Credit to CaptainCluck for awesome picture!
Questions? Ask away! Please note that I'll respond quicker on my profile (bananacheese)
Have you ever heard of the sorcerers and warlocks? Have you ever heard of the magical creatures beyond your thatched huts or stone paved roads? Here you can meet beautiful fairies, powerful dragons, and my student sitting at the second desk to the right who is currently staring at the wall. I'm sure you'd pay more attention in here than anyone else. In school we learn of magic, monsters, and more. But don't get too exited. All of these things are very dangerous, magic especially. Now everyone, time to go. You mustn't be late. I know each and every one of your parents, and none of them like tardiness. Maybe some day you'll grow up to have an adventure of your own so you can stop dreaming about it and start thinking realistically. The world will never be perfectly safe, and we'll need you to protect it sooner or later.
1. NO CUSSING OF ANY SORT!!! Except for things like "what in the world" or "oh my goodness". And try to keep the violence to a minimal. Yes, you can say something like "John clutched his bleeding shoulder, staggering towards the door". Just don't get too descriptive.
2. No power playing or else your charrie gets abducted by aliens and shot into a quasar.
3. No stealing characters, no killing other people's characters without permission, your character is not invincible, etc.
4. You can make up your own species, but it cannot be too powerful. If you do so you must also list ALL of the creature's strengths, weaknesses, and other important attributes. You must take note that you can only create a maximum of ONE that's right ONE TYPE of species.
5. Don't go overboard on the magic. First of all, only I create the types. Second of all, your charrie can choose a maximum of ONE type of magic. Remember that magic CANNOT directly effect LIVING things, unless of course it is obvious that it does. Examples: Heating up opponent's body (can't) turning the ground to ice bellow opponent (can) causing opponent to vanish (can't) giving potion to companion (can).
6. This RPG is in more of a medieval setting, so nothing too modern. Steampunk and clockwork is accepted, but I'd prefer you to go easy on that sort of thing.
7. Please sign up using the bio template.
Forgrage (dragon-like creature that is slightly less aggressive, but will still attack humans on sight if hungry. Can breath fire hotter than any dragon can, has bird-like talons and black feathered wings. Most forgrages are a bright red, but some [called half moons] are a scattered mix of black and white. These "half moons" glow in the dark, and group up in small packs. Like dragons, can sometimes talk, but very very rarely. Cannot cast magic.)
Triatcher (Humanoid creatures with the power to morph their teeth into different shapes. Very smart, and know better to go above ground too often. Tend to be slightest bit taller than humans. Cannot cast magic.)
Goblin (green skinned men and woman, sightly different in the shape of their heads. Very aggressive and violent, killing off everything they see for fun. Cannot cast magic)
Unicorn (Immune to the hallow curse, can magically heal, and can produce bright waves of light radiating off it's body. Has silver blood, used in the healing potion)
Wrath (haunts a specific area, killing any who come near. Is a tall dark figure clothed in a ragged black cloak. Sucks away life force upon touch. Has the ability to speak but rarely does. Can only use it's own forms of magic, including the ability to curse a victim with bad luck upon touch, and to revive itself after several days.)
Fairy (Small golden winged creatures that leave a trail of glowing yellow dust as they go by. Most fairies are friendly but shy. Has the ability to speak)
Nymph (lovely human-like creatures who live in trees, bushes, and streams. Easily irritated, attacking with needle-like teeth if ever in true danger. Friendly for the most part. Has the ability to speak and often does.)
Telklo (Is almost identical to a human, except that it cannot physically effect matter. Instead, it talks telepathically to humans and other intelligent creatures, leading them in the "right" or "interesting" direction. They can also implant memories they have collected throughout the years into someone else's head. Most are good but some are bad. Cannot cast magic, but are partially made up of it)
Siren (Winged monster that lures it's prey towards the rocks with it's singing. Has the ability to speak. Cannot cast magic.)
Dragon (Huge lizard-like creature that can fly, breath fire, and when within a half a mile radius all magic is ripped away leaving any unarmed magicians defenseless. Often raids towns and castles for food and treasure. Can sometimes talk. Cannot cast magic.)
Living goo (Acts much like germs and doesn't do much other than wander about, adding any plant life it rolls across to it's jello-like form. Comes in three variations: Red [slightly acidic and should be handled with some caution], green [slips through objects and reforms more easily], and blue [mostly translucent, and can turn perfectly clear when in danger]. Cannot cast magic)
Dwarfs (Short bearded men with minds that are completely engulfed with thoughts of mining. Hardy, and are quite suitable for battle.)
Gnomes (A smaller sub-species of dwarves, the gnomes are humble humanoid creatures that live underground. Have their own magic abilities, such as the ability to zap living things with a non-deadly charge, start a small spark of flame on any given surface, and can mark others with an anti curse of good luck upon touch)
Ghosts: The remains of a Hollow's last victim. Can communicate both normally and telepathically, but with great difficulty. Are rather rare to occur, and only last for a few days.
Frant: To be discovered...
Temperature (Includes: Heat and freeze objects)
Force (Includes: Crush, move, and expand objects)
Nature (Includes: Healing, curing minor poisons, the ability to control and talk to plants and animals, and sensing any dark magic)
Potions (Includes: The ability to make potions of healing [requires unicorn blood], invisibility [requires fairy dust], acid/heat/poison immunities [requires crystal flower], anti magic [to the touch] [requires chip of dragon scale], and transformation [requires sample and blue living goo])
Hypnotic (Includes: Mind control [ineffective towards certain magical creatures and spell casters] and hallucinations)
Hollow (Includes: Instant death [On first use of the magic, the caster becomes heavily stressed, slightly bent in the mind but mostly sane. On the second use the caster goes completely mad. And on the third use the caster dies along with his/her last victim]. Can also light themselves with a green fire, something that they are immune to) (dark magic)
Enchanter (Includes: Animation [of any object except for a human body] and magical enhancement [enchants objects])
Essence (Includes: Teleportation and the ability to cause objects to disappear and reappear)
Silence (Includes: Read people's minds, motivate someone to do something, blur one's thoughts, and talk telepathically)
Field (Includes: The ability to create, move, and shape temporary force fields)
Necromancer (Includes: The power to raise the dead and control them as mindless zombies and skeletons) (dark magic)