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.
Story
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.
The Story thus far
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.
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. 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. There are of course exceptions to these rules, like the city of Jurai where the mages are supposedly being taken.
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.
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. While each group of Element has 3 Masters each at this Academy, only 2 at a time are allowed to attend the discussions to keep things varied with who does what (and also allows a Master to go out as is needed)
Illuminates
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:
Healers: 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.
Defenders: 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.
Mage:
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.
Adept:
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.
Weaver:
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.
Master:
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.
Pyromancer
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.
Firestorms: 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.
Firesmiths: 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.
Mage:
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.
Adept:
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.
Weaver:
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.
Master:
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.
Earthshaper
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.
Boulders: 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.
Shifters: 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.
Mage:
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.
Adept:
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.
Weaver:
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.
Master:
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.
Hyrdromancers
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.
Storms: 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.
Blizzards: 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.
Mage:
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.
Adept:
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.
Weaver:
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.
Master:
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.
Nightshade
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.
Shadow: 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.
Alchemist: 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.
Mage:
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.
Adept:
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.
Weaver:
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.
Master:
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.
Metallic
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.
Ironworker: 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.
Mechanist: 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.
Mage
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.
Adept
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.
Weaver
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.
Master
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.
Most prominent religion “The Council” The Council is comprised of a member of each Element at its core. While not the biggest part of discussion among the world, it can still play an important part. Those without Elemental powers tend to often worship the Reaver, Keeper of the Other Side, for he alone is not associated with any Element, and considered the most “Pure”.
Alainia: Water God. Female
Dorrokan: Earth God, Male
Loriot: Fire God. Female
Karina: Metal God. Female
Jorrano: Illuminate God. Male
Sitheria: Darkness god. Female
Reaver: Keeper of the Other Side. Genderless
Views on the Gods are as varied as the people, either as a God on the Warpath, or a God of Serenity. While most Gods tend to have preconceived notions about them, the only sure thing is the Gods themselves are there, and from time to time will make themselves known.
Name: (Simple enough right?)
Age: (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.)
Appearance: (A general idea of what your character looks like. Most things will work quite nicely, but make sure that it makes sense.)
Equipment: (Do you carry something unique? Maybe Weapons? Toss it here)
Demeanor: (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)
History: (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.)
TL DR
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.
Character Limits: Depending on size of the group, I am willing to take 1 Master, 2-3 Weavers, 4-5 Adepts, and as many mages as want to come along. I’m also hoping to have variety in Elements, so if you see 2 Illuminates, maybe a third isn’t a good idea. Don't consider yourself down and out of course, just keep in mind the amount of competition you'll have.
My choice as who gets what if we have more applicants in one section is going to be based purely on how well you write a character, (and opinions between people in the OOC discussion)
Appearance: The best way to describe Alexander is plain. He is neither good looking nor ugly. A skinny man standing at 6'0" tall, he is by no means physically imposing in anything other than possibly height. His brown hair is kept short and he keeps no facial hair. His eyes are green and his heritage is clearly of the area around the academy in terms of features.
For clothing he wears plain white robes, specifically meant to be plain and not give a sense that he thinks himself in any way above others. The look is carefully crafted to make him look like an unassuming man as opposed to a master mage. The only thing giving him away are a pair of metal suns attached to his shoulders. A gift from his family upon confirmation that he would be an Illuminate. He wears the symbols with pride and will never be seen without them.
Equipment: Outside of what has been detailed in appearance Alexander keeps ink, quill, charcoal, and blank journals on him at all times. He has found them infinitely useful for documenting his travels and works. Actually working on both magical and non-magical treatments for various ailments and plagues and documenting them, as well as stories and cultures he has come upon in his travels. Aside from this he keeps various herbs and plants for use in making medicines, along with the travel versions of the equipment needed to make the various medicines. While he rarely uses them he has found them handy in cases where patients were adamant magic was not to be used in their treatment.
Demeanor: Alexander is a calm man but one who dislikes unnecessary delays in accomplishing his goals. The quickest way to make Alexander act is to behave in a way which is overly cautious or skittish. He has seen far too many young healers get squeamish and freeze at the sight of people in pain to tolerate such paralyzing inaction. He knows he cannot be rash, but he also knows that in what he does every moment counts and must be made meaningful.
Alexander also has something of an adventurous spirit. The fact the academy is full of healers means that often the people who he could be helping are often those who don't actually need him specifically. Instead he has used his ability and what authority he can manage to venture out into the world and find people who desperately need his help and render them aid.
Overall, Alexander is driven by a desire to help and heal. He knows what he is good at and wants to use his abilities to their fullest to positive effect. He also wishes to accumulate and pass down knowledge in as many fields as possible. Himself having added multiple works and studies to the Academy libraries in his lifetime.
History: Alexander was born the son of a Smith and his wife. It was a recruiter who would eventually find Alexander and bring him to the Academy at the age of ten. Before this time he had done the same work as any child of a smith, light work, watching what his father did, and running various errands as needed. When he arrived at the academy he spent much of his time in the library, unsure of what else to do other than attend his studies at such a low level he began to read and learn. As his power and rank grew so did his responsibilities, when he wasn't found nose deep in a book he would be found at the healing facilities on campus, tending to any who he could help and acting as an assistant/gopher for the higher ranked healers. It was neither a long nor hard decision as to what his specialty would be. He remained in contact with his parents through letters all through his time as a Mage and an Adept, keeping appraised of what had happened to old friends of himself and his family as well as the general goings on of his home.
When he reached the rank of weaver however that changed, he began to venture back out into the world. Starting with occasional trips home, then to the surrounding area. He knew on an intellectual level that his skill set was likely needed more out in the world than in the halls of the academy, but seeing it first hand was a realization on an entirely different level. Being on his own or under light supervision to help villages hit by plague or those who had grievously injured themselves at home or on battlefields awakened him to the need to not simply study and work his way up through the ranks, but actively apply that knowledge whenever he could.
Upon reaching the rank of master at age 35 he technically gained the title Medicinae Lux "of the healing light" making Alexander Smith Medicinae Lux. However amongst some of the masters he came to be known as having the joking title Errantem Lux "of the wandering light" as he very often was nowhere to be found. However he always had systems in place that his absence was never felt particularly hard or long. He of course remained up to date of the business that required his attention as best he could, but he was not about to ignore the plight of those who needed his help most. In a world such as this, it was a list that had no end. He is currently back at the academy, bringing with him as he so often does fresh recruits for the academy. While never his primary mission, he always keeps an eye out for those who were academy material and bringing them to receive the training they both needed and deserved.
Appearance: Tobias has light brown hair, that is curly and kept quite messy. It’s isn’t that long, but reaches the nape of his neck, curling up slightly. He has a slight fringe, curling over his forehead and a few strands falling over his eyes. Body type wise, he is tall and lean, with only a hint of any muscle definition. His eyes are a light watery blue, like light just filtering through the surface of a lake. Clothes wise, he wears pale grey coloured robes with a belt tied at his waist, carrying potion bottles-empty and full-as well as pouches of herbs and other such things.
