[fieldbox="Background, teal, dashed, 10, Georgia"]In the southern kingdom of Alexandria, powerful crystals called Virtue Shards are given to every individual in adolescence. These shards, believed to be blessed by the Goddess Sylva and found in her temple, are embedded into the skin of its bearer, directly over the heart, thereby becoming a part of their life force and imbuing them with magical talents. This ceremony occurs on the youth's thirteenth birthday, in which they are presented with one of each shard type. Whichever shard resonates and glows with the individual becomes theirs for the remainder of their life. While they may not have a conscious choice of which shard they receive, every individual is still able to decide their own fate in life. However, if one's shard is ever removed, they will almost certainly die.
Recently, a second location of Shards was discovered deep in the northern mountains. These new crystals, tinted with faint color, grant more powerful magic than their original counterparts. They have been unofficially referred to as Flux Shards, as their power is more difficult to control.[/fieldbox]
[fieldbox="Shards, teal, dashed, 10, Georgia"]The shard powers are grouped into twelve categories of magical potential.
Those who possess an Ardent Shard have control over heat - whether by giving or taking it away. They are often temperamental and follow professions such as cooks or tavern owners.
Those who possess a Crux Shard are often empathetic and compassionate individuals. They possess the unique power to heal the sick and wounded, and often follow professions as nurses or within the clergy.
The bearer of Dawn Shards are spiritualists and guides, often among the clergy. They have control over creating light. They are bright and charismatic people that others are often drawn to.
Drifter Shards are given to those who are free spirits and feel unbound by rules and regulations. They are often travelers, drifters or merchant. They possess power over electricity as chaotic as their personalities.
The control over darkness and shadows is often misunderstood and improperly classified as 'evil'. In reality, those who possess a Dusk Shard are simply calm and calculated individuals who proceed with caution and think through their decisions. They often follow professions which require them to work at night or hidden in plain sight.
The bearers of Kindle Shards are organized, rigid and follow orders effectively. Their ability to create and control fire makes them perfect for joining the militia.
Rangers, hunters, farmers and botanists commonly possess a Life Shard, granting them the ability to communicate with plants and animals. They are calm and good to have around in time of crisis.
Calm and collected, bearers of Rain Shards often 'go with the flow'. They are not the type to be overly social or stand out. They possess the ability to create and control water. They are often fishermen, sailors and farmers.
Reserved for only those of royal blood, Regal Shards are the rarest and arguably the most powerful. They allow the bearer to sway the thoughts and emotions of others.
Bearers of Shaper Shards are used to working with their hands. Able to bend any solid material to their will, they are often artists and craftsmen.
Sunder Shards are given to those who are stalwart and honest. Able to create and shape soil, rock and stone, they often follow professions such as builders and miners.
Those who possess a Zephyr Shard have control of the wind itself. Often content and high spirited, they follow professions in which their talents are put to use such as sailors and mill workers.
[fieldbox="Kingdoms, teal, dashed, 10, Georgia"]In total, the world is comprised of four kingdoms.
Located to the south-east of the world. This human kingdom is presently reigned over by Queen Orina Alexandra. She had one child with her late-husband, newly named heir to the throne. Orina's twin brother (born only a minute after her), Draven Alexandra, has always been very vocal (behind closed doors) about his resentment for being passed over for his sister. The royal family are the only ones given their Shard at birth, and only the reigning crown possess a full Shard (siblings in the family are given only a half Shard, thereby possessing less power to command others).
A kingdom far to the north, reputable for its neutrality in conflict. They are often mediators for the other kingdoms, refusing to take aggressive stances or choosing sides. Ruled by an Elven Queen and Dragonkin King.
The most central of kingdoms, it is the only one connected to the other three. As such, it is often the battlegrounds for past wars. Known for being the most tolerant of all races, it has a very diverse culture. Despite its violent history, they are very welcoming to outsiders. The present ruling family is Elven, their most common native race.
Far to the west lies a desert kingdom. Its nomad and gypsy tribes are rarely united, and is seen as being the most chaotic of all kingdoms. Their 'reigning sovereign' is constantly changing in an endless power struggle to unite the lands. Thereby, the people from Tanria are hardy and resilient, and not opposed to spilling blood in order to get their own way.
[fieldbox="Character Sheet, teal, dashed, 10, Georgia"]Name:
Race: (those from Alexandria are limited to Human)
Kingdom of Origin: (only those from Alexandria will possess a Shard)
Shard Type: (if possess one)
Alignment: (good or evil?)
Personality: (min. 5 lines)
Appearance: (min. 3 lines)
Background/Backstory: (min. 5 lines)
- No Godmode or power play.
- Limit: 1 Character.
- Posts must be a minimum of 5 sentences.
- Don't double post.
- I expect a post-secondary level of literacy, spelling, grammar and punctuation.
- NO ONE may possess a Regal Shard, or be part of the royal family.
- Virtue Shards are ONLY granted to those native to Alexandria.
- Flux Shards are very rare, and require permission to be possessed
- Those who do not possess a Shard will be unable to use magic of any kind.
- Please respect your fellow Roleplayers.
- Real Life > Roleplay; that being said, please attempt to be active every day.
[fieldbox="Heroes (mostly), teal, dashed, 10, Georgia"]1. Synren as Evelyn Ternys
2. Batty as Tyval Werchet
3. SDNR_Falstad as Aralantia
4. Step6543 as Rebel Fender
5. BookDragon143 as Reelexis
6. Kangutso as Dravus Shieldscale
[fieldbox="Villains?, teal, dashed, 10, Georgia"]1. Axel Rover as Andrew Peterson
2. RinRin as Hecate
3. Deadlyclown as Sid Sigfried[/fieldbox]
Name: Evelyn Ternys
Shard: Life (Nature)
She is generally a very calm and rational person, who is able to keep a cool head in times of crisis. She is a very law abiding citizen, but also a free spirit who is rarely able to sit still for long. Even during her adolescence, she was well-mannered, obedient yet energetic. She often prefers the company of plants and animals to actual people, no matter their race or nation. She has a logical mind, excellent at problem solving and puzzles. She is curious yet cautious at the same time.
5’10”, 130 lbs. She has rosy skin and long, vibrantly crimson hair. She possesses sharp features, high cheekbones, a pointed nose, and full lips. Her bright blue eyes are wide and regard the world with curiosity and she is often found marveling at its nature beauty. She wears anything that is comfortable, convenient and easy to move through the outdoor elements in -- sturdy, hardy fabrics in shades of green and brown.
Born out of wedlock between a servant and noble lord, Evelyn was raised by her servant mother and shunned by her father for her impure bloodline. She would never be able to claim a title, but rarely ever concerned herself with matters out of her control. She grew up as a strong-willed child who preferred to run with other children outdoors, instead of finishing her duties and chores within the confinement of the palace walls. On her 13th birthday, the Life Shard resonated for her and she decided then in a change of direction in her life. She began to study horticulture and botany, studying under the tutelage of rangers when they passed through the city. Her main mentor was known for having excellent communication and control of wildlife, a less common power granted by the Life Shards. After her mentor’s death in a war, Evelyn found she much preferred the company of plants and beasts to other people – they were simple creatures, living day by day and focused on their survival, while humanoids were known for being destructive and chaotic creatures.
Last edited by a moderator: