YellowGardevoir
"Intend to? I already have."
- 304
- Posts
- 14
- Years
- Seen Jul 26, 2015
Prologue:
Many eons ago, matter and energy lay strewn about the blackness without order. However, in this infinite darkness there was light, solitary and unknowable. Arch-eon, the primordial god, existed. He saw the latent potential in the void and began to shape it with his will. His first act of creation was the Elder Gods. Five separate beings, they had dominion over energy and light. For an unknowable amount of time these gods dwelt with Arch-eon, and gave order to the void. And so Arch-eon wished that there be things in the void. Things made of matter. With the assistance of the Elder Gods, Arch-eon created the Major Gods.Six of these there were, each with dominion over an element. These Major Gods went with Arch-eon to a certain place in the void. He spoke unto them, saying, in the language that existed before words, "This is the place where I would create a world." And so it was that the gods joined their separate powers and formed a magnificent world. As the powers of the Major Gods merged together, a new power was formed. These Fusion Gods were the spiritual children of the Major Gods, though all were given life with the spark of Arch-Eon. To each of the Fusion Gods was given a shared dominion from each of their parents, each with a unique result from each pairing.
There was great rejoicing among the Gods, for they saw that they had created something beautiful. But even among the Gods there was a flaw. The god of Darkness, M'Rak, felt that he could obtain greater power by eliminating one of his fellow gods. He prepared in secret strengthening his abilities beyond all of his brethren. But he desired more. He launched a surprise attack against his counterpart, Lucinda. The peaceful embodiment of light, M'Rak knew she was the weakest of the gods, and lacked the drive to control others that M'Rak possessed. He attacked Lucinda when she was alone, hoping to overpower her quickly enough to avoid detection by the other gods. But this was not a fight he could win.
Lucinda sent out a distress call the moment he attacked her. He had anticipated this, but what he had not prepared for was the strength of her defense. Her shield of light thwarted his efforts for longer than he had foreseen. The other gods, hearing the call from Lucinda, rushed to her side. They found her curled behind a shield of light, with M'Rak hammering away at her with pulses of darkness. The other gods detained M'Rak, swiftly if not easily. He was brought before Arch-Eon, who passed swift and immediate judgement. Eternal banishment.
M'Rak was outraged. "Am I not the strongest of your children?" he asked, using the language that existed before language. "Did I not magnify my gifts more than any other? Why then are you banishing me?"
"Because my greatest desire is for peace and life," responded Arch-Eon.
M'Rak was furious. He swore revenge as he left, vowing that he would eliminate all the gods, and take their power. The gods payed him little heed.
With a void in the governing elements, Archeon summoned Lucinda before him. He took her essence and, with it, formed a twin for her. Luna, the new goddess of Darkness, was nigh on identical to her sister, and the world entered an era of peace. But somewhere, M'Rak remains, and it is only a matter of time before he takes his revenge...
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Many ages passed, and life appeared on the planet the gods had created. They were fascinated with its many forms, but they were most interested in a particular species. Man. The race of men was weak physically, outmatched by every other predator who competed for the large game that was humanity's main food source. But the race of men had two distinct advantages. One was the endurance of their bodies. Much energy was bestowed upon the race of men, and this energy they used to great affect. They could pursue prey for much larger distances and for much longer periods of time than any other predator, and their nomadic lifestyle was aided by their upright stance. They other great advantage they had was their mind. Human creativity and imagination was limitless, and they created tools, weapons, art, music, and more. And, from the depths of the human mind came their greatest strength of all: the ability to manipulate Aether, the divine power of Arch-Eon. Though they lacked direct powers of creation, strong-minded and powerfully-willed humans could manipulate the elements like the Elder and Major Gods and their children, though to lesser extents.
These Aether users were initially rare, a result of chance, but their innate strengths made them desirable partners and their strengths were passed down in their children. Occasionally a random person shows an affinity for this manipulation of energy, but for the most part only those who are descended from the original few have the capability.
Over time, the race of Men discovered ways to boost their Aether wielding potential. Aether flows through everything, and, like water over the landscape, it wears paths where it flows easiest. These pathways exist in individuals as well, and provide the source of Aether to manipulate. Using this pathway theory, humanity developed many different stances to increase the flow. Many different beliefs arose, each claiming that their style was the best. Groups of like-minded individuals came together and codified their beliefs, forming schools to teach their practices.
These schools exhibited a general animosity and, at times, fierce rivalry with one another. They held many competitions between the strongest members, each attempting to secure itself as the most powerful Style. War was common in those days.
Ages passed. The race of men grew weary of war. Cities began to sign peace treaties with one another, hoping to reduce the fighting between schools. They created a worldwide competition, with each school placing their strongest mages into teams. These teams traveled to each school, and fought against a group of mages picked by the respective school. Each school could only be challenged once by any one school, and the victors earned points toward the competition. The winning school was made officiator of the World Congress, and received additional delegates. This made the competition a major event in world politics, and a focus point of every school.
You:
You are a mage of any school, and a member of that school's Offense Team. You are proficient in your chosen magics, though the amount of time you have been a member is up to you. Each school has a selection process, which will be discussed under the Locations section. The event begins with a tournament, and the members of each school's Offense Team participate. Your characters will take place in the tournament, and in the events following. If you have any questions, let one of us know!
Rules:
- Basic Pokecommunity and Roleplay Rules apply, and can be found here. Failure to comply to these will result in the removal from the RP.
- Powerplaying and Godmodding have the potential to be greatly misused, especially in this RP. If you want to do something, ask! We're nice guys.
- Joint posts are fine, but ensure the person you're jointing with knows about it…
- Combat results should be determined in the OOC thread before combat. Discuss the most likely results based on each other's character. If necessary, one of the GMs will randomly determine the victor. This is also a general option if neither party wishes to debate on a victor.
- This RP will be done in chapter format. A goal will be given at the beginning of each chapter, and each character should attempt to fulfil the objective. If a chapter is taking too long, GMs retain the right to manipulate events so that the story progresses.
- Romance and violence are allowed, but let's keep it PG-13. This is rated T, after all.
- When in doubt, ask! Once again, this RP is being GMed by YellowGardevoir and mickeydog515.
SU:
Name:
Age:
School:
Element(s) (Allowed one Combination and one additional Element [3 Elements total.] List in order of proficiency. Only one of the Force Triad, and having Light and Dark excludes you from having a third):
Fighting Style (Weapons, "Signature" Attacks):
Appearance (Pictures Allowed):
Personality (At least one paragraph):
History (At least two paragraphs):
Accepted Characters:
We have room for 12 characters, including mickeydog and myself. Please note that only two RP'rs can be from any one School. This is to promote diversity among characters.
Magic:Shen Mozetomei from the School of the Elusive Path as controlled by mickeydog515
Renee Shostoni from the School of Unbound Thought as controlled by mickeydog515
Jade Hornbeam from the School of the People's Magic as controlled by YellowGardevoir
Atka Ataciara from the School of the Brittle Edge as controlled by YellowGardevoir
Trevor Redquill from the School of the Focused Mind as controlled by Godzil
Gujen Krao from the School of Inevitable Perfection as controlled by Bardothren
Sennis Nikasura from the School of Artistic Combat as controlled by Bardothren
Aralon from the School of Dragon's Might as controlled by pichuwickham
Kaede Yagami from the School of the Restrained Fist as controlled by catbus176
RESERVED-HIDDEN WAY: Classical Insect
Angelos "Angel" Kai Marlowe from the School of the Hidden Way as controlled by Kikpanther
RESERVED-PEOPLE'S MAGIC: Zatanna
All magic results from an ability called Aetherforming. Aether is an invisible material that saturates the entire universe, and can be manipulated if one possesses the ability. Most humans posses this ability, which uses their will, imagination, emotions, and personal energy to shape the Aether into usable forms. It can become a potent skill if mastered, allowing mages to create weapons, structures, and even constructs out of the Aether around them. Each element uses this differently, and a specialization is typically denoted by replacing the word Aether with the name of the element being shaped (i.e. aquaforming)
Basic Elements
Spoiler:
There are six basic elements. They are:
- Fire
Spoiler:
Fire mages are adept at harnessing the raw power of flames and using them to burn down any obstacle in their way. The way this is achieved is through the creation and control of fire, although the forms it can take vary greatly between the wielder. Even the most novice fire mage can throw fireballs or create streams of hot flames. A more experienced fire mage can even use fire as a means of defence, creating walls of flame to repel attacks or honing their flames to take the shape of weapons. A very small group of fire mages has even developed a method of healing through their spiritual fire.The appearance and uses of the fire depends solely on the mage. Some learn to control it's destructive tendencies, while others burn and raze all in their path.