Equipment: Tobias carries his potions equipment around with him at all times, as well as a small notepad to jot down any new recipes he's thought of. If he's going somewhere dangerous, he might carry a larger side bag, and perhaps a short blade.
Demeanor: Tobias is quite blunt with his approach to things, and likes to get things done as quickly as possible. He can also be brutally honest with people, and can come off as being rude or haughty. He feels as though showing he cares will ultimately back fire on him in some way. When others make a mistake, he can get a little irritated, but not that much, however when he himself does something wrong, it seems like he doesn't really care but really, he judges himself more harshly then he would anyone else. This was good for pushing himself to learn, but it can quickly turn self-destructive. He has trouble with making a strong or lasting relationship, and while to others it can seem just arrogant, but really he's afraid of hurting himself, or the other person. In this way, he can be somewhat a coward, but makes up for it by refusing to show any weakness at any time.
History: At the time when Tobias was born, his parents-His father an Ironworker and his mother a Pyromancer-got along fine. It wasn't until he was around 5 that arguments started happening. His mother was a master, and she spent a lot of time in the academy teaching the younger and less experienced Mages, and in his fathers opinion, not enough time at home. In his small room at the top of the stairs, the young boy would cover his ears, huddled away in his blankets, and wish for something anything to take him away.
Even thought his parents kept arguing, they seemed reluctant to actually split, seeing as they had a still only 9 year old son. But, using his parents now normally frequent disinterestedness to his advantage, he would sneak away to the library and imagine himself away to a different kind of world, one where he wasn't afraid of doing anything that could set off his parents. Then, once he turned 11, his mother finally left, and took him with her to the academy, leaving his father behind. After finding that he had an interest in potions and herbs, she entrusted him to the hands of the other Nightshades, then left to pursue her own studies.
As he grew and progressed in his studies, he found a little time here and there to visit his father, but never bothered to go and see his mother. Soon though, he stopped going to see his father, only sending the occasional letter, and focused entirely on his studies. In his classes, he strived to be better and better, but rejected any offers of friendship from his peers, seeing them as just something that might distract him, or hurt him by leaving. Someone leaving wasn't something he'd well and truly experienced before, but from watching his parents, he felt he'd learnt how painful it might be and never wanted it for himself, as he couldn't see anything good come of it.
APPEARANCE: Albus has a long straight black hair reaching to his chin level. His hair would blaze into fire once he start casting powerful spells. Average height. A bit muscular. One of his eyes are faded red caused by an unknown spell his father experimented on him in his youth, perhaps to enhance his pyromancy abilities, while the other is plane black. He has an average grey beard and mustache. Some of his facial hair is faded red due to side effects from an experiment he's done in his late youth. He some times ties his hair into a ponytail when not in a serious situation. Strong cheek bone. He looks very intimidating when angry, his thick eyebrows help him look the part.
For his clothing he wears light leather boots, black pants that are fit. Helps him stay silent. A dark brown long sleeve shirt. Wearing an old red leather jacket with a couple of torn stripes tangling from the back of the jacket. Hard leather bracelet along side of his right arm leaving the other arm bare. and a short light brown scarf hanging from his neck. Albus never liked robes, hard to be quick and silent when wearing them. On his right hand, on the index finger he wears a black silver ring, written on it "The path to fire is the path of unease men" in a blooming red color.
EQUIPMENT: he carries a small steel dagger. Always has a bunch of fire ruins in case he ever felt tired and needed a boost.
DEMEANOR: He is mostly quite and isolated. Doesn't like the company of talkative ones and social people. Always tries to read others carefully before barging into a friendly relation with anyone. Never befriending anyone truly just a passing relation with every one he meets. Vicious and unforgiving as well as cruel when in heat of combat, especially when he's fighting against filthy humans. He seems nice at times but may put his needs first before the needs of others. Never thinks he's doing enough, thinking that he must master the power of fire the power to rule.
HISTORY: Albus was named after his great great grand father who was a great Pyromancer at his time. Who saved his family from a blood thirsty humans who craved a world cleansed from Elementals. By the age of 15 Albus knew then that he would be a Pyromancer, just like his father. While his mother was a illuminate, a healer. She didn't care what element Albus would be, as long as he is true to him self and good to others she would encourage him. His father never had the time to teach him or guide Albus. He spent most of his time studying and researching to become a better and more vicious "Firstorms" Pyromancer, by the age of 17 Albus was an official mage. He went to the academy leaving his mother and father along with the village behind him. And never thinking about them.
Albus father then had mastered Pyromancy and was the most powerful Pyromancer in his local area. Words spread quickly that a powerful Pyromancer has killed his wife and his entire village with but a mere fire storm. The authorities searched for this dreadful killer but never found him. The wife's corpse was identified as Albus's mother. When Albus knew he was devastated. Then at the moment he chose to become a Firesmith. And swore to kill his father in the most painful way he could think of.
Albus became an adept at the age of 23. He was one of the most smart and brightest, but he didn't wanted to be recognized anywhere after that tragic that happened to his village. So he back downed a little and hid him self in the shadow for years. Till he became a Weaver. And he still thrives for more knowledge.
Appearance: Drew is tall, but he tends to slouch or hunch over, so he appears to be average height. He wears a simple light grey robe with a hood (though he hardly wears the hood). He has pale skin, medium-length brown hair, a constant 5 o’clock shadow that he can’t seem to get rid of or get to grow further, and green eyes that tend to be half-closed all the time. Between the slumping and the closed eyes, Drew constantly looks like he’s asleep.
Equipment: nothing beyond the essentials.
Demeanor: Not terribly sociable, but not a brooding loner. He’ll stay with groups and chime in occasionally, but he usually just sits back and listens. Willing to let others know what he thinks, but he does try to have some tact about it. Has an odd distrust of Nightshades. Hard to earn his trust, but he’ll trust you almost unconditionally once you earn it.
History: Compared to most, some would say Drew’s upbringing was dull. He was born to parents who were well off, even if they weren't actually wealthy. His powers manifested at the earliest point possible and his parents sent him off to the academy with little complications. They were very supportive and tried to stay in contact with him whenever they could, though their jobs as nomadic merchants meant they had much to deal with.
Drew would discover he had a talent for some of the more niche parts of the path of the Storm, though the basics of the Hydromancer were harder for him to grasp. Though he had trouble making water solid and even making great quantities of liquid, he was very skilled at manipulating vapors, forming mists and clouds and even generating and controlling the element of lightning. He could still make rain and make liquid from gas, but his expertise was in the winds, not the waters.
Time would pass and he’d do above average in his classes. He wasn’t a social butterfly, but he wasn’t a pariah either. He made friends and even had a few relationships, but they all just seemed to drift away over time, and neither side really strove to maintain contact. He became just another face in the crowd, the guy who sat at the back of the classrooms and sat around his living quarters quietly.
The one constant companion he had was his little sister, Fei, who was discovered to be an elemental years after Drew was enrolled. She looked up to him and thinks of him as the smartest, coolest mage in the academy (especially because of his skills making lightning). Drew never tried to impress anyone at the academy, never giving in to any dares or listening to the instructor’s wishes for him to better himself or “live up to his true potential”. He does well in his classes, had his specialties, so he thought that was enough. But deep down, he does try to be the mage his sister sees him as. It’s why he finally got the motivation to finally try and get himself promoted to weaver (he was considered, and good words were said, but he was ultimately rejected) and why he’s going on this journey.
