TESTING flowers (ง'̀-'́)ง

ic post layout 4 sanctus

[ SANCTUS ] @ Ashvina
SOREN
Light didn't belong in this realm. Nothing did. And how he'd managed to get stuck in this wasteland was beyond him. Beyond the gods. It was Fate. They were punishing him, as they always had, as they will continue to do. He didn't belong here… but then again, who did?

NOXIS TERRITORY, SECTOR 7, PER'S TEMPLE…

As the Queen's Personal Guard, Soren had it better than most. He had his own quarters, slept on an uncomfortably soft mattress, and ate more than his fair share. Hells, Soren thought, In many ways, it was harder on Terris… Yet, at least there he had his freedom, at least there he was subject to his own consequences and not on the whims of some god. The injustice was tantalizing, but he'd committed himself to this fate, if that's what you'd call dying and then being reborn with a debt branded to your soul.

Sighing out his frustration, Soren strapped his mail and armor back into place, sheathed his one-and-a-half-hand sword to his waist, and walked out of his quarters. Being the Queen's Personal Guard had other perks as well: Persephone, a recluse by nature, oft sent him away for reasons he'd just started to garner. She required secluded time, wherein he could only speculate at what she might do. He knew of her interests: gardening (the interior chambers of the Queen's temple were overgrown with vines and trees and flowers that he hadn't names for.), painting (the Queen loved to paint and her temple was simply a canvas. She painted what Noxis lacked: sunrises and sunsets, the blue skies and white fluffy clouds, the twinkling nighttime stars and the green, green grass.), and music (Hades, it seemed, gifted her with nightingale's every few months and with their melodious songs, the temple was never silent.).

In the next chamber was Persephone and under normal circumstances, he would not permit himself to knock upon her chamber doors and interrupt her musing. Yet, the Queen had specifically asked him to do just that. With a soft rapt against the gold and marble door, Soren waited for his Queen, mind on his task and nothing else. Persephone, goddess of rebirth, was one of the gentlest persons he'd ever met, despite the fact that she strayed both in mind and in the flesh and though easily defendable, demanded time strictly for herself and her thoughts. He loved serving under his queen, truly, but sometimes he couldn't help but feel cross his her lack of self preservation.

Ah, he thought to himself as he waited patiently. What's self preservation to a god?


PERSEPHONE
The past was, in fact, simply the past. Yet for a goddess, doomed to walk the three realms forevermore, the past, present, and future lived together, forevermore, in her psyche. She lived knowing she would live forever and among her yearning heart was only one favor: let her love be as depth as her lifetimes.

NOXIS TERRITORY, SECTOR 3, HADES SOLAR…

The Noxis lamp casted an oddly beautiful glow across her living quarters. It was a sight, that admittedly, gave her nightmares and bone deep chills when she'd first arrived in Noxis. Yet, now after a century and a half, Per had come to love the faint, viridescent glow. It bounced off the shiny marble of her temple walls and danced upon the golden inlay within the flooring. It played with the murals she'd painted long ago and migrated through the already green halls of her inner temple. She loved the false light, almost as much as she loved the real thing. It helped ease her transition into the darkness that was Noxis.

The darkness that she grew to love…

There was a knock upon her door, it's sound renting through the air like a nightingale taking flight. Though it didn't startle her, it broke Persephone out of her reverie and reminded her of the duties she was obligated to perform. As well as… personal duties she needed to prepare for. Willing the door open, Per took sight of her favorite guard; the last mortal to have been reborn after attempting to enter Noxis by the Underwater Gate in the Terris realm. He was to work in the lava mines before she plucked him from the new recruits, sensing something… otherworldly from the young, handsome man.

"Your Grace," Soren declared with a dip of his head. "Are you ready to depart the temple?"

"I think so, Soren. It's only-- well, I know there's much to be done, but I'm expecting a visitor… Perhaps I'll dismiss you later and have you return here to greet her on my behalf... "

"Your Grace," Soren repeated, this time with a shake of his head. "How good of a guard would I be if I am not by your side at all times?"

In reply, Persephone shook her head ruefully. "You are my guard, Soren, that is true, but under the terms of our agreement your duties also state that protecting the maidens within the temple are of utmost importance. You know better than I do, Soren, the state of Noxis and all that we gain to lose if something were to happen to them or this temple. Now please, enough bickering, I'm sure I'll have plenty of that with Hades. Let us go."

And that they did.

The trip to the palace wasn't a short one and with all the stops they had to make, it made it even longer. Their first stop was that of the lava mines nearest the temple. They weren't as large nor as bustling as some of the others, but it was the biggest producer of obsidian and fire agate. The men seemed happy to see her, and for that she was thankful. They worked long hours and suffered many attacks from the waste-demons. She held her hands out the officers, willing gold clips to flow forth from her hands. "Take these," Per had said, "And distribute them amongst your men. Let them know their Queen appreciates their hard work." On and on it went, mine after mine, factory after factory, until finally they reached the palace gates.

Persephone checked the throne room first, but it's viridescent glow danced upon an empty hall. She checked the kitchens then, wondering if his appetite had sent him there before realizing he'd have a servant fetch him his foods. She finally found him in his solar, hunched over some kind of ledger that from this angle, she couldn't read. Waiting patiently, for she didn't wish to interrupt him, Persephone hovered before the threshold, debating whether or not she should announce herself. As if the guard plucked the thought from her mind, she heard Soren clear his throat and speak in that foreboding tone of his.

"Persephone, Daughter of Luxia and Queen of Noxis, Goddess of Rebirth requests an audience with her King husband."



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ZAHARIN MALGATH BELANOR
AGE || 46
PROFESSION || Scholar

HISTORY || Zaharin was born and raised in Emalnahar, within the Allied Kingdoms, to loving parents who would go on to have five children. As the third child, Zahar felt the need to prove himself and throughout his life has done everything in his power to do so. When his youngest and only sister, Inara, was born, he helped his mother raise her whereas his two oldest brothers hunted with their father. His father was a tanner and though he was interested in the profession, his interest laid in the enchantments he placed on the leather. This interest would lead him to beg his parents to attend the Academy of Magic.

