Welcome to Nyrsia
about ✦ mage ✦ drygrians ✦ nyrsia ✦ schedule ✦ joining ✦ veterans ✦ roleplayers
Nyrsia is a school for the gifted- or, rather, the more magical than the rest of the general population. Built by a race fleeing their war-torn homeworld of Drygria, the school is a castle, out of sight thanks to a spell keeping it suspended in the air, more than a thousand feet from the ground.
After a few years of peace, the foreigners decided to turn it into a teaching environment for their children. However, not long after setting up most of the school, they were attacked by the very things keeping them away from their homeworld in the first place- the Gryjr. Dark, shadowy beings, these aliens had wiped out their homeworld with little to no resistance. Thinking first of their future, the Drygrians made sure that their children were well out of harm's way. Despite their initial reluctance, they gave their children away; some went to doorsteps, some to orphanages, some to hospitals.
Within days of ensuring their children's safety, violence between the Drygrians and the Gryjr began. It wasn't long before it became apparent that this was a battle that the Nyrsians would not win. They locked down the castle, leaving teachers there to hold it down until one day, hopefully, their children would return again once they came of age- sixteen- and their powers emerge.
Once the Gryjr had finished their job of destroying the last of the Nyrsians, they left. They had no quarrel with Earth, and didn't need their resources or their lands for their needs. To them, the Drygrian race was no more.
They had no idea how wrong they really were.
MAGE
More than fifteen years after the disappearance of the Drygrians, the first sign of magic appeared in the oldest of all of the children. Holly Olsen, a sixteen-year-old high school student, was more than shocked one morning when she awoke to her bed floating in the air. That wasn't the only thing wrong- she could make things happen without touching them; she could influence things by just thinking about them; and most dangerously of all, she could destroy something with less than a thought.
She finally told her parents, who finally admitted to finding her on their doorstep one morning. They knew nothing of her heritage, other than an address, provided to them on a letter penned to them when they found her. In a fit of anger over being lied to her entire life, Holly began to spiral out of control, using her unharnessed powers to wreak havoc on her house. It wasn't until she had settled down that she realized what she had done- her parents were severely injured, her sister dead upstairs.
Desperate, alone, and fleeing from anyone she saw, Holly realized the answer must be in the address. She found the location, only to find it to be only a patch of forest. Suddenly, a tight claw wrapped itself around her arm, lugging her higher and higher in the air, until they reached solid ground- in front of a castle. It was Nyrsia, as she later found out. Her transport, a griffin. It didn't take her long to learn who she was, and then she became a student in the school. As the years past, she became more and more in control, earning a new identity and another chance. Her name became Mage, and she became desperate to find others like her, and teach them about their powers.
She would wait for more than five years.
ABOUT DRYGRIA/DRYGRIANS
Drygria was a planet very much like Earth, with many different environments and people. There were more than nine main species that inhabited the planet more or less harmoniously. Each had their own specialty, as well as ideal environment and unique culture. Most of the children of the Drygrians that built Nyrisia won't show powers or have any prominent features of any of these following species until they turn sixteen, caused by a spell cast upon them by their own parents, to keep them safe. Below are the descriptions of the species.
-Drygrian Magician~ Often known as the rulers of Drygria, the Magicians are centralized around the warm, mild-weathered capital of Drygria, Roz. Known for being the most advanced in magic, they still rely on other species to do things like building cities and towns for them.They have a queen. They are sometimes even considered the most civilized of all of the species of Drygrians. Magicians are also known as the politicians of Drygria, going around the world as ambassadors to negotiate different treaties. Magicians have been rumored to have been able to fly without wings or magic involved. Powers include traditional magic, wind/water affiliations, communications skills, advances in sciences, and advanced combat skills.
-Elves~ Known as the second most powerful nation on Drygria, they are close allies with the Magicians. Choosing to live in heavily-forested areas, elves are often known for ambushing intruders on their individual territory with bows and arrows. There are five major tribes in the entire elf nation- the biggest being the Pa'llom. They often get into conflict with the faeries. Their powers include deadly accuracy, nature/earth affiliations, advanced survival skills, and advanced communications skills.