- Air
Spoiler:Mages that control the powers of air are often as temperamental as the element they wield. The gentle, soothing breezes that accompany a calm and relaxed mage give no hint to the true destructive power they can unleash. An air mage can whip perfectly still air into a frenzy at a moment's notice. The wind produced by air magic doesn't only blow things around, however. They can manipulate the air into blades of wind that can cut with near impunity. The wind of a very experienced air mage can produce gusts so sharp they can cut a well-tempered blade as easily as if it was made of clay. Whatever you do, you don't want to make a air mage angry. The sheer force of an air mage's wrath is enough lift an entire building and pulverize it into rubble.
- Water
Spoiler:Water magic is often misunderstood as the weakest form of magic. Often associated with healing and defensive spells, most assume water mages would hardly put up a good fight. The true power of water however, is something to truly be feared. In the hands of a skilled mage, water magic will wash away any threat and leave nothing but soggy remains in it's wake. Summoning large waves and shooting blasts of water are but a few of the skills in a water mage's repertoire. Of all magics, water is the most adaptive, and will search out any weakness, any gap in a defence, no matter how small, and exploit it. A few twisted practitioners of water magic have even developed a method to create water that is sharp enough to cut flesh and tear opponents apart. Beware the adaptability of water mages. You never know what they'll do. - Ice
Spoiler:The cold look in the eyes of an ice mage give a clear indication that they will offer no quarter in a fight. Originally thought to be a very specialized type of water magic, Ice mages have since proven that their magic bears little to no resemblance to their liquid state cousins. They are masters of shaping their magic, often creating blades and shards of ice to attack an opponent. The magical ice created by these mages is nowhere near as brittle as natural ice, and it takes extremely high heat to melt it. Ice mages are also adept at creating walls of solid ice to defend against attacks. Many ice mages can easily create traps for enemies, or even freeze the moisture in the air to create sharp, minute blades of ice to attack opponents from anywhere. - Earth
Spoiler:One lesson to be taken from the ground that we tread on is its ability to both take abuse and give back, tenfold. This is the lesson embodied by earth mages. They use the rock solid earth as both an unbreakable shield and an unstoppable weapon. Their power source is all around them, and they are not afraid to use it to its fullest. Aside from crafting weapons and shields out of the rock beneath our feet, earth mages are able to shake the very ground their foe is standing on. The strongest earth mages are even able to tear the ground itself apart, trapping foes in inescapable fissures before finally sealing both the ground and their fate. If there is one constant in the world of magic, it is the durability of an earth mage. If you plan to fight one, expect a long fight. Earth mages never go down easily. - Lightning
Spoiler:Lightning mages are the most energetic and impatient of the mages. Preferring speed over defence, a lightning mage is by far the hardest to see coming, nevermind hitting. They strike fast, attacking opponents with high voltage bolts of lightning. In a fight, a lightning mage can often be found playfully darting around the battlefield, throwing out lightning bolts all the while. More serious and skilled mages, however, will take out all their enemies in one stroke with a brilliant flash of power. Even on the clearest days, a skilled lightning wielder can summon forth a tremendous bolt from above. Never cross an angered Lightning mage, for he will not hesitate to unleash his wrath and indignation upon even the slightest provocation.
Spoiler:
These are the results of combining Elementally charged Aether. They often create unique spells that neither of their Basic Element parents can replicate. It should be noted that the elements in opposition (Fire+Ice, Air+Earth,Lightning+Water) strongly oppose each other, and do not mix well. Attempts at combining these Elements are extremely unstable, and the practice is greatly discouraged to avoid catastrophe.
- Vapor (Air+Fire)
Spoiler:The manipulation of the gaseous forms of various materials, Vapor magic combines the variety of Wind with the power of Fire. The easiest way to get a material into its gaseous state? Heating it. The easiest way to heat something? Fire. The combination also allows the combinations of techniques, even including techniques as powerful as a tornado of flame. A more advanced mage may even fill a room with flammable gas before igniting it, causing an immense explosion. - Pressure (Air+Water)
Spoiler:The combined force of Wind and Water holds great power. Together, they allow greater control over their partner, and the force of a typhoon powered by both can be catastrophic. They can also achieve great defensive strength by slowing and knocking away attacks. The two can also create great areas of massive pressure, forcing opponents to their knees. - Storm (Air+Lightning)
Spoiler:Wind and Lightning is a match made in heaven. When the two come together, they make the perfect storm, where strong winds slice and tear foes apart while deadly lightning rains down from above. The wind of mages that practice storm magic can can be spun in a cyclonic vortex at draws foes into the Eye of the Storm before unleashing a flurry of Lightning strikes for a grand finish. When the sky turns dark and thunder echoes in the clouds above, pray it is merely nature, and not a storm mage preparing to attack. - Snow (Air+Ice)
Spoiler:Those who attempt to brave a midsummer gale are fools. Those who attempt to brave a mid-winter's storm, are never seen again. This is a common phase among the people of the frozen north, the people who know the true might of snow. Combining the relentless wind with the chilling ice, snow magic is a near unstoppable force. This aspect is clearly embodied in snow magic two most potent skills. The avalanche is an unstoppable force of driving snow that breaks all in it's path yet subsidies to harmless snow at a moment's notice. While the blizzards whipped up my snow mages have the power to blast foes away with frigid gusts or even flay their skin with deadly ice shards, nearly invisible in the flurry of white. - Plasm (Water+Ice)
Spoiler:Water and Ice mages both manipulate the same material, with Ice controlling the solid form and Water controlling its liquid form. A mage adept with both elements can manipulate both aspect freely, covering their opponents in water before turning it to ice, trapping them. They can also unleash freezing torrents on their foes, slowing and freezing them in icy water. - Nature (Water+Earth)
Spoiler:Grown in the tough earth and nurtured by the pure water, nature is truly a force to fear. Masters of both earth and water are able to summon forth the minions of nature to do his bidding. they can summon roots to ensnare and strangle unwary foes. They can also create walls of thorns, repelling a headlong assault with ease, before firing the thorns on the walls to cause further damage. Those that truly embrace nature's blessings will find grace and power in it's form, teaching stances and blows that crush those that stand in their way. Earth and Water are the major shapers of the world, and a Nature mage can cause terrible events like a tsunami in order to destroy their foes. - Energy (Fire+Lightning)
Spoiler:Energy, Being a combination of fire and lightning, is one of the most destructive and difficult to control of all other elements. Starting out, most people who attempt to use this magic accidentally create monstrous explosions of raw power and could very likely end up killing themselves in the process. An experienced user, having survived the initial chaos of energy magic, are able to unleash tightly focused beams or spheres of raw energy that are easily capable of destroying an entire army in a single blast. The strongest spells of this element have often had their power equated to that of a supernova, the final, chaotic explosion of a dying star, due to the mass amount of destruction and ruin left in their wake. - Poison (Fire+Water)
Spoiler:Often thought of as nature's darker side, poison magic is a direct result of mixing the nurturing water that nature thrives off of with the corrupting power of fire magic. Practitioners must be skilled in the creation of poisons and in alchemy, as they won't always be able to find a source of poison to manipulate. If they do however, be it in liquid acid form or a boiling gas, they will be able to use it to devastating effect, as not all of their concoctions simply poison. sleeping gas and sticky acid are not unfamiliar to these mages. This skill can also create healing remedies and balms, which contain the cleansing aspects of both elements as well. They can create and manipulate poisonous Aether, but that requires a massive amount of energy and is generally used as a last resort. - Lava (Earth+Fire)
Spoiler:Mixing the volatile nature nature of fire and raw power of earth, lava magic is a prime example of the sheer power of nature's fury. Controlling rock in it's liquid state, being able to burn hotter and longer then any water can hope to extinguish. Lava mages can summon lava straight from the ground beneath our feet to both surprise and overwhelm foes in one move. They are also able to freely control the state of rock, melting what appears to be solid terrain before it solidifies to trap those caught inside. Fire doesn't phase these mages, for their molten earth burns even hotter. Beware the fury of the earth, for it knows no mercy.
- Metal (Earth+Lightning)
Spoiler:Few things are stronger than well tempered steel. This is the primary weapon of masters of both Earth, to gather the materials, and Lightning to galvanize it to hardened perfection. Those who wield this element are able to both find the ore quickly and then turn it on their foes. they can raise both razor sharp spikes and iron shields from the ground in order to maintain an impressive offense and defence simultaneously. Those with a high affinity for lightning magic can also wield the power of magnetism, allowing them to strip their foes of any metal armament and turn it against them, their blades floating by their side. when backed into a corner, they will coat themselves in a highly resistant armor to protect themselves.
- Sound (Ice+Lightning)
Spoiler:This strange combination of lightning and ice magic was discovered by accident one day by a musician who, like many musicians at the time, used lightning to amplify the sound of the music. He found that by coating the strings in ice, the sound was not only amplified further but also gave it destructive and magical qualities. This became the sound magic known today. In the hands of a well versed mage the sound he produces can break glass and stone with ease, and can even paralyze foes with it's cataphonic power. In the hands of a musician, however, the magic can take on any form the user wishes, even to the point where certain songs can even summon forth spiritual flames and gusts and move the earth and water. Any other element summoned by these songs is nowhere near as powerful as their original counterparts, but still deadly all the same. - Crystal (Ice+Earth)
Spoiler:Water and Earth both form similar crystalline structures when in their solid state. Mages that can master both Ice and Earth will have control over not only the objects that are in this state but are able to control the structures of the objects itself. By rearranging the structure, a mage of crystal magic can can harden normally brittle substances in a flash, and can even mold a block into just about any shape they desire. They can also store charged Aether inside the gems, which has a multitude of applications.
Spoiler:
There are five Elements that cannot be fused into Combination Elements. They are:
- Light
Spoiler:The ancient lore of gods and the creation of the world has long been forgotten by most people of the world. The one group to keep this alive is a small group of Light Sages, known as the Order of Lumen. This order of light has kept the old beliefs alive through many millennia and has always strived to maintain the lessons of old from dieing off. All of this is reflected in their magic, which preaches it's use to heal the body and mend the soul of ailments. On the battlefield, however it shows a much more potent side. In the hands of a master, the gentle caressing light that heals wounds now sears the flesh. These devout believers also receive divine shields of solid light, forming an almost impenetrable defense. But their tricks don't stop there, as the harsh light can also be used to blind or stun those that oppose their holy patron. Although the order abhors the idea of killing, those that it deems "beyond salvation" will be meet with a swift and utter end by the divine judgement of their patron. - Darkness
Spoiler:Many people often associate darkness with evilness, pain, and all-around amorality. And they wouldn't be incorrect. M'Rak, the renegade god of darkness, exemplifies all of these traits. Those that embrace his form of darkness magic use it to manipulate shadows, summon spirits, and mess with opponents minds, solely for their own, often amoral, intentions. What many people don't understand is that there is another, more peaceful side to darkness magic. Luna, the current god of darkness, exemplifies all that is good in the night. Those that embrace her, have a deep connection to the moon and it's power over the night, as well the ability to use darkness and shadows as a shield rather than a sword. Whichever side they wield, you should always be on your toes when confronted by a practitioner of darkness magic.
- Kinetic
Spoiler:As one of the Force Triad, it allows the wielder control over one of the 3 major forces that govern how the universe works. The kinetic force is all about movement, it is the force that can not only get an object moving and keep it in motion, but stop it as well. Mages that control this element are able to increase or decrease the speed of objects at will, allowing normally harmless projectiles to suddenly fly at bone shattering speed, and stop even the strongest of punches with ease. The true power of this magic is it's ability to increase the speed of its wielder, granting them faster movement and stronger punches, as velocity ultimately relates to power. Experienced mages are able to move their hands so fast, they distort the very aether around them, causing massive blasts of kinetic force to be fired. - Psychic
Spoiler:Of the triad of forces, the psychic force, or force of will, is the one created to maintain balance in the universe. It is only through sheer willpower that things can both be caused and prevented. This willpower empowers mages that practice this form of magic. It is not uncommon for users of this type of magic to communicate thoughts telepathically over a decent distance, and lift objects with their mind alone. Lifting a sentient being is tougher than an inanimate object, as the target's mind can resist the command for motion as well as the mage's mind can command it. This often results in a battle of willpower, where the winner can choose the outcome of the battle. Stronger minds are even able to create illusion to trick their opponents, or go so far as to take control of their minds entirely, at the cost of their own ability to concentrate should the command fail. - Gravity
Spoiler:The force of gravity is the force that ties everything together. Mages that practice this type of magic are able to increase and decrease the amount of gravity in an area by simply redirecting the force in the direction they choose. this can be used to pin foes to the ground, allow the user something close to the ability of flight, or even the redirecting of attacks with a simple flick of the wrist. Extremely skilled mages have been known to even rip holes in the fabric of aether, causing everything in the area to be sucked into the jaws of a devastating black hole, anything caught inside is in a prison of gravity and will be crushed at the user's command with no hope of escape.
Schools:
Spoiler:
- School of Dragon's Might
Focuses on powerful stances and meeting foes head-on. Disciples of this school view running away as a dishonorable act. Benefits Earth, Fire, and Ice mages who wish the fastest path to power. This school resides in Drakken Keep. - School of the Restrained Fist
Flexible and lithe, with flowing stances that benefit finesse over brute force. Uses opponents' strengths against them while seeking to benefit themselves. Level-headed and thoughtful on one side, it can be selfish and manipulative on the other. Benefits Air, Water, and Ice mages that wish to take the most tactical approach to their gifts.This school resides in Eastmont. - School of the Elusive Path
Focuses on beating opponents into submission before they have the chance to move, and by avoiding their opponents' attempts to attack. Views standing and taking your opponents' blows to be a good way of getting yourself get killed. Benefits Air, Water, and Lightning mages who wish to destroy their opponents before they know they exist. This school resides in Lavorgo. - School of Inevitable Perfection
Focuses on precise forms and exact motions. A defensive style that has a limited number of stances but uses each to its fullest potential. The unstoppable force and the unbreakable wall. Benefits Earth, Ice, and Water mages who wish the inevitable victory. This school resides in Bassa. - School of the People's Magic
Complicated, perfect forms? Unchanging tactics? Freeform stylists believe in none of this. Freeform stylists believe in dedication towards the individual's talents and strengths. In the opinion of the Freeform Style, memorized forms would undermine creativity and detract from the potential of the user. This style can benefit any element, but favors Air, Water, and Fire. This school resides in Aldhaven. - School of the Brittle Edge
The polar opposite of Freeform style, Rigid Stylists memorize an endless number of forms and techniques in order to combat their opponents. Though Deliberate Stylists do much the same, Rigid Stylists utilize small techniques to immense effect. It is an offensive style, though their repertoire has more than enough tricks to go on the defensive. Favors Earth, Ice, and Lightning mages who prefer exactness to strength. This school resides in Jancigny. - School of the Focused Mind
The power to control Aether comes from the mind. The stronger the mind, the more Aether that mind can manipulate. That is the goal of the Meditative Style. By strengthening the mind Meditative Stylists can possess much greater power than practitioners of other disciplines. Their biggest flaw is that they lack the powerful stances and techniques of the other schools, which grant power without devotion. But in a straight match between the power of their techniques, a Meditative Stylist will almost always be victorious. Favors Water, Air, and Lightning mages. This school resides in Maylūs. - School of Unbound Thought
There is great strength in the force of human will. During combat, practitioners of Rage Style enter a mindless state where their only thought is the completion of their goal. They pay no heed to the inevitable results of their actions, only that they are completed as quickly as possible. Benefits Earth, Lightning, and Fire mages who wish to forget themselves in their quest for victory. This school resides in Tassa. - School of Artistic Combat
Combat isn't always about strength, speed, or cunning. The reason the fights are held in arenas is to give people a show, argue the practitioners of the Expressive Style. The goal of a master of the Expressive style is not only to win the fight, but to look good doing it. All mages of this school got their beginnings in some art form. Be it dancing, music, or sculpting, each one of them is attempting to now bring their talents to the worldwide stage, and in the deadliest way possible. Mages of this school are often Water, Earth, or Ice mages, but it isn't uncommon to find all forms of magic present in this school. This school resides in Skymouth. - School of the Hidden Way
"Life isn't fair, so why should we play by the rules?" this is a commonly heard phrase among those that practice the Manipulative Style. Starting off a hideaway for those running from the law, it quickly grew into a haven from the law to thieves, assassins, and tricksters alike. Never take a practitioner of this style for face value, they always have scheme up their sleeves. Be it illusions, smokescreens, or ambush, they will do whatever is necessary to win. they are a secretive and selective school, and their members trust each other about as much as could be expected from a band of backstabbers and traitors. Although they have received multiple warnings and threats from the powers that be to follow the rules, they never do, and often get away with it. The school benefits mages that are as ruthless as they are planning, thus Fire, Air, and Water mages easily can find a home here, where winning is everything, no matter the cost. This school resides in Zizak.
Locations:
This section will be added to as locations are visited. To start off, a brief description of the cities that contain the schools are given initially.
Spoiler:
Map:
Cities are denoted by the first letter of their name capitalized.
Spoiler:
![[PokeCommunity.com] The Elements [T] [OOC] [PokeCommunity.com] The Elements [T] [OOC]](https://i1151.photobucket.com/albums/o630/JacobBobadilla/WorldMap_1.jpg)
Aldhaven (People's Magic)
Spoiler:
The largest city on the continent. Located at the meeting of the two largest rivers that cross the continent, this city quickly became a trading hub and cultural center. The School of the People's Magic makes it's home here, and is a major political force in the city. The opening ceremonies of the international competition are held here. A democratic republic.
Drakken Keep (Dragon's Might)
Spoiler:
A large castle. Has stone walls and a hierarchy much like medieval Europe. Functions as an independent city. Lead by The Dragon, the leader of the School of Dragon's Might and effective lord of the surrounding area. He is chosen from among the clans of the plains in a yearly competition of strength. Inhabitants of the surrounding area look to the School of Strength and its pupils as protectors, though many of the citizens can be called upon to form a militia if the need arises (to protect the school and surrounding villages from attacks by the rulers of the other clans of the plains.)
Eastmont (Restrained Fist)
Spoiler:
Located on a high plateau, this was formed by a group of travelers that became stranded on the isolated peninsula and had to learn restraint in order to survive. They later built passages through the mountains to spread the lessons they learned to those patient enough to listen.
Skymouth (Artistic Combat)
Spoiler:
This school resides at the top of a mountain, and has no citizens other than members of the school. However, it has a sister city in the form of Rivermouth, which is about a day's round trip down the mountain. Many members of the school have family and friends in Rivermouth.
Rivermouth
Spoiler:
A prosperous trade city on the coast, Rivermouth trades the goods produced in the School of Artistic Combat .A very lively city, the streets are flushed with goods, pieces of art, and magitech, all ready for a potential buyer.
Lavorgo (Elusive Path)
Spoiler:
A quiet oasis town that grew up around a large pool of water formed by the point where one great river splits in two. The town became a school after it's runners became famous for the speed at which they ran across the hot desert sand, a tactic originally developed to avoid blistering from the heat of walking on the sand barefoot. The town maintains minimal connection to the rest of the world, as it's only connections are the rivers, upon which only trade boats are allowed to travel, and a road known as the Oasis Maze, which runs between the scattered oasis of the enormous desert. Most opposing schools ignore the school rather than attempt to cross the confusing Oasis Maze or pay the large fee required to travel by river. Thus, their defense team is more tactics focused than combat ready.
Zizak (Hidden Way)
Spoiler:
Located in a large swamp at the edge of the continent, this city features an opulent and oriental palace surrounded by a sort of slums with small homes and dark, narrow alleyways. Visitors are not welcome.
Maylūs (Focused Mind)
Spoiler:
Located in a forest of massive redwood trees, this city is built almost entirely in the air. Bridges and tree houses make up the majority of this city, and the school is entirely incorporated into the city.
Bassa (Inevitable Perfection)
Spoiler:
Carved into the canyon wall, this city is almost completely controlled by the school that makes it up. Grandmasters here use the smooth canyon walls to illustrate that through hard work and time, anything can achieve perfection.
Jancigny (Brittle Edge)
Spoiler:
A small city in the tundra, this city owes its existence to hydrothermal vents that enable residence in the bitter cold. They have perfected a magical greenhouse that enables crops to be grown, even in the dead of winter. This school has an understandably low population, but dedicated mages travel from all over the world to learn from the master here.
Tassa (Unbound Thought)
Spoiler:
Built inside the crater of a enormous, sleeping volcano, where the heat off the magma below the surface protects the school from the harsh weather of the frigid north. Has obsidian walls surrounding it, raised by an earth Mage long ago to protect the school from potential eruptions of lava.
Technology:
Think Renaissance-level. But with magic. Horses are the primary means of travel outside of magic, and many magiengineers are looking for an alternative that can be used by the masses. Charged Aether can be stored in gemstones and metal substances, with purer materials achieving better results. Magitech is a growing field of research and development, and new discoveries are made every day. Basically, if there's any question, ask.
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We are now taking Reservations and SUs. If reserving, please include what School you plan on being a part of, as only two people can be part of any one School. This is on a first-come, first-serve basis. Let's have a great time, everyone!
Special thanks to The Last Sentinel who we blatantly stole from graciously gave the template for this post.
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