travelers and adventurers, however many of their folk heroes also emphasis their ability to be devious and manipulative, seeking out fortune at the behest of others. It is said that they often have very hairy feet, which is true to an extent, though there are a notable amount of halflings who go out of their way to shave their feet. Halflings can live up to 100 years and are considered adults aroun the age 18 to 20.
Gnomes - Of the Stout races, Gnomes are the ones who seem most attuned to pursuits of magic. They have a certain fey origin similar to elves, and many believe that gnomes are a product of relations between elves and dwarves, or at the very least gnomes share an origin with elves. Regardless gnomes seem to have a strange tendency to be able to attract and interact with magic in a way that others don't or can't risk doing, and many choose to attune to spell crafting. Like many stout folk they are industrious in their own ways, and it's not unusual for any magical research or expedition is lead by or populated with gnomes curious for knowledge. Gnomes can live up to 200 years and reach their maturity at around 25.
The Fey - The Fey races are known for their rather peculiar origins born from wyld in a way that could be described as both aberrant and natural. Like how rain can be a blessing to humanity, so can a storm tear apart centuries of development in mere moments. The races born from the wyld are connected to nature and are said to be most attuned to magic, or at least that's what they claim. While a majority do have inclination to take up spellcraft, they're no more able at magic than any other races. A notable aspect of the Fey is their longevity, with many living for many centuries, possibly forever if they are not killed by mortal means.
- Elves - The premiere Fey folk. Said to be one of the oldest races, and commonly thought to be the one born after the fall of human existence. Elves come in many different forms such as the scholarly, High Elves who are known to live among mountains, the primal Wood Elves who dwell in the forests, and the enigmatic Dark Elves who stalk the world below the surface. While each variant have their own unique cultures and abilities, each are capable of perceiving into darkness just as well as they could in normal light, and Dark Elves in particular are quite adapt at seeing in darkness. For many cultures elves do not reach adulthood until they are 300 years old at the least, and can live up to 5000 years.
Therians - A rare but notable population among the fey folk. There are many tales of the Therian, some sympathetic while others treacherous. The fact that Therians do not have a singular regular appearance so much as a function is what makes them truly mysterious. In layman's terms, a Therian is a Werebeast: A humanoid who is attuned to a specific beast and can obtain powers from their bestial form. Sometimes they can appear as elves, or dwarves, or even Daemons who either through curse or bloodline, are actually Therians. Therians are attuned to a specific beast such as the wolf, and because of it not only do they often share physical traits of their animal forms but older and more experienced ones can even transform into a full beast or hybrid form. Some can even understand other beasts of their kind. Therians' age of maturity and longevity is depends on their base form.
Dryad - Perhaps the strangest of the Fey Folk, if only because many scholars still wonder how they relate to Humanity. Regardless, Dryads are humanoids who are so in tuned with the wyld forces that their appearance takes on plant-like features, whether it be as bland as an olive skin tone or as drastic as being a humanoid, sentient tree. They naturally have very tough bodies by virtue of their physiology, but also have very strange life styles due to their abilities to live like plants, requiring little more than water and sunlight to survive, even capable of sleeping for months at a time if need be. Others take on traits less like trees and more like other plants, such as vines, flowers, or even mushrooms, however they all still share similar abilities. Dryads are functionally ageless, but generally start ending an endless sleep when they are around 3000 years old, and mature into what would be considered adulthood in 100.
The Goblinoids - Of all the races that faces the most scrutiny, who have always been at war for one reason or another, the Goblinoids is that race. Consisting of brutal, conniving, and manipulative people, who by so very same vices also bring a certain virtue for those who need someone who is courageous, cunning, and able to lead the people. Their strengths are both the reason why they are feared and respected, and they can always be relied on to participate in any conflict in the world whether for ideals, fortune, or simply ego. Many Goblinoids are known for their massive populations, quick maturity, and generally short and violent lifespans.