Shortly after his twenty fifth birthday, he convinced his parents to let him attend the Academy residing in Syth. It took years but his mother finally relented with only one concession: he must take his sister Inara. And so the pair went, one sullen and one excited, to the ancient sprawling city. For seven and a half years he and his sister studied and honed their craft until one day Zaharin received a letter from his father. His younger brother was dying from the Sickness and they needed to return home as soon as possible. They left immediately, though Zaharin never told Inara about the letter, and when they returned home they were welcomed with a funeral. Years passed before he left Emalnahar once more to return to the Academy, where he'd found his calling in the scholarly arts.

Tragedy struck... multiple times within the next few years when he lost the entirety of his family, save Inara. First, his two older brothers were mysteriously killed during a hunting accident. Then, a few years later, his mother contracted the Sickness and died shortly thereafter. His father too, died of the Sickness, a few years after her. When his father died, he and Inara had a falling out after a vicious argument that began of talk of Shadow Magic, and the two have been estranged ever since.

Six months ago, Zahar left Syth and ventured by boat to Lahlo. Only he didn't reach his desired location and instead ended up stranded on the island off Estwynd's coast. For a month he wandered, finding odd jobs here and there while he spent any remaining times studying the local culture. A few months later, instead of boarding another vessel to head for his intended destination, Zahar sailed to Estwynd, curious of what he'd heard of the Winded Woods. It's been a little less than three months since his arrival and he's been roaming the landscape ever since, studying as he goes, as well as hiding his pointy ears...
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ALFIUS SWAN


Age: Thirty-Three| Place of Birth: Mulgrave| Inspiration: N/A| Eye Color: Brown| Hair Color: Brown| Height: 6'3" | Weight: 213 lbs



APPEARANCE
Purus aptent, odio ligula orci. Aliquam porttitor erat. Lacus tempus neque, metus varius a quam purus fermentum, a voluptatibus dolor turpis turpis, sed malesuada varius nunc lobortis ligula vel. Pulvinar ut libero ut nonummy quisque ultrices, sodales tellus porta felis ac, non sapien feugiat, vel eget eleifend tortor condimentum, mollis accumsan id porttitor odio.

Eget nulla mi sem ullamcorper mollis eu, commodo odio nec, convallis tortor, vestibulum volutpat arcu fringilla pretium elementum sed. Eros suscipit rutrum vitae suspendisse pede duis, quam blandit donec, leo suspendisse massa sed integer, lectus sed, odio quis per nunc leo est. Donec magna fames nisl mus, dolor urna turpis donec arcu sagittis, fermentum metus platea sociosqu, mollis mollis enim.

Ornare ligula dui ac purus commodo, in parturient nec pede auctor vehicula arcu, sit erat, malesuada bibendum ultrices libero eget id netus, malesuada magna orci molestie.


PERSONALITY
Lorem ipsum dolor sit amet, quis vel fusce vel molestie morbi. Elit eget lacinia, dolor velit porta in pulvinar a dolor, mi mauris ante non minim, duis mauris felis leo ultricies molestie, bibendum phasellus velit mi viverra at sit. Porttitor omnis sapien vel nullam accumsan luctus, ac dapibus, et sed donec et magna lorem odio, quisque nonummy. Molestie wisi, commodo metus in tincidunt. Lobortis nonummy suscipit pede laoreet eget in, ut non malesuada aliquet morbi ut, dolor nonummy vitae tincidunt pharetra hendrerit ultrices, est ante tortor quis ut ligula congue. Arcu quam aliquam et, in lorem. Dignissim interdum non lacus amet in et, id risus lectus. Ut pellentesque integer lacus vitae nunc curabitur, quis et tincidunt ac tortor, praesent lacinia auctor, mattis vitae aliquam cum sem semper.
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no-lightbox
Lorem ipsum dolor sit amet, sed aliquet vel ac lacus diam eros, pede qui eget cras metus accumsan, per aliquam vestibulum convallis quis ullamcorper. Pellentesque non, class elit sagittis hendrerit enim in, pellentesque suscipit, arcu leo, dapibus urna. Volutpat elit parturient et integer, est sed repellendus ante integer a, habitasse sodales, donec non enim. Morbi cras nec potenti erat, tempor cras curabitur praesent nullam, tellus ultricies felis ut amet. Lorem vestibulum, amet sit sem nibh eleifend, orci egestas, morbi laoreet nulla, potenti et praesent suspendisse tincidunt orci aliquet.

Occaecati at nam, torquent elit purus, amet amet porta pulvinar luctus commodo. Fermentum tempus velit ut vestibulum, gravida nunc in, sem accumsan eget vitae mus justo. Ut pretium neque ut ac risus vestibulum, dui fusce cursus eu fermentum, quam eu ut. Etiam dui, habitasse augue, at torquent ultricies ut in felis eleifend. Et convallis faucibus nisl nascetur convallis maecenas, maecenas libero massa inceptos consequat id, penatibus phasellus eget sociis blandit vulputate orci. Duis mauris sodales, vehicula dolor faucibus etiam in, vehicula fermentum porttitor placerat dui cras, dui habitasse porta nec integer magna.

Fringilla feugiat tellus mi amet ornare, sit ante, lobortis cupidatat consectetuer urna, mollis a tempus sed ut metus integer, vel felis nulla suspendisse massa eleifend. Eget dolor rutrum fringilla pede. Sollicitudin quam lacus augue. Egestas ipsum est ac volutpat consectetuer, convallis dui, mi eu pellentesque bibendum facilisi vel, tincidunt quisque. Facilisis cras, lectus egestas a diam, congue vehicula pretium, non mauris nulla et. Ullamcorper est quisque, blandit cras facilisis elit sed, sed elit.

Non vitae nibh. In justo libero. Wisi ac, nec vitae non felis, odio mauris nonummy tempus consectetuer tempus fermentum, magnam scelerisque eu et tellus, sit urna aenean a nam mauris. Varius viverra, tempus laoreet. Ullamcorper sagittis dis massa dolor. Pellentesque at cursus, in lectus tortor lectus magna ut, proin libero, donec taciti cum nunc suscipit posuere risus, nullam orci euismod a egestas sit. Neque sit. Dis a sed, sapien lobortis condimentum sapien quam mi tortor, vehicula imperdiet porttitor arcu elit quis, tortor amet potenti suspendisse, ut placerat. Sed odio pellentesque donec vehicula nec viverra, dapibus nec.

Vel sed ante habitasse id est dapibus, euismod feugiat volutpat. Cras lacus volutpat pharetra mollis, ut fusce vitae per nunc, pede tempor adipiscing, purus amet, purus elit in. Sed velit non, velit nisl, dolor at nascetur ut rutrum sed mi. Duis nunc vulputate tincidunt mauris dictum arcu. Nascetur eius metus mattis, nec integer donec vehicula arcu pellentesque, purus dictum et parturient, maecenas erat vel amet. Risus duis in. Dolor fames quis tortor a, odio cras vitae, aliquam ea pede amet sed, sed curabitur. Erat adipiscing eget nunc turpis sit, sed euismod, vestibulum vitae torquent urna elementum ut suspendisse, wisi viverra habitant quisque mauris ut in. Eget quam eu rhoncus, eget tortor orci, pede dolor urna.


HISTORY
no-lightbox
Lorem ipsum dolor sit amet, quis vel fusce vel molestie morbi. Elit eget lacinia, dolor velit porta in pulvinar a dolor, mi mauris ante non minim, duis mauris felis leo ultricies molestie, bibendum phasellus velit mi viverra at sit. Porttitor omnis sapien vel nullam accumsan luctus, ac dapibus, et sed donec et magna lorem odio, quisque nonummy. Molestie wisi, commodo metus in tincidunt. Lobortis nonummy suscipit pede laoreet eget in, ut non malesuada aliquet morbi ut, dolor nonummy vitae tincidunt pharetra hendrerit ultrices, est ante tortor quis ut ligula congue. Arcu quam aliquam et, in lorem. Dignissim interdum non lacus amet in et, id risus lectus. Ut pellentesque integer lacus vitae nunc curabitur, quis et tincidunt ac tortor, praesent lacinia auctor, mattis vitae aliquam cum sem semper.

Vestibulum volutpat nunc velit eget, placerat libero mauris, auctor diam ut. Nullam sollicitudin nec et ad purus, augue sit sagittis ut. Sollicitudin elementum ut morbi veritatis vestibulum, vitae a purus felis eleifend. Faucibus hendrerit sit ipsum penatibus sit sodales, molestie nec hac cras morbi, scelerisque sit lacus in, ut nonummy sed suspendisse euismod qui. Lacus pellentesque nec ipsum nullam. Arcu est justo duis nec odio, nam felis porta, varius eget luctus, in pellentesque sapien ac varius.

Lorem accumsan libero sed quam sed aliquam, turpis tellus sed in lectus. Ac ut semper praesent quam ac varius, in et nulla amet voluptate nonummy est, velit duis id libero sodales massa libero, lorem varius justo, nulla per aptent. Dui parturient eros justo. A platea quis. Condimentum non pellentesque justo, suspendisse velit maecenas proin metus consectetuer cum, lectus placerat. Sed scelerisque iaculis. Lorem proin amet tortor non aliquam amet, eget donec dolor suspendisse. Suscipit duis augue vestibulum duis, et non in lacinia suspendisse sodales, pede morbi ultricies, erat platea ut ac fringilla non orci. Suscipit diam in felis eos adipiscing tellus. Pellentesque feugiat curabitur sit, leo dictum voluptas, est rutrum mauris, turpis lorem sed, nibh felis non vitae sed in sit. Ut tellus vivamus in justo mauris. Libero eiusmod platea massa, a nunc maecenas viverra quisque vitae, aliquam eget nulla cum tellus sapien elit, commodo in tincidunt ac.


 
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CLOUDWATER
WEEK 161626364656667686970
WEEK 271727374757677787980
WEEK 381828384858687888990
WEEK 4919293949596979899100
WEEK 5101102103104105106107108109110
WEEK 6111112113114115116117118119120


CALENDAR
1 week = ten days
1 month = 6 weeks
1 year = 6 months
Total number of days per month: 60
Number of months per year = 6
Number of days per year = 400
Number of weeks per year = 40
The four extra weeks are "dead days" separating each half of the year.
SPRING
SUMMER
AUTUMN
WINTER

[td]I c e m e l t[/td]

[td]C l o u d w a t e r[/td]

[td]M o o n r e a p[/td]

[td]T h u n d e r w i n d[/td]

[td]F e l l s n o w[/td]

ICEMELT
WEEK 101020304050607080910
WEEK 211121314151617181920
WEEK 321222324252627282930
WEEK 431323334353637383940
WEEK 541424344454647484950
WEEK 651525354555657585960
CLOUDWATER
WEEK 161626364656667686970
WEEK 271727374757677787980
WEEK 381828384858687888990
WEEK 4919293949596979899100
WEEK 5101102103104105106107108109110
WEEK 6111112113114115116117118119120
 
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WIP | credit for base: jiahe




GENERAL

Name: Anuleisa Cressida Rochan
Pronunciation: "ah-new-lee-suh" | "creh-see-da" | "row-shawn"
Nickname: Anu, Leisa
Titles: The Heir of Caershire, Lady Caerdean, The Descendant

Species: Elf
Race: Roanite

Date of Birth: Autumn
Age: Fifty seven

Place of Birth: Caershire, Caerdean

"There is a language older by far and deeper than words. It is the language of bodies, of body on body, wind on snow, rain on trees, wave on stone. It is the language of dream, gesture, symbol, memory. We have forgotten this language. We do not even remember that it exists."



