Within the thick walls of Shallow's Hearth thrive some of the most amazing students ever to exist. Holding such potential, they learn their way into whatever profession they choose. With a bit of special guidance of course. Whether it be a master of weaponry, genius of machines, or an expert deep sea diver, no other school will ever match our standards. It is true that a wide mix of species in the same building can attract ancient race-related rivals, hungry monsters, and deadly accidents, but more than eighty percent of our well looked after pupils live past graduation day. We are accepting all who are within age twelve to eighteen.
Each student has a wide variety of classes to choose from. All will be required to take basic combat, road exploration, and creature identification. Certain tests will be run involving mental, physical, and magical capabilities, as well a search as any shards. Any pupil found with a shard will immediately be taken away.
Not only does Shallow's Hearth teach young ones how to work and defend themselves, but it also protects them from what creatures that now lurk in their homelands, unable to come to human inhabitances without being properly trained. So please! Drop by for a visit and explore what wonders become reality here.
COMMON MAGIC TYPES:
Telepath: Can read another's mind.
Road walker: Can travel to and back from the Road.
Healer: Heals small wounds and non-magical poison.
Blaze: Can produce fire from some location of the caster's body, and is of course immune to it.
SPECIAL MAGIC TYPES:
Patchwork: Can obtain a patch's surviving abilities up to certain extent of damage.
Hidden: Can change appearance at will. the powerful ones can be located through their eyes, because the eyes reflect their emotions
Patch: As its name suggests, a patch can patch itself together like an improved version of a zombie. Tend to be clumsy, but usually have a reasonable amount of intelligence.
Dragon: Even when larger breeds are kept out of the school, Shallow's Hearth is always careful with whatever dragon they let in. Dragons can come in various shapes and colors, but all breath fire, and can shift into a human form. Tend to look down on other species being plenty prideful, but there are exceptions. Age at a very slow rate, and are mortal enemies with the magicians.
Magician: Is practically human, only modified in certain ways so that they can cast magic to a further extent. Magicians (unlike practically every other creature) can cast more than the common magics. Age at a very slow rate, and are mortal enemies with the dragons.
Morph: looks completely human, but can change into animals. Each morph can change into a specific animal. they can have any magic except hidden.
Faieri: Any animal or human with insect-like wings that normally wouldn't be there.
Imp: A small childish creature that comes in a variety of different skin colors. Sometimes have stubby horns.
Ismic: Beings with hard armor-like skin, having three separate lives to live off of. Once an ismic dies, it reforms itself, sometimes changing it's personality or especially it's appearance. Can also breath smoke, and radiates a controlled amount of heat.
Boggart: A short figure wrapped in cloth or clothing that, when removed, will disappear into nothingness.
Loathear: No one knows what they look like because everyone sees their deepest fears when looking at it. (I totally didnt get the idea from harry potter)(homestuckfan)
Vilvire: Feeds off certain substances released from the body when in pain. Latches onto it's victim, often messing with the mind or simply injecting pure agony.
Mrygrod: Like the vilvire, it also feeds off of pain as well, but learns from the actions of another before killing him or her, in order to manipulate further victims. This of course, makes it an intelligent species, adding yet another difference from the vilvire.
Shard: An object that, when ingested, boosts the user's magical and physical abilities farther than ever before. Has a side effect that causes the user to have a craving for the life force of another, particularly a human's.
Amulet: allows one to do something they normally can't, but only in moments of desperate need. They can only be used once, but it is guaranteed that they will win whatever fight they go into while it is used. Whoever uses it, however, will usually be rendered unconscious when the effects wear off.
The Road: A long road accompanied by many treasures, monsters, and other special beings. Can only exit and enter through a road walker.
Grinning coin: A talking two faced (literally) coin that can speak any language, fix basic logical problems, communicate in causal conversations, and play a variety of games.