This thread is for mobile-users, seeing as how our forum host isn’t yet mobile-friendly. Refer back to this thread if you end up lost, stuck, or confused while spending time in our forums. Below is a Table of Contents, which you have to be logged in to properly use, and there are YouTube videos to further help out with navigating and using our forums.
Step-by-Step Instructions (Videos) Step 1: Joining Our Forums and Submitting a Character Step 2: Creating Your Character's Home Step 3: Roleplaying and Posting in the Forums Step 4: Using the Emerald Shop and Trading System
Terms of Service This page has a read-along. Watch the video here!
Age Restriction
Even though proboards allows individuals of age 13 or older, this forum you have to be 18 or older to post and/or join the roleplay. This is to help prevent predators from grooming younger members and to also help prevent any unnecessary drama (drama will still happen but hopefully to a lesser extent). By posting in these forums, you are letting us know that you are 18 and up.
If we find that you are younger than 18, you will be temporarily banned from all platforms that we use up until the day you turn 18. If we find that you are 18 but had joined and had been posting since you were younger, you will be temporarily banned until the same amount of time has passed since your joining to all the way when you turned 18.
If we find that you joined us and had been active on our forums and other platforms prior to turning 18 and had been targeted by a predator (with evidence) we will still temporarily ban you but the predator will receive a temporary ban until an investigation has been done and, if found guilty, will receive a permanent ban.
That being said, we don't allow child-coded characters to be roleplayed in sexual situations with adult characters, even if both roleplayers are adults. Should you have any questions about the Age Restriction of our Terms of Service, please refer to the FAQ.
Fair Usage
By joining our forums, whether or not you join our Discord, you will need to follow our Terms of Service. If you break any of the rules of our Terms of Service, your account with us can be terminated regardless if you donated or not. Regardless of your background revolving around personal qualms (including but are not limited to mental disability and/or difficult situations outside of the Trans-Dimensional Era community) are not justifications and you will have to deal with consequences as fit for the rule broken. All who accept the Terms of Service are expected to abide by the given guidelines no matter the circumstance.
The following rules, if broken, can result in consequences in this order: 1 Warning, 2 Temporary Bans (of different lengths; first ban is shortest, last ban is longest), to (finally) a permanent ban. There is one exception to this system: If your allegations involve multiple people in negative mannerism, no matter the topic and depending on how things are then resolved from either side, a permanent ban will be given to the prime instigator. We do not tolerate drama, violence, or fights/arguments and we would only like the best for our community. This also includes non-T-DEra affairs. If you’re caught making others feel negatively about themselves or instigating negative thoughts about another outside of our community and we hear about it, we will also deal with such as it comes.
If a problem occurs without a Disciplinarian to moderate, the Owner is allowed to intervene. Consequences are temporary removal from the Discord Server until the Disciplinarians are allowed to view the situation and deem their verdict. We only accept proof from screenshots, voice recordings, video recordings, or livestreams if it applies. Word of mouth is unaccepted and will not be considered.
In the case of not following our Roleplay Etiquette (see Roleplay > Roleplay Rules), each member is given 5 chances (accompanied by warnings) to properly follow our guidelines, per etiquette rule broken. After the 5 chances are up, a temporary ban is in order. Should the same roleplay rule be broken again, or another roleplay rule be broken 5 times, a longer temporary ban is required. Should the member break another roleplay rule, no matter which one it is or if it has been broken before, the member will be permanently banned.
If and when a member joins one or more of our Discords, they should keep our Discord General Rules in mind. These can always be found in the #rules-and-more channel on any of our Discords. Aside from following the Discord General Rules, they are also required to follow the specific rules of the Discord group. The link for the specific rules can be found just underneath the Discord General Rules. The same warning and banning system applies to the Discords. If a member decides to leave the forum (i.e. doesn't post their characters anymore), then they will be removed from our Discords as well.
If a member is banned, temporary or permanent, they may take their case to the Hearing Committee to attempt to redeem innocence and access back to the Discord Server / Forums if allegations pointed against them are supposedly false. Until they manage to convince the Hearing Committee of their innocence, they will be unable to participate in our Discords or our forums.
By posting in our forums, whether or not you plan on joining our Discord, you automatically agree to these conditions.
By agreeing to these terms and conditions you give consent to usage of the creations of (if you donate your ideas) but not limited to:
Race
Professions
any structures that have become part of the T-DEra Lore*
Regardless if you have been warned, temporarily banned, permanently banned, or left through free will, usage of these creations will remain.
*Pertaining to structures you've created for the forums, this includes public roleplay threads and public boards. Personal roleplay threads like your character's home or personal businesses along with any private boards of your creation can be removed if you ask.
If you have any comments/concerns about our forums or Discords, you can contact our administration at any time. If you feel something has gone amiss with one of our administrators, please contact the Owner directly.
Please keep in mind if you do sign up: We're not here to tie you down and keep you here! If you suddenly don't feel the want to remain, or simply don't like how things are, you're welcome to leave at your own pace. Spewing hate about our forums or it's members (including our administrators) pertains to rules 3-B/3-C and is not tolerated behavior. If your reasoning for leaving is due to someone harassing you or making you feel uncomfortable, again - please contact a Disciplinarian or the Owner so it can be resolved.
General Rules
1. Keep everything PG-13 or below. Posts can not have:
talk or acts of sex (especially between an adult and minor)
descriptions or revealing pictures and videos of naked bodies or private parts
detailed descriptions, pictures, or video of gore
mention or use of drugs (cigarettes, drinking, and use of cigars are acceptable as long as the characters or the roleplayers in question are not underage)
curse words unless you sensor the vowels out with '*' like 'f*ck'.
If any of your posts break this rule, they will be deleted. If you feel the need to include anything NSFW, feel free to do so within your own roleplays, conversations and chat rooms as long as it is outside of our forums and between two consenting adult members.
2. Do not share any of your private information. This means you can not give out your email, address, full name, phone number, etc. The only exceptions to this rule are Discord and any website or game that you'd enjoy playing on with another member. You may also share commission info if someone asks or through the appropriate forum.
3-A. There is no discrimination of any kind allowed. Do not spew hate over private messages and/or in our forums. Hate and discrimination towards anyone (minus in-character roleplaying) are not allowed. This includes race, religion, ethnicity, sex, sexual orientation, gender identification, etc. Do not misunderstand this rule- unless someone specifically says outright that they are doing something because they are against a certain group of people, then there isn’t any proof that they are promoting hate or discrimination against anyone. We don't give anyone who discriminates a chance to be on our forums or Discord. If they are doing these things for other reasons (or no reason at all) there will still be an investigation.
3-B. Harassment is not allowed on the Discord or Forums. This includes, but is not limited too: message spam IC/OOC on the forums (too many posts in a single thread one after the other by the same person), or in our Discord to gain someone's attention. If you're asked to stop, please respect others boundaries. If you are someone who believes they're being harassed, please do not hesitate to get in contact with administration. Keep in mind this is a server full of different opinions, and not all of them may agree with yours. We ask that you communicate in a mature mannerism - even if they say something that you might not agree with. If something another individual says offends/bothers you, you're free to contact an administrator with your concerns at any time. It may likely be a misunderstanding, however if it is a topic you're uncomfortable witnessing a discussion about, we can handle it. We want everyone in our community as comfortable as possible.
3-C. Along the lines of harassment (and is included as), are opinions. Now having an opinion and all is fine and dandy. If you dislike or disagree with something that's fine. But that doesn't give you a ticket to shove your opinion down someone else's throat, especially when someone else's opinion that you are opinionated against is completely harmless.
3-D. Death threats and encouragement of suicide (whether directed towards our members or someone else) are considered harassment and are not okay to do under any circumstance. It doesn't matter what the person you hate did, don't tell them to kill themselves and don't tell them to commit suicide. Life is short and precious, regardless of what they do with that life. Believe it or not, if that person did succeed in committing suicide, you would legally be responsible for their death. It's considered murder in the United States of America.
4. Be weary of other peoples triggers. That being said, try not to be trigger-happy. Don't use everything as a trigger and a reason to get upset with someone. That's just childish behavior and insulting when you label something as a trigger when it's not. Simple disagreements are not to be considered triggers and are actually part of everyday life.
5. We politely ask for politics to be avoided within our forums and Discord. It is a personal opinion/belief similar enough to religion, and can cause unnecessary argumentation we'd like to avoid in the future. We don’t consider basic human rights to be political (a lot of us are LGBT after all).
Roleplay Etiquette This page has a read-along. Watch the video here!
Character Creation Guidelines
You can not roleplay unless your character has been added to the Character Roster. If you need to update your character profile (which isn't required but would be helpful to other roleplayers) you can submit a Character Edit Request Form. Reviewing and adding a submitted character to the Roster can take up to one week or seven days. Maybe longer if there were any issues with the submission form or if the submission breaks our lore.
The amount of characters you can create are up to you. Everyone who first joins the forums can create and submit one character of each available race. Every time a new race is added to the forums, all current and future members can also create a character of that race.
Hybrids, Dragon Class, and Rider Class characters, or if you want to create multiple characters of the same race, you need to have a temporary license. These can be bought from the Emerald Shop or earned as a prize from winning first or second place during one of our Quiz Nights. You can earn Emeralds by posting responses in our roleplay.
Roleplay on Our Forums
1. All of your roleplay posts need to follow our Terms of Service. Breaking the Terms of Service in roleplay posts will grant you the same consequences listed in Fair Usage.
2. We have a word count requirement for replies on our roleplays. This isn't anything personal, it is just so the roleplayers involved are reassured to have enough material to give you a valid response in return. Our current minimum is 85 words and there is no maximum - though please be courteous of others involved! We've a plugin that counts all words at the bottom of our text box for your convenience.
3-A. You need to state where your character will be located at the top of your first post or indicate somewhere in it where you are (until you move to a different location). This makes it so characters in the same/similar area can easily find and socialize with yours and eases up confusion later on.
Here you can see where Morroia Opari is located within the bakery.
3-B. If you plan on moving your character to a new thread for your next post, you will need to include a link (to the thread that you are moving to) on your current post, at the bottom of it. Once your character has been moved, for your first post in the new thread, you need to include the link to the previous thread at the top of your post. This allows people to know where you're coming from to create a new opportunity for interaction or if you're leaving to avoid others accidentally trying to communicate with your character that isn't there anymore.
From: Streets of Urukgar is a direct link to the Streets of Urukgar thread, using the Link button and using the URL of the thread.
This is where Morroia is going to, this time made without the Link button and instead directly posted the URL of the thread.
4. Roleplaying more than one character is allowed but please make sure your responses are kept orderly so we're able to tell the two apart, either by posting individual paragraphs for each one and/or putting a divider between the two. We want to be able to give every character the attention they deserve.
admin/Eerie is now roleplaying two characters within the same thread, including them in the same post.
5. We have a no-tolerance policy concerning god-modding and/or meta-gaming. This includes but is not limited to:
Creating a character so powerful that they cannot lose in a fight, receive damage in a fight, and deal strong/fatal damage to others.
Not allowing other participants to reply to your responses, often answering on their behalf for their character's movements or fate.
Using information you obtained outside of a roleplay to determine your character's actions.
Please allow for everyone to post their own reactions and attacks at their own pace, only use information provided through roleplay, and if you have any questions about the possibilities of an attack coming in contact: Communicate amongst each other until a mutual agreement is made! We have a Discord and even Private Messages on the forums for this purpose.
6. If you feel as if your character is not attracting much attention to themselves, be sure to be a bit more creative with your responses as it might help! Examples could be showing off their personality traits, skills, or using any animal companions as plot devices if your character happens to have any of them. If you feel as if your character is being ignored due to problems caused out-of-character, please contact a Disciplinarian!
7. We have a turn-order. If you're just joining an on-going thread, please be sure to not the current ongoing order. If you're unsure of where you place may be, consult with the current participants of the thread before submitting any responses. Everyone has a maximum of 3 Days to post within a thread until they are skipped. Once skipped, they're allowed to post any time it is a convenience to them and without any repercussions.
8. If you need to leave any roleplays at any time, be sure to notify the participants involved and make sure you make up a permissible excuse for your character's temporary or permanent leave as a final post to the roleplay before removing yourself. This doesn't require killing off your character but please keep in mind any characters that die will (for now) remain dead in any plotlines as this forum doesn't not include AUs (Alternate Universes or Timelines).
9. Any out-of-character discussion is to be kept out of the roleplay threads! We have our Discord and Private Messages for any OOC discussion regarding roleplay. Please keep in mind our Terms of Service as you post. If you feel the need to tack something on, like if someone isn't online or you don't know who the person is or even if it's just showing you have permission to godmod somebody's character, keep it short and to the point!
10. You can decorate your posts to your hearts content. Just keep the Terms of Service in mind.
Warning: Large images or high quality images tend to cause forum and thread lag so please be aware of that when decorating your forum posts! If your post is edited with any images altered or removed, please know that it is nothing personal and it's just to ensure that our forums are running as smoothly as possible.
Roleplay on Our Discords
There are two different publicly available (to an extent) discords that can be roleplayed on. There is T-DEra+, meant for 18 and up members and T-DEra Patreon, for our patrons. A few of our Terms of Service rules can be broken within T-DEra+ and our T-DEra Patreon members have the ability to roleplay with lore that is either being currently worked on has yet to be released (depending on the tier they are donating to).
In order to get onto our T-DEra+ Discord: You need to provide proof of your age in a live call.
In order to get onto our T-DEra Patreon Discord: Donate to one of six tiers. Only certain tiers allow you to roleplay in this forum.
1. Due to the nature of the 18+ Discord Server, asking permission (OOC) to do anything to someone else's character is required. Keep in mind that roleplay doesn't always reflect whether or not someone has permission. If permission was revoked (and you have told them this OOC) or never given to begin with, and your character has fallen victim because of this, please contact our Disciplinarians.
2. There is no minimum word count on our Discords but please try to include enough material for other roleplayers to properly respond to your posts.
3. Like the forums, we post in order of who joined the #Text channel. You will need to include a # of what channel you had previously been in and which one you are currently going to in your first/last post of the channel.
4. Please include your current location somewhere in your post, especially if it's your first post in the channel. If your character moves from that spot, then update the current location.
5. Roleplaying multiple characters on your phone can be complicated; if you plan on having them in the same post then you need a space between each of their posts. You can roleplay them in separate posts to the channel if that will make it easier for you.
6. Like the forums, we don't allow god-modding or meta-gaming. Ask before you post if you're not sure.
7. No talking out-of-character in your posts. We have general text channels and voice channels for communication purposes.
8. If you need to remove your character from the roleplay for any reason, you can have them leave in your next post.
Character Application Forms This page has a read-along. Watch the video here!
Please keep in mind that we will only review one character per person per week. This means if you submit more than one character, we will review the character of yours that has waited the longest. During character reviews, we will check to see if you have the appropriate license. We will not review your character if you don’t have a license when you need one. You will not be notified if you’re missing a license.
Furthermore, you can only submit one character based on each race (not including hybrids) for free. You can also only submit one of each Dragon Class and Rider Class for free. If you want multiple characters of a race, or hybrids, or more than one Dragon and Rider Class character, you need to spend Emeralds in the Emerald Shop for the appropriate licenses. Emeralds can be earned by posting in our role plays.
Important Note from Eerie!
We suggest posting the appropriate forms (linked below) into a notepad or word document before filling it out
and saving it to your computer when you’re done, in case something happens to your submission.
There are three character submission forms to choose from based on what class you want your character to be. Please double-check the race of your character to see if it’s compatible with the class you want otherwise it will be declined by default.
Dragon Class Submission Form Races that can be Dragon Class Artrune Pursa Sil'nyy Hybrid (Half Artrune, Half Mewah) Hybrid (Half Artrune, Half Sil'nyy) Hybrid (Half Mewah, Half Sil'nyy)
Rider Class Submission Form Races that can be Rider Class Artrune Mewah Pursa Hybrid (Half Mewah, Half Artrune) Hybrid (Half Mewah, Half Sil'nyy)
The Subject of your character’s profile thread should always be your character’s full name and your submission should contain all labels that pertain to it. If it’s a certain type of race, it needs to have that race’s label. If it’s a hybrid of a race, it needs to have the Hybrid label and the label of the two races that make up the hybrid. To add a label to your thread, it needs to be as you’re editing the thread of the submission in the forums; there should be a gear icon in the right most corner across from the subject of the thread. A drop down menu will appear when you click on it.
If you are having issues filling out the form, or can’t seem to get your character accepted, we suggest that you follow the guidelines below, as it explains the inner workings of the submission forms and what’s needed when filling them out each subject.
At any time you may want the administration to update your character’s profile. To do so, please use the Character Edit Request Forms. This can be done to update most, if not all, sections of your character’s profile.
Name: This needs to include your character’s full name, which typically includes first and last names. If your character has a middle name, add that in too. Make sure the name matches that of the race that they are from. If it does not, please explain why under the Extra Details section of the form. The following are helpful links to generators and pages that you can use to name your character. You do not have to use the names provided and can use google translate to roughly combine words to create a name as well.
Artrune: You can use any language to create a name for an artrune, even if that language is already being used for another race.
Mewah: First names always start with a consonant, have exactly four syllables, and always ends with a vowel (this includes 'Y'). Middle names always start with a consonant, two to three syllables is traditional, four syllables is a new trend, if the first name ends in a Y, then the middle name ends with a consonant, and if the first name didn't end with a Y, then it can end with either a consonant or vowel. Last names always start with a consonant, has three to four syllables, and ends in either a vowel or consonant.
Pursa: Male first names start M, Q, R, T, W, X, or Z. Female first names start with B, C, D, L, N, P, or S. Unisex names start with F, G, H, J, K, V, or Y. Last names always start with A, E, I, O, U, or Y. Non-Traditionalists don't follow the first name rules but will still follow the last name rule.
Sil'nyy: The standard for first names is to have to three syllables. An apostrophe can be used but it doesn't have to be. An L always followed by an N will be silent. Male first names end with a consonant. Female first names end with a vowel. Surnames include: Cha'Grathka (Warriors), Hognur'Gor (Healing), Urukgar (Tactictions), Ushmog (Smiths), Ogudar'gen (Exile, Outcast).
Appearance: Go into extreme detail of what your character looks like. Natural and with clothing. This includes colors of hair/eyes and what kind of hair style. Your character can have any color for their eyes or hair; even unusual colors. In our role play, people can be born with strange colors for them (this does not include fur on a pursa, not to be confused with their hair). Yangzi can have strange fur colors so long as they have the regular fox-patterns. Pictures are approved so long as they aren’t linked directly and are instead uploaded through imgur (or another image-sharing website) and make sure to use the IMG BBCode Button with it. If they are a yangzi, please include a picture or description of them in their fox forms.
Aliases: Nicknames that your character has been called or go by. Characters typically gain more aliases through role play by other member’s characters. Nicknames are not a one-time thing. They are typically used frequently by the character that came up with them.
Age: How old is your character? Here is a quick reference for the average lifespan of each race. You can always go two or three years above if you think your character would live that long. You may need to check the actual race page to see if anything of significance is to happen (ex. Zephyr grow new sets of wings at certain ages).
Artrune: 79 to 100 Years
Mewah: 489 to 507 Years
Pursa: 320 to 350 Years
Sil'nyy: 35 to 312 Years
Height: How tall is your character? It should be in feet and inches. You can be a little taller or a little shorter than the average heights for the races.
Gender: Male or female, usually. There have been cases where a character is transgender or nonbinary, in which case it’s best to put their biological sex after the gender they go by.
Pronouns: These are your character’s preferred pronouns. Just a reminder: Some characters and role players might not know your character’s gender until they get to know your character better. Please don’t get upset or angry at them. Acceptable pronouns are as follows:
He and him
She and her
They and them (and any variation of)
Orientation: What gender are they interested in for a relationship, if they’re interested in a relationship at all? Some options are straight, gay, bi, or ace. If you use any other option, please describe what it means under Extra Details. If your character has a preference for a certain race or multiple races, please include it in parenthesis.
Relationship Status: Single? Seeing someone? Engaged? Married? If your character is in a relationship with someone else, please see Notable Relationships. If your character is not interested in dating or being with someone in general, please state so.
Voice: What does their voice sound like? Don’t include links, please. Just describe it.
Magic Study: This an entirely optional field to fill in on your character’s submission form. However, if you want your character to be able to use magic, you have to fill this out. This is the type of magic that your character practices. You can have more than one but some restrictions apply. Please see the official page for details.
Profession: This is also optional. If you want your character to be homeless or your character is too young to work, you don’t have to fill this field out. You can have more than one profession as well, but both professions need to go hand-in-hand with each other.
Hobbies and Talents: This is what your character does or likes to do in their spare time. Keep in mind that they can dabble in magic without being a magic scholar but they will not be able to use hobbies/talents as a means for a profession. Furthermore, if your character has a hobby or talent in magic, it will not be strong enough to use in fights (you’ll need to include it in the Magic Study field to be able to use it for fights).
Extra Details: This is entirely optional except if specifically requested (see fields Name and Orientation). This is typically used for information that we didn’t ask for that you might want other role players to know about your character. This can include pictures of their weapons, more outfits they wear, etc.
Current Partner: A field that Rider Class and Dragon Class share. This is your character’s partner whose Mark of the Dragon matches your characters down to every part: Shape, size, location on the body, color, and glow color. Please ask people if they’d like to partner your character rather than sign people up without their permission. Should the partner leave or die, this can be changed to someone else (see The Classes page for more info).
Dragon Form: Dragon Class only. Skip to Personality if your character is Magulis Class or to Rider Abilities if your character is Rider Class. This is the dragon form your character transforms into! Images (if there are any available) descriptions must be included. Please include colors and what the dragon specifically looks like whether you have an image or not. The dragon’s Mark of the Dragon does not show in dragon form unless it is using one of it's special abilities.
Dragon Abilities: These are the abilities that go hand-in-hand with your dragons features. Some are actually elemental based. Please check Dragon Class on The Classes official page. If there aren’t any abilities that you want for your dragon listed, please contact the Forum Manager.
Rider Abilities: Rider Class only. Skip to Mark of the Dragon if your character is of the Dragon Class. These are the few special magical abilities they have based on what element they’re dragon is aligned to (thus your dragon partner will have features related to these abilities of your character).
Mark of the Dragon: A field on both Rider Class and Dragon Class submission forms. This is the mark that binds dragon and rider together. This must include shape, size, location on the body, color, and glow color. Please keep in mind that you should ask someone if they would like to be your partner before making the same design as their Mark of the Dragon. Images are welcome so long as you cover every requirement for the Mark of the Dragon that is listed.
Personality: What are they like? Bare minimum is five sentences or 140 words. You can go above this. Bottom line is we want to know what it’s going to be like role playing with your character!
Belief and Philosophy: Bare minimum is five sentences or 140 words. Needs to be based on a culture in its entirety and not just their religion (i.e. societal and governmental beliefs as well). If you choose to have your character follow another race’s culture or beliefs, please explain why.
Childhood: The bare minimum for this field is five sentences or 140 words. Did anything of significance happen when they were little? Where were they born? What was their childhood like growing up? Were they a loner and/or having trouble making friends? Did they have a complicated childhood? We want to know as much as you’re willing to give.
Recent History: Another bare minimum of five sentences or 140 words. Have they recently moved? Have they found love? Did they discover something about themselves within the past few years? As you role play on our forums, you may want to update this section!
Notable Relationships: Relationships include family, friends, and other loved ones in general. What kind of relationship do they have with them? What were their names? We would also like to know how your character would interact with these characters and how these characters treated yours! This can be updated later to include other role player’s characters (you don’t need their permission to add them as a relationship unless they’re family/lovers)!
Limitations: What are you willing others to do (or not to do) to your character. This covers the allowance of death, dismemberment, etc.
Boundaries: Scenarios that you don't want to roleplay and subjects you don't want to touch. If you are uncomfortable with role playing something, please include it here so that others may know to avoid it. If you're okay with seeing it as long as there are Trigger Warnings prior, please put that here. Conversely, if you are comfortable with certain touchy subjects being roleplayed around you, please include that here.
The Classes This page has a read-along. Watch the video here!
A person born on Nouva will fall under one of three classes: The Magulis Class, which is the most common class of Nouva, the Rider Class, which are powerful magic users but are restrictive on what race they can be, or the Dragon Class, which are people who can transform into a dragon but are also restrictive on the races.
The Magulis Class The Magulis class covers both those who can not use magic and those that can only use magic by channelling it through a held object such as books, staffs, swords, or other items. The Magulis Class is the most common class of Nouva. Any race (including mixed race) of Nouva can be of the Magulis Class.
Races: Any
The objects chosen by a magic user of the Magulis Class does not inherently have to be magical, nor do they have to have an enchantment or be magic-based. The magic comes from inside the magic user, they just use the object to channel their magic outward as they can’t do it without one.
There are restrictions on what can be used to channel magic. It mostly has to do with size but in some cases, it also has to do with weight. The smallest size that can be used to channel magic would be equivalent to a wand. This means that if you have a large wooden spoon, the magic user can use it to channel their magic. However, they would not be able to use a small spoon used for eating soup.
The object also needs to be able to be stored or carried on the magic user themselves. Depending on the race, this can vary in size and weight. But it should either be able to be stored in a pocket, a satchel, or carried upon the magic user’s back when not in use. When in use, they must be able to hold it while casting their magic. They can’t cast magic unless they are holding the object in their hands/claws.
They can use S, A, B, C, or D Rank Magic Studies or even a combination of them. Each type of Magic Study, whether race exclusive or not, can have consequences to using the magic. Using magic over a prolonged amount of time or using too much that the Magulis individual can handle can result anywhere between sudden dizziness and lightheadedness, passing out, or even death. See Magic Studies for more info.
The Rider Class Riders are anyone, of select races, that have the special capability to use magic without the need to channel it through an object. They are considered a living embodiment of magic itself and are some of the strongest users of magic on Nouva. They are born with a mark that glows when their Dragon is nearby and they receive immortality when they finally bond with their Dragon.
Riders are strong in magic, sometimes even more so than the strongest of Magic Scholars. Studies from the Mewah (of pregnancies and births that lead to Riders and Dragons) show that Riders have strong magic in part of two reasons:
They were going to be born with really high amount of magic to use prior to becoming a Rider while still in the womb,
and, at some point before birth, half the soul of a dragon (not the dragon class, but the dragon creature that had become extinct) had attached itself to the Rider’s soul after being attracted to the powerful magics.
Magic Studies do not go hand-in-hand with the Rider Class. A Rider can be of any Magic Study or even have a Race Exclusive Magic should their own race line up with it.
A Rider can have special magical abilities that reflect what their dragon partner would have but only if they typically study either B, C, or D Rank Magic or don’t study magic at all. The abilities will take a while to show, most likely through practice and training of regular magic studies or from random outbursts and fits from the Rider even at a young age. The possibility that they are a Dragon Class exists until they discover their powers. These can include the following:
Underwater breathing and/or Underwater Vision (if their dragon is Water Aligned),
a loud roar that can make the earth shake,
spitting acid or releasing toxic gas from the mouth (if their dragon is Poison Aligned),
elemental breathing (think fire breathing but based on the elements of the dragon as a creature and not as the Class),
night vision, etc.
If you do not see an ability that you want your Rider to have, please contact our Forum Manager for any questions. You may end up helping expand our repertoire.
The Dragon Class Dragons are anyone, of select races, that have the special capability to turn into a dragon. They are a living embodiment of magic itself, able to utilize it to transform into one of the most dangerous and powerful creations on Nouva. They are born with a mark that glows when their Rider is nearby and they receive immortality when they finally form a bond with their Rider. Their dragon abilities and distinct looks vary from person to person. Their abilities are tied to that of the elements.
All dragons have the power of telepathy while in their dragon form so that they can speak to their Rider. Their Rider can’t speak with telepathy unless they have the psychic magic study, so often the Rider responds out loud.
Like Riders, there have been studies from the mewah (of pregnancies and births that lead to Riders and Dragons) to answer why Dragons are less capable of magic or can’t use S, A, or B Rank Magic, and are naturally physically stronger even when not in dragon form and how the dragon soul had become attached to them.
They were going to be born with really high amount of magic to use prior to becoming a Dragon while still in the womb,
and, at some point before birth, half the soul of a dragon (not the dragon class, but the dragon creature that had become extinct) had attached itself to the Dragon’s soul after being attracted to the powerful magics.
However, unlike Riders where they gain more magic due to the attraction of the dragon’s soul, Dragons lose their magic. It is believed to be because their dragon form takes up a lot of their magic so that they can be ready to transform when needed.
The half of the dragon’s soul that attaches to the Dragon individual is also believed to be it’s pure physical form. This means any physical abilities it may have will be gained through transformation of the dragon. This also leads the mewah to believe that the individual, when not in dragon form, is often so strong.
Dragons also have a whole range of powers they can possibly have if their physical structure allows it. These powers can stem from physical attributes such as gills, claws, wings/fins, and a gland or bladder deep in their throat or chest that can produce all sorts of element-aligned breathing. An individual’s dragon form can only have one of each: One fastness ability, one biting ability, one scale ability, one eye ability, one tail ability, and one claw ability (all of which have to be under their chosen Elemental Alignment).
The dragon form will take a while to discover, most likely discovered from random outbursts and fits from the Dragon even at a young age. The possibility that they are a Rider Class exists until they discover they can transform into a dragon. Sometimes they are perceived as a Dragon Class at an older age but this only happens if they never figured out how to transform.
All dragons can have night vision, which allows them to see clearly in the dark as if it were during the day, have very loud roars and strong jaws. Like the extinct creature, Dragon Class individuals align with the elements when they are in dragon form, which includes the following.
Fire Alignment: Powerful Wind Creation (Wings), Fast Flying (Wings), Fire Breathing (Inner Gland/Bladder), Hot-to-the-Touch Scales (Scales that can burn people should they touch them without protection), Powerful and Unyielding Jaws for Biting (Mouth/Teeth), etc.
Water Alignment: Fast Swimming (Fins instead of Wings), Underwater Breathing (Scales), Water Spitting either Hot or Cold (Either a mouth to hold the water or an Inner Gland/Bladder), Water Vision (Eyes to see underwater clearly and without pain), etc.
Air Alignment: Powerful Wind Creation (Wings), Fast Flying (Wings), Tornados and High Winds (Wings), etc.
Poison Alignment: Spit Acid (Inner Gland/Bladder), Breath Smog or Toxic Clouds (Inner Gland/Bladder), Scales Toxic to the Touch (Scales), Venomous Bite (Mouth/Teeth), Toxic Claws (Claws, but the toxicity of the claws will only take effect if they open a wound with their sharpness first), Toxic Tail Spikes (Tail, either with Spikes or a Barb at the tip), etc.
Earth Alignment: Fast Running (Four or More Legs), Immovable or Tank (Large Body), Stomping Mini-quakes (Forelegs), Powerful Ramming (Hard Head or Large/Tough Horns), etc.
Lightning Alignment: Fast Flying (Wings), Fast Running (Two Legs), Lightning Breath (Inner Gland/Bladder), Shocking Scales (Scales that shock people should they touch them without protection), etc.
Shadow Alignment: Fast Flying (Wings), Silent Flying (Wings), Onyx Sight (Eyes), Fast Running (Four or More Legs), Smokey Scales (Scales that shed to cause a smoke), Camouflage (Scales that can change color to help them blend in with their surroundings), Stealth (Scales that allow you to blend in with the shadows), Black Smoke Breath (Inner Gland/Bladder), etc.
Light Alignment: Fast Flying (Wings), Powerful Wind Creation (Wings), Blinding Scales (Scales that are so bright they can temporarily blind), Breath Hot Air (Breath that is so hot that it becomes a bright light that can temporarily blind, required to have the Inner Gland/Bladder), etc.
Ice Alignment: Icy Wind Breath (Inner Gland/Bladder), Icy Bite (Mouth/Teeth that can either be super cold when biting or create an icy cover where they bite), Icy Scales (Scales that you would either need a glove to touch because they’re so cold that they turn the immediate environment cold, or scales that are just simply cold to the touch with or without protection), Icy Claws (Claws that are either super cold or create an icy cover where they strike/touch), Icicle Tail (Tail with icy spikes that shoot icicles), etc.
In order to use the selected abilities, your dragon must have the corresponding physical attributes. However they don’t need the physical attributes if you don’t want to give them the abilities. This means you can have a wingless Fire Aligned dragon or even an Earth Aligned dragon that can fly (just without any special abilities that come with it since they would be too slow of fliers). However, you can’t have a scaleless dragon. If you don’t want an ability to go with the scales, you can opt out of the ability, just not the scales. Claws (unless you choose to have an armless/legless dragon), tails, and eyes work the same way.
That being said, a Dragon in their dragon-form can be any size compared to their Rider. This includes but is not limited to pocket sized (guardian of your coins), small enough to be carried on their Rider’s shoulder, too big to be carried by the Rider but not big enough to be ridden (but can follow their Rider around), just big enough to be ridden, or even as large as a four-story artrune house (we’ve put a restriction on Dragon Class compared to the dragon creature, as the creatures could be as big as mountains).
Important Note from Eerie! When it comes to what a dragon looks like, aside from the physical attributes you have chosen that correspond to their abilities and their size, you can use the dragon excerpt from our bestiary to help you design your dragon.
A dragon’s transformation to and from their dragon form is not instant but it is fairly quick. Think along the lines of the evolution of a digimon and how long it takes for them to digi-evolve. Furthermore, the transition back to their non-dragon form is exhausting.
If you do not see an ability that you want your dragon to have, please contact the Forum Manager for any questions. You may end up helping expand our repertoire.
More on Dragons and Riders
Both Dragons and Riders have markings that are located anywhere on the body so long as it can be seen through the clothing when it glows (it can not be seen through armor). These markings are typically called, no matter which Class has them, the Mark of the Dragon. Markings vary in color when not glowing and can also have any color of glow, including a different color than the marking itself. Markings between partnered riders and dragons will be the same in design, color, size, location, and glow.
Markings on Dragon Class individuals can only be seen in their non-dragon forms but can appear in their dragon form should they use one of their Elemental Aligned abilities. Should the Mark of the Dragon be on a Pursa’s tail (for whatever reason), they will automatically be partnered with another Pursa with the same exact marking. This is because no other race available has a similar and permanent tail.
Aside from being partners, dragons and their riders can have other relationships. They can be best friends, lovers, siblings, parent and child, or even rivals. Some can be multiple categories depending. Once a partnered dragon and rider find each other and have bonded (i.e. a relationship of some kind forms) both of them will become immortal. Unless they are mortally wounded or suffer an illness which can kill them, they will live forever.
If a dragon or rider dies, whether they've found each other and bonded or not, their partner will be reincarnated and the frozen clock of immortality starts ticking again for the reborn partner (aging in the same way they had prior to bonding with their partner). The ticking of this clock will continue even after bonding with a dragon but will stop, bare minimum at age eighteen. In rare cases, the partner of the reincarnated will find the reincarnation too early when their partner is still a child, but the presence of the partner affects the growth rate of the reincarnated magically, allowing them to age quickly. However, loss of childhood in these cases can sometimes cause mental instabilities in the reincarnated.
Whether someone is a rider or dragon, using magic (either through Magic Studies and the magic consequences, Race Exclusive Magic and the magic consequences, or the special magical abilities that aligns with their Dragon), or transforming into the dragon form can be physically and emotionally exhausting. Often the rider or dragon will need rest to recover. Over time, one can train themselves to withstand a longer duration.
Dragons and their riders are actually rare compared to the Magulis Class, which are often common townsfolk. Villagers and the likes, however, often respect dragons and riders due to their rarity and their power. Despite the fact that townsfolk put both dragons and riders on pedestals since birth, some people hold the belief that Dragons are somehow owned by Riders and are therefore lesser in status. Some will even opt to talk to known-riders over their dragons, even going so far as to ignore dragons or give them a look that tells them they better keep quiet if they’re talking.
At a very young age, recognized dragons and riders may be pampered and/or trained, depending on where they lived, until they were old enough to set out on their own to find their partner. Family members of the riders and dragons will sometimes set up special parties (called Partner Ceremonies) to try and fit dragons and riders to their appropriate partner by inviting those of the opposite class to the ceremonies to meet them, often ignoring whether or not they are rich or poor for the sake of their loved one.
Important Note from Eerie! Dragons and riders can become close friends with dragons or riders that are not their partners and even help them out during fights or even give lifts to people should the dragon form be big enough to carry them.
Magic Studies This page has a read-along. Watch the video here!
Most, if not all the races of Nouva, are born with magic. However, not all races can study all the different types of magic and there are certain magic studies that can’t be combined with others. Some magic only certain races have the ability to do; this isn’t because they are the only ones allowed to study it but because their bodies are typically born with the power to produce such magical skills. There are also some magical abilities that just come naturally to all members of that race, whether they study magic or not. Those can be found on the race’s page and will not be included in Magic Studies.
Rules of Magic Studies
If your character has more than one magical skill or studies with more than one magic, then they are automatically Magilus Class. Dragons and Riders are only allowed to have one magical study or skill. However, the max amount of magical studies or skills for the Magulis Class is two per character.
Each Magic Study or race exclusive magic skill has a specific label, S through D. The pairings goes as followed:
A Ranked magic can be paired with C and D.
B Ranked magic can be paired with C and D.
C and D Ranked magic can be paired with any other Rank except S.
S Ranked magic can not be paired with any other Rank.
Rider Class can learn only one magical study or skill and it can be any Rank.
Dragon Class can learn only one magical study or skill but it can only be C or D Ranked magic.
If your character’s race is a Coxayli, Landare, Machali, Tambi Hatari, Yangzi, or Zephyr (or any Hybrid that includes these races) they can only have B, C, or D Ranked magic.
Each magic study has a specific amount of turns, depending on the Combat System, before the user crashes, followed by a cooldown.
Crashes have consequences. There is a list of consequences that you can choose from for your character per study (should you choose to end their casting early rather than waiting for bad roll). Italicized consequences are consequences that are guaranteed should you make a bad roll that forces your casting to end.
Please use discretion when using magic. Talk to other role players if they’re okay with something happening to them or word your posts in a way (when casting) to let people know the effect is optional. Furthermore, do not use your magic on any PDC (Plot-Device Characters) as other people may need to use that character.
As it should be said, do not kill anyone’s character with your magic or as a result of your magic unless that person is okay with their character being killed. Our Combat System has an option to leave your opponent alive.
The Combat System isn't just used for casting magic but also with combat in general. However, it's optional to use but only in the case of a private roleplay (while in a home, for example) and only if you trust the other person not to metagame/godmod.
S Ranked Magic Studies
Very powerful Attack or Supportive Power, should be used in combat.
Blood Mage Race Exclusive Magic: Artrune
Exclusive to the artrune. This natural ability that the artrune can be born with revolves around the fact that they can use their own blood to create weapons. The weapons have to be held in their hands and can either be a one-handed or two-handed weapon. They can change form should they need it once every 24 hours as their blood will automatically take the form within the day without much concentration on the blood mage’s part. Their blood holds memory.
They can summon up to two one-handed weapons at a time if they have enough cells; this can easily turn into one weapon during the same day if they lack the blood needed for the completion of the weapon later on. Weapons that require ammunition can’t be created as the ammunition themselves will part ways from the body and will not have an impact.
Important Note from Eerie!
During use of this magic, an artrune’s eyes will begin to glow a bright red (#ff0000 Hex Code).
The blood used can be from the artrune’s own blood, blood willingly donated by someone on the spot, or blood taken from someone without their consent so long as they do not have a strong enough will to stop the blood mage. The blood must come from an open wound that is bleeding. The blood is returned after use unless it had been taken from an unwilling subject, in which case it will then drop to the ground in a puddle. A blood mage can only have control of the amount of blood they need to create the weapon and no more. This means they can’t drain someone’s body of blood to the point where they die.
Furthermore, a blood mage can make large weapons with their own blood without fainting on the spot as their magic will replace their blood needed until the blood is returned (this does not last long, however). This magic has another limit, especially when it comes to using their own blood. Should a blood mage hold onto their weapon for too long without returning the blood back to their veins, their magic will come to an abrupt stop which results in the following: Their weapon becomes liquid once more and drops to the ground in a puddle instead of being returned to its owner and the blood mage faints. The blood mage will lose consciousness until they have had enough rest. Once they come to, they must consume water and food and will suffer a multitude of consequences until the next day.
Consequences: lethargic, dizzy, lightheaded, fainted when used for a bit too long + blood loss (9 posts or less)
Cooldowns: If fainted, until the next In-Character day, magic can otherwise be used every 20 posts
Chronomancer A chronomancer has the power of temporal manipulation. They have the ability to slow down, speed up, reverse or even freeze time itself. Whatever they touch is brought with them to the time they are witnessing (i.e. if time is frozen, they are holding someone’s hand, the person they are holding is not frozen in time like everything else is within that short radius). It takes a certain amount of power to manipulate time around limbs or objects.
Consequences: lethargic, dizzy, lightheaded, fainted if used for too long (4 posts or less) Cooldowns: One in-character day
Mimic A magic scholar can use the magic of mimicry to copy someone’s powers of magical skills, to a lesser extent, from any Rider, Dragon, or magic scholar they last touched. This can only be one kind of magic at a time and does not include physical or natural magical abilities like cloud walking from zephyr or fire breathing from dragons. However, any consequences or setbacks that come with naturally having skill in a type of magic, whether it’s race exclusive or not, will be included when copying that magic type.
In other words, if the mimic uses the magic of a blood mage, they would have to take from their own blood and create a small weapon. They would also have to face the consequences of a blood mage should they use that power for too long.
Consequences: depends on the magic study copied
Cooldowns: depends on the magic study copied
A Ranked Magic Studies
Attack Power, used mostly for combat but can be used for support in combat.
Dragon Slayer
Dragon slayers are typically of the Magulis Class. They are trained from a young age, either by choice or forced by their parent or guardian, to learn how to repel magic and enhance their strength. This particular profession has existed since the first sighting of the dragons (creature, not Class) and has continued long after their disappearances from Nouva in retaliation for the appearance of Dragons and their Riders. Despite what some may say, they use what they call ‘anti-magic’ (which to any normal person would be self-protection magic) to protect themselves and dispel magical abilities directed at them.
Cooldowns: Can be used every 20 posts with increase of consequences each time
Elementalist These particular magic scholars use magic of the elements. The most commonly known are from Fire, Water, Earth, and Air. There are many in-between magical elements such as Magma, Frost, Clay, Lightning, and even Shadow, and Light. An elementalist usually just studies two particular elements at a time, including any in-betweens or branches of. They also often partner themselves with a familiar that reflects the type of element they use.
Important Notes from Eerie!
Elementalists can not control or spawn elements within or of a living thing.
Pertaining to Shadow and Light, these are Chaos Gates: Created by combining complete opposite elements. Shadow is the combination of Air and Earth and Light is created with the combination of Fire and Water.
Some examples of spells effects that can come from their magic can include:
Trailing fire or frost behind them as they walk.
Creating a creature of clay to do things for them.
Summon a lightning bolt when there are no clouds in the sky.
Completely disappear into a shadow if it’s dark enough.
Create a light source, either with flame or an actual orb of light.
Use the wind to fly without wings.
Manipulating nearby water or magma to use as a weapon.
Create a moving platform as a make-shift vehicle.
More Notes from Eerie!
Elements can't harm the castor but can harm others. Specifically the usage of fire, frost, lightning, etc. If the castor hasn't had proper training, there is a possibility that it can hurt them when used.
When two Elementalists attempt to mix their specific elements together, it often doesn't become the branch that they want and instead becomes a mess. The only exception to this is if both the Elementalists study the same exact elements. A good analogy for this is the following: One person knows how to grow the fruit, the other knows how to milk a cow. Just because they have the ingredients, it doesn't mean they know how to make a smoothie.
Consequences: hyper sensitivity of the senses, temporarily weak to the element they used during cooldown
Cooldowns: Can be used every 20 posts
Psychic Psychic abilities often cover telekinesis and telepathy, both using the mind to manipulate what already is. Telekinesis can be used to lift objects and sometimes people if they are magically strong enough, while telepathy allows the user to talk to others using their mind rather than their mouth. They can even read thought waves sent in their direction (i.e. thinking of them), which unintentionally causes them to hear things from complete strangers that they would rather not know. Unfortunately, these magic scholars are very limited with time when using their powers and can collapse and/or pass out if they use their magic for too long.
Consequences: hyper sensitivity of the senses, headaches, fainted if used for too long (11 posts or less)
Cooldowns: Can be used every 20 posts with increase of headaches
Shifter A person who uses magic to transform parts of their body, if not their whole body, into parts of living beings they are familiar with (including animals, the Dragon Class dragon-forms, and races). They can acquire any magical or physical abilities from them that don’t include magic studies. This means they can gain abilities such as a flame kirin’s ability to withstand heat of fire or lava by using their fur or scales along their body, or the ability of flight and cloud walking by growing zephyr’s wings. A shifter can only use up to three different shifts at once. They can also completely transform into someone else they have seen, either as a disguise or for fun.
Consequences: dizzy, phantom body parts, lingering senses (based on the form used last), shifting abruptly ends (21 posts or less)
Cooldowns: Can be used every 10 posts, phantom body parts and lingering senses last 5 or more posts at the start of cooldown
B Ranked Magic Studies
Supportive Power, used strictly for support in combat.
Archangel Race Exlusive Magic: Zephyr
Exclusive to the zephyr. An archangel has a slew of protection spells to not only protect themselves, but multiple people at once. They can create a giant bubble around a crowd of people that projectiles bounce off of and they can create individual shields of magic and drop them for their allies to use. They can also create a giant bubble around a group of people to not only shield them from oncoming attacks, but it will also slowly heal them. However, the longer they hold a shield up, the more of their magic and energy is drained. Eventually, the shield will lower because they have no more magic to support it, and the individual will need to recover with a little rest before they can attempt another shield.
Consequences: loss of energy, loss of magic, tingling of the nerves (pins and needles), muscle weakness,
physically and magically exhausted (21 posts or less)
Cooldowns: 15 posts with increase in chance of magic failing, weakening, or breaking
Fog-Brained Race-Exclusive Magic: Sil'nyy
Exclusive to the sil’nyy. Sil’nyy are often naturally strong but some come with the ability to make themselves more powerful. To do so, they use magic to blind most of the senses, like touch, taste, and smell, in exchange for an increase in their physical attributes. This can affect their strength, endurance, dexterity, etc. This means that they can lift more, punch harder, run faster, endure a fight longer, and their reflexes become faster, biting becomes easier since they can’t taste what they bite into, and they feel no pain. Crashing results in a drunken-like state. They can treat their condition like they are drunk; anything that would get a drunk sil’nyy out of drunkenness would also cure this behavior; so most sleep it off.
Consequences: slurred words, slowed movements, slowed thought process, headache or migraine, nausea, shock, acting like they're drunk and dealing with everything they didn't feel during the battle (21 posts or less)
Cooldowns: Can only be slept off
Gorgon Race Exclusive Magic: Tambi Hatari
Exclusive to the tambi hatari. These snake people have a very powerful special magic that can paralyze anyone who looks into their eyes by their will. Should the eye contact break, either by looking away, blinking, or something blocks the gorgon’s vision, their victim is freed from their paralyzation. The magic user can only hold onto their victim for a specific amount of time and will face consequences if they don't break eye contact with their victim before the time is up. Should something block their vision while they were maintaining eye contact and it doesn’t distract the gorgon, then they can still face the consequences since their magic was still being used, even if it was failing at the time.
Cooldowns: 10 posts or less with increase of consequences
Illusionist
This scholar can create illusions of themselves to fight alongside them. These clones are physical (they can be touched and even have a shadow) and can use the same attacks (but to a lesser extent) as the magic scholar that summoned them. However, they can easily shatter if they are hit. An illusionist can summon up to two of these illusions at a time and will need some rest after their shattering before they can summon more. It takes a lot of energy and magic to create even one of these illusions.
They can even summon illusions of themselves or environments or events but this can take a lot of magic and can result in the illusionist fainting if the illusion is held corporeal for too long. Even though environments are corporeal, any events created through illusion are not as it takes too much magic to make them physically there, so it’s by sight and sound only. People will be able to interact with an illusion of an environment but would pass right through any illusion of events should they be summoned, whether at the same time as environments or not.
Consequences: dizzy, fever, hyper sensitivity of the senses, out-of-body feeling (if made multiple of self), exhaustion, nausea, sudden shattering of illusion if used too long (26 posts or less) Cooldowns: Can be used every 10 posts with increase of consequences
Necromancer
A person who has the ability to commune with or temporarily raise the dead. The dead can include anything between a skeletal form of any existing creature or race (if they even have a skeleton), a rotted or deteriorated form of any existing creature or race, or a sewn-together hodgepodge of an abomination. Each has its own time frame of existence and setbacks. Large dragons or creatures can not be summoned if they are taller than a first-story artrune building. None of anything that is raised by a necromancer has its own will.
Skeletal forms can’t use any form of magic that the creature or race used to have while living and, because of this, they can only use physical attacks with or without weapons and they are bound to fighting on the ground. Depending on what kind of creature or race it used to be, it may take one to many hits for it to go down. This kind of summoning doesn’t require much magic to raise depending on the size of the summon and, because there is plenty of magic leftover, one can create many skeletal fodder.
Rotted or deteriorated summonings are much harder to take down as there is no pain that they feel and plenty of flesh and muscle to keep them together. Necromancers can’t summon as many of these as skeletals, but they can still raise a handful of them depending on their size. This also includes races and creatures without meat flesh like hell raisers and landare. Creatures and races summoned this way can use very weak natural magical abilities such as fire breathing, heat resistance, etc. They can also fly if their wings aren’t deteriorated too much.
In some cases, should a necromancer be crazy enough, they can sew together a multitude of creatures and other races to create what is known as an abomination. These creatures take all of a necromancer’s magic to keep it from falling apart or dieing instantly during battle. Depending on the size, one to three of these can be used during battle at a time should no other necromancy be used. These are tougher to take down but not because of how fleshy they are; they’re still rotting corpses that had once lived. They can use any natural magical and physical abilities they once had, including flight, cloud walking, fire breathing, etc. but to a lesser extent than their living bodies would have. Depending on what kind of combo an abomination is made of, they could use multiple of these.
Whether one has a mixture of summons (rotted/deteriorated or skeletons) or not, one can not summon more until their current summons are dead and, even then, it will take a while to regain magic lost during the first wave of undead fodder. Using magic for abominations takes longer to replenish once those are defeated by the enemy.
Consequences: exhaustion, temporary loss of senses (any combination), loss of control over the summonings (21 posts or less)
Cooldowns: Can be used every 5 posts with increase of consequences
Rune Scribe
A magic scholar that has the ability to imbued runes with magic as they write them. They can use their runes for teleportation, summoning of creatures they have made contracts with, and for granting themselves temporary abilities such as flight, digging through stone, jumping real high, etc. A rune scribe always needs to sacrifice something of equal value in return for what they are attempting. This is why a lot of rune scribes are rich as they often trade coins to get their spells to work (all though the stronger the spell, the less the coin is valued). If a runic trade is undersold (i.e. you don't give the spell what it needs for it to work) then nothing happens.
Runes that are written on paper set the paper on fire immediately after successfully using the spell. Runes can be tattooed onto others so long as the one making the tattoo is the rune scribe themselves but if the trade for the runic spell is successfully made, the tattooed runes will provide a burning sensation, increasing in strength depending on how often it's used or how strong the spell itself is.
If runes are very vague in writing, they become a monkey paw scenario - you will get your wish but you don't know what way you will and there might be higher consequences. If runes are written very specifically, the spell is guaranteed to do exactly as you want it upon making the correct trade. The stronger the spell, the more likely a consequence is given to the scribe once they finished writing it. Runes last forever until either erased or broken and runes can be used immediately after written.
Consequences: disassociation, air-headedness, black-outs (can't remember what they did after writing the spell), hallucinations
Cooldowns: Can be used every post with increase of consequences
C Ranked Magic Studies
Supportive Power, doesn't need to be used in combat but can.
Alchemist
Brewing potions and tonics is this magic scholar’s specialty. They can make a wide range of drinkable solutions or salves that can be applied to the skin, scale, or fur. It can span from healing, poisoning, or many other brews that can affect an individual. Sometimes magic can be imbued in substances and other times magic is necessary to create certain brews.
Important Note from Eerie!
Love potions are well known throughout Nouva but a true alchemist would know that they’re actually categorized as a poison and thus call them love poisons. This is because, when slipped to someone they like, the brew alters that person’s personality to almost a stalker-ish obsession with the one who slipped them the poison.
This of course, depending on who brewed it, can either last a while or would need a cure to fix. Because of this, it’s best to ask a role player if your character can attempt such a thing on them. If the person says no, then no means no.
Consequences: (only if using magic in the brew) drained magic, exhaustion, joint pains, aching or burning muscles Cooldowns: (only if using magic in the brew) Can be used every post with increase of consequences
Beastdrawl Race Exclusive Magic: Coxayli Exclusive to the coxayli. A beastdrawl speaks in the tongue of creatures of Nouva, including dragon-forms and fox-forms. To others, it sounds like they’re growling, purring, hissing, etc. depending on the creature the beastdrawl is talking to. Not only can they speak to the creature, and the creature understands them, but they can also understand the creature whether the creature talks back or makes simple gestures.
There are certain creatures this does not work on. For instance, any creatures that are naturally hostile and can not be tamed in any way shape or form such as the unmentioned, hell raisers, etc. Those, for some reason, can not be understood nor can they understand the magic user. The same goes with summons from necromancers.
Consequences: tongue-tied, minor headache, cotton mouth, speaking animal when trying to converse with other people (30 posts or less)
Cooldowns: none but there is an increase in consequences when they use it too often without rest
Celestial Race Exclusive Magic: Yangzi Exclusive to the yangzi. These foxes can tap into the 4 zodiacs that make up the constellations in the sky. Should they use a particular zodiac at night and even specifically during the time in which the calendar falls under, or even when the individual is born under a certain constellation, it will provide them extra boosts for each. Depending on what kind of zodiac they use, they’ll gain a different kind of boost either for battle or for daily use. The zodiac boosts work in both human and fox-forms but they can only use one boost at a time.
Gani the Falcon - The Zodiac of Spring (March, April, May) The magic user will now be able to withstand extreme temperatures a lot better for an extended period of time. They can endure long periods of exerting their physical self (for example: pulling sleighs or plows for long periods of time). They are also given a boost that allows for quicker healing; not in an instant but twice as fast as one would normally take to recover from a fight or wound received through an accident. Gani also helps the yangzi relax and clear their mind, should they be anxious or upset.
Simba the Bear - The Zodiac of Summer (June, July, August) The magic user will be able to withstand great pressure underwater, allowing them to dive deeply should they need to. This will also allow them to swim faster, allowing them to find underwater currents to push them at a quicker speed. They can also withstand multiple hits, in combat, without going down or being knocked back. It allows them to stand firm and gives them sure-footing.
Cay the Axolotl - The Zodiac of Autumn (September, October, November) The user will be able to see better at night using this boost and will be granted better hearing, which allows them to hear from far distances. Unfortunately, unless they really concentrate on distinguishing between sounds, what they hear may end up being a garbled mess. The user will also become more stealthy, able to move quietly in most settings and hide in the shadows.
Laufer the Hare - The Zodiac of Winter (December, January, February) This boost gives the magic user speed when running (almost cheetah speed), the ability to maneuver and dodge a lot more easily, and an increase in flexibility. They also become stronger, allowing them to move or lift heavy objects and to put a little more weight into their attacks during battle. The user is also granted better balance and climbing will become much easier.
Consequences: depends on the boost used - Gani the Falcon's are muscle weakness, exhaustion, back pains, sore muscles, lowering or raising the temperature so much that the user can get frostbite or freeze solid if using the boost to withstand heat. If the temperature is too high, faint from heat exhaustion or burst into flames if using the boost to withstand the cold (11 posts or less) Simba the Bear's are muscle soreness, breathlessness Cay the Axolotl's are lethargy, terrible headache or migraine, strain of the eyes, eye sensitivity to light, using stealth may result in the yangzi becoming naturally more quiet and accidentally sneak up on people (4 posts or less) Laufer the Hair's are dizziness, breathlessness, exhaustion, soreness
Cooldowns: 10 posts with increase of consequences
Enchanter An enchanter has the power to enchant objects including accessories, weapons, or clothing among other things. These enchantments can curse or bring good luck to the bearers, increase their abilities and powers in battle, and do many other things. They can even do something as mundane as enchant a bath-bomb so that whoever shall bathe with it will temporarily gain a cat tail and cat ears until their next bath. The possibilities are almost endless.
However, there are limits as to how they can enchant items. They can give an item exactly one enchantment, directly on it. If they want an item to have more than one enchantment, they will need to enchant a jewel or crystal and embed it in the already-enchanted item. In fact, the item itself doesn't need to be enchanted at all- all the enchantments can be done through these decorative jewels and crystals.
Consequences: carpal tunnel, lower back pain, neck pain
Cooldowns: none but comes with increase risk of damaging or destroying the object that is being enchanted
Healer Not to be confused with a practitioner, the non-magic counterpart. A healer uses pure mana in small amounts to slowly heal themselves or someone else. They can’t cure everything but can actually slow deterioration due to diseases and incurable viruses in the magic’s purist form.
They also have the ability to work magic into herbs used for illnesses and disease that can also fully heal minor wounds completely (leaving no scarring), can mend bones, and staunch bleeding of much larger wounds.
A healer's abilities do not work on a landare as they do not have flesh.
Consequences: decrease in magic, exhaustion, nausea
Cooldowns: 3 posts or more (depending on how many turns were used to cast the spell)
Mender Race Exclusive Magic: Landare Exclusive to the landare. A mender has the ability to heal plants, or other landare, that are injured or neglected and even manipulate the shape they grow in using their magic. They can make plants grow faster and larger, the plants can be grown in a way that makes them hollow for sheltering in, and they can even weaponize plants that they grow. A lot of menders have a pouch of seeds on them in case of emergencies or unexpected fights. These seeds can grow to become turrets or even light sources but only if the mender manipulates their growth. The bigger the plant is, the faster it decays, however, so they constantly have to be mended by the magic user.
Consequences: drain of magic, dehydration, hunger
Cooldowns: double the amount of posts it took to heal a plant or landare or grow a plant
Siren Race Exclusive Magic: Machali Exclusive to the machali. The machali are born with the innate ability to sing beautifully to the ears of the different races, both in and out of water. The soundwaves emanating from their voices during song can lure the mind or body of anyone who hears it. This does not mean controlling them (aka loss of will and being commanded or through simply attracting them to the source) but rather manipulate how they are feeling during that moment in time. There are many different ways that their song invokes emotions of those who hear it and it can lead to relaxing, feeling euphoric, making people angry, etc. However, this only works on those with either weak enough will or those who simply do not notice or recognize what is happening to them.