DETAILS

1 Paragraph Character Concept: Anuleisa is a young woman who has been instilled with the memories of the past and the dreams of the future. The seventh child of the seventh child, Anuleisa is a rare Descendant, among the many throughout the ages, and was raised accordingly. An heiress of an empire, a Descendant of the most notable man in modern history, Anuleisa must wear her responsibilities like a crown and never reveal its burden or weight.

Character Arc(s): TBA - Contains Spoilers

Character Plot(s): TBA - Contains Spoilers

MBTI: INFJ

D&D Alignment: Neutral Good

Attuned Element(s): Theurgy, Earth

Fleuntia: Dueska

Weapons and Proficiency: Besides being a proficient swordsman, archer, and trained in hand-to-hand combat, Anuleisa is an owner of a newly redeveloped hand-comet that can shoot up to six fireseed bullets before needing to be reloaded.


The atmosphere was engaging; at least for the gala-goers who danced in heeled shoes in the center of the magnificently carved ballroom or sauntered to and fro the heaving buffet tables lined with lavish foods and the exclusive tables lined with socialites from all over the Three Known Lands. A tense hand ran through loose curls as the Descendant stood within the threshold of the gala and the shrouded mists beyond the gold illumination from within. She didn't want to be here, she doubted any of them truly did. Yet here she was and here she'll stay until her ancestral duties no longer lingered. And to wish that, was to wish death.

With a step into the ballroom, Anuleisa of Caerdean, Heir of Caershire and The Descendant of RoNaan took a deep breath and finally smiled. She hated this, but she was good at it. False smiles, false laughter, false persona… court was nothing but a mask and a game exposure. Worse when you add The Descendant to her already lengthy list of titles.

"Lady Caerdean," the announcer shrilled beside her, "Heir of Caershire and the Descendant of RoNaan."

Anuleisa prowled through the atrium, ignoring the first few comments sent her way. Crystals filled with endless light and looking glasses shimmered across the mural-lined ceiling, casting a gold glow across the patrons below. The gala was a small one, intimate, as the socialites would say, but Castle Deir was grand in all its finery. Stained glass windows graced the alcoves that were situated in each corner of the outer-ballroom and Anuleisa made her way to her favorite one. The glass told a story of a woman sacrificing her life for her family, Shaayera the Bold they called her… Yet all she saw was her mother, who had been the model for the artist to replace the original work of art. That was almost a decade ago and not a day passes, nor a trip to Castle Deir, that she didn't think of her and wish her soul the very best in the Staarsgarden.

"Lady Anuleisa?"

Shaken from her reverie, Anu glanced over her shoulder and smiled pleasantly. The Lord Oriel, the two hundred eighty seven year old elf who still had a spring in his step bowed before her and extended an arm for pleasantries. Anuleisa accepted and followed his lead down below, onto the ballroom floor. It would be a long night, but with Oriel as her patron for the night, Anu had hopes it wouldn't be… terrible.


 
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the chronicles of elym


And so, furtively, timidly, in solitude, at night, I indulged in filthy vice, with a feeling of shame which never deserted me, even at the most loathsome moments, and which at such moments nearly made me curse. Already even then I had my underground world in my soul. I was fearfully afraid of being seen, of being met, of being recognized. - Fyodor Dostoyevsky


THE BASICS
Common Name: Thalassa Dracos'Felle

True Name:

Age: 107

Race: Myra

Sex: Female

Faction: Unaligned

Nation of Origin: Isles of Dulma

Place of Birth:

Season of Birth: (Ignore me) (no: the equivalent of autumn)



PHYSICAL
Appearance (Written):

Clothing:

Gear & Weaponry:








x
































x

PERSONALITY
Personality Paragraph:

DnD Alignment:

MBTI Personality Type:

Notable Habits and Quirks:


HISTORY & EXPERIENCE
Education & Training:

History Paragraph:
Summarized History Paragraph: (Summarize the important bits of your characters history here)

Fears & Goals:

Strengths & Weaknesses:

Misc. Notes:


ALCHUM

Alchum (discuss ideas on your characters Alchum usage with me before filling out this section of the form)

Elemental Connection:

History: List here any formal training (or experience) your character has had with Alchum use

Application: Explain how your character uses their Alchum, use the information in the 'History' section to justify the way your character uses Alchum.

Alchum Goals: What goals to you as a player have for your character as far as unlocking new elements goes?


 
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sdsf
 
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lorem mf ipsum

o n e
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sheet for whatsherface
 
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so many npcs -
um this one if for uhhhhhh
whatshisface
 
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the low elements

The Low Elements consist of four possible attunements and a pair of elements that everyone, regardless of race and species, are attuned to. The six elements are: Solis, Luna, Earth, Fire, Water, and Air. The first two are not manipulated in any discernible way and in fact, are quite misunderstood and taken for granted. Those who are only attuned to the last four are commonly referred to as Natural Elementals. Able to harness, manipulate, and control the basic elements that make up the natural world, Natural Elementals are common among all species, but are noticeably high in the human populace. This is due in part to the fact that most humans are only attuned to the Low Elements. The fascinating thing is that humans aren't supposed to have magic. In the Era of RoNaan, humans had no magic whatsoever and most believe this is why they've contributed the most to technological advances: they are still used to working without magic.


SOLIS AND LUNA
Solis and Luna are two largely important and rather forgotten elements that dictate when a person is at their strongest and when the replenishment of their magic begins. To those who know the secrets of these attunements, they call them the Fluentia Pair or simply the Fluentia*. Not many are aware of their attunement until it is glaringly obvious; by the time they have a good grasp on their magic a person would be able to tell when they're at their strongest and easily deduct what their Fluentia is. Yet there is a certain advantage in knowing your attunement early in life and gives one an entirely special edge.



