[h1] Elementals: The Scarred World[/h1] [center]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, but it did present amazing possibilities.[/center] [h2][b]Story[/b][/h2] 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 perfect, and technology made leaps and bounds. The world progressed, and people overall could be called happy. Then, everything began to burst at the seams. Paranoia began to show itself as the Elementals, for all their powers, still had those that were corrupt, those that abused, and those that simply sought to destroy. Elementals began to die, by assassin, mob, and even children showing magical gifts were being murdered. Elementals began to respond in kind, and suddenly the world was faced with a crisis of Elementals beginning to exterminate humanity. When other Elementals began to oppose, nothing but war followed. The war reshaped the world, ripping apart the lands which had once been maintained and kept calm for all people. Famine would rip across the land, but it was nothing compared to what happened at the wars end. Near the middle of Darkengrad, a collection of armies, mages, demons, and whatever else could be mustered met in full battle. While none can claim to know the exact details, the aftermath is what ended the war. An enormous elemental storm now holds the middle of the land as its own, neatly cutting the island in half as the storms rage. Sometimes raining molten boulders, other times lightning, sometimes beams of light, or darkness. All elements raged, and none dared to enter it, making a trip to the north or south dangerous. With the wars end, surviving Elementals and humanity decided to split off from each other as best they could. The Elementals went to their own covens, known officially as Academies, to train others in their arts, and also to teach them their history, keep things a bit more organized and calm as far as mages were concerned. These separated Academies became centers of learning, areas of general calm as they could also deal with the monsters now freely roaming the world apart from the few castles and kingdoms still standing, occupied largely by what is left of the population of the world. And now, seven hundred years after the Great Wars had taken place, things have slowly pulled themselves back together. 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. [b]The Story thus far[/b] The world has seen much better times as the world continues its long recovery from the destruction that had occurred hundreds of years ago. While kingdoms and people have largely normalized, the world will always seem to have the stormy reminder, and monsters are back to wandering the countryside as they please. To make things even worse, a technically advanced city known as Jurai approached an Academy with concerns that they had found something which is related to the storms. Their concern was so much so that they actually came in one of their mighty Airships to recruit some mages to combat what they consider to be a grave enough threat to come out of hiding in their almost mythical city. [hider=Society] [b]Society[/b] 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. Things are usually along the medieval lines, with kings, knights, soldiers, and peasants. 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 war become true again. Elementals themselves have their own particular set of customs. Typically required of any newcomer Elemental are required to attend classes held by more experienced Elementals, learning the basics of being an Elemental, how to manage the powers that they manifested, and also learning proper order and history of being a mage. Education is almost paramount to some groups of mages, and it is a requirement to teach every mage. [/hider] [hider=Academy] [b]The Academy[/b] 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. [/hider] [hider=The Elementals] [hider=Illuminate] [b]Illuminates[/b] There are those who develop a bond with the light of the world, which ultimately brings them to path of the Illuminate. 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. Some Illuminates developed light to be dangerous in its own right, though many still prefer to try and keep their powers more meant for healing rather than attacking. With that said, Illuminates tend to stand more on the peaceful side of things, preferring to work through things and trying to restore order to the world. While most are generally helpful, some have grown to be very defensive as the insult of “sun suckers” can’t defend themselves. Regardless, the general populace still treats the Illuminate in high regard, being the more peace oriented powers, and generally just what they do helping people as a whole. Sub Paths: [indent] [b]Healers:[/b] The light mage has dedicated themselves to being a great healer, more capable of saving lives and healing wounds than stepping into a battlefield. While they are still able to defend themselves with flashbangs of light or a shield, and with a small capacity for a burning beam of light, they are more means to distract or cause pause among an enemy rather than directly harm. [/indent] [indent] [b]Defenders:[/b] The