• If your recruitment thread involves completely going off site with your partner(s) then it belongs in the Off-Site Ad Area.
  • This area of the site is governed by the official Recruitment rules. Whether you are looking for players or looking for a roleplay, we recommend you read them and familiarize your self with them. Read the Recruitment Rules Here.

Fantasy Dawnmoor School of the Arcane Arts [Open; Fantasy School Interest Check]

titania

spirit crusher
Dawnmoor School of the Arcane Arts
The most prestigious magic school in the of country of Skuora's cold marshlands, Castle Dawnmoor sits at the edge of a dark forest in the north, surrounded on all sides by magic itself; pixies and sprites call the woods their home, and at night one can see the pale blue light of bioluminescent fungus and crystal outcroppings. Dawnmoor itself is a towering black stone castle, gothic and extravagant in its design. Aesthetics aside, Dawnmoor, with the human Headmaster Agatha Grimm at its helm, is home to a staff amongst the most celebrated in the world for its ability to teach students of the six schools of magic: pyromancy, aeromancy, cryomancy, geomancy, necromancy, and animancy.
All pyromancers have some dragon's blood in them, as sharing heritage with the near extinct beasts of legend is the source of their magic. Fire is most often seen as only powerful and destructive, but the current professor of fire magic at Dawnmoor, anthropomorphic phoenix Ms. Illuma Dazzle, focuses on ability of pyromancers to heal with the gentle power of the hearth in her teachings. The School of Pyromancy's main lecture hall, as well as its dorms, are located in the north wing of the campus. The lecture hall is always pleasantly warm; neither too hot nor too cold. Illuma lets several class pets (chameleons, firebirds, quetzals) roam freely around the classroom, and tends to several species of exotic tropical plants in a makeshift greenhouse. Pyromancers can take the role as the party's healer, or as a more offensive member of the team, but to see a pyromancer specialize in both is rare.
Aeromancy, or storm magic, can be traced back to the blood of the ancient coatls, feathered beasts of the sky hailing from the empire of Tlaloco in the tropical middle south. Those who practice storm magic are most skilled in damaging their enemies with swells of seawater and electricity, though doing so takes a great physical toll on the body and can be very draining. Thus, those who practice storm magic are known to be irritable, jumpy, and anxious, and often stereotyped as such. The professor of aeromancy at Dawnmoor is Rusalka Faust, a human inventor in her mid twenties. Though her curriculum is mostly made up of teaching her students offensive magic, as is aeromancy's trademark, she also likes to put an emphasis on engineering and resourcefulness in battle. The School of Aeromancy's lecture hall, located on the north wing of the campus, is littered with her inventions (metal golems and such) and various steampunk decor she collects. The hall's entire back wall is a giant aquarium filled with colorful marine life and the extravagant structures Faust has made to entertain them.
Cryomancers draw their power from the blood of the jötunn, or the frost giants of the far north. Cryomancy, or ice magic, is a school of protective charms and enchantments that is hardly focused on directly damaging enemies. In battle, cryomancers can fortify their teammates, slow their enemies, or if they so wish, deal damage to them that slowly saps them over time. The School of Cryomancy's lecture hall is located in the campus's north wing, and its professor is the kindly yeti Mr. Kelvin Avogadro. Always dressed to the nines, he keeps the classroom well decorated and, to the surprise of some, sufficiently heated. Potions are always being brewed in the background, with most smelling like holiday spices, and data is always being collected on the weather and barometric pressure. Like Faust, Avogadro has a certain affinity for tinkering and experimentation, though he mostly focuses on brewing.
Geomancy is the magic of the earth and the blood of the giants, though most know dwarves to be its main proponent. Like cryomancy, geomancy is a school of magic more focused on fortification of allies than dealing damage to enemies. Like with cryomancy, some students do choose to take the more offensive route and fashion enchanted golems out of clay to do their bidding. The School of Geomancy's main lecture hall is located in the campus's south wing, and its professor is Myrna Clover, a bluecap fairy. All sorts of crystals and minerals line the shelves of her classroom, as well as fossilized plants and animals. An avid miner and archaeologist, she's constantly excavating and gathering new samples to put up for display. The class pet is a star nosed mole named Pete that she lets roam around.
Necromancy is the most recent magic to be born out of the main six, being pioneered by alchemists wishing to cheat death. However, necromancy's bad reputation as a "dark art" is completely undeserved; while many are deterred by it because of the misconceptions surrounding it, necromancy focuses more on the transfer of life energy than on the absorption of it. Thus, necromancers are versatile, having the ability to animate the dead to serve as their minions in battle, and to take the life energy of their enemies to heal others. The professor of necromancy is Alastor Moonthorn, a tired and jaded yet sophisticated werewolf. His classroom, located on the south side of campus, is more like a museum, decorated with pressed flowers, pinned insects, and animal skeletons. He tracks the phases of the moon and movement of the constellations almost obsessively; as such, the ceiling of his classroom is domed and can be pulled back for stargazing at any time.
The magic of life, animancy is similar to necromancy in that it does not result from a specific ancient bloodline, but was refined by forest spirits such as satyrs and treants. Those who practice life magic are, of course, known mostly for possessing the ability to heal their teammates; in addition to this, however, they can also cast enchantments to make the spells of their teammates stronger, and call upon nature to summon powerful minions. The School of Animancy's lecture hall is located in the south wing of campus, with its professor being Mr. Silenus Sylvan, a drunken and hedonistic satyr with an affinity for the finer things in life. He has the highest tolerance for alcohol possibly out of any living creature in existence, and keeps shelves of his fine brews (some from centuries ago) all around the classroom. Obviously, they're off limits to the student body; most of them are afflicted with nasty curses to haunt anyone who dares try to drink them. Not much one for plants, Sylvan much prefers the arts, keeping his classroom alive with the music of enchanted, self-playing instruments and decorated with marble statues.
 
Heck yeah!! I'll get a thread for characters and the mechanics up and running soon, and if anyone wants to play a professor just let me know! (because playing 7 characters seems kind of daunting haha)
 
I dont know which school to choose. They all sounds amazing😭
 
Here's another thread I made explaining some of the mechanics!
 
I second Breads question, as well as want to ask; if we've been at the school longer and have more experience, we begin the roleplay with more mana right? Can I ask by how much?
 

Users who are viewing this thread

Back
Top