Appearance: She had long blonde hair that reaches all the way to her waist that looks silky smooth to the touch. Her skin has a little tan but it is hardly noticeable unless someone is very observant. She had deep blue eyes that shine bright whenever she had happy or dark whenever she is made. She had a slim form that holds a lot of strength for a body with the height of 5'1". She had some scars on on the back of her neck which is covered mostly by her hair unless it is up in a high braid.
She wears a long white dress that had straps that are able to fit in two finger that is kinda like a vest that can be unbuttoned but not all the way. Under the dress she wears a faded pink off the shoulder shirt leaving the skin in between the straps and the sleeves of the faded pink shirt exposed but not enough to be considered inappropriate.
Equipment: She had a bow and a few hundred arrows that she carries with her all the time courtesy of the general who took her in as a child to make sure she had something to protect herself encase she couldn't manifest her light bow and arrow , she has a small hunting dagger she keeps in her bag whenever she is wandering around in the wilderness
Demeanor: She is a very shy girl who only talks to people she knows she can trust, but she warms up very quickly to people she knows that would never let her down. Under her shy exterior she is a sweet caring girl who would do anything to protect the ones she cares about and loves
History: She grew up in a very small town in the mountains called Voleroes that was very isolated from the world surrounding them. She had lost both her parents to illness that couldn't be cured and she was taken in by a family friend who was also the general of the small town. The general was kind and very loving but he would be very strict when he needed to be weather it be her or the small army that guarded their small down. He treated everyone in the army like they were part of his family and would do anything to make sure they had everything from weapons to food.
Around the age of nine she had found out that she had illuminate she was training on hand to hand combat and suddenly a bow made out of pure light appeared in her hand. Confused she went to her foster father and told him and he told her of how her mother was an illuminate before she decided to give up on using that power when she moved to Voleroes and started a family with her father who was a blacksmith. Her mother had apparently been close to reaching a master, but she was tired of her life being controlled by her powers and gave up using it not knowing that it would be past down if she had a child of her own.
After learning this she became determine to reach the status that her mother was so close to getting and by the time she was almost 17, which was the age where she was ready to go out on her own she had reached the level of adept. The general knew she had dreams of leaving their small town and on her 17th birthday he gave her a small hunting dagger and a bow with 60 arrows for more protection.
So the day after she had turned 17, she left the only place she knew to explore the world making a promise to everyone that she would visit
Iridessa is tall, about 6"1, and very slender. Her dark hair hangs down to her waist in beaded dreadlocks. She often wears a simple black tunic and leggings, with a brown heavy duty boots. She has intricate black tattoos all over both arms which she got on her travels.
Equipment: Just two knives by way of weaponry. She has a dark brown leather satchel in which she keeps her money and other small provisions.
Demeanour: Iridessa practically drips arrogance. She's loud, impatient, and overly confident in her abilities. She doesn't exactly look for fights, but she's always happy when one comes her way. She drinks often, and likes to party. She's always up for a good laugh and likes to be entertained. She's a quick study, although she doesn't like reading very much. She knows next to nothing about the theories behind elementals, or ancient history and other scholastic fields. Always active,Iridessa prefers to be on the move and where the action is. She has issues with knowing when to step back, though, and this often gets her into trouble.
History: Iridessa was the last born of eight children, all the others sons. Her early childhood was good, filled with laughter and games. Her parents provided for all of them as best as they could. Her father was a Metallic, and although he never advanced past Mage, he was a very skilled blacksmith. Her mother was an academic, and a prominent historian who worked at their regional Academy, one of the few humans to work there. Dess was a wild child, never particularly ladylike. At the age of ten her Pyromancer abilities manifested themselves. Her brothers, all as unruly as she, had the same Element, and all of them with the exception of one became Firestorms. Due to Dess's ability to learn quickly, she advanced to Adept by the time she was 19. However, her lack of restraint and forethought has meant she's reached a plateau in her skills and can't seem to make any meaningful improvement.
In her teenage years, Dess appeared to be a magnet for trouble. She was reprimanded several times for abuse of her powers, and around that time started to leave the academy for extended lengths of time to explore the world. Her tough exterior really came into being then, as a manner of protection for the young girl- which isn't to say she's secretly soft. She finds that it suits her nature perfectly. She ventured out into other elemental civilizations, using her abilities for the sideshows people loved to watch. Her use of fire is more showy as a result, and involves lots of elaborate physical movements. This constant use of her abilities also further aided her in her learning, and provided an outlet for her wild nature. At 19, she came back to the Academy for good and became an Adept shortly afterwards,
Appearance: Standing at 5 feet 9 inches, Silvana has blue eyes and dirty blonde hair that is wavy and reaches to just above her shoulders. She's got an athletic build with a fair amount of muscle because of her specialty, and she has a slight tan as she likes being outside. Her clothes usually consist of bright colors, typically being red or orange. Her robes are slightly dark red, blending into some orange on the ends of her sleeves and the bottom of the robes.
Equipment: Silvana carries a pendant under her robe in the shape of a flame, a gift from her parents to congratulate her becoming an Adept, and to motivate her towards getting the higher ranks of Weaver and Master.
Demeanor: Silvana had always been a good girl. Her parents treated her well, and she had treated them well in return. Kind to others around her, and positive about most things around her, she wouldn't dream of arguing with someone, nevermind being angry towards others.
History: Silvana was born to Nina, a Metallic Weaver who specialized in Ironwork, and Timothy, a merchant who did well enough as one. As an only child, she was spoiled a little bit, but her parents did their best not to make her feel like she could get anything she wanted. They gave her enough, and she was happy with what she got.
With her mother being a mage, Silvana was used to seeing magic on occasion. Her mother didn't need to use it often at home, but it came in handy at times. Silvana hoped that she could one day become a mage like her mother, so that she could do all the cool stuff too.
Silvana did all she could to help her parents at home, whatever task they asked her to do this or that day, and she rarely said no to them. Since she couldn't go with her mother to wherever she needed to be, she went with her father most of the time to the market, helping him sell his products. When her mother was at home, Silvana and her would spar with dull swords since she had asked her mother if she could train her to become strong like she was, what with her needing to be strong as an Ironworker and all that. And since Nina couldn't train her in magic Silvana didn't have, she agreed to help her become stronger physically.
One evening, when she was at the age of 7, the family was enjoying some down time in front of the fireplace, Silvana got extra interested in it for some reason she couldn't explain at that moment. She got closer and closer, and once she was close enough, she somehow made the flame dance almost exactly like she wanted. Her parents watched for a moment, then looked at each other and agreed that the next day they would take their daughter to the Academy.
There, Silvana was questioned on a lot of things, and asked to show what she could do. Provided with a small flame, Silvana got the flame to dance as she had done the evening before. After all that was done, Nina and Tim were told that she would need to attend the Academy in order to gain control of her powers.