EARTH
Those attuned to the earth oft take after their elements in their own unique ways. Calm, solid, steadfast and unyielding, these Elementals are always sought after for a variety of different occupational fields. Earth Elementals are capable of a variety of manipulations, usually focusing on the one that feels the most natural. Along with their manipulations, there are a handful of token abilities* that most, if not all, Earth Elementals are capable of.

TOKENS –

The Earth Sense: The most powerful of the earth tokens, the Earth Sense is a power capable of "seeing" into the earth, of "feeling" what it feels and knowing at all times where it's located. There is a thousand more "sub abilities" that come with this token, each Elemental specializing in what speaks to them. This token works hand-in-hand with earth manipulations and is usually one of the first abilities earth Elementals discover and master.

The Earth Sight: This is a rare token, one that manifests itself in those who are inherently intuitive. With this token, users are capable of reliving memories of the earth. Similar to psychometry users with this ability are able to sense residual information from the earth around them. Most say this ability proves the earth is connected to a deeper consciousness that is believed to be the chaos of infinity; the energy that binds the universe together. The Earth Sight also grants you the ability to sense other earthly attunements.

The Blessing of Earth: Those attuned to earth are given its Blessing. It's usually bestowed upon the child at or around birth, but may not be noticeable until mid to late adolescence. Those with this Blessing are sturdier, healthier, stronger, and more durable than those without. Bones are denser and able to withstand more damage, their resistance against illness is profound, and more power is put behind their blows. No one is quite sure why or how this is achieved and so the term "Blessing" applies, even throughout the millennia.

MANIPULATIONS –

Earth: The manipulation of earth is potent and powerful and without proper control and education, can become lethal at the slightest of provocations. Those who master this manipulation are capable of leveling cities, creating earthquakes, and even control molten lava spewed from active volcanoes. The subtlety of this manipulation however, is where its true beauty lies. Earthen artisans have been known to create intricate designs and elaborate decorations with only the power of their attunement.

Flora: The manipulation of flora is only a step below fauna in rarity. Though plants are part of the earth, it takes a different kind of earthly mindset in order to harness them. Masters of this manipulation are uncommon but powerful, finding work in prestigious gardens or overseeing precious farmlands. Like its twin, flora is a manipulation that deals with life-force. Where fauna connects to the minds of beasts, fauna connects to their very source and because of this deep connection with the earth; it often reacts to the whims of the master. Producing flowers when happy, ensnaring someone with vines when angered, etc.

Fauna: People with this ability are known to be able to connect to the minds of animals and influence them. Unlike those at Skywatch who Bond with gryphon's or the nobles of Orcosi and Marsea who Bond with fairies, those who master this ability are not bonded to the animals they influence. Instead they use a combination of dominance and persuasion to create the mind-link that enables the animals to do their bidding. People with this attunement are capable of "seeing" through the eyes of animals, like the wargs of A Song of Ice and Fire yet they do not share that primal connection, nor do they have the ability to "jump" into their bodies after dying. However, it is common for people with this ability to choose a few select animals as familiars: animals that are always by their side, their eyes and ears and protection.


WATER
Those with their attunement to water are said to be fluid and graceful, undulating and as fierce as a wayward storm when angered. Along with their earthen brethren, Water Elementals are plentiful and sought after for a variety of occupational fields. Water Elementals are capable of a few manipulations and their token abilities, yet unlike their earthen counterparts, they're usually able to master more than one of their manipulations. It's been said Water Elementals are capable of this feat due in part to the body being made up of blood.*

TOKENS –

Purification: Water Elementals are able to sense if water is polluted and in turn, purify it. By removing the impurities, they're able to produce safe drinking water. Coastal kingdoms oft employ a vast amount of Purifiers to procure a supply of drinkable oceanic water. Purifiers are also employed by paranoid nobles who believe they might try and be poisoned. Those with this token are also able to "purify" a person, to a degree; it's more of a flushing of the system, and it's not nearly as pleasant as those with the token below.

Water Sense: Like all the other Elementals, those attuned to Water are able to sense where their element is located. Those with this ability are able to sense what's within the water as well; from fish to objects to bodies. Although water Elementals cannot conjure their own elements (like Fires) they're able to harness water from almost any source. Masters, or water Elementals knowledgeable in the human body, are able to perform small healing "spells", including unblocking chakras, removing tension from afflicted areas, minor scrapes and bruises, and the odd cold.

The Blessing of Water: Those attuned to water are given its Blessing. It's usually bestowed upon the child at or around birth, but may not be noticeable until mid to late adolescence. Those with this Blessing are soft on their feet, as still or turbulent as the ocean, become stronger while in water, fluid and graceful, and able to pierce through the thickest of shields and protection spells. Though the latter takes practice and experimentation, it is a great tool to have, especially when in the presence of an Illusionist.

MANIPULATIONS –

Water: At full mastery, one attuned to this manipulation is capable of destruction on a grand scale, and RoNaan's Realm has not seen such Elemental power since RoNaan himself. Those with an incredibly strong connection to the tetrad are capable of quelling high tides and creating tsunamis. Though power on this level hasn't been seen in a single person for almost four millennia, even the most powerful water Elementals nowadays are capable of a great number of things. Like the Earth Sense, albeit a token, this manipulation works hand-in-hand with the next two. There are countless "sub abilities" and some are: being able to breathe underwater (it is more strength of will than spell), siphoning water from natural resources (draining a plant of its water or making yourself sweat for the moisture), and being able to actually manipulate the water to do your bidding.

Weather: There are certain weather-based abilities that those attuned to water are capable of creating. Fog and mist, thunderstorms and hail, blizzards and hurricanes; those with this manipulation are oft given a "free education" simply to prevent uncontrollable disasters. Because of this "free education" many of these Natural Elementals are placed in "work farms" where they work (and are paid, if feebly) off their debt.

Ice: Ice could be considered a "sub element" of the water manipulation, but it's similar to the Earth manipulations in the sense that, Ice casters usually feel it, and can tell they're meant to cast this. You can always tell an Iceborn from one who has just studied it; the potency is incredibly different. Those specializing in this manipulation are best known for taking water (from the air, canteen, plants, river, etc) and freezing it and then casting it to do their bidding. Master casters are able to create hazardous blizzards over the course of a night, capable of killing hundreds. Creations out of ice (sculptures, knives, daggers, etc) are possible despite needing some finesse.


FIRE
Those with fire attunements make up a healthy portion of Natural Elementals and are often found in occupational fields where physical labor is common. Smithing, factories, and soldiering, Fire Elementals do a little bit of it all. Steadfast, strong of will, and fiery, people of their attunement are known to be headstrong and willing to do what it takes to get things done.

TOKENS –

The Flame Within: Unlike the other three Elementals who must use existing material, those attuned to Fire are capable of conjuring flames from their very soul. This, however, is a tentative boon. If one is not centered then they fall privy to becoming blocked and therefore unable to conjure their internal flame. Though still able to manipulate existing flame, one would be vulnerable if none were around. The Flame Within also grants its caster the ability to augment existing flame and even their own. Some few have been known to burn brighter and therefore their flames, when conjured from within, are different colors.

Interpretations of the Flames: Those inherently intuitive might find themselves with this token, if attuned to fire. Able to see hidden truths within the flames, those with this token are looked on with a sense of scrutiny and reverence. One must learn to recognize the truths before learning how to decipher them. It takes many years to become proficient in this token, but those who do are capable of witnessing things they were not meant to see.

The Blessing of Fire: Those attuned to fire are given its Blessing. It's usually bestowed upon the child at or around birth, but may not be noticeable until mid to late adolescent. Those with this Blessing are augmented when within the sun's embrace. This has nothing to do with a person's Fluentia, as many are attuned to Fire as well as Luna. When the sun is up, their Flames from Within burn hotter and it gives them a slight boost in strength. This blessing also gives Fire Elementals the ability to withstand high temperatures and are completely immune to their own conjured flames. Burns tend to heal quicker than any other injury for a Fire Elemental, though no other healing-based abilities have been noted. As another boon, those with this Blessing rarely feel cold, though they must use another power in order to heat up a room or space for others.

MANIPULATIONS –

Flame: Those who master in this manipulation are able to create, generable, and manipulate flame. Users are capable of creating lethal and uncontrollable fires if not properly learned. Not only are they capable of creating fires, but they can also negate them. It is much harder to quell a fire then it is to start one, but it is possible and direly needed. Not everyone is capable of this though, as it goes against the very nature of their ability. Casters are capable of blasting streams of flame, melting and/or burning objects, and some rare few, causing them to explode. Absolute masters of this ability are known to create walls of solidified flames, great for defensive purposes.

Heat: Those specializing in this ability are most readily known for being able to immunize themselves from fire. Without being burnt, these Fire Elementals are capable of a great deal of things, including but not limited to, walking through fire. Casters are capable of generating heat as well as absorbing it. Like those who specialize in Flame manipulations, Heaters are capable of melting and incinerating things, and more are capable of causing objects to explode.


AIR
Air Elementals are an uncommon sight, especially within the human population, and only represents a small chunk of those attuned to the Natural Elemental populace. Most believe this is the strongest of the four Low Elements and therefore the rarest. The most dangerous ability known to Natural Elementals is the ability to drain the air out of a room or even, right out of a person's lungs.

TOKENS –

Gliders: Those attuned to air are capable of levitation, gliding, and even unassisted flight. Levitation and gliding are more common and easier to master, but those who're able to fly are considered one of the deadliest manipulators in the realm.

Motionsense: Air Elementals who specialize in this token are capable of knowing what is around them. This ability overwhelms the mind and is capable of causing so much damage that those who do not feel pulled to this token, rarely take the time to learn. When a caster is able to calm the mind and focus, they're able to "see" what's around them, usually within a certain range, dependant upon their strength and mastery. They usually see a "layout" or "blueprint" of what's around them in their mind's eye and can hone in on the movement that's within their range.

The Blessing of Air: Those attuned to air are given its Blessing. It's usually bestowed upon the child at or around birth, but may not be noticeable until mid to late adolescence. Those with this Blessing are fast of foot, much more so than the average person. Not only are they fast, but they are light of foot, able to project air currents beneath their feet, making the need to touch the ground few and far between. They're reflexes are also faster, as is their reaction time. Air Elementals are inclined to spiritual pursuits despite all this, and believe it's because of their intrinsic knowledge of higher beings, with which they are known to commune with through dreams.

MANIPULATIONS –

Air/Wind: Unlike the rest of the Natural Elements, the two air manipulations work in tandem, despite each caster specializing in one more than the other. The generation and manipulation of wind and air, Air Elementals are a force to be reckoned with. This is a rare attunement in of itself, but this manipulation is even rarer. With this element the caster is capable of removing the air from an area, room, or a single person's lungs within their range. Besides that, users are capable of creating breezes, squalls, gusts, whirlwinds, zephyrs, gales, tempests, and hurricanes. This element is convenient in a multitude of ways, and one being that it is not conventionally seen, making it a greatly versatile and unexpected.

Weather: With this manipulation, an Air Elemental's specialty is switched from creation and negation of air, to controlling what the realm creates naturally; weather. Air Elementals are able to mimic almost any air-based weather pattern and are also capable of quelling or fueling such weather patterns that are already in motion. Almost every kingdom throughout the Three Known Lands have a few Air Elementals in case of natural disasters.

 
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the middling elements

The Middling Elements consist of seven possible attunements and require a stronger connection to the tetrad in order to harness them. Two of the four Doorway Elements are within the Middling Tier (theurgy and augmentation) and are harnessed by those who have a higher concentration of the chaotic energy that binds the universe together. There are seven Multinational Coalition of Magical Arts colleges and three of the Middling Elements have their own schools: theurgy, evocation, and conjuration.