light mage has decided to let their healing talents diminish, instead preferring to focus more on the light being able to cleanse through combat. Either in using the light to powerful shields of light and physical manifestation of light weapons. [/indent] [center] [b]Mage:[/b] [/center] Able to use their powers in the most general of techniques, beams of light, general healing of wounds, and nothing extremely exciting. Largely considered still trying to find their way in the element, to get their own unique style and develop themselves along the higher paths. [center] [b]Adept: [/b] [/center] Adepts are more in control of their powers of light, able to more quickly and effectively heal wounds without creating a great drain on themselves. By now most Light Mages have also developed ways to defend themselves, either through barriers of light, or offensively using their light as flashbangs or burns. [center] [b]Weaver:[/b] [/center] By this point, the Light Mage has learned the ins and outs of their abilities. Either by now they have become a fantastic healer able to save lives from the brink of death, or able to stand against those who would intend to do harm to those that they would typically heal. Making a shield, using their light to dissipate darkness, or to frighten or harm dark monsters is not only well within a Weaver’s powers, it is almost their responsibility to stand as an example. [center] [b]Master: [/b] [/center] Master Illuminates have managed to finally choose what they plan on their primary focus to be, and have either decided to finally be a great defender of the Light, or a great healer of the Light. Some Masters have also developed ways to focus light into more destructive light that is capable of cutting through steel, though at very small distances. [/hider] [hider=Pyromancer] [b]Pyromancer[/b] Pyromancers are considered some of the most dangerous kinds of groups, and that is just their reputation. Unfortunately, because of this Pyromancers are one of the more hunted and killed groups, which then adds to the reputation of Pyromancers being warlike and dangerous as when they are not found they tend to torch those who would dare to try and kill them off. With that said, Pyromancers are most likely to carry weapons out of all the mages, and while not exactly the worst of things, it is considered a bit more barbaric when they have their powers which are already destructive enough. This does not mean that Pyromancers are all violent. While they do tend to be a bit more of the headstrong type, it is more of a stereotype than it is a needed trait. While some would like to say that they want to break the mold, the end problem is that fire is not something that is a slow burn. That doesn’t stop the rebellious Pyromancers from trying all the same. Pyromancers are split between the Firestorms, and the Firesmiths. [indent] [b]Firestorms:[/b] As the name should already imply, Firestorm style pyromancers won’t feel bad about throwing their fire forward. Thriving as they turn themselves practically into a living volcano, throwing fireballs, waves of fire, and all kinds of destructive displays. Unfortunately, this means that the more slow burn controlled style is not really an option. Its either practically lighting themselves and their surroundings on fire, or keeping the flame contained. [/indent] [indent] [b]Firesmiths:[/b] While not a stark comparison, Firesmiths tend to actually be a bit more artistic with their fire. Making birds of fire, flaming weapons, and other such constructs is a Pyromancers attempt to make the fires be more creative, controlled, and something of beauty and not just a destructive force. [/indent] [center] [b]Mage:[/b] [/center] Fire creation has finally come to their control, throwing fireballs, and other such plain activities are finally within their grasp. While they had not necessarily chosen a path, it is from this stage where it begins to become obvious as to what the pyromancer themselves prefer. [center] [b]Adept:[/b] [/center] With a firm control of fire under their grasp, the Pyromancer has begun to exhibit their skills in their fields. Either in letting their fires finally burn brightly about themselves in an inferno, or finally making the flames themselves take on a creature of flame. [center] [b]Weaver: [/b] [/center] Finally the Pyromancer has achieved their complete control of their fires, either in now able to have a constant flaming companion with a small amount of concentration, or able to simply heat the area around them by simply wanting it to be. A force of nature in their own right. [center] [b]Master: [/b] [/center] While Weavers are a force of nature, Masters are a volcano coming to life. Said to be able to incinerate a city if the need calls for it, Firestorms are the types which will make their presence known as they will demand the respect for holding the flames. The Firesmiths will be able to not only maintain a creature, but with some amount of concentration possibly ride the creature itself. [/hider] [hider=Earthshaper] [b]Earthshaper[/b] The Earthshapers are viewed as almost the most useful out of the mage groups when it comes to humanity. Being able to build homes, and a variety of other things from the earth itself, as well as being able to quickly and easily flatten the land for more important to everyone for building homes, setting up farms, and generally making life easier. With that said, people also know to not bother the Earthshaper group too much as if the earth suddenly shifted, or rockslides or other such problems happened, an Earthshaper just might not be able to do something about it. On the Earthshaper side of things, they tend to take a certain tinge of pride in that they are considered makers of the lands and foundation makers of castles. While shaping the earth is obviously what they do, there are two paths in how they go about it. One is where they do what an expected Earthshaper would do. Moving the earth, launching boulders, and general earth work. The other side is more focus on the movement with the earth instead of moving the earth itself. [indent] [b]Boulders:[/b] Some Earthshapers choose to use their earth in traditional means. Throwing boulders, causing the earth to shake in a localized area, and shaping the land around them is their typical traits. Some would say this isn’t impressive, until throwing rocks bigger than they are becomes an issue, or making a quick tent out of stone. [/indent] [indent] [b]Shifters:[/b] Instead of learning to throw the earth, some Earthshapers choose the path of shifter, or an Earthshaper who uses the earth to enhance their movement or themselves instead. Shifters focus on burrowing through the ground, or using the earth as an armor instead of throwing it at their enemies. [/indent] [center] [b]Mage: [/b] [/center] The groundwork for earthshaping is made, either in learning how to pull and shape the earth into walls or learning to use the earth to almost ride it like a wave. It can take a lot of practice and balance, but it is important to learn to do so for a Shifter, and for Boulders it comes down to being able to make a wall, then picking out part of it to throw. [center] [b]Adept: [/b] [/center] Skills are now able to start showing, where they being to actually be able to aim and use their skills for a more offensive and defensive ability. Being able to move while still being able to harness the earth, or for a Shifter beginning to learn the basics of tunneling. It isn’t fast, but both learn the important parts of their powers. [center] [b]Weaver:[/b] [/center] Earthshapers now have begun to truly show that the earth is theirs, either in shaping the earth around them to better suit themselves or use it as a weapon, or starting to finally tunnel quickly through the ground to get where they need to be quickly. The earth under a shaper is dangerous, even to the point of being able to make a local earthquake with the right skills for a boulder. A stone companion can now be maintained by the Shifter as well. [center] [b]Master: [/b] [/center] The earth and Master are almost one in the same, either being able to shift the earth very quickly into making homes, or avalanches for the Boulder style, or simply popping out of the ground, to even making stone soldiers with which to do battle as the Shifter moves about the battlefield. [/hider] [hider=Hydromancer] [b]Hyrdromancers[/b] Those who are drawn to the waters and sometimes the oceans are known as Hydromancers, and from humanities standpoint they are those who hold the weather. Making storms, or turning the waters to ice is what they specialize in. Sometimes they are called upon to care for the farms and land that farmers wish to maintain. Of the elements, they are considered the more peaceful of groups like the serene lakes scattered about the continent. With that said, Hydromancers have been a mixed bag of the elements. Some become powerful masters of creating localized storms and rains, trying to bend the weather to the advantage of those who must live under it. In an almost opposing fashion, some of the hydromancers have taken the path of ice, chilling the air and area around them. [indent] [b]Storms:[/b] Those who take the path of weather and water are generally known as Storm Makers. While not the truest of intentions, as some Storms become accomplished healers, it is true in that they generally have an affinity for making the weather change. Mists, rainstorms, and even floods can fall under their command. While they do not focus as much on temperature, their watery blasts are a force to be reckoned with. [/indent] [indent] [b]Blizzards:[/b] Considered to be the more violent of the hydromancy parts, Blizzards are much more concerned with keeping their waters cold and frozen. Instead of using watery whips or blasts, they instead make ice spikes, or even try to freeze the room about them. Some even take a step further and become Blizzard Troops, warriors encased in tough ice armor with icy weapons to match. [/indent] [center] [b]Mage: [/b] [/center] Has begun to learn how to pull moisture from around the air itself, though requires some amount of concentration to do so. This allows them to use many of their abilities with only some amount