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Greatowl University [Fantasy RP]


Knight of Iron

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Welcome to the Greatowl University RP! This is an alternate reality, non-canon modern fantasy roleplay inspired by @Tesh's very own "Let's go find a dragon" RP. This is set in the far future, one thousand years after the Immortal One ascended and saved the universe from everlasting destruction. Technology and society has evolved to the early 2000s (think flip phones, cars, videogames, no internet), despite being in a fantasy world.

Welcome to the kingdom of Laxis... specifically New Zemel, the city where you attend the esteemed Greatowl University! You've reached at least the age of sixteen (or fifty if you're a dwarf or elf), and you've chosen which magic system you'll commit the rest of your life to learning. Most notably, New Zemel is known for its higher dragon population. However, instead of the massive, fearsome creatures of legend that terrorized towns, the Immortal One has, ah, "nerfed" dragons to be much smaller, a tad cuter, and very tameable.

Worldbuilding Info:

Spoiler

Magic Systems (aka Greatowl University Courses)

Spoiler

DISCLAIMER: The following will explain the full extent of what is possible with the magic system—not what your character gets to start out with. Your character needs to learn this stuff, hence why they're here at the University.

Enchanting (Physical Realm magic)Professor Murray Moltenblood
This comes naturally to every humanoid race, and is lost upon gaining access to one of the other magic systems.

Spoiler
  • You gain the ability to, by word of mouth (chants, spells, etc.), command the universe to forge a Connection between an object and a small amount of magic, attuned to whichever Intent you give it. Like any container, the magic will begin to leak out, and thus the enchantment is temporary. Holding magic in your body is not required to enchant something, as the magic in the atmosphere around you will rush to fill your need, but magic you hold for yourself can be used.
    Intents include:
    • Lightning. Connection to Lightning can grant lightning blasts, or simply the ability to short circuit electronics.
    • Air. Connection to Air can grant flight, wind blasts, and the creation of miniature tornadoes.
    • Earth. Connection to Earth can grant the ability to summon and shape earth.
    • Fluid Water. Connection to Water can grant water blasts and other forms of water manipulation, like walking on water.
    • Frozen Ice. Connection to Ice can grant ice blasts, cold, or frostbite.
    • Fire. Connection to Fire can grant flame blasts, heat, fire absorption, or spontaneous combustion.
    • Darkness. Connection to Darkness can grant darkness, and even shadow teleportation.
    • Light. Connection to Light can grant illusions, invisibility, light, and even radioactive beams.
    • Growth. Connection to Growth will grant a small degree of healing ability, or alternatively accelerated plant growth.
      Applications of the above include the potential for invisibility cloaks, water-walking boots, and flaming swords.
       
  • It is advanced, but you can learn to change the Intent/Connection of an enchanted object and reprogram its magic on the fly to instantly become something completely different.
     
  • You will be taught how to magically forge weapons and tools so that they will be able to hold magic enchantments for much longer (weeks instead of minutes/hours).
     
  • You will be taught to magically grow herbs in such a way that they can be enchanted long-term, and subsequently used to create a variety of potion effects.
     
  • You will learn about the path of Fumeweaving—a magic system within a magic system. Fumeweavers have an assigned amount of magic (in the form of magical "fumes") that constantly encircle them. They are able to utilize these fumes to create quick and easy magical effects at their discretion. Useful for their variety, not well-known for its brute power.

Spiritbinding (Spiritual Realm magic) Professor Isseth Allmourn
To become a Spiritbinder, you must undergo a ceremony to summon spirits—an imprint of one's will, without logic or sanity—and enter into a mutual bond.

Spoiler
  • You gain superhuman strength and can eventually lift massive objects with relative ease. You can also break bones much easier, and use far more force into your punches. In combat, you have the highest advantage against those who are not also Spiritbinding.
     
  • You gain superhuman durability and endurance, and can bear heavy burdens for extended periods of time. You can run very quickly very far without tiring.
     
  • You gain superhuman speed—not magical, per se, but your naturally quicker than anyone else and can easily outrun the majority of the public.
     
  • You gain superhuman reflexes and a minor combat-oriented precognition (Spider-Sense, you could say). You can instinctively react correctly without thinking, and it is nearly impossible to surprise you.
     
  • You gain the ability to summon your bonded spirit as a weapon of your choosing, composed entirely of magical energy, and the ability to change the spirit's manifestation into other weapons, shields, or objects at will. A sword for one strike, a hammer the next, a shield to block, then a spear to skewer 'em.
     