- Goblins - The most common of the Goblinoids, and thus named after them. Goblins are generally shorter than five feet, with small builds even as adults. And yet despite that, goblins have managed to survive eons of warfare with a combination of their own wits, self-preservation, and surprising tactical acumen, making them a veritable wildcard when it comes to determining their individual abilities. Indeed, there have even been a notable growth in goblin populations who are larger and more intellectual than the average goblin, gaining the name of Hobgoblin. Goblins reach physical maturity by the time they are 10 years old, and have an average lifespan of 60.
Orcs - The second most common of the Goblinoid races, and only because of the goblinoids, they are the most martially inclined. Orcs are naturally physically powerful, and capable of enduring quite a bit of punishment by virtue of their thicker bones and denser muscles. Even orcs who are not inclined to keep themselves at peak physical performance are often still quite powerful compared to other humanoid races, however a variety of factors prevent them from taking full advantage of their natural strengths. Indeed, while they may be great warriors, it seems that many young orcs, male or female, will meet their ends not by age or disease, but by the blade. Orcs reach physical maturity at 14 and can live up to 80 years, if they survive that long.
The Dragonoids - One of the rarest races, seen only in distant mountains or in small communities beyond civilization. Dragonoids are humans with notably draconic features, such as serpentine tails, sharp talons, wings capable of flight, and occasionally even the ability to breath out some form of elemental breath attack. Indeed, many Dragonoids are valued for their exotic nature, for better or for worse: They are simultaneously sought and hunted by those who wish to enslave them or kill for their body parts.
- Kobolds - One of the most common of the dragonoid races, so much that there's not much of a market for them unless you need diminutive creatures who are considered weak and unintelligent. But that is only in comparison to their larger kin, and even so that is because the strength of a kobold does not lie in the individual, but as a collective. While many have observed a singular kobold often failing at tasks that others can do alone, allowing said kobold to work with others or even better, another kobold, allows them to preform feats far greater than the sum of their parts. Kobolds reach physical maturity at 6 years old and can live up to 200 years.
Eysire - When one thinks of the Dragonoid races, chances are it is the Eysire that people think of. The Eysire are a proud race, inheriting the traits of dragons that people can easily recognize. Scales as hard as iron, claws that can rend flesh from bone, wings that allow them to soar through the skies, or being able to unleash a breath of elemental power that most consider magic. However, rarely would an Eysire ever have all of these traits at once. Try as they might, most Eysire struggle to actually manifest any of these abilities over their life times, if at all. Most would need to be fortunate enough to be born with the right physical traits, and having a child with someone who has said traits is no guarantee that the offspring will yield their ever venerated draconic feature would manifest. Indeed, it is a fear that all Eysire are slowly beginning to realize: the trait that makes them unique is starting to fade. Eysire reach physical maturity by 20 years old and can live up to 250 years.
Lizardfolk - Unlike what most would expect, the Lizardfolk are a distant relative of the Dragonoid people. However instead of more fanatical features such as dragon's breath or wings, all lizardfolk are amphibious. Natural survivors who are capable of great physical feats, but most live simple and isolated lives in their own villages and communities. It is rare to see them mingle with other races, even fellow Dragonoid races, which perhaps is why they have been generally consistent in their depiction throughout their history. However that is not to say that the Lizardfolk are unable to change. After all, survival is all about adaptation, and the fact that the lizardfolk have been able to survive comfortable despite ages of disasters, war, and calamity, speaks highly about their ability to keep calm and survive against the odds. Lizardfolk are considered adults by 16 and can live up to 120 years.
The Cursed - A very rare and often very persecuted race. While individually unrelated to one another, they are collectively known as the Cursed Race because their origins often involve tragedy or damnation, and for better or for worse these people are shunned from most civilizations for the danger they pose. Because their powers are often seen as unnatural or evil, and even those who accept them for who they are will inevitable do so by taking advantage of their gifts. And their gifts rarely come without a price.