Consequences: headache, sore throat, loss of voice, mutism
Cooldowns: until the next In-Character day
Sorcerer Sorcerers (often called witches regardless of gender) prefer to use black magic, arcane magic, or a mixture of both. They use hexes, curses, and jinxes upon their enemies, casting spells for selfish reasons like making themselves look more attractive, better luck, and even using their magic on themselves to try and manipulate another person or otherwise simply impede an enemy. This can include things like a leg-locking curse, which will prevent someone from walking/running if it successfully hits, or even a curse that will give someone a very painful hangnail. Or perhaps just use their magic to braid their hair if they’re too lazy to do it.
Consequences: headache, exhaustion, dizziness, fainting depending on the strength of the spell
Cooldowns: 3 or more posts depending on how long it took to use the spell
Terra-Phantom Race Exclusive Magic: Pursa Exclusive to the pursa. Most pursa have the ability to commune with the spirits of the mountains. Not only can they talk to them, but they can manipulate the spirits through communication and the use of an object to channel the magic of the spirits. The manipulation of spirits can cause rockslides and landslides, quick tunneling, manipulate soil so that it becomes fertile, and to help with construction through rocks and minerals.
Consequences: out of breath or difficulty breathing, claustrophobia
Cooldowns: 20 posts or less with increase of consequences
D Ranked Magic Studies
Non-Combat Power, can't be used in combat.
Diviner
Divination covers fortunes, either ill omens or not. These magic scholars use tarot cards, palm reading, crystal ball reading, tea-leaf reading, and even the stars and planets alignments to predict the future. They often can’t predict their own futures and their predictions are often spoken in riddles, so as to avoid someone trying to change their fate.
Important Note from Eerie!
In order for a fortune telling to be accurate, communication is key between role players. The role player of the diviner needs to ask what the other role player would like their character to hear. It will not be the immediate future (like seconds from now) but could really be days or even years before it happens for the character. The diviner will not know when or exactly how it will happen and so can not say.
Scrying is also covered by divination. This allows the magic user to see someone else through an object. Furthermore, scrying can only be done if the following conditions are met:
The diviner knows the character's face well.
The diviner has an object that can be looked through like a mirror.
There is a mirror or other reflective surface within the proximity of the person who is being spied on.
Consequences: bad luck, temporarily unable to match names to faces, air-headedness, zoning out
Cooldowns: until next in-character day for predictions, if scrying is used to communicate then 10 posts, if scrying was used to spy then until next in-character day
Illuminator Race Exclusive Magic: Mewah Exclusive to the mewah. The mewah can use a form of clairvoyance known as retrocognition by placing candles around an area that they wish to know the past of. Using their magic, the light from the candles manipulates the shadows to create a scene that took place there. There is a limit to how far in the past they may look and it is within the length of a year. They have to specifically focus on when they believed it happened including time of day and which day within the last year. They can hold this magic for a total of five minutes. It is wise that the mewah that uses this magic also brings along a friend to witness it, due to the potential consequences that accompany the spell.
Consequences: minor forgetfulness, incorrectly recall past events (prior to using the magic), memory relapse and construed sense of time (5 posts)
Cooldowns: no cooldowns but increase in consequences and the magic becomes less reliable
The Professions This page has a read-along. Watch the video here!
Professions are what your character does as a job to earn money or get hired to do. Some professions are more of ‘what you are willing to do to get coin’ rather than an actual job. Other professions are vague and can be an umbrella for multiple. If you can not find a profession that you wanted, but only after reading all the professions listed (the one you want may be under a different name), then please contact the Forum Manager.
Professions are optional. Your character doesn’t need a profession, especially if they’re a child or homeless. There will also be one or more professions that are only available for a certain race so please keep that in mind. You can also have more than one job so long as they work well together. For example: a Practitioner that is also a Pirate > Surgeon. Or even a smith that is also a scavenger. You would do well to keep in mind what kind of Magic Study your character has, if any, and how that would help in the profession you chose for them.
Accountant This profession requires the individual to keep, inspect, and analyze financial accounts. They also act as a treasurer if they are hired to be one, which means they also dictate and plan how the coin under their care should be used. They can work for a bank, be hired by a specific business, or even work under or as a business partner to another individual, sometimes even a shady individual.
Artificer An individual that creates jewelry and weapons to channel magic outside of what a smithy can do. Weapons they are known to create that a smithy can't would include staffs, scepters, tridents, and foci which are often created with or without the need of metal. Some artificers also study enchantments and can give each individual item they make unique spells that can activate when needed or triggered.
Artist An artist is someone engaged in an activity related to creating art, practicing the arts, or demonstrating art. In this particular case, the Artist focuses on the Visual Arts. If you wish to focus on the other forms of art that aren’t listed below, check under Performer.
Architect: An individual who plans, designs, and oversees the construction of buildings. For the sake of simplicity, we’re also including interior designers under architects. Some buildings created by the architects of Nouva look something out of a dream.
Novelist: A novelist is an author or writer of novels of different genres, fiction or nonfiction. They basically write stories to entertain those who are able to read. It is hard to become a well known novelist on Nouva as they have to have connections to someone of the upper class if they’re not one themselves. They can help publish their book and get their name out there.
Painter: A person who specifically paints with different forms of medium on different kinds of surfaces. Paints used are often acrylic, oil, watercolor, gouache, and encaustic. They’ll also sometimes paint with pure ink. They are often hired by the rich to create portraits.
Poet: These are people who create poetry in their written form. They either express their ideas through their words either literally or metaphorically (or sometimes both). Poems do not need to rhyme. Haiku are included. For those who sing poems, please check Performer.
Sculptor: Someone who either carves beautiful statues out of stone, wood, metal, etc. or uses clay to make small models or ceramic pieces. They get paid a lot to create religious sculptures or statues of gods by other people.
Sketch Artist: A person who specifically draws or sketches on and with different forms of medium. This can be charcoal, chalk, graphite, and pen and ink. They typically draw on smooth surfaces like that on canvases, paper, sketchbooks, and sometimes even walls or floors.
Authority A government job in which these individuals have the power to give orders, make decisions, dictate punishments, and enforce obedience. Authority figures can work with detectives, tacticians, coroners, and sometimes shady individuals to impose the law of whatever city they work in. Despite being a part of the government, existing to help their citizens, they can be corrupted and cruel. They can have any number of roles and sometimes even hold special titles depending on the cities. Sand Guards are the authority of Gyllene Sand and Alver's Hollow has the Hollow Guards.
Jailer or Warden: A profession in which the individual finds themselves in charge of a jail/penitentiary/prison or the prisoners inside of it. They typically dictate the rules of the prison and dish out punishments for disobedience. However, they may leave a prisoner in charge whether it's due to laziness or corruption.
Judge: A judge’s job is to uphold the law in a courtroom in the proper manner dedicated by social rules and government laws where they are implemented to help decide an accused’s fate. They are to make sure everything in the courtroom is in order and that the accused receives fair judgement. Participating parties to be judged can include entities or individuals. Judges can only judge in specific courtrooms in which they have been allowed by the government that owns that courtroom.
Law Enforcement: These are the individuals who are called to the scene and go on patrol. They are the ones who apprehend criminals and bring them in or have to make an important decision that could cost a life if they find that they have no other choice in dangerous situations.
Chef An individual who cooks for a living. They sometimes travel for the soul purpose of hunting down new ingredients or obtaining ingredients on their own, working as a hunter or fisherman as well as a chef, and they'll sometimes invent new dishes to sell as a travelling merchant. Often they have their own restaurant or work in a tavern, working as a keeper as well, where they often buy ingredients from travelling merchants or specifically hire people to obtain the ingredients they need instead of going out themselves. This job also goes hand in-in-hand with the farmer or gardener professions, as growing one's own ingredients is beneficial to a chef.
Detective A detective is an individual who investigates deaths and other crimes and help solve them. They work hand-in-hand with authorities of the city that they are currently working in. They will also work with tacticians, should a tactician be hired, and will even work with coroners to try and solve a crime if the crime is high-profile enough. Detectives of Nouva are given any evidence collected by authorities or other government officials and even let into crime scenes should they prove their occupation through identification.
Engineer These people are the inventors of Nouva. Inventions can range from novice, such as the carriage, or to something more advanced like a hover disc. It is widely believed that if someone is good at problem solving and finding solutions, then they’d make a great engineer regardless of race, religion, or background. These are the people who make the world easier to navigate and make it an overall better place to live.
Farmer Farmers usually have their own farm including livestock and crops. They’ll sometimes have help from other farmers, friends, or family when tending their farm. Anything produced from their farming could be sold to others who don’t know how to grow their own food or simply don’t have the time to. Without a system in place for how much they sell things and when, a farmer could even lose their farm and plot of land, either through higher authorities or having to sell it just to survive.
Fisherman This profession has the individual use a fishing rod, fishing nets, or even dive to collect fresh fish or other aquatic life, including underwater flora. Some elementalists who specialize in ice will often take this job as their ice magic can help keep the fish fresh for transport. Any catches they make can be sold at the market or directly to establishments to line their pockets with coin.
Gardener Not be confused by the farmer profession; gardeners work with plants in a way that is visually appealing. They pull weeds, cut branches off bushes and trees, water flowers, and design a layout for their garden that could later include ponds, statues, and fountains. They get paid a lot in and around Esfandell and Gradina due to the mewah’s high expectations of upkeep and floral arrangements for personal gain in tourism.
Keeper of the Garden: A sil'nyy or sil'nyy hybrid that lives in Home of Urukgar. They are gardeners whose specific job is to take care of the community garden. They keep track of seeds they currently have and planted, produce, and other flora of the garden. They also keep track of trades and/or give away some of their product to nearby establishments, other sil'nyy clans, or to visitors who are kind or it's beneficial liaise.
Hunter Rather raising their own crops and animals for food, they hunt wild game for their meats and pelts and will even hunt down truffles, berries, fruits, and herbs. Whatever they don’t use, they sell for high prices on the market. Some hunters only hunt when they need to while others hunt just because they can. They’ll sometimes compete with predators for the rarest of meats and even kill predators themselves, upsetting the balance of ecosystems. They often make their own bows and arrows.
Keeper These people usually stick to inns, taverns, or shops, for several years if not their whole lives. Sometimes they start as an apprentice and take over the business when the time comes and other times it’s handed down because it is run by the family. There could be those who work there just for coins and don’t become the keeper, but help tend the shop.
Barkeeper and Innkeeper: These particular individuals run taverns across Nouva, mixing and serving drinks, sometimes with a snack on the side. They are the ones to determine if someone has had too much to drink and either cuts the patrons off or kicks them out depending on their behaviour. A lot of times inns or available rooms for passing patrons are available, which a barkeeper will provide for the right coin.
Bookkeeper and Historian: These are the people who keep watch over the knowledge that has been written. Bookkeeps tend to watchover libraries full of fiction and nonfiction alike, touching all kinds of subgenres and stories. Historians prefer to keep the history of Nouva safe, by keeping watch over a vault that is either open to the public or needs special permission to enter. Sometimes a combination of the two if extra security is needed in a public establishment.
Shopkeeper and Tailor: A shopkeeper is one who sells wares, either at a booth that they frequent day to day or inside of a building. They do not often travel and will either make their own stuff to sell or they are given the items, either by buying or simply for free, from other people who want to earn money from the sales. Tailors, in particular, are a type of shopkeeper that not only runs the shop that they sell their own clothes in, but the clothes in the back of the store in either an open area where others can see or a private room.
Mercenary Mercenaries (or mercs for short) are people who are more concerned with making money at the sacrifice of morality and ethics. They are typically hired for ambiguous jobs or for very serious jobs that can cost someone’s life or freedom. There is really no limit to what a mercenary would do to gain coin.
Assassin: This job requires one to kill or attempt to kill someone else. It’s a hard job and, if they’re caught, either in the act or if there’s enough evidence against them, the consequences are severe. Some assassins have even lost their lives by the hands of the government whom they impeded on. Assassins usually have to make contracts in secret or risk being discovered by the government, as killing another person is often considered illegal.
