Shog
The Infinite Being
Elementalists Lore
The Elementalists CS
Elementalists OOC
The Elementalists CS
Elementalists OOC
Aldis is the continent of the elements. There are four kingdoms, each roughly corresponding to an element. The four Great Kingdoms hold a rough truce, but are still on edge. Each kingdom runs things slightly differently and have wildly varied cultures. Many different fantastical creatures roam Aldis, ranging from Imps, to cockatrices, to Dragons, though the latter are fairly rare.
Asiven is the Kingdom of Water. They control the northern portion of the continent, ranging from the southern side of the ice sheets, across the lake, and to the western shores. They also claim the islands off either shore.
Asiven is one of the largest kingdoms on Aldis. It works hard on making transportation as easy as possible as a result. There are two major factions in Asiven. The inhabitants of the ice sheets constantly fight for survival against the weather. Others live in the warm tropics of the West. The land between them is a sort of melting pot of the two. They have their conflicts and there is always talk of splitting into two kingdoms, but it's never happened and in they end they benefit from unification. The westerners create some of the best healers and the easterners create some of their most formidable warriors.
Asiven warriors are lightly armored, relying more on speed, stamina, and agility. This is good because hydromancy is most effective with wide, fluid motions, and hydromancers make up most of their soldiers. Still, Asiven isn't known for it's army. Many travel there to discover spiritual enlightenment. This aids in fine mana control, allowing them to create some of the most skilled healers on Aldis. Many have trained mind, body, and soul to be resistant against the harsh conditions of the ice sheets and mountains.
The Asiven capitol, Convel, is located at the base of the mountains in the middle region. This allows it to be defensible and practical.
Velik is the Kingdom of Air. They claim the low lands to the South West, continuing North to edge of Asiven.
Velik is the only other kingdom to rival the size of Asiven, also containing two primary factions. They are commonly referred to as the Highlands (above the Colossal Falls), and the Lowlands (below the Colossal Falls). Unlike Asiven, however, these factions have almost no problems with each other. Velikians create colossal stone structures designed to reach high into the sky. The people of Velik are a bit of a paradox, being some of the greatest inventors yet never losing touch with their spiritual roots. They have a great respect for nature and it's beasts. (Just to be clear, this is fantasy and not steampunk. They have invented clock towers and flying machines, but the later rely on aeromancy to function).
Their warriors wear little to no armor and tend not to rely on hand-to-hand combat. They are trained to evade confrontation until they can reach medium to long range before resuming their attacks. They have an army on call, but are a peaceful people.
The Velik capitol, Aethon, is located at the base of the Colossal Falls near the West fork. It holds the tallest buildings on Aldis.
Kedaeth is the Kingdom of Earth. They control the dust lands in the South East, ending in the tree line.
Kedaeth has by far the most inhospitable climates. They are known for shaping nature to their will, aiding in their survival. As a rule, they have great interest in the natural sciences. They have the largest libraries and most active universities on Aldis. Their cities tend to be scattered and massive, resulting in a division of power among the cities themselves. In the Desert Region, cities are built around oases while in the Canyon Region they are formed around the rivers running deep in the earth. Many portions of cities are built underground, forming entire layers.
Their warriors tend to wear the heaviest and most unconventional armor: rock. Considering the concentration of geomancers in Kedaeth, it's no surprise that they use their elemental powers to help move their armor. They are strong combatants, often manipulating the battle field to their advantage.
The Kedaeth capitol, Serket, is located on the border of the two regions. It runs down a steep slope as a result.
Jerakath is the Kingdom of Fire. They claim the land on the eastern coast North of Kedaeth and South of Asiven. Their territory extends far West enough to reach the Great Lake.
Jerakath is the only kingdom that does not have two factions determined by land distribution. Instead, there are two royal families whose bloodlines cannot cross. They rule with equal power, forcing cooperation for the good of their people. The people of Jerakath live in tropical environments, the ground rich with nutrients (from volcanic soil) and water. Survival is not much of an issue here, so the inhabitants spend much of their free time on cultural works such as art, poetry, literature, stage plays, and more. That said, they have a strong sense of nationality and duty.
Jerakath has the largest and most organized army. The other factions agree they are the most likely to invade. The only thing stopping them is knowing that the others will unite to crush them from all sides. Their warriors wear expertly designed metal armor and are the most versatile with weapons.
The capitol of Jerakath, Naga, is located deep in the volcanic region. This provides high levels of protection. Naga is honestly more of a military base than anything.
Elementalists are not uncommon, making up about a quarter of the population. Elementalists have never discovered their power earlier than the age of 6 nor later than 11. You can be an elementalist if and only if there is a history of elements in your family line. The more prevalent an element is in a bloodline, the more likely a child will be given the gift of that element. Regardless of lineage, a person can only ever be born with affinity for one element. Formal training can be found for each element all over Aldis, but traveling to the respective kingdom always results in more powerful elementalists. While elementalists make up a large portion of military power, they can also apply their skills elsewhere.
Elementalists do not simply control their element, rather they imbue their own natural energy into their element to manipulate it. This energy is known as manna. Mannais a natural energy found in all living things, even including plants and fungi. Part of learning to control your element is learning how to expand and use your own manna reserves. Expert use of manna can further alter their element, such as creating nearly un-melt-able ice or inextinguishable fire. It is impossible to manipulate manna that is not your own by force. Some spend years learning to coax nature's manna into cooperation.
There are several different religions that float around Aldis, but there are always four constants: the Elemental Lords. The Lords are considered deities that reign supreme over their element. Though the origins and reasons differ from culture to culture, it is universally agreed that they granted mortals the ability to control the elements. It is said that they will mark certain people with an elemental mark if they are a person of prophetic importance. These people are known as Acolytes.
Each element has a "passive." These are abilities that are learned early on and aid in different ways.
Most hydromancers reside in Asiven. They aren't known for their battle prowess, rather their utility. Many know how to change water to and from ice at will. Due to the nature of Asiven, they also tend to have haigh manna control. With enough practice, they can learn to coax natural manna to their will and manipulate plant life. They can do so with others as well, but only with the consent of the manna's owner. This means they can manipulate the water in a person and, with years of specialized training, help heal wounds.
Passive: The ability to breath underwater.
Most aeromancers live in Velik. They are often known for their versatility in battle over raw power. Some experts can manipulate the weather to their advantage to an extent. Aeromancers can manipulate the air around their gliders, giving them a form of flight.
Passive: They require very little air to breath.
Most geomancers are from Kedaeth. They are some of the best close-quarters fighters on Aldis. They are formidable opponents, manipulating the very ground battles are fought on.
Passive: They can sense vibrations in the ground (a soldier's footsteps could be felt from around ten feet away in the average user.).
Most pyromancers live in Jerakath. They fight with speed, passion, and power. Pyromancers are the only type of elementalist that can create their element. The larger their manna reserves and the more refined their control, the more fire they can create with greater intensity.
Passive: They are immune to heat and cannot be burned.
Vago is not a kingdom, rather a temple of sorts. It is located at the end of the peninsula on the South end of Jerakath, West of Kedaeth. Those who dedicate their lives to the Elemental Lords live here. Vago has no affiliates with any of the four kingdoms. It is the hub of elemental knowledge in the world. It has it's own functioning society of sorts and exists in a large interconnected city.
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