Story
Out of a billion worlds, there are always those that present themselves different from others. Those that actually possess the monsters of legend, those that hold the magicians that children on other worlds only dream of. This is a story about such a world.
Welcome to the world of Darkengrad, a world that is by no means an advanced civilization, but in fact doesn't need such things because of a gift that has been attributed to the Gods, Demons, and the inner power of humanity. Regardless of its source, what matters is that there are individuals who have the gift that is best called "Magick". It wasn't as all powerful as some would think, allowing people to shatter the world over and the like, but it did present amazing possibilities. The ability to shift water without tools, the power to start fires with just their hands, able to shape the earth, and even bending the light or darkness around them. The possibilities seemed limitless. The world was changed and shifted to make things amazing, and technology made leaps and bounds. The world progressed, and people overall could be called happy.
However, the times of advancement and prosperity were never meant to last. Eventually, the people and mages began simply to fight over everything. Soon, wars began to be waged by everyone over everything. Fights over control of the lands, fights over technology, battle over simply who had the most power, fights that simply changed the face of the world. No longer were things organized as men wanted them to be, and the animals and forces of nature themselves had decided to finally take everything back. Legions of people were ripped apart by rampaging mages ripping apart the world around them. Mages fell to each other in the dueling powers, or to bolts and arrows raining down around them. Some even fell to assassins, but that brought out paranoia in mages which made even more destruction. Wars waged, and billions died, and the technology people held in such high regard simply fell into disrepair, or was burned or smashed and destroyed. In this time where mages were along legendary status, the consequences spread all over the continent.
And so, humanity fell from its amazing stance in the world, despite all its powers and control of the elements ultimately split itself apart, and lost all the controls that it once was so happy to have in place. What was left of humanity after the Great War ultimately decided that they could not be trusted to have mages in each separate kingdom of humanity. It was decided that they needed to be taken to their own kingdom, and taught to use their powers that way, rather than for each separate kingdom to influence the mages one way or another. Thus, instead of being close to the rest of humanity, Mages and their powers would tend to be regulated far away, on their own island.
This island in particular was some distance away from the rest of humanity, largely to keep the mages from being interfered with, and to keep the people safe from any possible rogue elements. The islands size was quite large, and the beginnings were rough for the mages, as the war had left scars on the people still alive. Over hundreds of years, the island was changed to match the needs of the mages now regulated to living on it. The mountains moved away or consumed to make the new grand halls and lairs of all the mages living there. The forests nearby cleared away to keep monsters from leaping out of the trees to kill the mages, as they were far from immortal.
And now, seven hundred years after the Great Wars had taken place, there is now a full society in place for the mages, and the rest of humanity on the much larger island remains mostly isolated from the mage influence, with many legends and stories still keeping the fearful, murderous mage image any mage alive. The Academy itself has been shifted into different areas to accommodate each group, but all ultimately joining together to the Great Halls where many events, celebrations, and everyday tasks are accomplished. Every month more mages are sent in from the villages on the mainland, either found through recruitment, or running from the cities which fear their skills. Of course, this is not the only Academy, with sister sites beginning to show up around the world to take care of the location of the cities and mages about the world.
The Story thus far
The large Academy has recently seen better days. Strange visions had begun to plague students on an Academy wide basis, making many fearful of what is to become of everyone. There are whispers of things creeping about the forest, wars taking hold on the mainland, and muttering amongst the students that the Masters on the council had been lying to everyone. It is a different time, with worries beginning to run abound of how some students plan revolution, while others worry that the rest of humanity is coming to destroy them, or the monsters now more actively roaming the forests.
Out of a billion worlds, there are always those that present themselves different from others. Those that actually possess the monsters of legend, those that hold the magicians that children on other worlds only dream of. This is a story about such a world.
Welcome to the world of Darkengrad, a world that is by no means an advanced civilization, but in fact doesn't need such things because of a gift that has been attributed to the Gods, Demons, and the inner power of humanity. Regardless of its source, what matters is that there are individuals who have the gift that is best called "Magick". It wasn't as all powerful as some would think, allowing people to shatter the world over and the like, but it did present amazing possibilities. The ability to shift water without tools, the power to start fires with just their hands, able to shape the earth, and even bending the light or darkness around them. The possibilities seemed limitless. The world was changed and shifted to make things amazing, and technology made leaps and bounds. The world progressed, and people overall could be called happy.
However, the times of advancement and prosperity were never meant to last. Eventually, the people and mages began simply to fight over everything. Soon, wars began to be waged by everyone over everything. Fights over control of the lands, fights over technology, battle over simply who had the most power, fights that simply changed the face of the world. No longer were things organized as men wanted them to be, and the animals and forces of nature themselves had decided to finally take everything back. Legions of people were ripped apart by rampaging mages ripping apart the world around them. Mages fell to each other in the dueling powers, or to bolts and arrows raining down around them. Some even fell to assassins, but that brought out paranoia in mages which made even more destruction. Wars waged, and billions died, and the technology people held in such high regard simply fell into disrepair, or was burned or smashed and destroyed. In this time where mages were along legendary status, the consequences spread all over the continent.
