[hider=History of Rift Wars] [img]http://k31.kn3.net/9/6/4/3/5/4/A50.jpg[/img] Twenty five years ago, thirty miles coast of Honolulu was when the first rift appeared. A portal to another universe, or rifts as they were later named allowed creatures from alternate realities to enter our world. The United States Navy and Air force engaged the other worldly invaders for weeks, support from Japan, China, and the United nations managed to drive them back into the rift. The rift closed soon after, with over twenty ships lost and two hundred aircraft destroyed the battle marked the beginning of what would come to be known as the Rift War. The creatures that exited these rifts appear to resemble demons, dragons, and other cultural myths. They proved themselves devastating foes, even against superior weaponry they still concentrated fire to bring down. [img]http://pre13.deviantart.net/ab34/th/pre/f/2009/111/f/2/dragon_vs_soldiers_by_andreewallin.jpg[/img] This lead to the theory that this was not the first time rifts had opened on Earth. That somehow, a much less advanced culture had defeated and seal the rifts. That was why these creatures were so storied on Earth, naturally at dig sites around the work began to find something to link these invaders to our past. This is how the relic tablets were discovered, stones from this other world, engraved in an indecipherable text. The script upon them appeared impossible to read, until a ten year old whose father had been studying the stones saw it. He spoke the words written upon, their at his side appear a creature from beyond our own world a Hell hound straight out myth. Yet it did only as the boy asked and other seemed more like a pet than an animal. With the child himself gaining pyromancy, control and creating fire at will. The stones were linked to children, who whether through belief or some other property were able to connect with the creatures. They called it the Summoner Gene, a gift that roughly five percent of Earth's children have. Quickly older children, teenagers were found to have these abilities and begged for aid in this war, they agreed and began to train themselves for battle. [img]https://lwpatricks.files.wordpress.com/2012/10/digital_cg_art_wallpaper_marek_okon_02.jpeg[/img] Able to command and summon a partner creature, the summon also gained access to weapons or abilities related to there summons own elemental type. With these summons, and there teenage partners, the Rift Wars came to a swift end. The monsters unable to establish a foothold retreated, yet now with these new powers the world quaked in fear. What could these summoners become? Would they fight for Governments? Or would they attempt to destroy them. The United Nations came together declaring instead of giving the teenagers back to their parents nations that the war heroes would become teachers. The UN had uncovered thousands of these stones, with more found around the world it became apparent that they would need prepare those with the Summoner Gene to defend themselves and create a police force capable of going after unregistered and dangerous summoners. [/hider] Aether Bridge Academy, a school for those gifted with the Summoner Gene. This is the only school in entire world where those with the gift of summoning are not seen as freaks or living weapons. They are children, here to learn and master their abilities. Of course some students choose to go down the path of violence, learning to fight and competing the grand duels. They master combat and magic, becoming defenders traveling the world finding others with the summoners gene and stopping those who would abuse this gift. The school itself is based on the Hawaiian island of Moloka'i, a once perfect and untouched island. It became a staging ground for human forces during the early Rift Wars. The UN placed the academy here dedicating it to those who died fighting the alien menace. However, the stillness and peace of the island means that students feel safe and may take trips to Honolulu by ferry to shop and interact with others. Otherwise general education course take up up only half the day throughout the week, with students using the remaining time in the combat program, the adjustment program, or the teaching program. However the secondary courses only occur on Mondays, Wednesdays, and Fridays. Giving two free afternoons for students to travel or relax, weekends are left free and the Ferry is open to all on Saturdays. [img]https://lh3.googleusercontent.com/-WgnoGfBDwD8/AAAAAAAAAAI/AAAAAAAAAAY/JQfGKv9bbxI/w800-h800/photo.jpg[/img] The school campus is not only dedicated to the student but also to researchers and weapon development for future combat against summoners and inter-dimensional beings. The west wing is devoted to student dorm rooms, cafeterias, and recreational rooms. The East wing houses classes and research labs, testing environments are in the basement of the East wing and strictly guarded. Out in front of the school and the two arenas, training halls where students may duel with other students able to watch and take notes. Medics are on standby twenty four seven in case severe injury. [hider=Summoning and you] At thirteen years old, schools around the world perform the gene test on the students attending. Using divining tablet placed before students, if the tablet glows you carry the summoner gene and will be transferred into Aether bridge as soon as possible. However outside of the standard catch all test many special cases and where children have stumbled across summoning tablets and activated them have occurred. The youngest students are children of summoners who fought in the war. With other being kids or teens who have grown up in shadow of the Rift War have discovered summoning tablets in the ruins of the war torn world. The grand vault holds all collected summoning stones from all around the world and is the first place new students are taken. New students enter and find their stone unless they already have it. Now unless you have a dark type summon, your summon be be destroyed. When that happens it retreats into the tablet to heal, it can take a few hours to recover enough strength for combat. To bring it back after destruction simple speak your mantra and your summon will heed the call. Your summon may also return to it's stone if it is bored or tired, they are basically small tears back into the pocket dimensions they reside in. [/hider] [hr] Basically the story here is simple, a past multiverse conflict has thrust magic into public view and those who can control it are called summoners. Their summon gifts them abilities as they tap into the energies from the world which the summoned creature resides in. Those who can perform a summon naturally have the ability to summon elemental shielding around them, protecting them from harm temporarily. They also gain an elemental powers based off the summon element. As students you'll be forced to contend with high school, puberty, the fact you're a weapon of mass destruction, and have