  • And, well, you have a semi-insane spirit you are connected with, an imprint of someone long since dead's consciousness. They don't really do or say much, but if you meditate, you might see 'em pop up beside you every once in a while and wave hello.

Mind Harvesting (Ideal Realm magic)Professor Den Nightsky
To become a mind-harvester, you must undergo a ceremony to summon memories, also called shades—an imprint of one's mind and memory, a mere shell of what once was—and enter into a mutual bond.

Spoiler
  • You gain the ability to Harvest minds. There is resistance, and this can be resisted, but resistance can be overcome. By pruning a small portion of someone's mind (or your own mind), you turn that portion of their cognition into a specific form of magic that you can utilize for several things. The person who was Harvested will, for a couple of hours or so (or longer, depending on the extent of the Harvesting), be slightly limited in cognition, with their thinking speed slowing down just a tad.
     
  • You grant the Harvested power to yourself, forging a temporary Connection between you and the person. Depending on your skill and the Harvesting itself, you may have access to feelings and emotions, thoughts and memories, or even languages and skills.
     
  • You grant the Harvested power to another, forging a much weaker Connection in which the one being connected to may be overwhelmed by an emotion that the Harvested may have been displaying (practically, this works similarly to emotional Allomancy).
     
  • You disperse the Harvested power through playing magical music, spreading that emotion or feeling widely to all those who may hear the sound of it.
     
  • You convert the Harvested power into energy constructs (only one color of energy per person). Unlike in Spiritbinding, once one of these constructs are made, the power cannot be recycled, and the energy construct can only be dismissed. These can be made into weapons, tools, shields, book stands, keys, or even a hat. After a short time, these constructs will disappear on their own.
     
  • And, well, you have a memory of a life long since lived you are connected with. The more powerful you grow, the more the memory will be able to communicate with you via thoughts. Until then, the dreams of mind-harvesters are often riddled with flashbacks of a life they never lived...

Necromancy (Afterlife/Soul Realm magic)Professor Oedis Dekadis
There is a slightly painful and somewhat self-sacrificial ceremony that must be performed in order to gain access to the necromantic powers within.

Spoiler
  • You gain the ability to trade a small portion of your own soul to reanimate/resurrect the corpses of the dead, and you will learn how to best bind them to do your bidding. Taming them is difficult and oftentimes dangerous, but mastery can lead to a whole small team of undead warriors or servants, based on the dead's skills or proficiencies. When you are finished, you may recover the portion of your soul that you spent. While your soul is impaired, you will appear ill to others.
     
  • You gain the ability to shape the bones of the deceased that you reanimate/resurrect, perhaps to make them sharper weapons, or more durable, or even to just grow in size and extend their reach.
     
  • You will gain the ability to, by word of mouth (rituals, chanting, intent), attempt to summon a ghost from its Afterlife. Depending on the ghost being summoned, this will have varying degrees of success, and those that are successful will have varying degrees of usefulness. Summoning a ghost will deplete nearly half your soul in order to forge the Connection to the Afterlife. The soul is regained once the Connection is terminated, but slowly, over the course of a few days.
     
  • You have extremely vivid dreams, being only wonderfully pleasant or shockingly horrifying in nature, as your sleeping consciousness glimpses the Afterlife. Speaking with the dead is possible here, while you are sleeping, but because there is no summoning involved, it is very extremely rare.

If you have any questions, please ask!

 

Races

Spoiler
  • Humans. No need for explanation here. Just your standard old human.
     
  • Draconic (Variant Human). A human with millennia-old draconic ancestry. Nearly indistinguishable from normal humans, they can have (but are not limited to): any hair color, sharper teeth, pointier ears, sharper nails, and very rarely, a pair of tiny horns.
     
  • Wanderer (Variant Human). A human with millennia-old Connections to a certain few animal tribes. Much like the draconics, the bloodline has diluted to where they're nearly indistinguishable from humans, however they may have some physical characteristics of animals such as wolves, foxes, owls, hyenas, bees, rabbits, or snakes.
    [NOTE: Due to the nature and premise of this RP, these are fairly different from the original source material. If you'd like to see the original, I highly recommend you check out @Trutharchivist's magic system from which this was inspired from, and from whom I received permission to use a modified version here, due to its inclusion in the original RP. You can find his post here.]
     
  • Elves. The oldest of these can live up to nearly five centuries, and they mature slower than humans. If your character is an elf, they must be at least fifty years of age (the equivalent to sixteen years old in maturity) in order to attend Greatowl University. They also have pointy ears, naturally white or silver hair (in addition to the normal hair color range), and tend to be taller.
     