And so, humanity fell from its amazing stance in the world, despite all its powers and control of the elements ultimately split itself apart, and lost all the controls that it once was so happy to have in place. What was left of humanity after the Great War ultimately decided that they could not be trusted to have mages in each separate kingdom of humanity. It was decided that they needed to be taken to their own kingdom, and taught to use their powers that way, rather than for each separate kingdom to influence the mages one way or another. Thus, instead of being close to the rest of humanity, Mages and their powers would tend to be regulated far away, on their own island.
This island in particular was some distance away from the rest of humanity, largely to keep the mages from being interfered with, and to keep the people safe from any possible rogue elements. The islands size was quite large, and the beginnings were rough for the mages, as the war had left scars on the people still alive. Over hundreds of years, the island was changed to match the needs of the mages now regulated to living on it. The mountains moved away or consumed to make the new grand halls and lairs of all the mages living there. The forests nearby cleared away to keep monsters from leaping out of the trees to kill the mages, as they were far from immortal.
And now, seven hundred years after the Great Wars had taken place, there is now a full society in place for the mages, and the rest of humanity on the much larger island remains mostly isolated from the mage influence, with many legends and stories still keeping the fearful, murderous mage image any mage alive. The Academy itself has been shifted into different areas to accommodate each group, but all ultimately joining together to the Great Halls where many events, celebrations, and everyday tasks are accomplished. Every month more mages are sent in from the villages on the mainland, either found through recruitment, or running from the cities which fear their skills. Of course, this is not the only Academy, with sister sites beginning to show up around the world to take care of the location of the cities and mages about the world.
The Story thus far
The large Academy has recently seen better days. Strange visions had begun to plague students on an Academy wide basis, making many fearful of what is to become of everyone. There are whispers of things creeping about the forest, wars taking hold on the mainland, and muttering amongst the students that the Masters on the council had been lying to everyone. It is a different time, with worries beginning to run abound of how some students plan revolution, while others worry that the rest of humanity is coming to destroy them, or the monsters now more actively roaming the forests.
Society
Humanity has begun to drag itself out of the horrible pit they dug themselves ages ago. They have begun to rebuild their cities, relearn to forge weapons, and in some of the more advanced areas even make some flying machines (Though those are usually kept terribly secret). There hasn?t been a reestablishment of a central government for humanity yet, more of just an understanding. Many major cities leave each other alone, have their own kingdoms and lands, and despite some cultural differences and anger can usually get along on the surface.
Governments and customs differ from place to place, as humanity is as varied as it is spread out. Though things are usually along the medieval lines, with kings, knights, soldiers, and peasants, each section of the main continent is different, meaning that different customs, powers, and rules will apply. Though the people and their governments know a single thing to do is to make sure that their magically gifted children, thieves, or even royalty are sent to an Academy, less the horrendous stories of the wars that some might not even really recall any more become true.
Elementals themselves have their own particular set of customs. Physically notable is that they are usually required to have a patch or major color which would accurately show what element they belong in. While not strictly enforced, it is something that many Masters do hold over their students on a regular basis. Otherwise, there are not many restrictions on mages as a whole, with largely them expected to go to their classes as long as they need them (Mages are less restricted, and Weavers are expected to from time to time host classes). Ultimately, all mages are usually restricted from learning other elements, with students having to go through a ceremony of sorts, called "The Focus". This is meant to make sure that elementals do not spread to try and master multiple elements, and thus bring up the fears of old mages destroying cities and worlds with multiple elements to stop even other mages. Almost stereotypically, many of the elementals will not usually be trained in physical combat, considering the use of swords, crossbows and other such physical weapons to be along the lines of "Barbaric". While there are some that do break this mold, it is generally frowned upon. This by no means makes all mages weak, but they are largely unable to fight in physical hand to hand combat properly, let alone properly use a weapon.
Humanity has begun to drag itself out of the horrible pit they dug themselves ages ago. They have begun to rebuild their cities, relearn to forge weapons, and in some of the more advanced areas even make some flying machines (Though those are usually kept terribly secret). There hasn?t been a reestablishment of a central government for humanity yet, more of just an understanding. Many major cities leave each other alone, have their own kingdoms and lands, and despite some cultural differences and anger can usually get along on the surface.
Governments and customs differ from place to place, as humanity is as varied as it is spread out. Though things are usually along the medieval lines, with kings, knights, soldiers, and peasants, each section of the main continent is different, meaning that different customs, powers, and rules will apply. Though the people and their governments know a single thing to do is to make sure that their magically gifted children, thieves, or even royalty are sent to an Academy, less the horrendous stories of the wars that some might not even really recall any more become true.