to take care of a summon. Of course that is not all. You'll find out more on why they choose to build a school so close the original rift site. Below you find a character sheets and summon sheet. As well as descriptions of elements and ideas on what a summon might be like with it's element. [hr] [hider=Character] Name: Appearance: (Description or picture is fine, please no real life photos.) Age: (Between 14 to 17 for our students. Personality: (What do they enjoy? Did they endure trauma? Did they survive an attack during the Rift Wars? Fears, dislikes, and eccentric quirks go here.) Abilities: (What do they know? Are they artistically minded? A trained marital artist? Maybe they are a trained sword fighter.) Element: (Your element is the same as your summon. Your elemental type determines how the void barrier you can generate appears. Element's all have there own theme, they don't automatically beat one another. An Element simple refers to how your summon draws power and a general theme of abilities.) Powers: [list] [*] (Void Shield. Elemental barrier you can generate to stop blows get to weak to generate it you lose a duel.) [*] (Activated spell. This could be an aura or a simple utility spell you use commonly.) [*] (Summon link. This is your combat power, from fire ball to summon weapon this is how you defend yourself.) [*] (Gifted power. Unique, perhaps you can clone yourself or teleport. These powers vary wildly and more about the summoner than the summon.) [/list] History: (Where you come from, why you want to follow the path you choose. Did you lose your family in the Rift Wars? Maybe you have an older sibling who fought in the war? Maybe you were living a normal life until your Summoner Gene was discovered and they took you away from your family.) Other: Anything not covered by the above [/hider] [hider=Elements] [color=ed1c24]Fire[/color]- An element of passion, fire can be as beautiful as it is destructive. A powerful tool, it is hampered by the fact it can burn out quickly if not properly controlled. Yet a steady heat can destroy even the stronger of walls. Fire was the first element of the first summon and remains a more common element, yet it's destructive potential is the greatest. All fire summons gift their wielder immunity to flames and more more importantly they can hold fire without getting burned. [color=2e3192]Water[/color]- A serene and controlled element. Water does not break it's enemies, it engulf them and drowns them with unyielding tides. The bringer of life and one the most powerful natural forces, it can wash away cities or save them. A summoners with control over water find it easy to direct and control with little but emotions. However a enraging a water summoner can turn a calm sea into a raging storm that few will out last. Water elemental's can allow their summoner to breath under water and control waters surface tension beneath them. [color=a36209]Earth[/color]- Rough, strong willed, and stubborn as elements go. Earth is the laziest of the elements, yet when it's strength is used its power is outstanding and awing. Earth elements after often immune to taunts and jeers, only when something they truly care for is threatened or hurt will they react usually with overwhelming force. Then they usually relax or see to whoever they were fighting for, there is no better friend than Earth. Earth elements can fortify their summoners void barrier, allowing them to block heavy attacks with little damage. [color=6ecff6]Air[/color]- Wild and fun loving, air elements love a good joke. Often showing off or training there own talents, air elements are lovers of fun and trouble. They don't intend to hurt anyone usually but just to laugh and make others smile. Yet mock one or worse yet make them the but of the joke and you will soon find out how powerful the wind can be. All wind elemental's control movement in the air perfectly, this allows them to make themselves and their summoner hover at or fly if they have wings. [color=Yellow]Electricity[/color]- Fast and unpredictable, Electric elements need constant managing from a summoner. Curious and constantly thinking, they are often incredible smart yet afflicted with the problem of trying to do more than they can. Often forgetting genius ideas due to other concerns or simple distractions. Yet in battle they can unleash flurry's of attacks and plan complex strategies at high speed. Most Electric elements have passive telepathy to allow for communication at a faster pace, though it is best to keep it muted outside of combat. [color=SteelBlue]Ice[/color]- What many see as a cold and aloof elemental others know as a deep and contemplative element. Ice is not water, it is not relaxed and willing to move, it is strong and powerful and only those who can look beneath the surface know how truly powerful it is. An ice element might not hug it's summoner or talk to them much but it cares deeply. It knows how they need each other and they will often do anything it takes for them, save actually talking to them about how they feel. Ice Elemental's allow their summoner to control their core temperature and generate by touching water. [color=Purple]Darkness[/color]- Death, unending blackness, a void where nothing exists. Elements of this nature are often seen as monsters. Yet there is something simple and sad about them, they do not hate they are simply the other end of the scale. Using less magic they are more psychical fighters, using magic to back up their attacks. They do what must be done and take no pleasure in it, they see themselves as allies to nature as they bring the end that must come. Darkness elements cannot be destroyed like a normal summon, they instead admit defeat and usually fall back to recover. [color=DarkGoldenrod]Light[/color]- Love, hope, compassion these elemental's embody life in it's many forms. Yet they are vain, often admiring themselves, yet they are also innocent not understanding harsh truths or the worse aspects of life. Light elemental's in combat often use weapons with heavy enchantment, blows that land are powerful. Yet if no blow lands the weapons enchantment is worthless. Light elemental's often bestow a weapon to their summoner, as they wish to fight alongside their partner. [/hider] [hider=Summon] Name: Appearance: (Description or picture is fine, please no real life photos.) Summoning Mantra: (The phrase you utter to bring your summon into this world. If your summon is destroyed you'll to bring it using this. It's engraved on the summon stone, only you can read it.) Abilities: (How do they battle, do they use elemental spells? Perhaps punch and kick with augmented strength? Or create weapons to smash the enemy?) Element: (Eight to choose from.) Element gift: (The power and your gives you from the moment of summoning, neat little powers you share.) About: (Who is this summon? Do they want to understand humans? Do they fear humans? Are they friendly? Are they pet like or more humanoid.) Other: (Anything else you want to add.) [/hider]