- Vampires - The Undead born from the dark god Aarem. They are a mockery of humanity for they are beings who are no longer part of the cycle of life, and instead exist as a sentient dead facsimile of humanity. They are also known as Lichs as they often seek additional means to escape the cold grasp of death. On their own vampires are known for their ability to sustain themselves and restore their vitality by feeding off the life energy of other humanoids, usually through the consumption of their blood and flesh. But only the living humans: they gain no sustenance from feeding off a long dead corpse or beast. They are unable to taste or feel their normal senses, creating beings who often seek extreme stimuli in order to feel anything at all. Vampires are functionally ageless and when they become vampires, they stop physically growing at whatever age they happened to be.
Daemons - Those who have traded their soul to infernal forces in the name of power, or those who have been corrupted to the point that their own soul have changed into that of a demon. And these changes affect not only the soul, but the body as well. Daemons are mortals in the process of becoming full-fledged demons, and the only thing that truly separates that divide is death itself. For once a Daemon dies, instead of going to any afterlife granted to him by his godly devotion, he will be condemned to a life in the Infernal, the Realm of Sin. Daemons are so closely attuned to the Infernal thus allowing them some level of resistance to the antithetical nature of the hellscape, however that same gift also allows Daemons to be manipulated and grievously wounded by Demonic Magics. Daemons are functionally ageless but can show mutations as they grow older.
Primary Schools
Pyromancy - Fire and Light Magic. Perhaps the most common and stereotypical magic school. Pyromancers learn how to manipulate flames, generally to make them even hotter but also to manifest them in different ways to make them hotter but in a more efficient fashion. Additionally, the school of Pyromancy also covers various light and illumination magics, to the point that they are capable of some level of illusions at higher level. The strongest Pryomancers are even capable of creating concentrate beams of heat energy that are both deadly to the enemy and very difficult to avoid due to their speed and the fact they're usually invisible.
Vitamancy - Healing and Flesh Magic. Another common school and perhaps the most difficult of the Primary Schools. Vitamancy is a highly respected school as even a novice practitioner is capable of applying their magics that can save a life in mortal peril, using simple spells that are better than your standard First Aid, such as curing someone of a debilitating disease or purging poison from their bodies. However that is another level to Vitamancy, Flesh Magic, which is effectively the magic of shaping one's body in various and often unnatural ways.
Hydromancy - Water and Liquid Magic. Highly valued around the world as water is the blood of life. Hydromancers are useful in moving, storing, and utilizing water to it's full effect, whether it be summoning a small localized rain cloud to water crops efficiently or controlling the ocean's waves to move ships faster than any sail or oar. But Water isn't the only thing that Hydromancy can control: it can control practically anything of sufficient liquid form, even things like mud, venom, or even blood. This level of magic is rarely taught, but it is known.
Cyromancy - Ice and Cold Magic. A somewhat uncommon school of magic but nonetheless effective for what it can do. Cyromancy is capable of quickly turning liquids into solid ice, and then manipulating their form and shape even in such ridge forms. Cyromancy is often a more specialized school of magic due to their relatively limited utility, however those same utilities are highly valued in many places, as being able to control the cold is a very useful power. Indeed, part of Cyromancy is the fact they control not just cold itself, but temperatures in general, allowing them to even turn fire onto it's head and instead of burning things, it can create a flame that freeze anything it touches.
Herbamancy - Plants and Alchemy Magic. A surprisingly rare school of magic despite the importance of plants for everyday living. Herbamancy concerns itself with the control and manipulation of nature's bounties, from the grass beneath one's feet to the trees that stretch into the skies. They can even influence the likes of mycelium and mushrooms. However there is another part to Herbamancy that people are more familiar with: Alchemy. The poor man's magic as they call it, as Alchemy is a relatively harmless way for people to interact with magic without putting themselves into mortal danger, and Herbamancers are some of the best alchemists around.
Terramancy - Stone and Metal Magic. A common school of magic and very popular among industrial communities. Terramancy can and has literally shaped the course of human development, and is perhaps one of the oldest forms of magic on record. Terramancy is more than just throwing around rocks and making houses straight from the ground, but a surprisingly delicate part of balancing efficiency with force. It is said that by the time primordial man had discovered how to create metals, was the same time they learned how to manipulate metal with magic, and so there are many who seek out how to master metal magics for their own purposes.