Elementals themselves have their own particular set of customs. Physically notable is that they are usually required to have a patch or major color which would accurately show what element they belong in. While not strictly enforced, it is something that many Masters do hold over their students on a regular basis. Otherwise, there are not many restrictions on mages as a whole, with largely them expected to go to their classes as long as they need them (Mages are less restricted, and Weavers are expected to from time to time host classes). Ultimately, all mages are usually restricted from learning other elements, with students having to go through a ceremony of sorts, called "The Focus". This is meant to make sure that elementals do not spread to try and master multiple elements, and thus bring up the fears of old mages destroying cities and worlds with multiple elements to stop even other mages. Almost stereotypically, many of the elementals will not usually be trained in physical combat, considering the use of swords, crossbows and other such physical weapons to be along the lines of "Barbaric". While there are some that do break this mold, it is generally frowned upon. This by no means makes all mages weak, but they are largely unable to fight in physical hand to hand combat properly, let alone properly use a weapon.
The Academy
At the Academy itself, things have been set up to be as orderly as possible, and with the best intention to leave each sect to their own devices, while also doing their best to keep the opposing factions of elements from striking at each other. A Council is in place with representatives that each group has their own methods of choosing. Each group has a pair of representatives on the council to direct how things are going at the Academy as a whole direction on ruling over things that affect multiple groups.
The layout of the Academy is actually as you would expect it, with opposing elements being kept away from each other as best as they could. In order, we will have the Temples of Light, where there are constant torches and open windows to let the light flow about. The Caverns of Fire, where underground lava pits keep the place constantly warm and many torches keep the place bright, even though the volcano is somewhat dormant. Next is the Earth Mountain, with many caverns and passages for the many who like the feeling of the earth. The Waterfall Fortress, with many serene pools and waterfalls falling all around the fortress. Next is the Floating Air Islands, which is by the very powers of air float higher than the other lands with which to always experience the gentle breezes of the sky. Finally there are the Temples of Darkness, which is lit just barely to be seen and for the way to be lit. In this way, the elements are split, so that they will not consistently run into one another and cause more trouble than needs to be done.
This setup is circular around the main central buildings of the Academy. The Great Hall, where important ceremonies and events, as well as global announcements, are handled. Also located at the middle are massive, plain, dorms, where a majority of students, as well as a few higher ranked elementals, spend their evenings and days. While there are some rooms at each elemental area, they are not meant to be full living quarters, and rather there to hold classes, or practice their art.
At the Academy itself, things have been set up to be as orderly as possible, and with the best intention to leave each sect to their own devices, while also doing their best to keep the opposing factions of elements from striking at each other. A Council is in place with representatives that each group has their own methods of choosing. Each group has a pair of representatives on the council to direct how things are going at the Academy as a whole direction on ruling over things that affect multiple groups.
The layout of the Academy is actually as you would expect it, with opposing elements being kept away from each other as best as they could. In order, we will have the Temples of Light, where there are constant torches and open windows to let the light flow about. The Caverns of Fire, where underground lava pits keep the place constantly warm and many torches keep the place bright, even though the volcano is somewhat dormant. Next is the Earth Mountain, with many caverns and passages for the many who like the feeling of the earth. The Waterfall Fortress, with many serene pools and waterfalls falling all around the fortress. Next is the Floating Air Islands, which is by the very powers of air float higher than the other lands with which to always experience the gentle breezes of the sky. Finally there are the Temples of Darkness, which is lit just barely to be seen and for the way to be lit. In this way, the elements are split, so that they will not consistently run into one another and cause more trouble than needs to be done.
This setup is circular around the main central buildings of the Academy. The Great Hall, where important ceremonies and events, as well as global announcements, are handled. Also located at the middle are massive, plain, dorms, where a majority of students, as well as a few higher ranked elementals, spend their evenings and days. While there are some rooms at each elemental area, they are not meant to be full living quarters, and rather there to hold classes, or practice their art.
Nearby Locales
Most notably close to the Academy is the port city where some average human beings live. The city is largely considered part of the Academy, even though it lies a mile from the Academy walls. The port city is bustling, but small, with a few places to eat, inns, bars, and merchant halls to trade wares.
Next are the forests that rest close to the Academy. The "Reaper Forest" got its name from the initial beginnings of the Academy, where many of the newly sent mages thought that the woods would be the perfect place to begin anew, not realizing that the many mythical beasts were all too ready to send them to the afterlife. They are somewhat large, and generally avoided for all the creatures, from mythical to plain, that exist inside.
Lastly is the odd mountain range that is north of the island, Some say that the Earthshapers simply made the mountains in an act of early rebellion. While this is scoffed at as rumor alone, none really understand how such a range would get to be on the island in the first place. What is known, however, is that there are some tombs up in the mountains of Elementals long past, and that there are just as many monsters lurking in the mountains as the forests.
Most notably close to the Academy is the port city where some average human beings live. The city is largely considered part of the Academy, even though it lies a mile from the Academy walls. The port city is bustling, but small, with a few places to eat, inns, bars, and merchant halls to trade wares.