  • Dwarves. Like elves, they can live up to nearly five centuries, and they mature at the same rate, meaning they must be fifty years of age before attending Greatowl University. They're closer to being 4-5 feet (122cm-152cm) in height. Their hair color usually tends to range from red to brown to black.

 

Dragons

Spoiler

Dragons grow over many long centuries, living to be up to a thousand years old. About 80% of living dragons, however, were born and raised in the last couple centuries. This means that most dragons are small, at largest being the size of a dog. Dragons are very magical creatures, yet their magic is only manifested in minor sparks. The more centuries they're alive, and the larger they are, the more powerful and dangerous they become.
Oftentimes families will have a single dragon in their family that is passed down the family line. More often than not, other dragons will be acquired for those that didn't receive the family dragon.
There are several types of dragons, based on their magical ability. You can have one as a pet if you want.

The Magical Creatures Class at Greatowl University is taught by Professor Todd Brown.

  • Dragonscale (Physical / Spiritual). [COMMON]
    Connection to the Physical allows for one unique breath weapon. Connection to the Spiritual gives it strength, stamina, and ability beyond its own.
  • Sparkfinder (Physical / Ideal). [COMMON]
    Connection to the Physical allows for one unique breath weapon. Connection to the Ideal gives it a heightened intelligence and understanding.
  • Spectormind (Spiritual / Ideal). [UNCOMMON]
    Connection to the Spiritual gives it strength, stamina, and ability beyond its own. Connection to the Ideal gives it a heightened intelligence and understanding.
  • Magebreather (Purely Physical) [VERY RARE]
    This "supercharged" Connection to the Physical gives it up to three unique breath weapons to choose from, and switch between at will.
  • Daemonclaw (Pure Spiritual). [EXTREMELY RARE]
    This "supercharged" Connection to the Spiritual gives it nearly impenetrable skin, nearly unmatched strength, and unnatural endurance.
  • Ego Lord (Pure Ideal). [EXTREMELY RARE]
    This "supercharged" Connection to the Ideal gives it supremely heightened intelligence, maturing far beyond its age. These can touch and sense the minds of others.

Breath Weapon Ideas: Fire, boiling water, freezing water, slime, noxious gas, flaming plasma, tar, windstorm, lightning, etc.

Dragons, as I've said, are of various sizes, depending on their age. Most of y'alls will be little puppy size. Baby dragons. Their basic care includes stuff like "dragon food" that is sold, maybe a few toys, stuff to keep their tooth and scales clean. They sleep in little portable cages—which they actually enjoy, because evolutionary speaking they tend to like having their own cave. They also like to collect little hoards of household objects. Move in your dragons (or other pets) as you will, accordingly.

University Information

Spoiler

So, y'all can start off with arriving at the University and getting moved in and stuff. The campus grounds are pretty fancy, as this is an esteemed university. It's also interesting because there's a small castle-stronghold-tower thing ripped straight from the Middle Ages at the centerpiece of it all, but then there are six dormitories (three for women, three for men—if you're character isn't any of those than feel free to choose wherever, it doesn't matter, I'm just ripping this from my own experience) that look and function exactly like modern-day apartment buildings.

Each of your characters has a Student ID card with their info and stuff on it that they have to swipe to get into the building, and then swipe again to get into their rooms. No keys (as those can be easily duplicated via magical means).

Dormitories:

Spoiler

Male/Other:
1. Redwald Hall
2. Ignatius Hall
3. Winsley Hall

Female/Other:
1. Sevil Hall
2. Koralai Hall (Instance)
3. Silk Hall (Tessa / Illia)

Choose whichever building you want your character to be in, doesn't matter. There's a common room on the bottom floor, and a total of five floors (one elevator and a set of stairs, of course).

As for roommates, there are a total of two people in each "apartment", and it doesn't really matter who the other person is. You can just say "roommate," or not even mention them if you want. Alternatively, if you and another member of the RP are able to be in the same building, feel free to be roommates with each other.

For RP purposes, you can just imagine the layout of each dorm room to be somewhat like such (except, imagine there's also a fridge).

dorm.png.532c86091f0f5de6e7838285fa5ffc29.png

Meals:

Spoiler

As part of the tuition that was paid, there was a required meal plan that your character would've had to choose—basically you're either paying to get ALL your meals from the Dining Hall, or a minimum amount of meals from the Dining Hall per semester (or anywhere in between). You don't have to figure that out, though, y'all do what you want; just know that your characters can basically just stop by the Dining Hall, redeem a meal (with your Student ID card) and from there you've got access to the cafeteria foods for that day, buffet-style.