So began her life at the Academy, where she would learn to become a Pyromancer. It wasn't the same kind of magic as her mother had, but she was thrilled nonetheless to be able to use magic of her own. She attended classes, learned the various ways to control fire, and eventually found that she preferred Firesmithing over Firestorming. There was just something about making a weapon or a companion out of fire that fascinated her more than simply throwing it around all willy nilly. Plus her mother had trained her in using a weapon, so that did factor into her decision as well.
She studied as hard as she could, becoming an Adept in her late teens. Her parents were proud of her when she became an Adept, giving her a pendant in the shape of a flame so that she might one day become a Master. Silvana was more than happy with being an Adept for now, but still wanting to study harder to become a Weaver like her mother. She wanted to make her parents even prouder of her, as they were the most precious and important people of her life.
An alright sheet. Nothing too flashy or special, but then sometimes a Master is not all flashy and special when they start out. I don't see anything really wrong with the sheet, with a simple backstory and some information about Alexander himself. Oldest part of the crew so far too, but as of right now as the only Master, and alright written, looks like a good contender.
Tobias so far has the start of a character....but I need to know more about him than his parents. I know that he is harsh, but why is he harsh? His parents would fight? And where did his mom even go? Most mages tend to make the Academy their home because its safe for an Elemental to live there without worrying about angry mob forming cause they think you cursed them. Like I said, a good start, but I need to know what he is if I am to allow a Weaver level in like that.
This character needs a little bit of work. While the eyes can be a thing, I don't understand why they are different colors like that? It just seems like an odd trait. Also, being a firesmith means that you shouldn't be dealing with potions, antidotes, or herbs. Not really in your line of work. Also, an Academy is not so much a place to apply, but more of a place for Elementals to go so people are not hunting them throughout the day, or causing trouble in the world for other Elementals.
Finally, the personality needs to be a bit more specific. Anyone can be anything if the situation calls for it, so what is he? Is he a cruel and unforgiving judge, watching for what people do? Or is he a quiet nice guy who isn't going to jump at you just because you made some mistakes? Because if he is swearing a painful bloody death on his own flesh and blood, I lean a lot more to the unforgiving judge.
Seems like we have a sleepy Weaver here, newly minted. However, I don't think it sounds like he is really close to Weaver power level if he isn't even willing to listen to his instructors in learning more or expanding his power base. Having talents for the niche powers is good, but not Weaver good. Weavers have made their elements work in the majority of its facets, and having skill in just a part isn't going to make you a Weaver.
Otherwise, the family presence is good, and the story seems like an everyman one.
An Elemental who decided to be a bit more human huh? A very nice touch. Though, I think it could use a little grammar cleanup, I am intrigued by the idea. Though, if I may, I would ask that she be a bit older when it comes to her status. Adept is pretty high, and she has spent some time not at the Academy, so either some age raising, or some rank lowering, or something with the Academy.
Also....I think you might want to lower your arrow count. A couple hundred arrows is probably enough to make an armor of arrows, which is a bit overkill. So, just be sure to keep the grammar up to par, age a little bit to be more in line with the rank, and I think this might be alright!
I like this sheet. She's a little bit young, but then she is extremely brash, downright abusive, and full of spit and fire. Also, since you stated that while she advanced quickly, her abilities have all but stopped changing, I think I might even let the power slide because you don't plan (at least from the sheet) to be creeping with power. As it stands now, I think I'd be happy to see how this turns out.
A silly merchant Pyromancer. Quite the shift from the Firestorm before you, almost a polar opposite...And with that said, I think you could fit in here nicely. Almost a typical life growing up. Mage and not mage parents, learning to control flames and make them dance, and using that to further just make flames do something more specific. So far, I like it.
If anyone has any questions for me, character wise, RP wise, or anything like that. Nows the time to ask them, so that way you know what you are getting into!
And for those at home keeping track, we have 3 people trying to be Pyromancers(2 Adepts, 1 Weaver) , 2 Illuminates (Master and Adept), 1 Hydomancer (Weaver), and 1 Nightshade (Weaver) Lots of Elements left, and a good amount of competition for some of these if you want in.
@UnusualStranger I fought with myself forever over posting this, I hope it's not too late.
Name: Eve Celeste
Age: 25
Gender: Female
Mastery: Hydromancy Specialty: Blizzard
Rank: Adept
Appearance:
Equipment: She has a large sword with a water rune in the hilt so she can summon water to use even when there is none in the air, and a pouch to carry health and stamina potions, along with the odd antivenom or vial of poison.
Demeanor: Eve is decidedly cold towards others, the type who'd stick to herself rather than a large group. She'll criticize you, but also build you up stronger at the same time. She is not unkind, just distant, and is a very loyal teammate and friend.
History: Eve grew up in a kingdom very close to the storm, you could see it on the horizon from anywhere in the kingdom. She lived with her parents, helping out in the shop they ran selling wood carvings and flowers from her mother's garden. Her mother was a storm, though only an Adept, she helped the people in her town keep their gardens growing well in the loose, sandy soil of the area, while her father was a jack-of-all-trades who could do things from building furniture and houses to making a clay vase and other cookware. Eve's parents found out she had the potential to be an elemental at the age of 8 and sent her off to the Academy when she turned 10.
That's where her cold personality started. Instead of being as kind and open to everyone as she had been at home with her parents she pulled into herself, only trusting a select few and becoming harsh and overly cautious to others. She decided that she wanted to become a blizzard when she saw a duel between one and a storm, a few weeks after finding out that she had the most potential for hydromancy than any other element.
In the years that followed Eve focused on making herself stronger through any means possible, fighting, travelling the land, studying texts written by or about strong blizzards, and countless hours of meditation. Her current ability is that of an Adept, but she has been able to cover her arms and torso in ice as a type of light armor through her training, but it really takes some concentration to make and is not very strong yet.
Appearance: Dirty and disheveled would be among a possible series of words used to describe the boy. He's about 5'11. Tan skin on a mostly skinny figure. He’s got strong arms and legs, though. Dark brown eyes. An unkempt bush of bouncy, brunette curls sit atop his head. Dirt marks and scars go hand in hand on decorating the boy's body, naturally. A sprinkle of dark freckles are noticeable along the bridge of his nose and cheeks. His crass, cockney accent does well to meld with his street urchin appearance.
Hands and feet are usually covered in wrappings or some sort. He’s almost fiercely against any form of footwear, actually. Feeling the dust and dirt kick up between his toes is a bit securing to him. His clothes could be considered rags; a short, sleeveless white shirt and thin, brown pants covered in dirt and dust. His hooded shawl could be considered the most unique article of his attire, the knee-length brown cape draping over his shoulders and fastening at his neck. A faded, blocky, zig-zagging pattern lies all along the edge of the tattered drape.
Equipment: Usually, if he isn't mindlessly twirling it between his fingers, he has a six inch dagger holstered in his belt. It has a ring near the blade by the hilt, hence all the twirling. Also usually tied along his belt, is a small sack containing the assorted forms of earth he can control. Sand, stone arrowheads, and all sorts of small rocks and pebbles are in this bag.