Bodyguard: These people are hired to escort and protect individuals or other precious cargo if there is high enough pay. Unlike assassins who typically perform their job illegally and undercover, bodyguards are out in the open and can most often legally kill anyone who attempts to assault, murder, or steal their charge.
Bounty Hunter: Usually a loner but will sometimes work in groups of other bounty hunters. They hunt down known criminals, often based on how much coin they'll gain through catching or killing them depending on the requirements of payment. It isn't typical that they are hired as they get paid for hunting people down on their own but sometimes they are hired by a shady individual or gang to hunt down an enemy, whether they are wanted by authorities or not.
Poacher: Probably the most depraved of the talented mercenaries, poachers will go out of their way to catch individuals and either sell them to other people as slaves for profit or detach parts of the victim to sell instead. Sometimes both depending on the race. This can include but is not limited to: 1) Skinning a coxayli, machali, pursa, tambi hatari, and yangzi. 2) Selling a yangzi’s soul jewel. 3) Cutting off and selling the wings of a zephyr or clipping them so that they can’t fly. 4) Breaking off any horns or antlers on a coxayli.
Scavenger: These mercs can be paid to scour the war zones and pick useful items off of dead people, either to sell for profit or by paid commission to do so. Crypt diving is also a side talent, where they will enter crypts and dungeons to hunt down treasures to sell or use for themselves. However, crypts are often full of deadly creatures, including the infamous gem cobras.
Thief: Pickpocketing, breaking and entering, you name it, these people do it. These individuals often don’t have respect for others and will even go out of their way to steal precious items such as the soul jewel from a yangzi. Sometimes they can be hired to steal from another, making them a type of mercenary.
Mortician This profession requires working with dead bodies. Depending on the type of job, they may either be responsible for protection, placement and burial or they may be required to examine the body, especially if it's a case that's being investigated by detectives. This can include using sorcerer magic in a way that can produce x-ray vision or using elementalist magic to keep the body fresh or anything else that might be needed.
Coroner: They are paid by authorities and detectives to examine bodies. Examination usually covers cause of death or even checking if there may be any DNA or environmental evidence that can give a new lead to ongoing investigations. Coroners keep these kinds of bodies separate from the funeral directors- bodies that are potential results of criminal activity are kept at their place of work until examination is completed and all leads are exhausted. They are then given to the funeral director.
Funeral Director: If the coroner doesn't have the body, then the funeral director probably does. They keep it safe and prevent it from rotting using magic. They also ensure, should a funeral be paid for by the deceased's family, that there is a Calling Hours where friends and family can view the body followed by a Funeral Procession. This is when the friends and family follow the body to either the crematorium (where the body gets cremated) or to the gravesite to watch the burial. The funeral director is in charge of all of this.
Performer These are people who earn money through performances, also known as the performing arts. This includes theater, music, and dance. Any of these can be done outside on the street for street performances or inside on a stage for an already-gathered crowd.
Actor or Actress: These individuals perform plays or skits that have either been written by themselves or by someone else who is paying them to perform. This can also entail performing tricks such as what you would see at a circus or fair.
Bard: Poets who enjoy retelling legends in rhyme or song. They’ll sometimes work with minstrels to give their tales an extra spin. Bards often tend to be overdramatic in their works, almost to an embarrassing degree. They can also make up their own stories to tell to the crowd for coins.
Dancer: They earn money through dance performances that they or another choreographed to earn coins either in taverns, outside on the streets, or wherever their dancing takes them. These people are usually graceful in everyday life outside their profession. There are multiple ways to dance and these people know how to get it done. Sometimes dancers even know how to sing and will do so as they dance for an extra kick.
Minstrel: These people are good with instruments and often hired by taverns to entertain their customers. Some minstrels can sing very well. They tend to take their performances to the streets for some extra coin when business is slow. Each minstrel prefers to work in specific genres for their music, sometimes coming up with a unique sound of their own.
Pirate Known notoriously for their raiding and plundering of innocent villages on the shore, these people travel by boat, sailing from sea to sea. They are often dressed in tattered or faded clothing as they don’t usually bother with buying new clothes for themselves and prefer spending their newly ‘earned’ coin on other things like the company of others. There are multiple positions to be filled on a single boat:
Captain: Pirate captains are selected because they were respected and not because they are feared. They are capable of commanding and navigating their ship and have a tendency to be good with the sword and pistol.
Quartermaster: This is the person who is in the rank that is just below captain. If the captain was incapable of performing their duties, either because they were busy with something else or sick/injured/dead, the quartermaster would take over. They are also in charge of food and water supplies.
Sailing Master: Officers in charge of navigation and piloting. An education on how to properly navigate the seas, with or without maps, are required for this position.
Gunner: Those who worked and operated on the artillery. They are the ones who worked with the cannons and would also be in charge of ammunition and guns. They had deadly aim as well.
Boatswain: These people supervise all activities on board. Duties also ranged from anchoring to naval provisions. They report either directly under the captain or quartermaster.
Surgeon: Helps with diseases and wounds. They would also perform amputations in order to save a fellow pirates life if necessary. If the surgeon is absent, the carpenter would perform his duties of amputating.
Cook: They’re in charge of making the food and trying to keep the crew eating healthy.
Carpenter: These are the pirates in charge of making sure the ship is tip-top shape, including patching holes, sewing ripped sails, etc. They’d sometimes take over for a surgeon if they were busy or if there was none to amputate.
Cabin Boy: This isn’t a gender exclusive role as any gender can become a cabin boy like the rest of the crew. It’s just a title. Cabin boys help with odd jobs like rigging and unfurling the sails, swabbing the decks, delivering gun powder, helping chop meats and vegetables for the cook, scrubbing dishes, etc. Some cabin boys are slaves bought at an auction.
Practitioner Unlike the landare-only exclusive magic of mender that heals and mends broken or damaged plants, or the magic study healer that uses magic to help heal those in need, practitioner’s don’t need magic to get their job done. They can use medication bought and made from alchemists to help the healing progress faster but their talent lies in mixing herbs to create medicine without magic and to perform surgeries on those in desperate need of one.
Prospector This is an individual that hunts for gold or other rare minerals either by panning or mining. Minerals found can grant the prospector a lot of coin if sold to the right person. Or perhaps they also have a job as an artificer or smith to get jewelry, weapons, tools, or armor made from those very minerals. If they also specialize in enchantment magic, then they can even enchant them and then sell them for a high price at the market!
Religious Ministry Positions filled by members of a religion, mostly believers of gods. These positions often require them to spread the word of their faith. Their faith does not always need to align with their race; they can believe in gods of other races and serve under their names.
Acolyte: A follower or assistant of a religion that helps with services based on religion and other jobs that a priest would often have. Acolytes covers races that worship or believe in other religions, as a race that follows another race's religion and practices as a Priest or Preacher is often frowned upon.
Preacher: A preacher takes their religion to the streets, speaking loud and clear for all to hear, to personally gain followers. They have been known to get into arguments with passersby who disagree with them and/or share different views entirely. They’re not exactly the most noble of religious men and women on Nouva either, as they have been known to do unspeakable acts when not preaching about their beliefs.
Priest: In the case of the world of Nouva, a priest is a religious individual, whether they believe and practice it themselves, preach in an in-door congregation, most likely in a church or cathedral. They teach about the gods and religion they believe in. Priests are known to be caring and kind individuals, even if they disagree with other people’s beliefs.
Seraph The Seraph are a group of individuals, exclusively zephyr, that either specifically train themselves to become archangels or find other ways to use their skills to protect the innocent. They have taken an oath to protect any and all who are in need, regardless of race or past transgressions. They are even willing to drop what they were doing, should it not be as important as someone’s life, to actually track down a lost loved one, whether that loved one is theirs or someone who begged them to find them. The Seraph have a uniform (see Races of Nouva: Zephyr) that can differ depending on what kind of work the zephyr does for The Seraph.
Honorary Seraph: An honorary seraph is someone who is not a zephyr that has decided to take the oath of The Seraph and help out where they can. They also have uniforms, similar in fashion to that of The Seraph, but where a zephyr’s wings would be, there would often be a large insignia of a pair of wings.
Travelling Merchant A travelling merchant travels from place to place, never staying too long in any particular city or inn. Some travelling merchants are thought to not even have a home to return to. Either way, they sell wares that they themselves have made or collected at reasonable prices. Sometimes they’ll even trade their items for another. They typically set up a booth, should there be a space available, in marketplaces across the globe.
War Martial Someone who is prepared for war, either through fighting, ready to make weapons or armor or make repairs to them, perform surgeries when there's chaos all around them, or even someone who is the one who comes up with a plan to defeat the enemy. Those who fall under the war martial category aren't always in a war but are always at the ready no matter where they are.
Field Doctor: A practitioner that always has everything they need as they travel. They also have the ability to fully concentrate on their patient even when they themselves are in danger, open to attacks from enemies or dangerous creatures, or have a multitude of distractions. They're also fast at what they do (not that practitioners aren't but there often not enough field doctors during war and with so many patients to tend that are often on the verge of death, they have to be quick). Field doctors also sometimes study Healer magic.
Smithy: They often have their own forge and know how use the proper equipment, know the differences between metals, and even possess the knowledge to create tools, weapons, and armor. Sometimes they are also shopkeepers or travelling merchants, selling everything they make. They also sometimes take orders to make things in bulk and will also sometimes work with engineers for the purpose of making the best possible weapons of war.
Tactician: Someone with this profession understands their surroundings, their enemies strengths and weaknesses, and knows what move to make next. Wars often have a group of tacticians helping out with plans and strategies and consulting them increases the chances of winning a war. Individual tacticians can be hired for numerous reasons including catching wanted criminals and even more shady jobs.
Warrior: Usually garbed in heavy armor, this profession is often ready and willing to run into the middle of battle. Some warriors are bloodlust, some take pride in their strength, others do it for their loved ones to ensure their protection and bright future. Whatever the reason, they are trained in close combat and sometimes ride into battle on the back of a trusty steed. Warriors are not obligated to use their skills for war, however, and can find other ways to use them.
Creating RP Locations This page has a read-along. Watch the video here!
In our roleplay forums, if you can not find a location that you want or need for your own personal ongoing roleplays, you can make your own or fill out a request form for a new one. Doing this will grant a new thread for other roleplayers to join in on more roleplay and help expand the T-DEra universe. There are multiple threads that you can create and we’ll go over where you can post them and other things that you’ll be able to do.
Important Note from Eerie! Please keep in mind that all the threads you create are going to have to follow our Terms of Service and Roleplay Rules. There is no changing any of our rules or breaking them, even if it's just your character's home. Our forum can still get in trouble with our host.
Creating Your Character's Home
The first thing you should do, right after your character is accepted, is create a home for them. Like any roleplay thread, you’re going to need to select a Real Estate Location. Once you do, you can build your thread as you like and name it whatever you like. For your convenience, we have what are known as Labels for you to use on your roleplay threads. If you use the Home label for your thread, only you and those you invite to the thread can roleplay with you- please keep in mind that threads you use for your character’s home must still follow this forum’s lore.
Important Note from Eerie! If you don’t want to follow our lore, you can purchase a Personal Quarter from our Emerald Shop. This will grant you a private password-protected forum for you and whoever you grant your password to. Please keep in mind that you have to at least follow our Terms of Service. Even if other members of our forums can’t access your personal forum, proboards devs’ can. If they see anything that breaks their Terms of Service in your private forum, the Trans-Dimensional Era Roleplay Forum will be in jeopardy. Me and my team will be checking Personal Quarters every week to ensure our ToS is being followed to ensure this doesn’t happen but consequences will be the same if your threads were public!
Keep in mind that some of the Real Estate Locations have rules and those rules must be followed. Examples include:
Home of Ushmog: We’ll look at Home of Ushmog first. It’s located on the continent Thumak’s Domain and the environment surrounding the village is a foggy hill. As you can tell, those who can live there are exclusively those of the Sil’nyy race and, according to the Extra Rules, those who are specifically of the Ushmog clan. The Extra Rules also state that Sil’nyy Hybrids that are the offspring of the Ushmog clan can live here as well.