The Dining Hall is a significantly more ancient building than the dormitories. From the outside it's shaped like a large church, with stained glass windows and whatnot, but on the inside it'll seem a bit more like this:

cafe.JPG.8bdd0dbd4631069050f438a6fdaa9c7e.JPG

Money:

Spoiler

Coins:
1 copper piece = $0.05
1 silver piece = $0.25
1 gold piece = $2.50

Bills:
$1 bill
$5 bill
$10 bill
$25 bill
$50 bill
$100 bill

Credit or Debit Cards and Banks:
Yes.

[May add more info later]

Have fun.

We'll be starting off at the beginning of the school year. There are only five classes offered total (the four magic systems, and Magical Creatures). At most, you'll be taking your magic system class and also Magical Creatures. At minimum, you'll be taking your magic system class or the Magical Creatures class. Dragon/magical creature training is a perfectly legitimate reason for going to this university, and not everyone wants to be a magical expert.

Character Template:

Spoiler

The following is an example of what is required. Pets can be N/A, and Magic can be set to None or just "Dragon Taming."

Name: Thorin Ashstrike
Age: 17
Race: Draconic Human
Magic: Necromancy
Dragon/Other Pet: Dragonscale named Porkchop
Worst Fear: Fear of confinement

Appearance: 5' 8" (173 cm). Short, dark hair. Green eyes. Slightly sharper teeth.
Details/Backstory: He's worked his whole life to get into Greatowl University, and dreams of becoming a master necromancer so that he never has to do his chores again, and he can just go back to spending his time playing videogames in his room. He just purchased a flip phone the other day.
Personality: Doesn't care about his image, is a bit rude, and kinda just is focused on getting what he wants.
Skills: He can speedrun his videogame pretty decently.

Please, PM me if you want to do something cool or extra with your character, and I'll check it out. There's a plot I have in store in case we need one.

When/if posting starts, y'all can just be arriving at GU, start heading to your dorms, getting settled, that kind of thing.

Also, full disclaimer, I've never actually been to college. Or high school, for that matter, or any public education whatsoever. Forgive me and correct me if I do things wrong lol. This is my first RP.

Edited by Knight of Iron
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All right, here goes...

Name: Ben Ze'evy 
Age: 16
Race: Wanderer, of mostly Wolfson ancestry
Magic: Necromancy
Dragon/Other Pet: Spectormind named Dreamer. Due to its heightened intelligence, it's more of a companion. Also, it's more of a she than it.
Worst Fear: Fear of lonelyness

Appearance: 152 cm, 5'. Somewhat short, with grey hair, including early facial hair growth. He also has a thin layer of hair on his nose, though it's not very noticeable and is regularly shaved. Plus, he's got wolf ears. Blue eyes.
Details/Backstory: There's a story that runs in the Ze'evy family, an ancient tale of years past, when his ancestors were connected to a group of entities from other realms. When their constant longing ran dipper, and could achieve much more in the world. All that was true, until the Immortal One came and severed their connection. Ever since he was a little boy, Ben's passion was to turn the world back to this way, impossible as it may seem. He decided to go to Greatowl University to learn more about it, to gain abilities that might help him with his task. Many of his family (except for his estranged uncle, Motty) consider the tales of old as irrelevant, and are glad that young Ben finally takes interest as something practical like learning magic and taking better care of Dreamer. At first, he thought of taking the IR magic course, but decided to go for necromancy, because of the allure of talking to long-dead souls and hearing tales of the past. He's got a flip phone, because his mother wants to keep contact with him.
Personality: he's somewhat of a dreamer, head-in-the-clouds type of person. He's friendly, but can be a bit of a rambler when it comes to history or stories. Social conventions can sometimes pass right by him.
Skills: He's a fast runner, and can get really into things easily. He really like history, and has a decent amount of knowledge in that topic.

 

About Dreamer: Dreamer is a relatively young dragon - only 300 years old. She, too, heard stories of the past, when dragons weren't locked as one specific type. Furthermore, they went through all types in a cycle. Those stories were told to her by dragons that actually lived before the Immortal One ascended. They long since accepted the current situation, but for some reason, Dreamer couldn't forget about it. She felt something of Ben's dreams through the Ideal Realm, probably because she was deeply connected to the same ideas. She appeared to him in a dream, and ever since they were... Friends is the best term, I guess. Ben's family were impressed in him attracting such an uncommon dragon. He never told them what attracted her to him, though.

 

Edited by Trutharchivist
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Just now, The Unknown Novel said:

Could there be a Magebreather Draconic Human?