Demeanor: He's a bit of a shady figure. Can keep up in a conversation, but it would be wise to not trust all his words. He's had to lie, cheat, and steal to get to where he is today, and it's what he knows best. Friends were few and far between for the boy, yet he's managed to get by. But, he's reckless also. Foolishly so. His life experiences have made him careless towards the direction his life goes in. Along with the numerous ways he's been used; he knows of his expendable status, he just doesn't care at this point. If you can manage past those wondrous qualities, he’s quite a blast to be around. Jokes and snarks with the best of them. Unhesitant to flirt with any sort of female.
History: There's been no shortage of orphans inhabiting that island the mages were pushed to so long ago. However, there were the young ones that managed to find the righteous path, to fully embrace their abilities and to fall in line with all the other budding mages at the Academy. Joey never found this path. Not immediately, anyway. His parents, whoever they were, pulled the ol’ “baby in a basket (sans basket)” routine on a human owned monastery not too far from the nearest town, but at least several fortnights away from the nearest Academy. Little Joey was left on the doorstep with nothing more than a soiled diaper with his name hastily scrawled into it. Such an occurrence was a normal routine for the place, so of course he was taken in.
From there he grew up along the monks and nuns and the other assorted ragamuffins of that monastery. He was quite the quick handed troublemaker out of the kids in his age group, a mischievous little runt that was always ready to plan or play the next prank on one of his unsuspecting elders. No doubt he was the all time best at hide and seek. They were quick to give him his forty lashings whenever they found him, too. Despite this, he was always willing to lend a hand, that is, if he were getting something out of the task.
At some point in his seventeenth year, he overheard news of a public execution being held in town. It was two criminals; a mage couple. Now, he’s heard many stories and comments about mages up to this point. And none of them were good ones. They’ve been called demons, savages, heathens and false prophets. How they could manipulate flame with just a flick of the wrist, snatch the light right out of the sky, and how the earth would tremble at their will. Most of the religious folk thought that they all deserve nothing shorter than burning in hell. The news of the execution practically resulted in joyous celebration among the nuns and monks of the monastery. Naturally, Joey had to go into town to check it out, he wanted to see what these so-called demons looked like!
You could imagine his disappointment when he actually set eyes on the criminals once he reached the town square. They weren’t nearly as monstrous as he was thinking. Nope, instead they looked like old, tired folk, with faces and bodies covered in bruises and cuts. Lame. He looked on, disinterested. The announcement of their crimes went mostly unheard, but it was something the executioner said that really got Joey’s attention. He announced their names: Mikaela and Rohaan Dunst. “...Dunst?” Joey scoffed. It was an interesting coincidence, that he’d have the same last name as these two. As the two dropped from the gallows, and hung for all the town to see, Joey made his way back to the monastery, not giving much thought to that strange coincidence.
...That is, until he started making little rocks float by his fingertips one day. He couldn’t even tell how he was making it happen or why, but he knew he should knock it off before someone noticed and amassed a angry mob. He did pretty well at keeping it under wraps, and even felt he could suppress his newfound abilities. But, he was eighteen pushing nineteen by this point, and felt it was time to move away from the monastery. Though from there, he was so fast to fall in with the wrong crowds. Gangs, thieves, rogues, and other presumably violent ne’er-do-wells. He would do well to use his fists to find his way out of a scrap, rather than his abilities.
He would skip from town to town, ever so slowly heading in the direction of the Academy. He would swipe small trinkets and currencies from oblivious tourists and unsuspecting lodgers. If he weren’t sleeping outside in the dirt, it would be in the warm bed of a maiden he’d manage to sweet talk. If he'd get lucky, some odd job would fall into his lap during his travels, maybe help move things off a freighter, or play as an extra hand in a shakedown. The more he stole from the humans, the more he began to loathe their ways. The lot of them were selfish, ignorant, and oh so dumb. He realized the hate against mages seemed mostly for no reason, and it angered him a bit.
He managed to reach the Academy just a few weeks after turning twenty-fifth birthday. He was surprised at how gracefully they let him in, that is, once he showed little of his abilities he possessed. That was understandable. Living alongside the humans for so long, he could understand why it would be so hard to trust any of them. Yet, he would wonder if anyone would trust him.
Plenty of time for new additions yet! I do hope you don't plan on having a sword as big as yourself, cause I can't let it get too silly here! But, the skill, the age, and most things all seem to fit in nicely! I am confused as to why everyone keeps grabbing potions and the like though, as those are Nightshade Alchemist realms, but its a minor thing!
The least experienced and most ruffian of a mage it seems like. Just be aware that you won't be shooting at people with those stone arrowheads and the like. Just cause you have power over the element does not make you a gun! However, it seems to line up pretty well, though quite the history of being a crook. Interesting to see how he'll get along with the others on this adventure of sorts.
It is a bit more specific, which is a good start. I like to recommend ya work on sheets till you know what they are totally, but I imagine thats asking a bit much for a simple RP! Just be careful of course. Can only take in so many of an element, so hopefully I won't see too many of those or I'll have to pick and choose.
@UnusualStranger oops, I probably should have mentioned that... The sword is normal size, but looks the same as the picture. She just carries the potions, she doesn't make them.
@Mictlan93 Just be aware that you won't be shooting at people with those stone arrowheads and the like. Just cause you have power over the element does not make you a gun!
That's fair. New story, new rules. Though, would he at least be able to get to the point that he could do that?
Nataly is 5'7" and is a slight 116 lbs. Her northern roots show in her pale skin, contrasting with ice blue hair. The hair is cut short, left at about shoulder length and her have bangs bound with purple bands. She has eyes are deeper blue than her hair, and what could be considered a "cute" complexion.
People are surprised by Nataly's slender frame because her robes are huge. They billow out from the sides and are bulky with fluff to protect from the cold that she conjures. Contrary to her skills, underneath the robes she dresses rather revealingly, to help deal with the heat of the southern lands the Academy sit on (relatively speaking). She has a pendant with a cut piece of blue amber on it that she'll often pull out to help her focus when conjuring up her icy magics.
Equipment: Why carry weapons when concealable and untraceable ones can be crafted out of ice?
Demeanor: Nataly has been rather bubbly as of late. The prospect of finally getting promoted from Adept to Weaver has lifted her spirits in recent months, and has seen a surge in her production in classes as well as her kindness towards her fellow Hydros. You do not want to get on her bad side though. If ever wronged in any way, it's not possible for Nataly to just let it go.
History: The Andrades welcomed young Nataly into the family during a nasty blizzard in the Far Northern town of Cartaquilla, which serves as the main port for the Kingdom of Gran Helada. That might have served as a premonition for Nataly's future, but blizzards were a regular facet of life in the frozen lands. For Falco, a fisherman by trade, and Yoreli, a stay-at-home mother, the first daughter in the family after three boys was a welcome change and they doted the young girl from the moment she was placed in the buffered crib.
The first sign that Nataly might be special in more ways than one manifested when she was eleven. Yoreli opened the door to Nataly's room one morning to find the girl playing in a layer of snow, a icy replica of her brother Jaime standing guard as she made snow angels. Yoreli scolded the child for leaving the window open and letting all the snow in but the window was closed, revealing the sunny day that Cartaquilla had been blessed with. As Yoreli looked up she could see the sprinkles of snowflakes falling from the ceiling, then dropped down to her daughter, still happily waving her arms without a care in the world.