Gheara Pence: Now we’re going to look at the city of Gheara Pence. It’s located on the continent of Chipululu and located in a giant cave filled with foliage. Gheara Pence is exclusively for the Pursa race but it’s specifically for the Umbra. Only those born and raised in Gheara Pence, who sport the last name Umbra, and are also sphinxes / hairless cats can live here. Most of that information can be found on the Pursa race page.
Caer Garreg: Lastly, we’ll look at the city of Caer Garreg. It’s located on the continent of Selgamed and it looks like a small town. It’s exclusively for the Artrune race. Under Extra Rules you will see ‘NO MAGIC ALLOWED’. Should you read more about the city on the official Artrune Race page, this means you can’t use magic in public and can’t have magical creatures in the city. Nor can they use natural magical abilities like cloud-walking or transforming into a dragon or fox. Doing this in the privacy of one’s own home is allowed as long as you close the curtains and take other precautions to shield the magic from view. As you can also probably tell, Extra Rules also doesn’t say Artrune Hybrids. The lack of this Extra Rule means that only pure Artrune can live in the city.
Important Note from Eerie! The lack of anything located under ‘Exclusive’ for any of the locations would also mean that this location is available for any race or hybrid to live at and would thus be a ‘mixed’ location.
Other locations that you may notice is a portion that looks akin to this:
As you can see, it lists a Continent and multiple Environments on that continent. These environments are available to build in regardless of race and are mostly void of civilization save for other people’s roleplay threads.
Important Note from Eerie! New environments can and will be added to both the list and the forums upon request of other roleplayers (who have an accepted character on our forums). That being said, new environments will be added every time a city or village uses the same kind of environment.
Creating Shops and other Establishments
Creating a shop will require a little more work than creating a home. Artwork is not required but some basic writing is. First off, you need a Real Estate Location to post your shop. After you’ve selected one, you have to post a thread with the following information.
The subject of the thread must be the name of the establishment. This is the name of the shop, tavern, inn, etc.
A description of what all PDC looks and acts like. PDC is short for Plot-Device Characters. They will be playable to anyone who enters the thread but can not leave the thread that they are in. They can be bartenders, waiters/waitresses, butlers/maids, farmers, etc. As long as their ‘work’ is in the thread, this is where they belong.
A detailed description of the inside AND outside of the establishment or public setting. That way people can accurately describe where their characters are at and what they are doing. Creating a map for the shop floor is optional.
Any menus and wares that are being sold in the establishment or public setting. These include descriptions of the food/item and how much they would cost. 1 Gold = 100 Silver, 1 Silver = 100 Copper. Our currency is Coin.
Tag your Establishment/Public Setting with the appropriate label. Anything that sells food/items or provides any kind of service is an Establishment.
Important Note from Eerie! If you want your establishment or public setting thread to be stickied (allows it to remain on the first few pages of the specific forum rather than getting lost in a sea of other threads) then you can donate to our Patreon. The Theulis, Rider, and Maginus Class Tiers give you the benefit. You can also sticky your home or guild threads!
Establishments can also be part Homes. In these cases, the shop or establishment is located on the first floor while the second floor is often used as a personal home. You will need both labels (Home and Establishment) to indicate this. Establishments will also have an Open and Closed label to use at your convenience. This will allow you to temporarily close your establishment so you can use it for any private roleplays that you wish to conduct.
Creating Public Settings
Aside from Homes and Establishments, you can create other public settings. These are places that aren’t often lived in (aside from homeless people) and aren't used as a shop or establishment either. These can be a park in the middle of a city, a gazebo next to a pond, etc. These do not require labels but do require you to describe, in great detail, what the place looks like and if there’s anything special about this place.
Public settings may also include an environment, whether or not a roleplay thread for that environment was already created for it. Sometimes there’s too many people in an environment thread and you just want to roleplay with your friend away from them. You can easily create a roleplay thread in that specific environment. These threads do not need an opening description or label. Just name the subject of the thread after the environment itself and start roleplaying.
Important Note from Eerie!
If you do not see an environment you want to post a thread to, please just ask.
It takes us no time at all to add it to the list.
Creating a Guild
Guilds are something more special than any home or establishment. Akin to characters, they have their own roster as well. To make a guild, you need to start with picking out a Real Estate Location for it. The thread you create is going to have several different posts in it- not all the information should be put in a single post, but it is preferable if you split it into different posts so you can make a ‘Table of Content’ or ‘Index’ and link the individual posts to it.
Subject needs to be what your guild is called.
Your guild needs to have a brief summary of what it’s about.
You may want a section for important announcements like upcoming in-character events or any IC/OOC changes that are made to the guild.
The guild needs to have both in-character and out-of-character rules to prevent chaos and let your future members know what not to do.
Your guild needs clear instructions on how to join. Do they only have to roleplay with your character or another member to join? Do they have to send you a private message first and be pre-approved by you before roleplaying their character joining? You can get creative with this.
Your guild needs a description of the premises. What do the building(s) of your guild look like, inside and out? Are there specific places that your members can use for roleplay? Are there personal shops/establishments on the guild premises?
Is your guild going to have special roleplay events? If that’s the case, listing what kind of events you’ll hold in the future and adding a white list for other guilds or roleplayers outside of your guild members to join would be a good idea.
You’re going to need a blacklist. This is used specifically to ban people and/or their characters from your guild thread. If that character or roleplayer posts in your guild thread, immediately contact a moderator. They’ll handle the situation for you.
You may need a list of positions for the characters that join the guild (i.e. Your character will be Guild Leader or Guild Master, another person’s character is their Right Hand, etc.). This is totally optional and can be unspoken but it’s nice to have.
Your guild needs to have the Guild label on it, so that people know not to post in there without being a member or personally invited via the whitelist.
Once you’ve established your guild, contact me and send me a link to the official thread once it’s been posted. I will personally add it to the official list of guilds.
Each real-life month is encompassed by a season: Winter, Spring, Summer, and Autumn (also known as fall). Each of these seasons contains three months each. The T-DEra Roleplay Calendar is based entirely on these seasons. In fact, the in-character months are even named after these seasons. The real-life months listed on the calendar are not canon in the roleplay. Below is a basic chart to better understand this:
3 Real-Life Months = 1 Month In-Character
Yearly Calendar
In-Character / Canon Roleplay Calendar
The Corresponding Out-of-Character / Real-Life Calendar Months
Month of Winter
December, January, February
Month of Spring
March, April, May
Month of Summer
June, July, August
Month of Autumn
September, October, November
One in-character roleplay day spans an entire out-of-character / real-life week. Each day of the week is a different time of day and this cycle repeats every week. It takes longer to roleplay an in-character day so I broke an in-character day up over an entire week so that it doesn't suddenly become 'night' when it was 'morning' during the last roleplay post. I have also created a chart for this:
1 Day In-Character = 1 Week Out-of-Character
Time of Day (Rough Example, NOT 100% Accurate)
Sunday
Monday
Tuesday
Wednesday
Thursday
Friday
Saturday
Sunrise
Morning
Day
Day
Day
Sunset
Night
On the chart above, you'll notice that I denoted that it's not 100% accurate. This is because some months will end in the middle of the in-character day or other time of day, which results in the next month starting with the next time of day in the cycle. Furthermore, there are two days in which you will see a 'double' time of day February's Leap-Year Day and the transition between November and December. It extends the in-character time of day so that it is longer. Always check the Roleplay Calendar to make sure that you know what time-of-day it is.
You'll notice that time of day is the same for every location, no matter where you are on the map. This is to make things easier for the roleplayers (and me) to keep track of things.
Weather Icons
The following are icons that you'll see on the calendar. Weather icons can span several weeks depending on the location and time of year, so check the Roleplay Calendar each day before posting. New weather icons may be added later depending on necessity.
Clear / Frigid Temperatures
Clear / Hot Temperatures
Clear / Sunny
Rainbow
Smoke
Magic Storm
Misty
Fog
Haze
Windy
Sandstorm
Dust Storm
Blizzard
Light Snowfall
Heavy Snowfall
Hail
Heavy Rains
Flood Rains
Rainstorm
Thunderstorm
Light Shower
Partly Cloudy
Cloudy
Humid / Hot Temperatures
Tornado
Hurricane
The Other Details
1. The first box of the month will include both the out-of-character month (December) on top and the canon/in-character month (Winter) on the bottom. This is followed by the exact out-of-character day that corresponds with the weather and time of day on the top (ex. Dec 1 also known as December 1st) with the canon day beneath it (ex Aut 13 also known as Autumn 13th). The first out-of-character month of the canon calendar will always contain a 'bleed' of the last canon month (Autumn in this case, despite December being labeled Winter). This is only ever to finish the last day of the previous canon month. Scrolling down on the calendar will make this bar follow you, so you never lose track of what exact out-of-character day it is while browsing.
2. The boxes attached to the Time of Day pattern are the different continents (Thumak's Domain, in this case). Beneath each continent is a list of settlements and environments located on that continent. Each continent and it's settlements and environments are separated by a single white bar. Some settlements will be a light gray and will have a black triangle in the upper right corner- this indicates that it has an important note that you should read before reading the calendar for that settlement. Hovering over the settlement will show you the important information. Scrolling left or right will make the list of settlements follow you, allowing you to keep track of them as you brows the time of day and weather.
3. There are some discolored days on the calendar. This indicates an event that happens on those days within that settlement during that weather. You can learn more details by hovering the cursor over the event. A list of RP Events can be found in the next section.
4. Tabs for each out-of-character month is located at the bottom of the sheet and they are color coded so that you'll know what canon month the ooc month is part of. Clicking on individual tabs will take you to a new set of weather, time of days, and events for that month.
Important Note from Eerie!
Because of how much faster the year goes by compared to the forum roleplaying, characters age once every 2 years but only after the forums are open to the public. Until then, the characters will remain the same age.
Roleplay Calendar Events
More events will be added as more races are added and the seasons start (i.e. when the Spring season is about to start, I'll be going over all the races, the current events for that season, and what can be added). This list will be updated a day before the next season starts.
(December, January, February)
Name
OOC Date
Location(s)
Description
Winter Jubilee
December 1st - 31st
Pagoma
The Mewah have decorated their city and prepared a handful of activities for their holiday including a public feast. Whether you are Mewah or not, come join the fun!
Administration If you're interested in taking up a role, please contact me for more information.
Owner: Manages and owns the Forums, YouTube Channel, all socials, and all official Discords. Should only be contacted as a last resort or if it is suggested through a main page.
Disciplinarians: They watch over the discord and forums and take action when needed if they see a fight or someone breaks our rules. This includes banning people. Contact these people if you are being harassed or find someone breaking a rule. Be prepared to provide links and evidence.
Hearing Committee: If a member is banned but wants to prove they are innocent or otherwise thinks they should be let back in, the Hearing Committee will be the judges. They will listen to what the banned has to say and look over all evidence provided (this includes evidence collected that resulted in the banning and the evidence that the banned provides). This is done on discord only.
Lore Enforcer: Watches over the forums to ensure that role players are not breaking world lore, reviews character profiles, and answers questions pertaining to lore. Please contact if you have questions about the lore or if you see a post that breaks our lore.
Narrator: Watches over combat in forum threads (personal threads must be requested) and facilitates interactions between characters. This includes coin flipping, dice rolling, and even letting roleplayers know when their characters are too worn out to make another move in combat.
RP Event Organizer: Starts inclusive role plays to keep rp going on the forum, helps with creating role play events (holiday or lore-introduction). Role plays NPC for events if need be.
Moderator: This person deletes posts, removes threads, or moves threads to appropriate locations. Ensures that role players are posting in order and are using their own accepted characters on the Character Roster or available NPC. They make sure that posts are PG-13 and below and that no post contains god-modding or meta-gaming. Please contact if you see role play posts that break 'Role Playing on Our Forums' section of the Terms of Service.
Group Moderator: This person reviews works submitted to the deviantart group, makes sure they're placed in the correct folders, and ensures all rules are being followed within the group.