THEURGY
XXX Inherent Ability: The ability to create and cast spells.

Theurgy at its core is nothing more than the ability to manipulate the coalescing energy that binds the universe together. This energy is the purest form of magic known to RoNaan's Realm: the chaos of infinity. They're able to harness this energy by creating an outlet for said magic to penetrate and filter through. Depending on how it's filtered through will determine the outcome.

ABILITIES –

Life Sense: Theurgists are capable of sensing the energy within a person's soul, which is what connects them to the tetrad and in turn, provides them with their powers. Those with this ability are capable of sensing what element(s) a person is attuned to and how strong their connection is. Along with this, some rare few masters are also capable of "blocking" a person's connection to the tetrad – temporarily of course. Masters are also capable of sensing what a person Fluentia is, making them an invaluable contact.

Depiction: An all-in-one placeholder for a specific way a spell is cast: wards, runes, incantations, etc. The outcome of every spell is determined by the way the magical energy is being filtered and/or channeled. Every theurgist has a depiction, in fact, they usually have multiple. Certain spells are best spoken aloud whereas others are best written out. There is no wrong depiction, but there are many ways of casting a spell incorrectly.


AUGMENTATION
Inherent Ability: The physical enhancement of one's self.

Augmentation is more than just a boost of physical attributes; it enhances one's entire being. Not only is one's strength magnified but one's body is magnified as well; bones become denser and able to withstand greater punishments, immune systems become stronger and able to fight off the toughest of sicknesses, and the mind is capable of performing superior feats. Similar in many ways to the Blessing of Earth, Augmentation is a more potent and active ability that can be draining.


EVOCATION
Inherent Ability: The ability to summon forces of greater strength.

Evocation is an uncommon ability and one jealously guarded. With the power of evocation one is able to summon forces of strength, wisdom, and power and even directly from the tetrad. Those with evocation are known to summon demons from the Netherwell, be it purposeful or not, and kingdoms across the realm search for young children who are attuned to this element. With evocation, one must be careful not to over exert themselves as they easily fall into an irreversible state known as the Somium Noxai, or the Forever Sleep.


INVOCATION
Inherent Ability: The ability to cast magic through speech.

Invocation, while similar to theurgy, is limited by how the magic is channeled or depicted. Like Theurgists, those attuned to Invocation have the ability to harness and manipulate the coalescing energy that binds the universe together. Through any kind of speech, Invocs are able to cast spells and manipulate the world around them. Unlike Theurgists, Invocs were not granted the Life Sense but they were granted a strong connection to the aether. This strong connection enables powerful Invocs to view the world in different lights.


ABJURATION
Inherent Ability: The ability to produce healing magic and magic that is strictly defensive.

Abjuration is the staple of fairy magic and one that has been studied for centuries by the Ka'Lene elves. Abjuration is an extremely powerful branch of magic that focuses strictly on healing spells and defensive mechanisms. For the Ka'Lene, they channel this magic through rites (similar though not synonymous with runes) which are tattooed upon their skin when mastered. Each rite is a spell, or a combination of spells that produce specific, "pre-programmed" spells. Most of the time, it's a combination of protection and healing spells, used to defend and heal. Those not of the Ka'Lene tribes often use spells derived from speech or runes.


CONJURATION
Inherent Ability: The ability to conjure forth countless creations.

The ability to conjure is powerful and to a point, untamable. More so than any other attunement, that of conjuration is addictive. When one with this attunement uses this excessively, their soul starts to fragment and eventually, splits apart. When this happens, it doesn't necessarily mean death (though it is known to happen) but what it does mean, is that a person's connection to the Tetrad has been severed, leaving them magicless, though not necessarily an Unattuned. Those with conjuration are infamously known for their ferocity on the battlefield, able to conjure elemental creations or weapons made of natural materials or, if a master, out of pure aether. Conjurists are also known for being the best of swindlers and conmen, selling knock-off goods at ridiculously inflated prices. When one conjures, it is import to note that they must see what they desire to bring forth, eyes shut, completely formed in their mind's eye. Once the desire is formed, then Conjurists must "pull" it out. When conjuration is first being dabbled in, it feels as though you must fight a battle to "remove" the desire, yet the longer you study and train, the easier this becomes. When one conjures, their creations come, regardless of what they're made of, from their personal internal store.


ABSORPTION
Inherent Ability: The ability to absorb magical energy.

Absorption is an attunement that is only known to be used by two beings: pixys and demons. Potent and extremely intoxicating, the ability to absorb magical energy is one that is secretly envied and lustily hated. One of the reasons Pixys are perceived as taboo is their ability to absorb -and steal- magical energy. || THIS POWER WILL BE UPDATED AS THE STORY PERMITS.
 
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the high elements

The High Elements are the strongest forms of magic within RoNaan's Realm and are often the most uncontrollable. It is said the uncontrollability is due in part to it being the purest connection to the chaotic energy that binds the universe together. Because of this, most of the MACOMA schools are for these elements. Two of the four doorways are within this tier (alchemy and transmutation) and is harnessed by those who're attuned to doorway elements. The High Elements are extremely powerful and rarely is it seen for one to be attuned to more than one High Element.



DIVINATION
XXX Inherent Ability: The ability to interpret the future.

Divination is oft misunderstood to be the end-all-be-all of soothsaying. The truth is much different. As futures change with the choices we make, there is no set future for one's eventual fate. There is, however, the ability to see what will happen and what must happen in one's lifeline. People seem to confuse fate and future, and for RoNaan's Realm, I will clarify the difference between the two: the future is what can happen, your fate is what must. Those with this ability are able to not only differentiate between the two, but can search an individual's lifeline and interpret what may happen. Many with this ability are respected and feared, once proven legitimate, and are given some kind of status regardless of almost every cultural differences throughout the Three Known Lands.