Next are the forests that rest close to the Academy. The "Reaper Forest" got its name from the initial beginnings of the Academy, where many of the newly sent mages thought that the woods would be the perfect place to begin anew, not realizing that the many mythical beasts were all too ready to send them to the afterlife. They are somewhat large, and generally avoided for all the creatures, from mythical to plain, that exist inside.
Lastly is the odd mountain range that is north of the island, Some say that the Earthshapers simply made the mountains in an act of early rebellion. While this is scoffed at as rumor alone, none really understand how such a range would get to be on the island in the first place. What is known, however, is that there are some tombs up in the mountains of Elementals long past, and that there are just as many monsters lurking in the mountains as the forests.
For those of you wondering what this is about, it concerns the ability of the elementals to actually use TWO elements, rather than be restricted to just the one. However, this in itself does have the drawbacks, and not all the advantages you think it would be.
First, you are not able to use the special abilities that come from two different elements working together. You don?t get to shoot lightning if your power is both AIR and WATER, you need another person to get that done. Any combo element power has to be done by two people, and never just the one.
Second, your secondary choice power will never be on the same level as your primary power. This means that you will never be able to do all the amazing things a more focused elemental can do.
Finally, and perhaps most importantly, you are not able to raise either of your powers to WEAVER, or MASTER. This means at max you can be ADEPT/MAGE.
First, you are not able to use the special abilities that come from two different elements working together. You don?t get to shoot lightning if your power is both AIR and WATER, you need another person to get that done. Any combo element power has to be done by two people, and never just the one.
Second, your secondary choice power will never be on the same level as your primary power. This means that you will never be able to do all the amazing things a more focused elemental can do.
Finally, and perhaps most importantly, you are not able to raise either of your powers to WEAVER, or MASTER. This means at max you can be ADEPT/MAGE.
Lightdweller
There are those who develop a bond with the light of the world, which ultimately brings them to path of the Lightdweller. This particular group can be considered one of the most peaceful of all the groups, largely being focused on the more healing and supportive arts than any other group. This by no means makes them defenseless. With the power of light also comes the power of focused beams and lasers, as well as the power to cause extreme lights to blind foes. While not necessarily an offensive class, they have a unique connection to the light of the life giving sun of the world, and are able to do some amazing healing that would otherwise be considered impossible.
Since Lightdweller followers are usually the most peaceful and civilized of the groups, the leaders of the group are chosen out to be the most capable of their amazing healing magicks, and also be able to present themselves peaceably, and are able to be amazing mediators. It is largely a democratic experience when a challenge is made to find new leaders. Otherwise, the leaders can stay on for as long as they live.
Youngling:
Able to make light, experienced younglings able to focus it like a flashlight.
Apprentice:
Able to effectively focus light, and use it to possibly heat or almost focus to burn a particular area.
Mage:
Full control of the light powers, and ability to make laser focused beam, light healing available.
Adept:
Full control of light powers, and ability to fire additional lasers, as well as begin leaving "Light traps". Has moderate healing abilities
Weaver:
Full control, as well as ability to begin to form different forms of light, as well as more lasers. Excellent healing able to be done.
Master:
Full control, being able to make many lasers and even healing some very grievous wounds. Can also form a large, defensive shield.
There are those who develop a bond with the light of the world, which ultimately brings them to path of the Lightdweller. This particular group can be considered one of the most peaceful of all the groups, largely being focused on the more healing and supportive arts than any other group. This by no means makes them defenseless. With the power of light also comes the power of focused beams and lasers, as well as the power to cause extreme lights to blind foes. While not necessarily an offensive class, they have a unique connection to the light of the life giving sun of the world, and are able to do some amazing healing that would otherwise be considered impossible.
Since Lightdweller followers are usually the most peaceful and civilized of the groups, the leaders of the group are chosen out to be the most capable of their amazing healing magicks, and also be able to present themselves peaceably, and are able to be amazing mediators. It is largely a democratic experience when a challenge is made to find new leaders. Otherwise, the leaders can stay on for as long as they live.
Youngling:
Able to make light, experienced younglings able to focus it like a flashlight.
Apprentice:
Able to effectively focus light, and use it to possibly heat or almost focus to burn a particular area.
Mage:
Full control of the light powers, and ability to make laser focused beam, light healing available.
Adept:
Full control of light powers, and ability to fire additional lasers, as well as begin leaving "Light traps". Has moderate healing abilities
Weaver:
Full control, as well as ability to begin to form different forms of light, as well as more lasers. Excellent healing able to be done.
Master:
Full control, being able to make many lasers and even healing some very grievous wounds. Can also form a large, defensive shield.
Pyromancer
Those who are drawn to the flames take to the path of Pyromancy. Pyromancers are usually the most passionate, and some would claim primarily rage driven. While this point is debatable, it cannot be argued that many pyromancers are very direct, forward, and primarily offensive warriors. While they are not exactly warlike, they are not ones who will bend knee or back down from a challenge, and are more than willing to meet any problems head on. Being manipulators of fire, they are able to summon flames at will, using them in many different forms from fireballs, to firewalls, to even making flames seem like they are living creatures. Their abilities also stretch to affecting warmth and taking care of the more open flesh wounds, using a controlled burn to seal off open wounds.
