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Fantasy The Academy: The Most Prestigious Magical School in Telvaria

Veil Walker

Senior Member
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For years, rumors have swirled around Telvaria about the Academy. Rumors of powerful artifacts and ancient magics. Of hidden secrets and complicated trials. Some of the greatest mages, as well as some of the foulest have been noted among the alumni. Ever since the Great Cataclysm, the place has been shrouded not just in mystery but in suspicion. Still, for the nearly thousand years since then, the school has maintained autonomy, choosing only the elite and potentially dangerous students. Few, if any, specialist mages have been known to be accepted. All that has changed now. Now, as the school falls under new leadership, it sends out invitations to a new group of students to heed the magical call. All have been called for a reason, though for some, that reason might be mysterious. All you need to know is this: Whatever the reason, you are needed here.

The World: When the Cataclysm struck, the world was fractured and places that were once connected have become far flung from one another. Ancient alliances have faded over time, and new rivalries and clans have formed, for nature abhors a vacuum. Magic has become more prevalent in the world, but also viewed with great suspicion. For what else but magic could have decimated the world so? Where once the gods walked amongst the people, now they have all but disappeared and become more legend than reality. The humans and other races have an uneasy peace, though one that is tenuous and could be disrupted at any moment. The known lands are as follows:

Juten: The frozen land of the north, this place is not for the frail of spirit. A strong heart is needed to deal not just with the cold, but the things that wander when the sun hides itself from the world for months on end. Here there be monsters, and this is where a large number of the Vulcandrakhs live, those dragons who run too hot and hide in the icy crags and crevasses of the frozen north. Other, even more terrible things also wander in the wasteland of the north, though few like to speak of them anymore. The people here are great sailors, traveling, trading and sometimes pillaging when the summer thaws come and bear their longships out into the world.

Vintenastru: One of the last places where all races live in peace together. These humans worship nature, and live in harmony with it, though in this darkened forest they are outnumbered by the elves. The elves, who close off their communities and judge any who breed outside of the race. The children of those unions are known as "Halfers" and are mostly shunned. Still, the elves have a respect for the humans that live there amongst the untamed wilds of the old forests that were joined forcibly in the Cataclysm. The people living here have learned to feel the nature around them, lest they fall prey to the wilds they cherish so, for there are older things than even the elves here.

Seshynua: Here, where the desert heat beats down is a booming series of bazaar cities ruled by the Merchant Kings, masters of all that can produce coin. Here is the only place where mage slaves can be bought and sold, the Masters hoarding the secrets of their mage collars jealously. Though many attempts have been made to steal the knowledge, none are known to have been successful. Here, the Cataclysm did less damage and as such, great magics are often rediscovered in the shifting sands. Mages in families are prized here, as they have the potential to earn a great deal of money so students leaving to go to the Academy are rare, as Seshynua has its own... ways of training its would-be mages.

Susrukh: Deep in the earth is a colony of pale skinned beings who commune with their own form of nature. Their caves can be found in many lands, though they have little contact with outsiders other than the people of Vintenastru. They are all capable of producing their own bioluminescence, which aids them in navigating their deep caves. As for what race they originally sprang from, none can say. They keep little in the way of history aside from their root lore, which they mark in special ways to denote which caves are safe. For even in the deep places of the world, there are ancient threats. Woe betide the young Susrukha who wanders too far from the roots.

Kuuyekul: The harsh jungles of Kuuyekul are peopled by an aggressive race of humans. While the other nations live in uneasy peace with some of their supernatural neighbors, the people of Kuuyekul actively war against magic, carving out their territories in bloody wars of attrition. Magic that is not combat oriented is viewed with deep suspicion, with healers and support mages barely tolerated. The people of Kuuyekul make their own way, choosing not to even trade with their fellow humans who they mostly view as inferior. These wild lands have fought tooth and nail to drive out these human invaders, but so far they have only managed to make them more determined to destroy all that is different.


The School: The academy is perched upon cliffs that look over the wild forests of Vintenastru, with one side facing the sea. It is an imposing building of old stone, though no sign of moss can be seen on its weathered face. The school features a large dining area, classrooms and a massive library that holds the vast majority of magical knowledge that have been born in these walls. The school also featured a large gym and dueling area where students can air their grievances in a controlled manner, and not blow up the school. Again. The school has access to its own private beach, though mages swim under their own supervision. Oddly enough, a small town has sprung up near the school with various storefronts, restaurants and even a tavern featured there. The people of the town are well used to the magical mayhem that comes from the Academy, and has its own form of protection to deal with any rogue students.

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Note: Please don't feel you need to come from one of these areas. There are outposts and various areas as well. Feel free to be creative with player creation!

Rules of the RP:
-Please be nice to everyone. I don't mind jerk characters, but please be considerate of others.
-Semi-Realistic FC's are required. I'm not asking for photos, but any drawings used should be fairly decent quality so we can see how your character looks.
-I will have final say in who is a part of this RP, but I will try to work with people and not just say no.
-We will be using Discord for OOC, so if you can't do that, please don't apply. If you receive an invite for the Discord, congrats! That means you've been selected.
-Please have characters who aren't too powerful or know everything. Having some ability is okay as you would have learned some as a kid, but if Merlin shows up, all my schemes go out the window. I want character growth!
-All students will be eighteen. All teachers will be older than this, obviously. I have my reasons for this, trust me.

Teaching Roles: There are some teaching roles available if someone prefers to be a teacher, or just wants to have two characters. Here are the teaching positions of the school:
Elementalist Professor: Veil Walker Veil Walker
Magical History Professor: DovahBeat DovahBeat
Magibotany and Potions Professor:
Healing and Support Professor: Veil Walker Veil Walker
Magical Creature Handling Professor: DovahBeat DovahBeat
Dueling Instructor:
Spatial and Transformation Magic Professor:
Divination and Mental Magics Professor:
Charm and Illusion Professor:
 
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We still have room at the Academy for new students! Bring us your tired, cold, bendy, weird, out there mages as we'll take em all!
 
Do you have a start date in mind? 👀 I'm feral for settings like this but I'm going to be away until April 8th and I'd hate to hold things up.
 
We now have the start of some deeper lore for the world:
 
Both are allowed. Spirit conjuring is considered by many in Telvaria to be an honorable profession, though when you first start out people might be skeptical. Lot of con artists out there preying on people's grief. As for necromancy, people REALLY don't like it, but it's not illegal. Just something that may be better kept within the walls of the Academy.
 
Both are allowed. Spirit conjuring is considered by many in Telvaria to be an honorable profession, though when you first start out people might be skeptical. Lot of con artists out there preying on people's grief. As for necromancy, people REALLY don't like it, but it's not illegal. Just something that may be better kept within the walls of the Academy.

Could someone be able to do both?
 

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