-Faeries~ Faeries aren't as small as legend tells. They can grow to almost eight feet, with wings that can stretch more than twice their body size. Their wings aren't dainty, either; the feathers on their wings are nearly indestructible. Faeries live in lightly forested areas, sticking to small plains where they can settle and create towns and settlements. Often conflicting with elves over territory and food, faeries keep to themselves but remain allies with several other species. They have no real government, as that conflicts with individual spiritual beliefs, and usually govern themselves in a group of forty or less per town. Faeries are quite social, sending messages to other settlements miles away. Powers include advanced flight, negotiation, language skills, earth/nature/social affiliations, and advanced defensive capabilities.
Demons~ Demons live in a huge territory, near the southern pole of Drygria. There are three different major territories in their territory- the Northern Territory, the Southern Territory, and the Neutral Zone in between. There are two dominant species of demon- the Northern Demon, and the Southern Demon. The Northern Demon is one of a higher intelligence than the Southern Demon, living in the shadows of the forests in the Northern Territories. They have an affinity for beautiful art, songs, and writings, and are skilled in warfare and shadow/nature magic. Often found in tribes of around eighty or more, they are extremely close to their tribemates and can mourn the loss of a family member for years. They are swifter than their Southern counterparts, and choose their conflicts wisely. The Southern Demons are fire-oriented, living around a volcano in the center of the Southern Territory. They rely more on brute strength and muscle than intelligence and logic. Most of them live alone, a danger to themselves and each other. Many major conflicts are caused by them, seeing as one of their primary emotions is to guard their territory. Food is scarce and shelter is even harder to find. Neutral Demons are found in the neutral zone are one of the most rare species on the planet. They live in the small strip of land between the North and South Territories, possessing the intelligence and speed of the Northern Demon and the firepower and ferocity of the Southern Demon. Rumor spreads that this species is now extinct due to what the Magicians presume is a virus or bacteria. Otherwise, the cause is unknown.
Dragons~ Full-grown Dragons can range from ten feet long to 75 feet long. They are not numerous, living either alone or with a mate. Offspring, once fully grown, leave their parents. Their intelligence is questionably quite high, and they are skilled in fire and strength. They have nearly indestructible scales. Dragons come into conflict with Southern Demons more often then not. Humanoid versions of this species are not uncommon, possessing the demonfyre that is unique to dragons, and the wings as well. They are also quite intelligent. Once a dragon claims its territory, it is theirs until they die. If they are killed fighting for territory, it is the winners'.
Lava Spirits~ Known for being a dignified race, the lava spirits can often be found in the judicial capital of the world, Vleddin. They write the history of the world, as penance for a long-forgotten war that they lost to the Elves. They are respected for their duties to the capital, and for being completely honest and unbiased to every species, often landing them as judges to court and law cases. They rely heavily on logic to fuel their decisions, and do not make decisions based off of personal opinions unless absolutely necessary. They have fire/rock affiliations.
Vozi ('Lizardmen')~ A reptilian species, often underestimated because of their appearance. They come in a variation of appearances, the most common being a humanoid form with scaled skin. They inhabit the deserts, in clans of about four to six. They are quite intelligent and should not be challenged if faced in their natural habitat. Not much more is known about this species, other than it has only once been in the world capital. They have an affinity for earth, as well as having an advanced understanding of other's behavioral patterns and movements.
Trolls~ Trolls are a dimwitted species that live underground in tunnels. Their language is almost impossible to learn or understand, and they have a very short temper. They hate the faeries and the elves, who often live either above or near them. Not much is known about this species, purely because the scientists thought that it was both a waste of time and also too hard to understand the language. Another factor may have been the death toll- one hundred or so researchers have been killed trying to research this species.
Kerians~ A species found underwater, the closest thing to describe these creatures is a siren. They are magnificent and beautiful, but live in the deadly sea of Koihom, which carries no natural food for this species. They specialize in water/earth magic, and can fire deadly blasts at anyone who enters the water. They live in a single city on the bottom of the sea, and are quite close to one another.
ABOUT NYRSIA
Looking like a smaller, less dark version of Hogwarts, Nyrsia has five main sections- the dorms, the classrooms, the library, the open grounds, and the stables.
The dorms are where the students- and teachers- live. Found in the Left Wing of the school, they are not split up by gender, but rather, each student will have their own room instead of sharing with a roommate. It isn't uncommon for a girl to be next door to a boy. Welcome to 2017.
The classrooms are larger than those you might find in a regular high school, and can be found in the Right Wing of the school, on the first and second floors and can stretch into the Left Wing on the second floor. Since the amount of classrooms are less than those you might usually see, that allows more space for each. However, size varies depending on what class is taught within it. For example, the "Drygrian Language" class might be a bit smaller than that of the "Magic" class.
The library is a main focal point for the school. Most of all of the information that you would need know can be found in the library. Found in the center of the school, it spans three stories and is where many students go to study or do homework. Many of the ancient texts of Drygria rest in this library, which are the last remnants of writing from the ancient planet.
The open grounds surround the entire school, like a yard to a house. Many students find themselves spending their free time there, or practicing magic (within the guidelines) or doing homework.
The stables are found in the northern corner of the open grounds, and house the larger animals, mainly Lesser Griffins (which are the non-verbal, less intelligent variant of the Greater Griffin).
THE SCHEDULE
For ease of roleplaying, everyone has the same schedule. Is it unrealistic? Yes. Is it a bit illogical? Yes. But it makes everything easier.
7:00am: Wake-up Call
7:30am: Breakfast begins
8:15am: Period 1- History of Magic- Taught by Professor Veni, Griffin (Fantasy)
9:20am: Period 2- Geography of Drygria- Taught by Professor Talus, Lava Ghost (Drygrian)
10:25am: Period 3- Magic- Taught by Mage, Drygrian
11:30am: Lunch
12:30pm: Free Period- Choices: Extra Herbology, Extra Drygrian Language, Dueling Club (With Mage)
1:35pm: Period 4- Herbology (Gardening)- Taught by Professor Circe, Bunny
2:40pm: Period 5- Survival Skills- Taught by Professor Archimedes, Snake
3:45pm: Period 6- Foreign Creatures- Taught by Professor "Prongs", Deer
4:50pm: Period 7- Drygrian Language- Taught by Professor Birch, Elf (Fantasy)
6:30pm: Dinner
9:00pm: Curfew
It is a very long day- with heavy coursework- but hey, they are trying to learn about their entire history and how they fit into society, so it should be expected.
HOW CAN I JOIN?
If you've gotten to this point, you must have some sort of interest in this thread. So here's a really easy, basic form:
Basics:
Name:
Nickname:
Species: (can be any of the species listed. Don't worry about appearance in relation to the species- this will be developed)
Age: 16 (everyone joining is sixteen, as that is the 'coming of age' age)
Gender:
Pronouns:
Sexual Orientation:
Birthday:
History:
Appearance:
References: (images or image links)
Description of Appearance: (If no img)
Handicaps: (Allergies, diseases, injuries)
Body Modifications:
Personality:
About personality:
Positive traits:
Negative traits:
Fears:
Likes/dislikes:
Habits:
Relationships:
Parents:
Sibling(s):
Best friend(s):
Pet(s):
Significant other:
Etc:
Put anything else you'd like me to know right here.
As an example, here's Mage's form.
Basics:
Name: Holly Olsen
Nickname: Mage
Species: Drygrian Magician
Age: 20 (since she joined earlier)
Gender: Female
Pronouns: She/her
Sexual Orientation: Bisexual
Birthday: January 6th
History: (Found above)
Appearance:
References:
Description of Appearance: N/A
Handicaps: ADHD
Body Modifications: Tattoo on her side- never talks about it
Personality:
About personality: Mage is a very charismatic individual. She is extremely impulsive and doesn't always think before doing things. Sometimes impatient, she can be found to be a terrible teacher in most subjects, with Magic being the exception. Often short-tempered with teachers, she can get into arguments with them that can last for hours. She hates to be kept in one spot for an extended period of time.
Positive traits: Charisma, generosity, enthusiasm
Negative traits: Impulsiveness, temperament, hyperactivity, impatience
Fears: The dark, heights
Likes/dislikes: Loves dogs, flying, using magic, and social interaction; hates being alone, falling, being in class, writing, boring conversations, Professor Circe, and dead people
Habits: Roams hallways at night, reads in library between classes
Relationships:
Parents: Left at home; status unknown
Sibling(s): Sister, closest friend; killed
Best friend(s): Several, but most have been forgotten
Pet(s): A pig named Hamlet and a griffin
Significant other: She doesn't have the patience
Your character will have received a letter:
Dear [insert name here],
You have our deepest congratulations to give you, for you have been accepted into Nyrsia, the School for the Gifted.
Because you have met our expectations, and survived to this age, you may be more than you have ever dreamed of! Consider this to be your greatest accomplishment yet. You may find yourself now to be confused, scared, or more powerful than you ever dreamed of. Nyrsia is a place for you to find your skills, to control them, and to use them for the benefit of others. We have four main goals:
1) Create a society for our kind to live in. Since we cannot safely reside among the human plane, regular schooling is impossible. This School shall provide a safe and healthy environment for all that enter, without the judgement of society below.
2) Keep others safe. To completely ensure your family's safety, it is recommended that you live in Nyrsia for as long as needed for schooling. You are allowed to leave school on weekends- with supervision- to visit family. And if you ever want to leave, freedom is granted.
3) Teach you about your powers. Indeed, you are very powerful already, but also unpredictable. Honing your powers will be our first priority.
4) Keep you alive.
We await your arrival.
Sincerely,
Mage
Small patch of trees
Fifty feet off of 201 Cary Rd.
One thousand feet in the air
ABOUT THIS THREAD
If you didn't know, the original version of this thread was created on January 1st, 2014. It has, to date, more than 10,900 replies. This is going to be a resurrection of that thread. The original can be found RIGHT HERE .
VETERANS OF THIS THREAD:
@Raei
@Skybearer Atlas
@Yellow
@shiverberry
@'Jay, the Guardian'
@Skyweave
ACCEPTED ROLEPLAYERS:
@Skybearer Atlas: Drax'aran nok
@jeojahyungnim: December Drekitt // Vijaya Whitehill
@Twilight Tower: Vesper LeDuc // Sylvia Howlett (WIP)
@Raei: Ashley // Ryan
@KagomeMoana: Illyasviel Von Moana Jadea Viirlani
@Nornslayer: Hellebore Aconite
RULES:
1. All general WCRPG rules apply.
2. Please no Mary Sues or Gary Stus ("perfect characters") as that can make the plot dry and boring.
3. Please no OOC fighting or spamming. Take it to PM or I'll kick you off. I'm generally a nice person, but that kind of behavior can interfere with everyone's experience on this thread and is especially rude.
4. This is a semi-advanced thread. That means 1-2 paragraphs. I totally understand if you're rushed or have an especially lose muse once in a while, but if it is repetitive then I'll send you a PM about it with tips or something along those lines.
5. No powerplaying. Your character is not the main character. Even though this is a fantasy roleplay, don't make them some superhuman being that can't possibly be hurt.
6. Your character may have a history of depression, abuse, or self-harm, but please do not make it a problem in this thread. It can influence your character's personality, but it has to be their history, not a current, reoccurring problem as it could be triggering or offensive to some roleplayers.
7. Please complete the form to the best of your ability. If you have any questions on the form or anything else related to this, please PM me.
8. Cursing is allowed, but for the first few days as we figure out the atmosphere of this thread, leave two letters censored with stars (ex. h**l, d**n, f**k) so younger roleplayers can participate. Trust me, we'll get the idea without the full word. If in doubt, leave it out.
9. Please have fun. If you don't like this thread anymore, or aren't able to post for personal reasons, please PM me and I'll remove you from the thread quickly and quietly. If you don't post for more than a week, I will PM you, just to make sure you are still able to roleplay. If you say no, or don't respond to the PM in more than a week afterwards, you will be removed from the thread.
10. If you read these rules, put your favorite fandom in your "etc" section.