of limit. For now, ice spikes or a rainstorm are the biggest powers to be shown. [center] [b]Adept:[/b] [/center] Now able to draw upon the waters around them much more easily, they are now able to focus that drawing power into more devastating and useful effects. Either causing watery whips, or a barrage of ice, adepts are a force which makes the waters of life look violent. [center] [b]Weaver: [/b] [/center] Weavers make the ability to pull upon water nearly effortless, and with that also able to now freeze water with some proximity, or able to water an entire town with rains. At this point, some of the weather mages have even taken on some form of healing with their waters, while ice has taken to coating themselves in ice. [center] [b]Master: [/b] [/center] With full manipulation of their element in their grasp, Master Hydromancers are able to create terrible storms, and some of the more powerful may even control the lightning. On that same note, those of the icy style have learned much the same with chilling a room, causing it to even snow with enough focus. [/hider] [hider=Nightshade] [b]Nightshade[/b] Nightshades tend to be by far the most misunderstood of the elementals, and that is because their skills lie in a unique direction, rather than the more obvious powers of light or earth. Instead, the Nightshades rely on their own shadows to get their powers going, either with a clone of themselves, or using an odd collection of their shadow magics and some alchemy to get power potions and brews working. Due to their more unique nature, Nightshades also tend to be those that split in the most odd of directions, either in becoming much stronger than is typical so that their shadow selves are much more imposing to deal with, or instead drowning themselves in books, herbs, and spices to make the most exquisite, and most dangerous, potions and brews. [indent] [b]Shadow:[/b] The Shadows group of Nightshades rely just on the shadow behind them…or now standing in front of them. Or now fighting for them. Whatever the case, Shadows will typically team up against their enemy, either using their shadow self to do the heavy lifting due to being able to recreate it, or to shift their shadow into a tool, throwing it like a blackened spear or blade. This isn’t without its limits, as a shadow is only so big and can only be stretched so far. [/indent] [indent] [b]Alchemist:[/b] Alchemists have taken the stranger, and some say darker, path of Nightshades. Instead of relying just on the shadow elements, they have also begun missing in herbs, spices, chemicals, blood, and anything else to make things more supernatural. Usually they will carry bags or belts with plenty of bottles or other containers to hold their newest concoction. [/indent] [center] [b]Mage: [/b] [/center] Finally reached focus to start having a shadow companion. While physical interaction requires a good amount of concentration, is invaluable as a way of both offense and defense. For Alchemists, they have found a solid base for brews and potions. Basic poisons, calming salves, and other general drinking brews. [center] [b]Adept:[/b] [/center] Shadow companions are now a second nature, able to be kept about and moving without having to hold concentration on them. Also has begun to learn to pull their shadow into more useful tools or weapons. Alchemist has begun to learn more important and potent potions, poisons, and dark arts are now able to be mixed with typical potions for a more effective and dangerous effect. [center] [b]Weaver:[/b] [/center] The shadow form is no longer a second nature, it is a part of the mage using it. This means they are able to interact, fight, and do everything almost completely autonomously from their original. Alchemists have now mastered their potions, learning to make things that can explode, or heal, or burn silently. Infusing shadows into their potions allows them to be much more potent in their purpose, or even allowing the Nightshade to draw on the energy of the one who drank it. [center] [b]Master:[/b] [/center] While some Weaver Nightshades can claim to be able to make multiple, weaker shadows or illusions, a Master has no such silly restrictions. Having two or three assistants in shadows can be absolutely normal for a master of the skill, while at the same time using tools pulled from yet another of their shadows to do some work. Alchemists in the meantime have mastered their art, able to make explosives almost easily, mostly with just pulling much of their shadows away and turning it into a liquid to put in the bottle. Even more amazing is the whispers that a potion can be made to take the life from one to save another. [/hider] [hider=Metallic] [center][b]Metallic[/b][/center] Of all groups of mages, the Metallic group can be considered both extremely powerful, but at the same time incredibly weak. They have mastered the art of metalworking, without having to rely on the heavy tools that more advanced cities use to bend it to their will. This power is a much more limited reach than the others, as you won’t ever see a Metallic pulling metal from the earth to defend themselves. You