Pyromancers are much more forward in making sure that the strongest of them stand to represent them. So, there are ordered tournaments to test any Pyromancer who wishes to test their wills to be leading and representing the Pyromancers as a whole. Rather than be political about the process, Pyromancers hold to the ideal that they should stand tall, regardless of what comes their way.
Youngling:
Able to conjure fire, but likely to be unable to direct or control it.
Apprentice:
Able to conjure fire, with some form of control, but limited in how much they can throw without a source.
Mage:
Fire creation and control, and able to throw full fledged fireballs and some form of fire shield. Slight ability to heal flesh wounds with moderate flames.
Adept:
Full fire creation and control, and now able to perform some flame manipulation from a small distance. Able to close flesh wounds of moderately sized wounds.
Weaver:
Fire creation and control, able to make many implements of fire and even form different creatures. Able to quickly seal up open flesh wounds.
Master:
Full control of fire abilities, and in some powerful circumstances able to teleport through walking through large amounts of flame.
Those who are drawn to the flames take to the path of Pyromancy. Pyromancers are usually the most passionate, and some would claim primarily rage driven. While this point is debatable, it cannot be argued that many pyromancers are very direct, forward, and primarily offensive warriors. While they are not exactly warlike, they are not ones who will bend knee or back down from a challenge, and are more than willing to meet any problems head on. Being manipulators of fire, they are able to summon flames at will, using them in many different forms from fireballs, to firewalls, to even making flames seem like they are living creatures. Their abilities also stretch to affecting warmth and taking care of the more open flesh wounds, using a controlled burn to seal off open wounds.
Pyromancers are much more forward in making sure that the strongest of them stand to represent them. So, there are ordered tournaments to test any Pyromancer who wishes to test their wills to be leading and representing the Pyromancers as a whole. Rather than be political about the process, Pyromancers hold to the ideal that they should stand tall, regardless of what comes their way.
Youngling:
Able to conjure fire, but likely to be unable to direct or control it.
Apprentice:
Able to conjure fire, with some form of control, but limited in how much they can throw without a source.
Mage:
Fire creation and control, and able to throw full fledged fireballs and some form of fire shield. Slight ability to heal flesh wounds with moderate flames.
Adept:
Full fire creation and control, and now able to perform some flame manipulation from a small distance. Able to close flesh wounds of moderately sized wounds.
Weaver:
Fire creation and control, able to make many implements of fire and even form different creatures. Able to quickly seal up open flesh wounds.
Master:
Full control of fire abilities, and in some powerful circumstances able to teleport through walking through large amounts of flame.
Earthshaper
There are then those who feel a closer connection to the earth around them, and they become Earthshaper. Almost stereotypically, Shapers tend to be slightly calmer than other groups, but also much more stubborn in how they do things. They are the amazing builders and miners of the magical users. They are also usually the most technically inclined of all the groups, and also known to be quite the excellent crafters and builders. Though perhaps somewhat calmer, that does not mean they cannot be as warlike as the pyros, hurling boulders and causing the earth to crack when provoked to action. The powers of the Shapers is to ultimately reform the earth around them, shaping it as they see fit in either the form of great structures made to last thousands of years, or into a boulder or sword to bring to bear upon their enemies.
Earthshapers, being the calmer and perhaps more well planned of the groups, tend to have a set idea as to who exactly will rule next. While this will sometimes change, there is a constant stream of the strongest, most connected with the world around them Shapers to lead the Earthshapers in their projects, and show them how the planet must be molded.
Youngling:
Able to work with some rocks, but nothing very large.
Apprentice:
Able to handle larger boulders, begin to be able to shape the earth around them.
Mage:
Able to work with boulders somewhat larger than they are. Has some good control of shaping the earth around them.
Adept:
Able to now control multiple boulders at once, and some small amount of earth around them. Can now, in some small distance, able to detect movement through the earth.
Weaver:
Able to now control boulders and other large earth masses. Has ability to form rocks into proper tools, as well as some altering of the minerals of the earth.
Master:
Full earth control, can cause some small localized earthquakes. Able to work excellently with stones and minerals of the earth. Able to form a suit of the earth around themselves.
There are then those who feel a closer connection to the earth around them, and they become Earthshaper. Almost stereotypically, Shapers tend to be slightly calmer than other groups, but also much more stubborn in how they do things. They are the amazing builders and miners of the magical users. They are also usually the most technically inclined of all the groups, and also known to be quite the excellent crafters and builders. Though perhaps somewhat calmer, that does not mean they cannot be as warlike as the pyros, hurling boulders and causing the earth to crack when provoked to action. The powers of the Shapers is to ultimately reform the earth around them, shaping it as they see fit in either the form of great structures made to last thousands of years, or into a boulder or sword to bring to bear upon their enemies.
Earthshapers, being the calmer and perhaps more well planned of the groups, tend to have a set idea as to who exactly will rule next. While this will sometimes change, there is a constant stream of the strongest, most connected with the world around them Shapers to lead the Earthshapers in their projects, and show them how the planet must be molded.
Youngling:
Able to work with some rocks, but nothing very large.
Apprentice:
Able to handle larger boulders, begin to be able to shape the earth around them.
Mage:
Able to work with boulders somewhat larger than they are. Has some good control of shaping the earth around them.
Adept:
Able to now control multiple boulders at once, and some small amount of earth around them. Can now, in some small distance, able to detect movement through the earth.
Weaver:
Able to now control boulders and other large earth masses. Has ability to form rocks into proper tools, as well as some altering of the minerals of the earth.
Master:
Full earth control, can cause some small localized earthquakes. Able to work excellently with stones and minerals of the earth. Able to form a suit of the earth around themselves.
Hyrdromancers
Those who hold the waters of life precious will become Hydromasters. They can be perceived as the most "Normal" of the groups. They can be emotional, calm, enraged, robotic, difficult, childish, clever, or conniving. The Hydros are the ones who can control the falling of the rains and even casually change it to a snow. Their powers largely lie in the way that the weather shifts, in the rains, mists, and floods. While some would scoff at being hit with water, Hydros are able to launch a innocent looking ball of water with much more force than would be expected. Though their powers are not able to control the liquids lying within others, they do have the capability to manipulate those that are their own.
Hydromasters, much like their personalities, are often changing how they will choose the next leader. Sometimes they are voted in, other times they fight to get there, sometimes they are simply chosen. There are times where they get unique, and instead do endurance tests, or see who can change the weather fastest or stop said weather change.
Youngling:
Able to shift the water in some direction or another, but no strong hold.
Apprentice:
Some ability to move water like in a bubble, and shift the movements much more clearly.
Mage:
Able to use larger amounts of water, and even begin to cool it to perhaps freezing. Some ability to cool and heal wounds. Able to better work and survive in the waters.
Adept:
Able to now move and change large amounts of water, and now has a better ability to freeze the water they control. Able to, for a short period, survive longer under water than usual.
Weaver:
Able to affect large amounts of water, able to use it how they choose. Able to perform intricate healing not available to other elements. Some able to easily breathe underwater.
Master:
Full control of the waters in very large amounts, and possibly even Warp through water. Able to perhaps form the water in ways that almost make it seem alive. Sometimes able to perform amazing healing with the waters. Able to breathe indefinitely underwater.
Those who hold the waters of life precious will become Hydromasters. They can be perceived as the most "Normal" of the groups. They can be emotional, calm, enraged, robotic, difficult, childish, clever, or conniving. The Hydros are the ones who can control the falling of the rains and even casually change it to a snow. Their powers largely lie in the way that the weather shifts, in the rains, mists, and floods. While some would scoff at being hit with water, Hydros are able to launch a innocent looking ball of water with much more force than would be expected. Though their powers are not able to control the liquids lying within others, they do have the capability to manipulate those that are their own.
Hydromasters, much like their personalities, are often changing how they will choose the next leader. Sometimes they are voted in, other times they fight to get there, sometimes they are simply chosen. There are times where they get unique, and instead do endurance tests, or see who can change the weather fastest or stop said weather change.
Youngling:
Able to shift the water in some direction or another, but no strong hold.
Apprentice:
Some ability to move water like in a bubble, and shift the movements much more clearly.
Mage:
Able to use larger amounts of water, and even begin to cool it to perhaps freezing. Some ability to cool and heal wounds. Able to better work and survive in the waters.
Adept:
Able to now move and change large amounts of water, and now has a better ability to freeze the water they control. Able to, for a short period, survive longer under water than usual.
Weaver:
Able to affect large amounts of water, able to use it how they choose. Able to perform intricate healing not available to other elements. Some able to easily breathe underwater.
Master:
Full control of the waters in very large amounts, and possibly even Warp through water. Able to perhaps form the water in ways that almost make it seem alive. Sometimes able to perform amazing healing with the waters. Able to breathe indefinitely underwater.
Airshifter
Those who hold the breath of life to the highest position will become Airshifters. These particular individuals are considered some of the most reserved of the other elemental behaviors. Preferring to often keep to themselves, and only ever usually doing tasks in smaller groups, they can be considered to be sometimes a people who prefer to think of a small hunting pack. That does not mean the Shifters are defenseless alone by any means. With the power of the winds at their side, they are able to throw a strong force of wind with the force of being punched or kicked. Not only that, but with these winds they are also able to affect parts of the weather themselves, causing storms or hurricanes to come forth from their powerful gales. Also, with their connection to the winds, they can even amplify their speed, making them some of the fastest mages. Though much like the Hydros, they are unable to take the air away from a persons body, or pull the air from a room.