TRANSMUTATION
XXXInherent Ability: The ability to alter/transform inanimate objects.

Transmutation is one of the Doorways and used more often than not, in "mundane" ways and alongside its sibling Doorway, alchemy. The alteration/transformation of objects can be temporary or permanent and depending on which, takes more energy and application. There are many Mutationists that work in factories, in fact, the majority of RoNaan's Realm "middle class" is centered on this caste of magic. They're the backbone of the industrial-like factories that produce a lengthy variety of goods. Mutationists are incredibly useful for doing such work, because in essence, their magic works like the phrase: 'one man's garbage is another man's treasure.' As long as the material is roughly the same for what is needed to be able to transform, the alteration will stick and last for a certain amount of time.


ILLUSIONISM
XXXInherent Ability: The ability to create, shape, and manipulate illusions.

The ability to fool the mind, Illusionism is one of the most potent abilities the tetrad has to offer. Not only must the caster be of solid mind and strong of will, but theirs must overpower those they wish to cast illusions on. This ability is powerful and is known to be easy to lose control of. If Illusionist aren't cautious or know entirely what they're doing, they can fall into one of their own illusions, fed by the fears of its caster. They live in a vegetative state until finally their mind can take no more and they suffer the consequences.


ENCHANTMENT
XXXInherent Ability: The ability to enchant beings and objects.

With enchantment, unlike transmutation, those attuned to this element are capable of altering living, breathing beings along with nonentities. The main difference between them, besides the obvious, is that enchantments were not made to last, and those that do, are paid in blood and sacrifice. Those attuned to this element are known for their glamours and body alterations, but are also highly sought after for charms, hexes, and jinxes. Small objects of multitude shapes and shapes that are "programmed" for some effect or the other.


ALCHEMY
XXXInherent Ability: There is no known inherent ability other than that of extreme intelligence.

Alchemy is a rare attunement and one that while sought after, is oft done clandestinely. The largest concentration of alchemists is that of the Peygawi elves, and Kingsport has no shame in their esoteric connection to them. It is still unknown why there is no inherent ability for alchemists, though being incredibly intelligent seems to make up for the lack of one.

ABILITIES –

Golems: Alchemists are able to create golems out of natural materials. Golems are conscious (if to a point) creations that are oft used as slaves or spies. They feel nothing, think nothing but of what they were created to do, and abide all orders without complaint. They vary in size and appearance, due in part to why they were created.

Imbue: Alchemists are able to create magical items that straddle the line of science and magic. Almost anything can be imbued – except things that live and breathe and eat. Most mechanical parts that are created nowadays are imbued, and Kingsport, by way of the Peygawi elves, is the biggest supplier of said parts.


ANIMANCY
XXXInherent Ability: The ability to animate non-living things.

Animancy is a powerful ability, one that goes hand in hand with its opposite attunement. Animancy and Necromancy, though always separated, work together in a unique and powerful way that when used together, brings about potent and otherworldly outcomes. Everyone attuned to Animancy are capable of seeing souls and their connection to the tetrad. Animancers are often spiritual creatures who seek solitude as they are bombarded with the noise of the living energy within everyone and everything. Master animancers are known to be able to harness this energy and either stop it's flow or "heal" them by restoring/replenishing what isn't there. Animancers are able to animate, essentially give "life" to an inanimate object or substance to do their bidding. Animancers do not resurrect albeit they're capable of animating a body that has died. The difference lies in the fact that the soul has already passed on to the Staarsgarden.


NECROMANCY
XXXInherent Ability: The ability to connect to deceased spirits.

Necromancy, in its simplest form, is the ability to cross the Divide. Though they cannot stay for long, Necros are capable of transporting their incorporeal form to the Staarsgarden where they're capable of transcending the Divide and coming back with otherworldly secrets. If they stay for too long, the Staarsgarden with forcibly remove them. This is known to cause death as the shock to the body during its return is incredible. Necros are capable of seeing when a person's lifeline ends, though it is considered taboo to speak of it. When Animancers and Necromancers work together, they are capable of resurrecting a person's soul for a limited amount of time. Usually this takes place after someone was murdered, to relay information, but it has been known for the two to come together and perform the Ritual for someone who's been dead hundreds of years. As such, their body is unusable and a newer body, one recently deceased is needed.

 
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crow

RHEYA CROW, MAJESTAS

AGE: 25

DATE OF BIRTH: JULY 29TH
PLACE OF BIRTH: SOUTH CAROLINA OR ALABAMA
(SHE'S NOT SURE)

HEIGHT: 5'10"
WEIGHT: 142 LBS
EYE COLOR: HAZEL GREEN
HAIR COLOR: BLONDE
HAIR LENGTH/STYLE: RELAXED; BRAIDED OR IN A PONYTAIL AND FALLS PAST HER SHOULDERS.

POWERS AND ABILITIES: too many to count i s2G

TELEKINESIS
LIMITED FORM OF TELEPATHY
ASTRAL PROJECTION
SOME KIND OF DREAM WALKING ABILITY, PROBABLY TIED INTO HER TELEPATHY SOMEHOW. MUST TALK TO THE CLOUD.
CERTAIN PSIONIC ABILITIES. MUST CHECK THEM OUT AND SEE WHICH FIT THE CROW.

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PERSONA
  • one
  • two
  • three
  • four
  • five
  • six

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HISTORY
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Aliquam at pellentesque erat. Vivamus vitae libero turpis. Maecenas tempus pulvinar diam, quis sodales sapien dapibus et. Donec finibus, nibh at lacinia lobortis, ligula turpis viverra metus, sed porttitor erat metus ut dolor. In hac habitasse platea dictumst. Aliquam congue justo posuere, commodo arcu at, vestibulum risus. Quisque consequat pellentesque dui a pharetra. Duis semper sodales justo.


 
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