This revelation was met with fear and seclusion for Nataly, as Yoreli did her best to hide the witchcraft her daughter perpetrated. Falco paid no mind, usually out on trawling expeditions but Yoreli kept Nataly's powers a secret from her husband and he maintained a loving bond with his child. However, the snow that Nataly so willingly embraced would prove to be her father's downfall. Twelve hours after he left Cartaquilla on a day hunt for crab, one of the worst blizzards in a century struck. It paralyzed the region and trapped all seabound ships for days while the ice raged on. Worry grew with each passing day, and the prospect of Falco returning was fading. It got to the point that on the third day, Yoreli came out into the snow, searching for her sixteen year old daughter only to find Nataly standing in her pyjamas, tears frozen to her face, desperately trying to bend the snow away to open a path for her father to come back. She failed.
Without Falco, Yoreli tried to look for other paths to taking care of her children. She learned about the Academy for people with Nataly's talents, so the girl was sent packing at age 17 for the far south. Nataly was slow to progress off the bat. She still was upset about her father and did not want to conjure up the substance that took him away in her mind, but eventually the icy walls tumbled down and she was starting to get the hang of controlling her gifts. She finally passed her Adept exam at 23, and has been working hard to try and progress up the ranks. Nataly wants to get to the point where she could control the snowstorms of her hometown and at least make sure other kids don't have to lose their parents like she did.
Appearance: As Ling originates from the Dragon Empire of the eastern plains, she is Imperial in appearance and stature; she stands at five feet seven inches tall and is notably lightweight. Her black hair is always tied back in a short ponytail; no sense in letting it get everywhere. She has brown eyes, almost always behind protective glasses out of habit.
Ling can usually be found wearing black pants and a simple black-and-white tunic with long sleeves (which are rolled up when working). Her tunics bear her personal emblem in silver thread: a potion vial with an Imperial dragon curled around it. When travelling, Ling will often don a wide straw hat and a pack to hold textbooks, journals, and similar bulky items. She supplements her outfit with a belt of pouches to hold potion ingredients and the tools to work them, and two sets of leather straps. The first is fitted with loops and pockets to hold potion vials, plus a sheath to hold a silver knife. The second keeps her weapon of choice secured on her back.
Equipment: Aside from a bag of Imperial silver, her usual supplies of potion ingredients, and the tools a travelling Alchemist would normally need, Ling carries a custom-made crossbow and four rectangular boxes of bolts called autoquivers.
The crossbow has several modifications from the standard model: its arms can fold inward for ease of transport; a lever on the side, when pulled, draws the string back without the need for extensive strength; and the stock's space for ammunition is twice the width of a standard crossbow. This last feature allows Ling to fire either standard-issue bolts from a fitted autoquiver, or potion vials that explode on impact, scattering their contents across a patch of land or group of opponents - or allies.
Ling had her crossbow - which she fondly nicknames "Kei" - and its autoquivers custom-built for her purposes. Each autoquiver holds fifteen bolts, and bolts can be replaced at any blacksmith. One of her autoquivers is marked with a skull and crossbones, the classic indicator of poison, indicating she has applied poison to each bolt in that pack.
Demeanour: Some paint the Nightshades as sullen, selfish individuals who seek only a means to achieve their own ends. Ling is almost the exact opposite. She's cheery and outgoing, willing to help others in a situation even if there's no up-front benefit to her. In this sense she might be considered a tiny bit naive. She does, however, have a particular devotion to her alchemy; while working, she enters a state of focus in which nothing outside of the immediate area matters until her task is complete. There's no sense in leaving a potion of any kind half-finished; as a result, Ling ensures she has everything in order before she starts work.
Ling also makes a point of keeping notes on all of her standard-issue potions and experiments. She finds the latter much more interesting than the former: there's no sense of discovery in copying the methods used by the textbooks. She has already filled several journals with these notes, in addition to memorising all of the more commonly made recipes (some of which have her own unique spin on them).
Despite being of the Nightshade mastery, Ling shies away from Sitheria, God of Darkness. Instead, she favours two others of the Council: Alainia, God of Water; and Loriot, God of Fire. Ling believes that Alainia and Loriot, while opposed in their Elements and her own, are the closest to Alchemy at its core.
History: The Dragon Empire is a fascinating culture. There, the long, snakelike Imperial dragons are revered in almost any art form you would care to mention. Statuary, paintings, the written word, even architecture. Little is seen of the majestic creatures, as they are often hostile to human life and civilisation, yet at the same time the Empire reveres the dragons for their grace and beauty.
Of course, Ling knows nothing of the Empire firsthand, as she was shipped overseas to another Academy at the age of three, when she was tested for magical potential like all Imperial children. There is no Academy in the Dragon Empire: in the year 73 AW, after the destruction of the first Imperial Academy - whether as a result of a spell gone awry or a deliberate act of arson was never found out - Emperor Jutai Fallen Leaf declared that his lands would play host to no mage. To this day, all Imperial children are tested for magical power at an early age. Those that show the signs are shipped elsewhere, and may apply for Imperial citizenship at the age of nineteen despite being confined to Academy life.
The young Ling was part of a group of fifteen Imperial children sent to the Academy, filtered into the Nightshade mastery with two others. Her grasp on shadow magic was limited, while the other young Nightshades reveled in their new-found power. But she persisted, not wishing to fall behind. Eventually, at the age of twelve, the path of the Alchemist was opened to her, and she threw herself into it.
Ling found alchemy intriguing; the chemical transmutation of simple, disparate ingredients into a greater, more powerful whole. She didn't care that the Masters had chosen to wait to see whether her skills would develop. This was where she would thrive, she told herself, pushing her limits on a regular basis. She caught up to her fellow students, those the same age who had chosen their paths before her, within six months, and didn't stop there.
During her later teenage years, Ling volunteered for journeys outside the Academy. Whether the gathering of unusual ingredients that couldn't be found in the Academy's gardens, eliminating a group of bandits before they could attack a nearby town, or just providing an escort for a trip for younger mages, she wanted in on them. She wanted to see what life was like outside the walls. While she has never visited the Dragon Empire on one of these journeys - it is a long way - she studied the region and its culture during this time.
At the age of eighteen, she accompanied a caravan of supplies leaving the Academy for the purposes of trade. She supported the caravan's guards for most of the trip there and back, fending off unwanted company. But while they fought with magical prowess, she hurled vials and passed restoratives to those who needed them. On the way back to the Academy, she ran out of potions, having only prepared a dozen beforehand. It was only after documenting her experiences that Ling realised that potions and poisons simply weren't enough to be properly supportive. She had to be able to cause some effective damage herself; otherwise, she was just another body the caravan guards needed to protect. So she began researching means of expanding upon the simple act of throwing potion vials to cause harm.