Aeromancy - Wind and Sound Magic. A rare school of magic simply due to it's nature being difficult for most people to perceive, let alone understand. Aeromancy requires most to try and learn it to simply accept the flow of things even if they cannot immediately perceive the effects, and those who do will often come to enjoy far greater bounties. Indeed, the secret of Aeromancy isn't that it is a rare thing, but the fact it is very very common, and is perhaps the most constant element in anyone's life next to the ground they walk on. So constant that a master Aeromancer can use his magic to let out a whisper that can be heard by a person a few miles away, simply because they share the same air.
Electromancy - Electricity and Energy Magic. Another rare school of magic that is only really studied by dedicated mages. The power of Electricity and Lightning is poorly understood by most, seeing it as little more than trying to approximate divine smiting, but a more learned wizard would know that Eletromancy is a versatile school of magic not only in direct combat applications but also in various utilities. Though admittedly, their utility works better with more advance technology, which often developed independent of magic and often specifically against magic, an yet Eletromancy is often thought as a key component to improving the world's technological levels if more mages and inventors are willing to invest into it. Additionally, Eletromancy is capable of manipulating it's element into a raw form of energy that while functionally still simply a form of electricity, can have an amazing array of uses, with new uses being learned even to this day.
Esoteric Schools
Necromancy - Death and Reanimation Magic. A forbidden school of magic more so than conventional Primary schools. While any of the Primary Schools can cause mass death and destruction, Necromancy specifically thrives and encourages it. The school of Necromancy enables a mage to create undead servants from corpses, skeletons, or even simply animated heaps of flesh and other objects into a chimeric abomination. However there is another side to necromancy that isn't often discussed: Necromancy can not only manipulate death, but also life itself. It is often sought out by those who seek immortality by any means, as necromancy not only enables you to avoid death but also prolong one's own life, though at a steep cost.
Demonmancy - Summoning and Binding Magic. Another forbidden school of magic and a strange one at that, for it's very nature makes it a magic who's greatest weakness is itself. Demonomancy is the premier magic designed to counter and defeat demonic entities, as well as creatures born from the Wyld and even some of the more powerful forms of the undead, yet at the same time Demonomancy can be used to call forth those very same creatures and bend them to one's will. However this is by no means an easy task even for the mightest Demonomancer: it is always a high risk to even try to bind even a minor demon to one's will, and those who are careless will often be too late to try and stop the cataclysm they brought upon themselves.
Psychomancy - Illusions and Mind Control Magic. Once a Primary School of magic, until recent history where the true might of Psychomancy was discovered and many of it's practitioners were hunted down and slain. On the surface, Psychomancy appears to be a school of tricks and misdirection, creating illusions that are often easy enough to see through or ignore. But those were made by novices who were trying to make something big look real, when the true power of Psychomancy has always been in the details. The school of Illusion enabled the cunning to manipulate people in power to see things that aren't there, to hear things that were never said, and to sow discord with little to no effort. Psychomancy is one of the few schools of magic that is innately subtle by the nature of their magic, making even the most astute wizard paranoid of someone who could be using Psychomancy to subtle manipulate and misdirect others, and that is not even going into the simple but brutal power of Mind Control.
Noxomancy - Hexes and Shadow Magic. The last of the Esoteric Schools, and unlike the others not specifically forbidden but simply lacking in skilled practitioners. It is considered an old school of magic and not one particularly appealing too most casters, however there is power in Noxomancy. The Hexes they can inflict can cause strange effects that no other school of magic can replicate easily, with cures and solutions that are just as strange and unusual as Noxomancy itself. What is most unknown about Noxomancy however, to the point that such information about it is rare even in the college, is the Shadow Arts, the magic ability to manifest darkness in a solidified form. No one knows how one goes about actually doing this, and what knowledge is known is perhaps one of the college's most tightly kept secret.
Pyromancy - Fire and Light Magic. Perhaps the most common and stereotypical magic school. Pyromancers learn how to manipulate flames, generally to make them even hotter but also to manifest them in different ways to make them hotter but in a more efficient fashion. Additionally, the school of Pyromancy also covers various light and illumination magics, to the point that they are capable of some level of illusions at higher level. The strongest Pryomancers are even capable of creating concentrate beams of heat energy that are both deadly to the enemy and very difficult to avoid due to their speed and the fact they're usually invisible.