Because Airshifters are such a reserved group, people are not usually too certain how a leader is chosen. Rather, the abilities of the Shifter, including lethality, or just pure creativity, are taken into affect. This means that more often than not the leader of the Airshifters are terribly clever and creative, and some would say borderline mischievous.
Youngling:
Able to make the winds move in some ways, but not anything particular.
Apprentice: Now able to more effectively effect the winds, and in experienced instances able to make a ball of air to throw.
Mage:
Able to affect the winds, use it as a focused air burst of power. Some small training on how to fly, but no tools or chance to actively fly given.
Adept:
Now able to affect winds in a localized area. Also able to better utilize the wind powers offensively or defensively. Given small staff gliders to which to fly.
Weaver:
Able to strongly effect the winds, able to focus the winds in a way to further increase speed. Able to find more effective ways to use their art, and able to fly effectively.
Master:
Powerful mage, able to sometimes fly without the use of a small glider. Capable of even using their own breath as a weapon.
Those who hold the breath of life to the highest position will become Airshifters. These particular individuals are considered some of the most reserved of the other elemental behaviors. Preferring to often keep to themselves, and only ever usually doing tasks in smaller groups, they can be considered to be sometimes a people who prefer to think of a small hunting pack. That does not mean the Shifters are defenseless alone by any means. With the power of the winds at their side, they are able to throw a strong force of wind with the force of being punched or kicked. Not only that, but with these winds they are also able to affect parts of the weather themselves, causing storms or hurricanes to come forth from their powerful gales. Also, with their connection to the winds, they can even amplify their speed, making them some of the fastest mages. Though much like the Hydros, they are unable to take the air away from a persons body, or pull the air from a room.
Because Airshifters are such a reserved group, people are not usually too certain how a leader is chosen. Rather, the abilities of the Shifter, including lethality, or just pure creativity, are taken into affect. This means that more often than not the leader of the Airshifters are terribly clever and creative, and some would say borderline mischievous.
Youngling:
Able to make the winds move in some ways, but not anything particular.
Apprentice: Now able to more effectively effect the winds, and in experienced instances able to make a ball of air to throw.
Mage:
Able to affect the winds, use it as a focused air burst of power. Some small training on how to fly, but no tools or chance to actively fly given.
Adept:
Now able to affect winds in a localized area. Also able to better utilize the wind powers offensively or defensively. Given small staff gliders to which to fly.
Weaver:
Able to strongly effect the winds, able to focus the winds in a way to further increase speed. Able to find more effective ways to use their art, and able to fly effectively.
Master:
Powerful mage, able to sometimes fly without the use of a small glider. Capable of even using their own breath as a weapon.
Nightshade
Those who feel their calling is in the shadows will tend to become a Nightshade. These particular individuals tend to be somewhat more grim than their other brethren, and also more often at edge with many of them, especially those of their opposing light spectrum, as well as the Pyros which make it. The Shades will usually use a different method of battling with others, their shadow powers giving off an eerie cold if it is formed into a ball. It is also known that Shades, like their light counterparts, will form a pinpoint of shadows to strike. Some of the even more powerful Shades can make a shadow in some form fight for them. The dark powers are also a somewhat darker side, draining the energy from their opponents, or causing some form of disease.
Nightshades leadership is sometimes chosen by an "assassin" game, which contenders will all be tasked with hunting down one another in a particular order. They themselves are on a list as well, and the "game" is over once someone has completed the list. Other times, it is purely a game of illusions, to see who can best use the shadows to keep themselves hidden or their motives in the dark until their odd games to choose a leader is done. With this in mind, the Nightshade leader is often terribly secretive, giving no edge or hint of what is going on through their students and followers. Some contend that is how it should be, with the often misconception that those who follow this "darker" path are inherently evil.
Youngling:
Able to do some shadow manipulation, but that?s about it.
Apprentice:
Shadow manipulation, and some ability of draining energy.
Mage:
Able to manipulate the darkness, and even form it in a way. Some ability to use the darkness like a laser.
Adept:
Able to manipulate darkness, and begin to learn to form some form of illusion. Able to creatively use "Darkness Traps" and some other implementations.
Weaver:
Able to form shadow in an energy form, to use as a thrown projectile or other use. Able to use the darkness to perform short range shadow travel, and better control and convincing of illusions.
Master:
Able to use the shadows to travel long distances, or use multiple dark lasers. Able to drain large amounts of energy.
Those who feel their calling is in the shadows will tend to become a Nightshade. These particular individuals tend to be somewhat more grim than their other brethren, and also more often at edge with many of them, especially those of their opposing light spectrum, as well as the Pyros which make it. The Shades will usually use a different method of battling with others, their shadow powers giving off an eerie cold if it is formed into a ball. It is also known that Shades, like their light counterparts, will form a pinpoint of shadows to strike. Some of the even more powerful Shades can make a shadow in some form fight for them. The dark powers are also a somewhat darker side, draining the energy from their opponents, or causing some form of disease.