will, however, see Metallics either pulling metal around themselves like a suit of armor, to then bend it back to where they use it like a blade. Or perhaps instead you will see the more unique metal style, where constructs made of metal will operate in close proximity to the Metallic, defending and assisting them in their task. Ultimately, Metallics will either go the path of making weapons, tools, and other such items for themselves and all others to be able to use and work with (generally making them blacksmiths) or they will become more obsessed with giving their metal a life, making them Mechs. [indent] [b]Ironworker:[/b] Ironworkers are those that bend metals and shape them into other tools, armors, and items around themselves without having to use humanities smithies and more lengthy processes. Weather it comes from taking a blade, to a shield, and then back again, or instead throwing their armor into a metal wall. Ironworkers could be considered to be perfect at adapting their element to meet a situation. [/indent] [indent] [b]Mechanist:[/b] Mechs, as they are called for short, have instead taken to making tools that draw upon them to work and perform processes on their own. While they still do have some ability to bend the metals it is more to make either other little “bots” or with enough time and metals a soldier or companion to work with them. Due to the nature of the metal constructs, they only operate when in distance of the Mechanist, but that is typically enough. [/indent] [center] [b]Mage[/b] [/center] Mages have managed to form their abilities to begin doing more advanced metal without having to rely on the hammers and forges any more. Though it can still take time for a mech to make something useful, or an Ironworker to finally shift their armor into a sword and shield, it is still progress and still a threat all the same. [center] [b]Adept[/b] [/center] Adepts have learned to speed up the process of their metal work, and also to make larger and more impressive implements with which to fight or defend with. This is across the board for both Irons and Mechs, being able to do more complex components and devices. [center] [b]Weaver[/b] [/center] Weavers have learned to master the art of their metals, being able to now shift their armors and weapons with ease, as well as change and narrow it to what they need it to be in a few moments. Also, Weavers more in tune with their senses can ‘sense’ iron nearby, though the trait is much more difficult to master. Mechs, on the other hand, have likely managed to create their companions….or have added on to them. [center] [b]Master[/b] [/center] Metallic Masters have managed to make their metal nearly be a part of their living, and almost casually shift the metal to daily living. The Irons typically are wearing more iron gear and are not hindered at all by it, from plated boots, gauntlets, sometimes helmets and metal lined jackets. Mechs, meanwhile, could be considered walking workshops as a multitude of small companions can assist them, or their energies have gone into making a metal golem to defend themselves against to any matter of anything. [/hider] [/hider] [hider=Example character sheet] [b]Name:[/b] (Simple enough right?) [b]Age:[/b] (Though it might be just a number, keep in mind that you can’t be a 16 y.o. Adept. You just don’t have the possible experience.) [b]Gender:[/b] (Hopefully pretty simple) [b]Mastery[/b] (Your Chosen Element) [b]Specialty[/b] (Your Chosen Path) [b]Rank[/b] (Level of Mastery of your Element) [b]Appearance:[/b] (A general idea of what your character looks like. Most things will work quite nicely, but make sure that it makes sense.) [b]Demeanor:[/b] (Some idea as to how your character is right now. While not necessarily set in stone, this will be something just to give a general idea how you will act) [b]History:[/b] (The big one. This is where you say how you got here at the Academy, and what your parents might have been like, if you still have them, and what you are or do. This can be big in showing why your character is who they are, so please put some thought into it.) [/hider] [h1] TL DR [/h1] You are an Elemental who has been chosen (For reasons not yet disclosed to you) to be taken via airship northward to the Kingdom of Jurai, a secretive and paranoid group of people who contacted the Academy to deal with what they consider to be a very serious threat. You are just about to leave the Academy and board with a selection of others. All different elements have been brought along (Just don’t plan on everyone being a master. Those are rare in and of themselves). You can come from any walk of life you like, with any race or accent in mind. World was splintered by the Magic War, so all kinds of societies/groups have been born into their own towns/cities, but ultimately ended up at the Academy due to their gifts. Technologically the world is largely in the Medieval era, though some towns have developed farther than others, and the Elemental Academy is no exception to Cannons on ships, or the extremely rare pistol made either from Mechanists, or from the technological cities.