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The draconic human is more of a flavor thing. They could have Magebreather ancestry, yes, but the only thing that'd affect is the appearance. Draconic humans aren't draconic enough to have breath weapons, though they could have some multi-colored scales because of the ancestry.

 

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50 minutes ago, The Unknown Novel said:

 

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If you mean that the dragon ancestry is more recent than ancient... it doesn't fit in quite with the worldbuilding. Technically, draconic humans are descendants from another ancient species of dragonlike humans, which were descendants from ancient dragons. It's mostly just a flavor thing, and new dragons haven't been around long enough for something like to have been too feasible.

As for enchanting, the technical mechanics of it are the ability to connect inter-realmatic energy (aka magic) in the Physical Realm to objects, things, or self. To enchant something, it's really all about verbalizing and signifying your Intent to do so to the universe and confidently commanding it to obey your will. However, the magic you imbue items will naturally leak from the objects no matter what. Forging your item with powerful enough Intent and its purpose enough visualized, under proper magic techniques or whatever, will allow the object to hold magic and its purpose for far longer than normal.

A master of these abilities will be able to:

  • Change the Intent of an object on the fly—for example, boots that were enchanted to walk on water could suddenly become boots of flight. A fiery sword could slash a man 'cross his chest in one strike, and in the next become a sword of frostbite.
  • Forge a weapon that they could enchant long-term to achieve even more powerful fire damage.
  • Through careful gardening, grow plants capable of holding magic long-term to make potions you could drink for later.
  • Suck up the magic from previously invested magic things (of your own doing, of course).
  • If you manage to collect a heck ton of magic, and are able to completely enchant and reorient every cell of your body to hold magic more effectively, then you could become a vessel for magic and hold it for nearly as long as you want, granting an extended lifespan (not immortality; also, this is extremely extremely extremely difficult and near impossible to pull off).

General rule of thumb for what's possible, is think elemental magic systems. A flaming sword is a sword connected to magic (that you've given it) with the Intent of Fire. Water-walking boots are just boots connected to magic with the Intent of Water.

It's also limited by how much magic you hold. There is magic present in the atmosphere around everyone, so most minor enchantments can be pulled off by simply, as part of the process, commanding the universe to surrender some of its magic in order to imbue the object. However, where there is magic, you can collect it for later use (again, it tends to leak if not contained in a vessel that was magically designed to hold it).

There are a few other mini magic systems incorporated into it that might get worked in later, but this is roughly it for now...

 

Edited by Knight of Iron
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46 minutes ago, Channelknight Fadran said:

...Could I play a somewhat-immortal Valzwyn and offer a Fumecasting elective? She'd be a side character, of course, and I'd have a student to play as full-time.

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Sure! Just don't make her too important to the story, and you should be ay-okay.

 

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Here's my child-person character in the meantime:

Spoiler

Name: Enshao Garinsch
Age: 49 (don't tell nobody)
Race: Born to an elven father and dwarven mother. He's taller than most dwarves, but rougher around the edges than most elves.
Magic: Spiritbinding
Dragon/Other Pet: Cat! Her name is Bunny, and she's super tiny and just sleeps all day.
Worst Fear: Actually getting trapped on a desert island with nothing but a catalogue named "any three items."

Appearance: 5'5", pretty aggressively tan, and has silvery elven hair (though it's a bit rough and raggedy). Has been growing out a bit of a beard, and frankly it doesn't look that bad.
Details/Backstory: His parents divorced when he was about twenty (meaning, like, eight in human years). They didn't want to put up with this weirdo hybrid child of theirs, so he ended up being raised by a couple friendly forest spirits (kokiri-style). Turns out leshies are REALLY good at Wariokart.
Personality: All friendly and such, if a little unaccustomed to regular social environments. He likes hanging out in the gardens and talking to the plants in case their spirits get lonely.
Skills: Quite adept at the whole spiritual-realm thing, and also draws a mean manga. Is currently working on a little something something :ph34r:

 

 

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I really shouldn't but... 

Agh, I'll think of something. Question, mind harvesting says you steal intelligence. That's not literally stealing, right? Stealing, say, someone's sword proficiency doesn't make them useless with a sword. 

 

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21 minutes ago, Eluvianii said:

I really shouldn't but... 

Agh, I'll think of something. Question, mind harvesting says you steal intelligence. That's not literally stealing, right? Stealing, say, someone's sword proficiency doesn't make them useless with a sword. 

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I'll preface this by stating that I've spent the last 10 hour racking my brain to modify the Ideal Realm magic system slightly, and I've just updated it with more info that should hopefully make things a bit more viable. Biggest change is the clarification that stealing intelligence is a temporary change.

And you're correct, it's not literally stealing. You can steal a small portion of it, like a branch off of a tree. The tree (your target) will grow its branch back pretty soon, but for the moment it will be not be able to perform quite up to par with what it used to be. And, while you have it (temporarily, of course), you will gain some extra proficiencies for a time, and be pretty good at whatever it is you might've taken.

Also beginner level stuff will be dealing more with emotions and feelings, and as the course goes on will people learn how to take/borrow proficiencies and languages and stuff.

 

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45 minutes ago, The Unknown Novel said:

Can you make someone else a container for magic?

Are elves naturally better containers?

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No race or anything genetic will give you any advantage in any of the magic systems, none are naturally better vessels. And if you managed to become a wizard of the most supreme power, than you could make yourself a better vessel—or, I suppose, you could make someone else a better vessel. Usually you can't enchant other people because their bodies will naturally resist that.

32 minutes ago, Channelknight Fadran said:

 

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Heck yeah! 'Tis looking great.

 

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16 hours ago, Knight of Iron said:

Welcome to the Greatowl University RP! This is an alternate reality, non-canon modern fantasy roleplay inspired by @Tesh's very own "Let's go find a dragon" RP. This is set in the far future, one thousand years after the Immortal One ascended and saved the universe from everlasting destruction. Technology and society has evolved to the early 2000s (think flip phones, cars, videogames, no internet), despite being in a fantasy world.

Welcome to the kingdom of Laxis... specifically New Zemel, the city where you attend the esteemed Greatowl University! You've reached at least the age of sixteen (or fifty if you're a dwarf or elf), and you've chosen which magic system you'll commit the rest of your life to learning. Most notably, New Zemel is known for its higher dragon population. However, instead of the massive, fearsome creatures of legend that terrorized towns, the Immortal One has, ah, "nerfed" dragons to be much smaller, a tad cuter, and very tameable.

Worldbuilding Info:

  Reveal hidden contents

Magic Systems (aka Greatowl University Courses)

  Reveal hidden contents
  • Enchanting (Physical Realm magic). This is the magic that is inherent to all humanoids. The ability to infuse items and objects with magic with various Intents (largely elemental in nature). Cloaks of invisibility, boots of water-walking, and flaming swords are all available to those that have mastered this magic system. To turn any object into something producing a magical effect. Class also includes forging magical weapons and growing magical herbs to create objects to hold magic long-term, as without it, normal objects tend to leak the magic back into the environment fairly easily. This class is taught by Professor Murray Moltenblood.
    [NOTE: While everyone has a small degree of it inherently, those who go the paths of the other magic systems lose the ability to enchant.]
     
  • Spiritbinding (Spiritual Realm magic). Requires entering a bond with a lost spirit of the Spiritual Realm. On the first day of class, Professor Isseth Allmourn will teach you to connect with your inner spirit and to accept the bonding. Once bonded, you gain superhuman strength, durability, speed, and reflexes. Your senses are heightened, and you have a minor premonition ability (i.e. Spider-Sense). You will gain the ability to summon a weapon of your choosing, composed of magical energy, at will—and once trained, become deadly on the battlefield.
    [NOTE: Previously I said you couldn't change the weapon. I've deleted that and decided that you can change the weapon into other weapons at will, and that ability can be incorporated into your fighting style.]
     
  • Mind Harvesting (Ideal Realm magic). Requires entering a bond with a lost memory/shade of the Ideal Realm, which Professor Den Nightsky will teach you to do. As a result, you'll occasionally have memories you will recognize as not your own (being memories of the being you are bonded to). You gain the ability to Harvest a small portion of the intelligence of those around you (with some resistance, unless you Harvest your own mind), which you can then use for a few things.

    Connections:
    - You can grant yourself the intelligence, forging a temporary connection to that person in which you have access to feelings, memories, languages and eventually even skills (including combat) of the other person. This is a temporary connection.
    - You can also grant another the intelligence, forging a similar connection between two individuals, where one's emotions will influence the other's emotions.
    - You can also disperse the intelligence magic you now hold through song/music, allowing for a fainter but more widespread emotional influence on others.

    Manifestations:
    -
    Alternatively, you can transfer the harvested intelligence into small energy constructs (the color of which depends solely on the individual, your choice). These can be weapons, tools, shields, or even just book stands, a key, or a hat. These cannot be changed once they are constructed, unlike the Spiritbinding weapon. Over a short time, or at your command, these constructs will dissolve on your own and you will not be able to reclaim that energy.
    [NOTE: If for narrative reasons you want the memory you are bonded to to be, like, interesting, and not random, please PM me ahead of time and run it by me. Also, this magic system is much more passive and not as flashy, but it can get more powerful with time!]
     
  • Necromancy (Soul Realm magic). Professor Oedis Dekadis will guide the prospective necromancers through the initiation ceremony, after which they will gain the ability to send sparks of life into the deceased to reanimate their corpses to do their will! Taming the undead is difficult and dangerous, but mastery of it can lead to the rise of sneaky undead mice and deadly skeleton warriors. Or, maybe just a skeleton servant to go do your laundry for you. This comes with the side effect of having extremely vivid dreams, being only extremely pleasant or extremely horrifying, as your consciousness drifts into the Soul Realm while you sleep. And who knows? You might be able to communicate with those long since dead...
    [NOTE: Yes, communicating with the dead is possible, but it is extremely difficult lol.]

 

Races

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  • Humans. No need for explanation here. Just your standard old human.
     
  • Draconic (Variant Human). A human with millennia-old draconic ancestry. Nearly indistinguishable from normal humans, they can have (but are not limited to): any hair color, sharper teeth, pointier ears, sharper nails, and very rarely, a pair of tiny horns.
     
  • Wanderer (Variant Human). A human with millennia-old Connections to a certain few animal tribes. Much like the draconics, the bloodline has diluted to where they're nearly indistinguishable from humans, however they may have some physical characteristics of animals such as wolves, foxes, owls, hyenas, bees, rabbits, or snakes.
    [NOTE: Due to the nature and premise of this RP, these are fairly different from the original source material. If you'd like to see the original, I highly recommend you check out @Trutharchivist's magic system from which this was inspired from, and from whom I received permission to use a modified version here, due to its inclusion in the original RP. You can find his post here.]
     
  • Elves. The oldest of these can live up to nearly five centuries, and they mature slower than humans. If your character is an elf, they must be at least fifty years of age (the equivalent to sixteen years old in maturity) in order to attend Greatowl University. They also have pointy ears, naturally white or silver hair (in addition to the normal hair color range), and tend to be taller.
     
  • Dwarves. Like elves, they can live up to nearly five centuries, and they mature at the same rate, meaning they must be fifty years of age before attending Greatowl University. They're closer to being 4-5 feet (122cm-152cm) in height. Their hair color usually tends to range from red to brown to black.

 

Dragons

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Dragons grow over many long centuries, living to be up to a thousand years old. About 80% of living dragons, however, were born and raised in the last couple centuries. This means that most dragons are small, at largest being the size of a dog. Dragons are very magical creatures, yet their magic is only manifested in minor sparks. The more centuries they're alive, and the larger they are, the more powerful and dangerous they become.
Oftentimes families will have a single dragon in their family that is passed down the family line. More often than not, other dragons will be acquired for those that didn't receive the family dragon.
There are several types of dragons, based on their magical ability. You can have one as a pet if you want.

The How To Train Your Dragon Class at Greatowl University is taught by Professor Todd Brown.

  • Dragonscale (Physical / Spiritual). [COMMON]
    Connection to the Physical allows for one unique breath weapon. Connection to the Spiritual gives it strength, stamina, and ability beyond its own.
  • Sparkfinder (Physical / Ideal). [COMMON]
    Connection to the Physical allows for one unique breath weapon. Connection to the Ideal gives it a heightened intelligence and understanding.
  • Spectormind (Spiritual / Ideal). [UNCOMMON]
    Connection to the Spiritual gives it strength, stamina, and ability beyond its own. Connection to the Ideal gives it a heightened intelligence and understanding.
  • Magebreather (Purely Physical) [VERY RARE]
    This "supercharged" Connection to the Physical gives it up to three unique breath weapons to choose from, and switch between at will.
  • Daemonclaw (Pure Spiritual). [EXTREMELY RARE]
    This "supercharged" Connection to the Spiritual gives it nearly impenetrable skin, nearly unmatched strength, and unnatural endurance.
  • Ego Lord (Pure Ideal). [EXTREMELY RARE]
    This "supercharged" Connection to the Ideal gives it supremely heightened intelligence, maturing far beyond its age. These can touch and sense the minds of others.

Breath Weapon Ideas: Fire, boiling water, freezing water, slime, noxious gas, flaming plasma, tar, windstorm, lightning, etc.

 

We'll be starting off at the beginning of the school year. There are only five classes offered total (the four magic systems, and How To Train Your Dragon). At most, you'll be taking your magic system class and also How To Train Your Dragon. At minimum, you'll be taking your magic system class or the How To Train Your Dragon class. Dragon training is a perfectly legitimate reason for going to this university, and not everyone wants to be a magical expert.

Character Template:

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The following is an example of what is required. Pets can be N/A, and Magic can be set to None or just "Dragon Taming."

Name: Thorin Ashstrike
Age: 17
Race: Draconic Human
Magic: Necromancy
Dragon/Other Pet: Dragonscale named Porkchop
Worst Fear: Fear of confinement

Appearance: 5' 8" (173 cm). Short, dark hair. Green eyes. Slightly sharper teeth.
Details/Backstory: He's worked his whole life to get into Greatowl University, and dreams of becoming a master necromancer so that he never has to do his chores again, and he can just go back to spending his time playing videogames in his room. He just purchased a flip phone the other day.
Personality: Doesn't care about his image, is a bit rude, and kinda just is focused on getting what he wants.
Skills: He can speedrun his videogame pretty decently.

Please, PM me if you want to do something cool or extra with your character, and I'll check it out. There's a plot I have in store in case we need one.

When/if posting starts, y'all can just be arriving at GU, start heading to your dorms, getting settled, that kind of thing.

Also, full disclaimer, I've never actually been to college. Or high school, for that matter, or any public education whatsoever. Forgive me and correct me if I do things wrong lol. This is my first RP.

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Does one have to have any knowledge on "Let's Find a Dragon" to participate?

 

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2 minutes ago, Sequence said:

 

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Nope, not at all! The plot is going to be completely separate from that. Everything you need to know for this roleplay is in the post. Anyone with knowledge of the previous RP will immediately recognize that everything is very very different anyway, so their knowledge might not help them too much lol.

 

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On 5/15/2022 at 2:00 PM, Knight of Iron said:

 

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Tell me if there's something wrong with this:

Very powerful enchanter has a child. They, knowing how much of an advantage this would be, enchant the kid to be a magical container. It might take several tries due to the body resisting, but eventually it would work, right?

Full Character Idea:

Spoiler

Name: Instance Avery
Age: 53
Race: Elfish 
Magic: Powerful Enchanter, bad at getting a chosen effect, but the effects are oddly powerful 
Dragon/Other Pet: Cat named Fairy, with rainbow fur due to an oddly persistent enchantment Instance made when she was younger.
Worst Fear: Dragons and lizards, snakes to a lesser extent, anything with scales really.

Appearance: Tall for an Elf, with silver died rainbow hair. Her skin has an iridescent look to it when she has enough magic, which is most of the time.
Details/Backstory: Mother was a very traditional Elfin lady. Instance's prejudices come from her. Her father was a master enchanter and was renowned for his creativity with his enchantments. Instance, and most people outside of the elven government and some agents chasing him, think he died, but he is actually on the run. She is at Greatowl because her father's last request of her mother was for her to go there since he couldn't teach her.
Personality: Very happy generally, but she is very racist to dwarves and looks down upon Wanderers. She is afraid of Draconic humans, especially those with scales or horns.
Skills: Enchanting, although she can't really predict what she's actually going to do, the effects she creates are surprisingly powerful and long lasting. Wasn’t allowed to play video games because her parents were very traditional. Is fascinating with them.

Items: She has a dress that is naturally rainbow, but somehow it can change colors that she made herself. She also has an amulet that holds magic that her father gave her.

 

 

Edited by The Unknown Novel
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36 minutes ago, The Unknown Novel said:

Tell me if there's something wrong with this:

Very powerful enchanter has a child. They, knowing how much of an advantage this would be, enchant the kid to be a magical container. It might take several tries due to the body resisting, but eventually it would work, right?

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It's nigh impossible to do it to yourself, it'd definitely probably be impossible to do it to someone else, sorry.

If their parent is an enchanter, they could have one magically forged and enchanted item if you want.

 

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Name: Katie Copper

Age: 18

Race: Rabbitson (type of wanderer)

Magic: Mind Harvesting

Dragon: spark finder named Kat Felicity Copper (Kat) 

Worst Fear: never finding true love

Appearance: long light brown hair with green eyes. Average height. Wears flowy pastel colored dresses or jeans and a tshirt. Has bunny ears and whiskers.

Details/Backstory: Descendant of Cara

Personality: adventurous, extroverted, talkative, busy body/nosy, and boy crazy. She is incredible boy crazy. 

Skills: singing, pretty much all musical instruments, and a matchmaker

 

Edited by Isabelle6060
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