Nightshades leadership is sometimes chosen by an "assassin" game, which contenders will all be tasked with hunting down one another in a particular order. They themselves are on a list as well, and the "game" is over once someone has completed the list. Other times, it is purely a game of illusions, to see who can best use the shadows to keep themselves hidden or their motives in the dark until their odd games to choose a leader is done. With this in mind, the Nightshade leader is often terribly secretive, giving no edge or hint of what is going on through their students and followers. Some contend that is how it should be, with the often misconception that those who follow this "darker" path are inherently evil.
Youngling:
Able to do some shadow manipulation, but that?s about it.
Apprentice:
Shadow manipulation, and some ability of draining energy.
Mage:
Able to manipulate the darkness, and even form it in a way. Some ability to use the darkness like a laser.
Adept:
Able to manipulate darkness, and begin to learn to form some form of illusion. Able to creatively use "Darkness Traps" and some other implementations.
Weaver:
Able to form shadow in an energy form, to use as a thrown projectile or other use. Able to use the darkness to perform short range shadow travel, and better control and convincing of illusions.
Master:
Able to use the shadows to travel long distances, or use multiple dark lasers. Able to drain large amounts of energy.
1. Mages and the like are feared. Long ago, the planet was pretty well torn apart, and humanity nearly killed. Meaning your story with the rest of humanity ends when you get your powers, either through being found, or running to an academy.
2. Each element has its own way of going about things. Read up on them, and ask questions if need be. Being a warlike Hydromancer is nothing like a warlike pyromancer.
3. You will not all be Weavers. Don't bank too much on being one, because these are the people who can end up being a Master, meaning I WON'T have a ton of them running around.
4. Don't worry too much about rank. It doesn't mean you are forever powerless if you start out as a youngling.
5. Your age should make sense for where you are. Unless through some extreme circumstance, you won't be a master of your element if you came to the Academy when you were a teenager.
6. While there are some towns of technical advancement, and some with very strange customs, you will not be allowed to have high tech knowledge, even if you want to come from said town.
2. Each element has its own way of going about things. Read up on them, and ask questions if need be. Being a warlike Hydromancer is nothing like a warlike pyromancer.
3. You will not all be Weavers. Don't bank too much on being one, because these are the people who can end up being a Master, meaning I WON'T have a ton of them running around.
4. Don't worry too much about rank. It doesn't mean you are forever powerless if you start out as a youngling.
5. Your age should make sense for where you are. Unless through some extreme circumstance, you won't be a master of your element if you came to the Academy when you were a teenager.
6. While there are some towns of technical advancement, and some with very strange customs, you will not be allowed to have high tech knowledge, even if you want to come from said town.
Welcome to the Elementals RP. For those of you new to this, welcome! This is an RP somewhat based on Avatar, but instead of splitting up all the elements, we have them all working together in a way at the same place. Please read up on this, and feel free to ask questions.
First, a few guidelines.
1. There will be times where this RP will run very very fast. That is because some people may be on at the same time and team up, meaning that fluid conversation can occur. This also might be because some of the individuals may use Skype. If you have one, or want to join in, let me know via Private message, and I?ll add you into the mix. This by no means is required, as PMs work just fine for me as well.
2. While this is based in some ways off of the more famous series Avatar: The Last Airbender, it is not a replication. For example, the extra elements, and how people are not strictly broken up by their elements. Also, you will NOT be a physical warrior unless specifically stated and allowed in your sheet. Remember, you are Elementals, and using physical weapons is looked down upon, if not outright ridiculed.
3. "MY EVIL IS LAW!" -Aku. Being GM means that I can ROFLSTOMP your dreams and hopes if I simply have a bad day. Not that I make a habit of it, just keep in mind when I have definitively said 'No', that?s it. It's done. Going to fight me on it despite me saying no will lead to an angry kick to the backside.
4. Stick to your character. I know you'll read other people's posts, and they will be thinking things or plotting to play a prank or harm you, but YOUR CHARACTER DOESN'T KNOW THAT. If you are going to take an action that directly interferes with something that your character couldn?t possibly know anything about, you will be asked about it.
5. No superheroes here. You are not going to be the master of your element, able to use a physical weapon, confident, brave, heroic, and all that stuff. You are going to be relatively human, meaning you will be flawed. Terribly terribly flawed.
6. Make a character how you want to play to have fun with. RP is going to be hellish if you are hating the character you are playing as, no matter what anyone does.
7. Finally, I will not be taking too many characters. My attention, and everyone elses, cannot be everywhere at once. Meaning that if I have 18 characters, and 5 are one place, 5 are another, 4 are doing their own thing, and another 4 are having a random discussion somewhere, no one will know what to do with everyone everywhere. To go along with this, I will also be looking for a Co-GM to help me manage this if I encounter a problem. If interested, let me know.
GM: @UnusualStranger
Co-GM: @SkyeNeko: