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OVERVIEW
RULES
MAGIC TYPES
CLAWFED ACADEMY
FOLKLORE/SETTING
ZODIAC MASTERS
CHARACTERS
CHARACTER SHEET
UPDATES/LINKS
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Elementalists have been around for a long time. They are people that had the ability to control one of the six elements: Air, Earth, Fire, Water, Light and Dark. While it is possible for everyone to influence all elements in some way, when they come to the age of sixteen, they must choose one to specialise in. Until then, from the age of eleven, they are admitted to Clawfed Academy, a school to help young elementalists hone their powers and keep them from running rampant.
Till the age of sixteen, they attend class in the primary section of school, which is in a separate place from the secondary school. The secondary school, for those from the age of sixteen to twenty-two, is more secluded because their powers are stronger and they need to be kept away to avoid accidents.
The school has been around for many years and it's vital that everyone learn to control their powers soon because something is brewing in the dark side of this magical world. A death has occurred right in the school. People wanted it shut down because chaos magic tainted the dead body, but the elders believed that they all needed to be prepared for whatever was to come.
And it looks like whatever it is, is about to hit soon...
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< ESTIMATED DATE FOR ROLEPLAY TO BEGIN : 18th - 20th MAY >
- This roleplay will contain violent themes and some blood and gore so be aware of that before deciding to join.
- Romance is always allowed, but anything that goes further than a little lip lock needs to be taken to the PMs or just fade to black.
- No godmodding. Don't control any character other than your own and give other characters a chance to react to what your character does. Please don't decide the outcome for them.
- Please be civil to everyone OOC. Roleplay drama sticks to the roleplay.
- This isn't heavily detailed. it's more casual, but two paragraphs would be a minimum for post length. As for post frequency, it's not too serious. Maybe once a week? It's pretty chill.
- Please read through all the folklore and magic types before making characters.
- When requesting a character, please use the format given in the 'CHARACTERS' tab.
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There are seven types of magic in total but only six are practised. At the age of sixteen, once you choose one type of magic to specialise in -- or rather, when it chooses you -- a ceremony takes place where they are branded -- magically and without pain -- with an emblem that signifies the area of magic they have chosen.
Air Magic - The Aria Emblem
The ability to control, create and harness the air. People that pick this elemental magic can influence the air and anything that contains it. They can fly, levitate things by manipulating the air around them, and even literally sucking the air out a person's lungs, though that is highly frowned upon and could land you in some serious trouble. They are able to go up to very high altitudes and can even breathe underwater. This is The Aria Emblem that they are branded with at sixteen.
Water Magic - The Aqua Emblem
The ability to control, manipulate and create water. People that pick this elemental magic can influence water in liquid forms mostly. They remain dry if they wish to be in water and they can suck pure water out of anything that contains it. They can levitate it, change it' state, but once the state is changed, it is harder to control and change back. This is The Aqua Emblem that they are branded with at sixteen.
Light Magic - The Legero Emblem
The ability to control, create and manipulate light. This means bending the sun's rays or any light beams, increasing and decreasing the intensity of light - though this mainly applies to man made light - and even sensing things in the light that other people could not otherwise notice. They are sensitive when there are light sources nearby and it provides them with slight prophetic powers as well. This is The Legero Emblem that they are branded with at sixteen.
Fire Magic - The Fuego Emblem
The ability to control, create and manipulate fire. This means creating more fire, sucking the fire out of a hearth, changing the temperature in a room -- though only by increasing, not decreasing. A fire elementalist can also shape things from the fire and is immune to being burned. If anything, the fire makes them stronger. That is, the presence of fire. Creating fire on their own drains them. This is The Fuego Emblem that they are branded with at sixteen.
Earth Magic - The Terra Emblem
The ability to create, control and manipulate the earth. This includes creating vines or plants, controlling the growth of vines and plants, being able to tell what is underground nearby and to an extent, understanding what plants require to grow. They can, if necessary, turn a plant poisonous and vice versa. This is The Terra Emblem that they are branded with at sixteen.
Dark Magic - The Obscura Emblem
The ability to create, control and manipulate the darkness. Unlike most people think, dark magic is not 'dark'. It st have to do with lack of light. A dark elementalist can make a room go dark, can easily blend into shadows and manipulate them, and can also travel through the shadows. They can become mist on an exceptionally dark night and they hear things in the dark that other people cannot. This is The Dark Emblem that they are branded with at sixteen.
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BUILDING
CLASSROOM
DORMS
The left wing is the boys dorm and the right wing is the girls dorm. Each dormitory has large rooms that can house three students in three separate bedrooms. Each bedroom identical for both boys and girls.
FIELD
There is a field for every sport -- all normal sports
LABS
TRAINING ROOM
CAFETERIA
LOUNGE
LIBRARY
MESSENGER FOUNTAINS
There is a room where there are plenty of these fountains. Everyone is expected to communicate with their friends and family this way. They follow the Greek way. They are provided with gold coins that the toss into the spray of water and then say the name of who they're contacting and they appear in a hologram to speak for ten minutes. Another golden coin replenishes the time for another ten minutes. Some fountains are also scattered across the courtyard.
COURTYARD
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THE WORLD
Elementalists live among humans and have been doing so for as long as they have been alive. It is only the schools that remain hidden in secluded areas, away from civilisation. There are small towns nearby that are also hidden by magic and some elementalists settle down there, but most stay and come from all around the world.
THE HISTORY
The original Elders were seven people. They mastered one of each element - Chaos, Light, Air, Water, Fire, Earth, Dark. Together, they formed Clawfed Academy for all other elementalists to train and control their magical abilities. Elementalists need not be born from another elementalist. They could acquire the powers even from completely normal parents, however if that is the case, they are usually taken away from their family at a young age and put up with an elemental foster family since the moral world can never know about their powers. Those that are born with non magic parents are considered 'impure', whilst the rest are considered the elite. To be chosen by an element that chose your parents as well is an honour, but to be different is frowned upon. By most, anyway. Luckily, not all. For a long time, there were no Chaos children, and when the first one came along, it was mayhem. They realised that even in control, chaos magic did nobody any good, and the Chaos Elder, Obscuri Levotix, turned chaotic as well. He had to be stopped and put an end to and since then, people only talk of six magic types, and not the seventh. They pretend it doesn't exist and since then, a chaos child has never been born. So far.
THE TRAM STATION
The tram is the way most people travel to and from Clawfed Academy. It leads them into the heart of a small town nearby which is where they are allowed to spend second weekends of every month and from there, during longer breaks, they can take a tram that will take them into the city where there is a bigger train station with plenty of trains that will take all the students where they need to go.
CRYSTAL CORE
The crystal core is the centre of n elementalists power. It is extracted by them at the age of sixteen from the Crystal Caves close to Clawfed Academy and they must wear it at all times or their powers will be harder to control and won't work as well.
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ARIA ELDER
AQUA ELDER
LEGERO ELDER
FUEGO ELDER
TERRA ELDER
OBSCURO ELDER
HEADMASTER
GIRLS WARDEN
BOYS WARDEN
POTIONS PROFESSOR
HISTORY PROFESSOR
RUNES PROFESSOR
TRAINER/OVERSEER
MAGICAL PLANTS PROFESSOR
MAGICAL CREATURES PROFESSOR
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When requesting a character please use this format and check the magic tab:
GENDER ○ AGE ○ ELEMENT ○ FC
AIR MAGIC
NAME ○ GENDER ○ AGE ○ FC
WATER MAGIC
NAME ○ GENDER ○ AGE ○ FC
LIGHT MAGIC
NAME ○ GENDER ○ AGE ○ FC
FIRE MAGIC
NAME ○ GENDER ○ AGE ○ FC
EARTH MAGIC [taken]
NAME ○ FEMALE ○ 17 ○ FC: tba
DARK MAGIC
NAME ○ GENDER ○ AGE ○ FC
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NAME
PRONUNCIATION
NICKNAME/S
AGE
[16-22]
SEXUALITY
ELEMENTAL MAGIC
ETHNICITY
ACCENT
HAIR
EYES
SKIN
BODY
HEIGHT
WEIGHT
DRESS
MARKS
TATTOOS
SCARS
DISTINGUISHING FEATURES
HEALTH AILMENTS
PERSONALITY
LIKES
DISLIKES
HOBBIES
HABITS
TALENTS
FEARS
CRYSTAL CORE
MENTAL AILMENTS
BRIEF BIO
POWER
STRENGTHS
LIMITATIONS
FAMILY
FRIENDS
ENEMIES
LOVE INTEREST
NEUTRAL
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OOC Thread :: Click here!
IC Thread :: Coming soon!
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