Vitamancy - Healing and Flesh Magic. Another common school and perhaps the most difficult of the Primary Schools. Vitamancy is a highly respected school as even a novice practitioner is capable of applying their magics that can save a life in mortal peril, using simple spells that are better than your standard First Aid, such as curing someone of a debilitating disease or purging poison from their bodies. However that is another level to Vitamancy, Flesh Magic, which is effectively the magic of shaping one's body in various and often unnatural ways.
Hydromancy - Water and Liquid Magic. Highly valued around the world as water is the blood of life. Hydromancers are useful in moving, storing, and utilizing water to it's full effect, whether it be summoning a small localized rain cloud to water crops efficiently or controlling the ocean's waves to move ships faster than any sail or oar. But Water isn't the only thing that Hydromancy can control: it can control practically anything of sufficient liquid form, even things like mud, venom, or even blood. This level of magic is rarely taught, but it is known.
Cyromancy - Ice and Cold Magic. A somewhat uncommon school of magic but nonetheless effective for what it can do. Cyromancy is capable of quickly turning liquids into solid ice, and then manipulating their form and shape even in such ridge forms. Cyromancy is often a more specialized school of magic due to their relatively limited utility, however those same utilities are highly valued in many places, as being able to control the cold is a very useful power. Indeed, part of Cyromancy is the fact they control not just cold itself, but temperatures in general, allowing them to even turn fire onto it's head and instead of burning things, it can create a flame that freeze anything it touches.
Herbamancy - Plants and Alchemy Magic. A surprisingly rare school of magic despite the importance of plants for everyday living. Herbamancy concerns itself with the control and manipulation of nature's bounties, from the grass beneath one's feet to the trees that stretch into the skies. They can even influence the likes of mycelium and mushrooms. However there is another part to Herbamancy that people are more familiar with: Alchemy. The poor man's magic as they call it, as Alchemy is a relatively harmless way for people to interact with magic without putting themselves into mortal danger, and Herbamancers are some of the best alchemists around.
Terramancy - Stone and Metal Magic. A common school of magic and very popular among industrial communities. Terramancy can and has literally shaped the course of human development, and is perhaps one of the oldest forms of magic on record. Terramancy is more than just throwing around rocks and making houses straight from the ground, but a surprisingly delicate part of balancing efficiency with force. It is said that by the time primordial man had discovered how to create metals, was the same time they learned how to manipulate metal with magic, and so there are many who seek out how to master metal magics for their own purposes.
Aeromancy - Wind and Sound Magic. A rare school of magic simply due to it's nature being difficult for most people to perceive, let alone understand. Aeromancy requires most to try and learn it to simply accept the flow of things even if they cannot immediately perceive the effects, and those who do will often come to enjoy far greater bounties. Indeed, the secret of Aeromancy isn't that it is a rare thing, but the fact it is very very common, and is perhaps the most constant element in anyone's life next to the ground they walk on. So constant that a master Aeromancer can use his magic to let out a whisper that can be heard by a person a few miles away, simply because they share the same air.
Electromancy - Electricity and Energy Magic. Another rare school of magic that is only really studied by dedicated mages. The power of Electricity and Lightning is poorly understood by most, seeing it as little more than trying to approximate divine smiting, but a more learned wizard would know that Eletromancy is a versatile school of magic not only in direct combat applications but also in various utilities. Though admittedly, their utility works better with more advance technology, which often developed independent of magic and often specifically against magic, an yet Eletromancy is often thought as a key component to improving the world's technological levels if more mages and inventors are willing to invest into it. Additionally, Eletromancy is capable of manipulating it's element into a raw form of energy that while functionally still simply a form of electricity, can have an amazing array of uses, with new uses being learned even to this day.