There was a recent innovation in throwing short spears from a Metallic kid, that she jumped on and experimented with. While the technique was certainly effective for the javelin, it was almost useless for throwing potions. Too inaccurate without a proper guidance system. And then came the brainwave. A crossbow, modified ever so slightly to accept the small vials she used frequently. Ling, still at the rank of Mage at this time, went to a Metallic Weaver with a bag of coins in one hand and her notes in the other. The Weaver and the Mage spent the next few weeks on her customised weapon, ranging from sourcing the required materials to Ling providing several potion-related favours. But after a month of work, the crossbow was finally finished, and with a few extra modifications for ease of use. Calibrated perfectly for the throwing of vials with just enough force to catapult them a good distance, but not enough to shatter them when she pulled the trigger. As a bonus gift, the customised weapon, which Ling named "Kei", came with a set of long box-shaped containers of crossbow bolts, to be fitted atop the weapon.
Submissions of high-strength potions for examination, as well as a short written paper on her vial-launching crossbow, earned Ling the rank of Adept soon after she turned nineteen. And with this promotion came her choice of title: she became Ling the Silver Vial.
Surnames are uncommon in the Dragon Empire: instead, titles chosen by the individual are the norm. Whether a title comes before or after the given name is up to the individual, but a title will always have some reflection of the person choosing it. To give examples, an adventurer might call himself "Explorer Lun", while a Metallic Elemental might refer to himself as "Shang the Steel Hand".
An Imperial citizen will usually choose his or her title at the age of nineteen, when Imperial law deems them a legal adult.
But now that she had passed the first of her trials, Ling had even more work to do. So she got stuck into it, working late into the night to complete her projects and supplementing her midnight studies with restorative draughts to keep her awake and focused. It was here that shadow magic began to play a part in Ling's studies once more: the art of drawing a fragment of one's own shadow into a bottle to serve as an ingredient called an umbral reagent. A grasp on this particular alchemical discipline eluded Ling for several years, to the point where she began to experiment, finishing the textbook's recipes without the regents.
Every one of them blew up in her laboratory. Without the use of umbral reagents, the Adept-tier recipes were unstable; they needed the refining qualities of the reagents to blend components that - as Ling learned the hard way - reacted badly to one another.
Ling saw this only as another obstacle. She pushed herself harder, driving herself to find a way to either follow the textbook's methods, or create an alternative to the use of umbral reagents. She asked Weavers and historians, gathered the most odd or unusual of components, all in the name of solving this problem. Three years after becoming an Adept, she knew every Adept recipe back to front, but had little practical experience because she still struggled to bottle a tiny piece of her own shadow. But no matter what she tried, her experiments resulted in wasted efforts, not even acidic enough for throwing at something.
Frustrated, Ling stormed out of the Academy with Kei on her back. She hitched a ride with a caravan to one of the nearby cities, seeking something - anything - she hadn't used yet. There was nothing. So, having spent the day searching with no result except a box of vials from a glassblower and a pack of crossbow bolts from the blacksmith - each traded for a trio of Ling's homebrew all-nighter tonics - she settled into a seat in the caravan with a profound sense of having wasted her time.
Halfway back to the Academy, the caravan was ambushed.
"You alright there, miss Ling? You're looking like a bee got under your hat."
"I'm fine. Just keeping an eye on the road." Ling's response was terse and quiet. As always when travelling, she had Kei in her hands, an autoquiver in place. It was better to be safe than sorry, she reasoned, especially since she was the only mage on this trip.
The caravan rounded a corner in the road, to find the path blocked by a makeshift barricade: logs, hastily jammed into place to hinder passage. The driver spat over the side. "Sons of... we've got company." Almost instantly, Ling was on her feet, her weapon up and aimed. Four bandits leaped from their hiding places, an assortment of weapons in hand.
"Get behind me," was Ling's command to the driver before she pointed Kei at the closest of the ragtag bunch. "I am Ling the Silver Vial. If you have even a scrap of self-preservation, you will dismantle this barricade and allow us to pass."
The lead bandit just chuckled. "Yer pretty words dun mean nuthin, girlie. Drop the weapon."
"Oh, you want simpler words? Fine. The bolt in my crossbow is poisoned. One cut is all it takes." It was a bluff, but a carefully crafted one. The man flinched, but recovered his composure.
"There's six of us an' one of you. Y'can't take us all on."
Too dumb to count. Not worth the effort of negotiations. Ling pulled the trigger. The bolt hit him straight in the chest, like she'd trained. She didn't even watch the man fall, instead yanking on Kei's reset switch to reload before putting another shot into the second bandit. One of the outlaws tried to rush for the horse pulling the caravan; if they couldn't take the whole thing, they could at least cripple it, preventing it from moving. Out flashed a thrown vial, shattering on contact and dousing the rogue in acidic fluid. He flailed away from the caravan, screaming as the poison ate at his face.
An arrow, crudely made, punched through the side of the caravan. Ling looked up to find the last bandit standing on a thick branch, carrying a bow and quiver. The second shot grazed the back of her hand; it was Ling's turn to flinch as she felt blood seep out from her skin. But she raised Kei and launched a series of bolts upward, peppering the archer's perch and knocking him out of his vantage point. He was dead before he hit the ground.
And just like that, it was over. The one that Ling had hit with the acidic vial remained only in cries, as he had dashed away to find water. Ling spun to the inside of the caravan. "Is everyone all right?"
The caravan master, two young boys and a lady in a sunhat were hiding, trying to make themselves as small as possible. Breathing slowly to calm herself, Ling collapsed Kei's arms and stowed the crossbow on her back, hands open to show she meant no harm. Even an Alchemist was still a mage. "It's okay, they're gone. The fighting's over."
"A-Are you sure, miss?"
"Positive."
"If you're certain... hell's gates, miss Ling, you did quite the number on them," the caravan master murmured as he peered out at the scene. He jumped down to check on the horse, which was skittish and restless.
"I didn't hit him with the vial, did I?" she queried.
"No, no, he seems fine."
"Oh, good. Last thing we needed was a panicked horse."
"Last thing we needed was this damn ambush. If'n you can give a hand with getting these logs out the way, that'd be aces. C'mon, boys, time to earn your keep." The man beckoned to the two lads in the caravan, who jumped out and hurried to help him with the barricade. Ling hesitated, however, taking the time to examine her hand, which had taken a glancing blow. There was no sign of poison affecting the area, which was always a good sign. However, as she raised her hand to study it in the light, the entire injury turned solid grey, even the thin trail of blood. Ling dabbed at the viscous liquid with one finger; it remained the same grey-black colour.
Ling could feel the presence of her shadow magic, stronger than ever. Inspired, she hurried to her space in the caravan, drew a vial from its box and collected the shed blood within. The glass and its contents seemed to glow in her hand.
Reagent magic will become easier over time as you get used to touching your shadow. Ordinarily an intangible presence, the spell twists your shadow's properties, changing it, allowing you to gather it in your hand as you would do with mundane water. When the preparation stage is complete, pour a handful into a vial and allow it to sit for a few minutes until it turns darker and thicker, similar to blood.
The paragraph on umbral reagents came to Ling's mind easily. The vial's contents were almost an exact match to the accompanying sketch. But she hadn't done as the textbook prescribed. It was almost involuntary, like her shadow magic was called to the spilled blood, mixing of its own accord.
Ling bested the bandits easily, thanks to Kei and an acidic vial. When the trip was concluded and Ling was safe in her laboratory, she drew out a vial of blood she had collected after the fight and examined it. It bore all the physical signs of an umbral reagent, as described in her textbooks, but there was only one way to be sure it had the alchemical properties of one. Ling quickly prepared an introductory Adept potion for regeneration of injuries. Two bright red flasks, whipped up within minutes... all that remained was to blend the two together in the same flask as the reagent, according to the book.
So she tipped her vial of infused blood into a flask, lit a fire beneath it, and tentatively poured the other two in with the grey, holding her breath all the while. The three liquids began to bubble and merge, aided by Ling's tentative stirring, then the potion turned a bold, dark red, unlike the two from a minute before. No explosion. No shattering of glass.
Ling had found the key, her way to progress as an Adept. Her first priority, however, was to inform the Masters, to ensure she wasn't breaking any rules or wouldn't accidentally poison anyone with her blood-fueled potions. The ensuing discussion was intense, thorough, and more than a little scary; she was called on to repeat the creation under a Master's scrutiny. She managed it, though, and didn't poison him in the process. That was always good; there was often a chance that a healing potion, even one made to the letter, could turn out to be lethal. And since she was dealing with previously uncharted territory, anything could happen. But nothing did. The shadow-infused blood acted in the exact same manner as an ordinary umbral reagent.
After another hour of talks with the Masters, Ling was cleared to continue her work in this unusual fashion. And continue she did. She took to carrying a knife to draw her own blood for her reagents. Coaxing shadow magic into the shed blood quickly became easier, aided by restoratives and regeneration potions, but she couldn't draw too much too quickly or she would have to wait even longer to resume her work. She depended on being in some degree of physical fitness, to ensure she could heal quickly from the cuts she inflicted on herself. Thankfully, any scars she might have gathered were quickly healed by her own creations. And occasionally an Illuminate healer, in the first stages of her experiments when she cut too deep and caused more pain than she had intended.
After several years of further study, Ling is slowly working her way through her textbooks. She still relies on drawing blood to produce her reagents instead of just drawing scraps of shadow directly. While she understands the Masters' concern for her variation on the core practices, she still feels a tiny bit held back by their observations. Her method is unusual, but just as effective as the standard procedure. But she brushes it off, and tries to be her usual bright and cheery self; the Masters do what they do for a reason.
Mira is a tall, strongly-built redheaded woman. There's a glow to her, particularly around her pale blue eyes. She has strong features with prominent bone structure, but robs them of their severeness with a gentle smile and kind eyes. She dresses in simple, plain white cloth robes bound at the waist with a belt of yellow cloth. From her belt hangs a device, a smooth piece of white crystal in the shape of a cylinder. A similar device of blue crystal, disc-shaped, about the size of her palm hangs on the opposite side of her belt.
Demeanor: Mira is a nice person, as a general rule. She's unfailingly polite and helpful, and tries to behave as an example to her fellow Mages. As an instructor of the younger Illuminates she's stern but fair, playing no favorites and driving her students to excel, and to her peers she's warm and friendly, managing to be cheerful without being obnoxiously chipper. For her the Academy is a family, and she tries to be the responsible big sister.
When trouble strikes the academy Mira's less a big sister and more of a mother bear. For those who seek to harm her Family she shows a different side, a core of solid steel under her loving exterior, and this comes out no matter who is being threatened, whether it's her best friend or the Nightshade who seems to have no purpose in life beyond irritating her.
History: Mira was a bit of a fluke. Her parents were both accomplished Mages, but neither were Illuminates - one a talented Storm Hydromancer, the other a Firesmith of no small repute. Mira being an Illuminate was rather baffling to all involved. Not that it changed their feelings for their little girl, she was the light of their life, just now it was a bit more literal.
Her elevation through the ranks was swift - it was handy when you started your magical instruction almost out of the womb, and while her mother and father's experiences weren't exactly the same as hers Magic was Magic, and some of the groundwork was the same across the board. That gave her an edge.
Shortly after her tenth birthday her mother became pregnant again, giving birth nine months later to twins - a boy and a girl. That continued the surrealism of the Alamar family, as a few years later her siblings were tested, finding that one was an Earthshaper, the other a Metallic. Needless to say people are still trying to figure that out nearly thirty years later, and it didn't get any less confusing the other times her parents had kids.
As she entered into her adolescence and began to enter the deeper mysteries of Magic Mira found herself beginning to notice the rifts and petty squabbles between the various schools of the Elementals, rifts that seemed patently idiotic to her. Her blood family was bound as tight as could be despite being from all different elements, and while it made life at the family home certainly interesting at times, sibling arguments turning into hailstorms of ice and boulders often enough, they were nonetheless family. They loved each other, they'd die for each other.
Never made sense to her that the rest of the Academy couldn't be the same. So she resolved that for her, it would be the same. Her elevation continued rapidly, and despite her peacekeeping nature she found herself drawn to the path of the Defender. She could manage a cut or a scrape or a little burn, that was essential in the Alamar household, but when it got right down to it she was all about keeping events from boiling over, and if they did boil over Big Sister would put the lid back on the pot, usually with firm application of a backhand. Shortly after her elevation to Weaver she came across the idea while talking to one of her brothers of focusing crystals. It was a little project in the Alamar house for a while. A brother brought the crystals, her father and mother helped to shape them into the correct patterns, one of her sisters used a nudge of Earthshaping to adjust the internal alignments, and then they were ready, a pair of focusing lenses for her light. One to form a blade, the other to form a shield.
Blizzard eh? An interesting choice, and wears little even though the cold isn't much of a problem for her. Seems pretty good all the same! Though I think thats a little bit unfair to others as they got examined before you, so you might have built off of that!
Building an entire kingdom and lifestyle for your individual character huh? Always wearing sunglasses seems a bit silly, but I can let that go as far as appearance goes. Blood shadow transfusions is an interesting touch...we'll see how it plays out.
It all seems to be in proper order here. Light weaponry, and more of a family caretaker on the group. Wonder how that will do with this incredibly dysfunctional group at this point.
Anyways! I do plan on getting this up and running kinda soon (as in tomorrow) so if you would do your character sheet polishing, or whatever you think you need to do to get the OK to start posting, I will say if you all got the stuff to go, or if there is something wrong that wouldn't let ya in.
As it stands....
Illuminates: Master, Weaver, Adept
Pyromancer: Weaver, 2 Adepts
Nightshade: Weaver, Adept
Hydromancer: 3 Adepts
Earthshaper: Mage
So if anyone plans on making anything, or making some changes, or taking on a new element for themselves, feel more than free. Otherwise, see you tomorrow!
Building an entire kingdom and lifestyle for your individual character huh? Always wearing sunglasses seems a bit silly, but I can let that go as far as appearance goes. Blood shadow transfusions is an interesting touch...we'll see how it plays out.
I never said sunglasses. Think safety glasses, in a similar style to that of a modern lab. (That and, y'know, sunglasses would be counterproductive in an Alchemist's line of work.)