Esoteric Schools
Necromancy - Death and Reanimation Magic. A forbidden school of magic more so than conventional Primary schools. While any of the Primary Schools can cause mass death and destruction, Necromancy specifically thrives and encourages it. The school of Necromancy enables a mage to create undead servants from corpses, skeletons, or even simply animated heaps of flesh and other objects into a chimeric abomination. However there is another side to necromancy that isn't often discussed: Necromancy can not only manipulate death, but also life itself. It is often sought out by those who seek immortality by any means, as necromancy not only enables you to avoid death but also prolong one's own life, though at a steep cost.
Demonmancy - Summoning and Binding Magic. Another forbidden school of magic and a strange one at that, for it's very nature makes it a magic who's greatest weakness is itself. Demonomancy is the premier magic designed to counter and defeat demonic entities, as well as creatures born from the Wyld and even some of the more powerful forms of the undead, yet at the same time Demonomancy can be used to call forth those very same creatures and bend them to one's will. However this is by no means an easy task even for the mightest Demonomancer: it is always a high risk to even try to bind even a minor demon to one's will, and those who are careless will often be too late to try and stop the cataclysm they brought upon themselves.
Psychomancy - Illusions and Mind Control Magic. Once a Primary School of magic, until recent history where the true might of Psychomancy was discovered and many of it's practitioners were hunted down and slain. On the surface, Psychomancy appears to be a school of tricks and misdirection, creating illusions that are often easy enough to see through or ignore. But those were made by novices who were trying to make something big look real, when the true power of Psychomancy has always been in the details. The school of Illusion enabled the cunning to manipulate people in power to see things that aren't there, to hear things that were never said, and to sow discord with little to no effort. Psychomancy is one of the few schools of magic that is innately subtle by the nature of their magic, making even the most astute wizard paranoid of someone who could be using Psychomancy to subtle manipulate and misdirect others, and that is not even going into the simple but brutal power of Mind Control.
Noxomancy - Hexes and Shadow Magic. The last of the Esoteric Schools, and unlike the others not specifically forbidden but simply lacking in skilled practitioners. It is considered an old school of magic and not one particularly appealing too most casters, however there is power in Noxomancy. The Hexes they can inflict can cause strange effects that no other school of magic can replicate easily, with cures and solutions that are just as strange and unusual as Noxomancy itself. What is most unknown about Noxomancy however, to the point that such information about it is rare even in the college, is the Shadow Arts, the magic ability to manifest darkness in a solidified form. No one knows how one goes about actually doing this, and what knowledge is known is perhaps one of the college's most tightly kept secret.
Name: (Name is your name. Different races have different cultures which means different naming conventions. Go nuts.)
Race: (Please use the race I've provided you. If you have any particular questions about certain races, feel free to ask.)
Age: (Generally try and be of adult age relative to your race. I know it's strange how a 20 year old elf isn't the same as say, a 20 year old goblin, but keep in mind that sometimes these are just weird stuff you see when you interact with a vastly different culture than your own)
Appearance: (Can be a description or an image. Keep in mind that thanks to collectively being part of Humanity, it is not entirely unusual for people of certain races to effectively just look like a human but slightly weirder.)
Affinity: (What Specific school of Magic interests you the most. Keep in mind that nothing prevents you from learning magic from other schools, but what you choose as your affinity means that you take to it more easily, meaning that I let you be more creative and adaptable with your chosen school of magic, whereas other schools you'll be limited mostly by whatever spells I choose to teach you.)
Talents: (These are your abilities outside of magic. Remember, you are all coming to the college precisely to learn how to use magic: Anyone who makes a CS with some claim that you're already experienced or capable of using magic will immediately get the ban hammer.)
Problems: (Basically your flaws. These can be things such as physical weaknesses, mental debilities, or just personal issues such as not having a good home life or just hating a particular person.)
Recommendation Letter: (Basically this is going to be your backstory, detailing who you are as a person and any notable accomplishments. The college doesn't take just anyone after all, you need to have proven yourself a person who is capable of handling the power of magic via other feats or victories. Other parts of your backstory can go to the section below or simple be kept a secret, though anything majorly important should be sent to me.)
Others: (Basically anything else you feel is important to mention but I didn't put a category for.)