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Fantasy The Elementalists CS

Shog

The Infinite Being
Elementalists Lore
Elementalists OOC
Elementalists Lore

Background:
Start by checking out the Lore page above. You back? Great! To start with, your character is an Acolyte. They have their elemental symbol burned onto their arm. They were not born with it, rather they recently acquired it. No one knows why they were chosen as Acolytes, but many are fearing the worst. The appearance of Acolytes has often been associated with disaster as they appear before, well, disaster. Your character has been sent to Vago in hopes of finding out why they have been chosen of Acolytes.

Rules:
  • Work in progress character sheets have 48 hours to be completed. After time is up, I will copy your CS and send it to you via a private message message. You can post it again, but only if it's complete and if no one else has claimed all remaining spots in that element. I will try to give you a 12 hour notice before time is up.
  • You may only make one character.
  • Check all available character sheets before posting.
  • Only two characters per element will be accepted.
  • The minimum age is 16.
  • You can be from anywhere regardless of your element, but to get the best training you need to head to the correct kingdom.
  • Whatever walk of life your character is (farmer, soldier, noble, etc.), make sure they can hold their own.
  • Not everything needs to be filled in for each character. Leave the section in, just insert N/A or none or something to that effect.
  • Elemental Skills is asking for any particular skill they have with their element.

Name:
Age:
Gender:
Appearance:
Element:
Kingdom of Origin:
Kingdom of Residence:
Elemental Skills:
Skills:
Weapons/Gear:
Bio:
Other:
 
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Name: Ivan Gashnov
Age: 20
Gender: Male
Appearance:
original.jpg

Element: Water
Kingdom of Origin: Velik
Kingdom of Residence: Asiven
Elemental Skills: He has fine control over his manna and can change the state of water with ease. He is an exert with ice, freezing the water in the very air. He can make what is know as permafrost, a thin sheet of ice that cannot melt or break. He coats his weapons with this and can only create relatively small amounts at a time (no permafrost ice walls). He is working creating what is known as an elemental avatar, in which you create a shell of sorts around your body, in the shape of your body and control it as if it’s your body (think I’ve said “body” enough?). He is pretty good at it, though only for short periods of time. Despite his best efforts, he has yet to be able to combine it with permafrost.
Skills: Ivan has a great memory and has a knack for mental mapping. He is good at recognizing patterns in his opponents. He is only decent with a blade, but once he creates a weapon out of water his skill grows almost exponentially. This is because he does not physically wield the weapon. He makes a decent cook.
Weapons/Gear: Beyond the basics, he carries around a large pack with a waterproof lining to hold large amounts of water. He would be unable to lift it without hydromancy.
Bio: Ivan was born into a rich Velikan family. They built and maintained a business on designing some of Velik's largest and most complicated structures. Naturally, they lived in Aethon. Ivan had a pampered childhood, having servants wait on him day and night. Still, his parents enforced the idea of hard work to him. He had hard schooling and, while the third born in the family, was expected to help with the family business. This plan was thrown off balance when he was 9 years old.

Ivan was out playing by the lake with some other children when the water started reacting to his movements. This came as a surprise as aeromancy ran strong in his bloodline, but apparently they had hydromancer blood as well. His parents deliberated for some time, but concluded that it'd be best for him to study with the masters. They paid a small fortune to make sure Ivan received personal training in Asiven. He started with the basics in the tropics to the West of Asiven, but spent most of his time up in the mountains. He learned to feel his place in the world and gained acute control of his now massive manna pool. He learned the basics of healing, but could hardly close a small cut on himself and, as a result, decided that wasn't for him.

At the age of 18 he completed his formal training. Much to the dismay of his parents, he lost all interest in the family business. Instead he decided he loved the thrill of the fight and became a freelance mercenary. That is, until he woke up with the water mark on his right bicep. He recognized it as a sign of importance, but didn't quite know what it meant. He visited the masters, who quickly rushed him off to Vago.
Other: He carries around a pendant to remind him of his family.
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Name: Arvon Vernzai
Age: 20
Gender: Male
Element: Water
Kingdom of Origin: Kedaeth
Kingdom of Residence: Asiven
Elemental Skills:
  • Hydromancy: One of the most basic skills, moving water with you mind
  • Cold Shell: Can completely cover an area in water if enough is around, and freeze to a medium thickness. This can give people inside time, as the ice is not unbreakable
  • Dense: The ability to focus all you power on one or two large tendrils of water, allowing them to be come dense at will, allowing them to actually grab things or push people
  • Ice Pellets: Can turn small outlets of water into ice as it accelerates through the air
Skills:
  • Ultimate Dodge: Although not good in a fight, Arvon is one of the best Dodgers in the country
  • Scholarly: Able to absorb information from books or other material quickly
Weapons/Gear:
  • Lantern: A large camping lantern that's held on the side of his backpack. It contains several gallons of water, and will sparkle when turned to ice
  • Backpack: Just a few essentials for his journey at the moment
  • Compendium: A compendium of general knowledge about the world that he has written since he was young
Bio: Arvon was abandoned. But unlike other lucky children, he wasnt even abandoned in front if someone's house. He was left, blanket and all, in the middle of the Kedeath desert. Thankfully, a passing caravan saw him, and took him in as there own. While they were sad that he was a horrible fighter, they saw greatness for his intellect, after he had recently started his Compendium. He went to some of the greatness libraries to study, but before he could launch any sort of career, he left.
Arvon finally explained that he was hiding water powers from a very young age after nearly drowning in the bathtub by accident. Arvon taught himself night and day to master these elements, and had grasped various skills by the age of 17. Then one morning whilst traveling, he looked into a small pond and saw the water mark. He found a master and showed, being rushed off to Vago in return.
Other:
 
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--Name--
Eve Nightingale

--Age--
19

--Gender--
Female

--Element--
Fire

--Kingdom of Origin--
Asiven

--Kingdom of Residence--
Jerakath

--Elemental Skills--

Control Fire.
Geo-Thermokinesis - only manipulate lava, magma and volcanoes.
Inflammation - burn things.
Pyroportation - teleport or move though fire.

--Skills--
Intelligent - Very smart
Physical Fighting - Very good at physical fighting, since she knows many different techniques.
Chromesthesia - Able to see sounds as colors. Chromesthesia - Wikipedia

--Weapons/Gear--
Bow and Arrows - Her favorite weapon are bows and arrows.
Satchel - This satchel has a small glass bottle that she believes her mother gave her. (That is false, but don't destroy her hope)

--Bio--
Eve Nightingale never really knew her parents. When she was a baby, her parents gave her away to an orphanage in Asiven. They claimed that she was a "mistake" and she shouldn't be able to live. They left her in front of an orphanage and fled. The one that runs the orphanage saw Eve, and took her in.

In the orphanage, people called her a "freak" and "monster" for her condition, Chromesthesia. This means she is able to see sounds as colors. These colors hurt her eyes, because she sees them 24/7. No one wanted to be friends with her because of this condition and one small detail: her parents were ruthless murderers. Her parents killed people for a living, which really effected Eve's childhood.

When Eve was only eleven when she discovered her powers. And how she discovered them still haunted her to this day. She was near fire, and this girl was bothering her. Eve still doesn't know what happened to this day, but she accidently used her unstable fire magic and burned the girl to death. Afraid, she ran away, afraid. She decided to run to Jerakath to learn how to control her powers so that she wouldn't hurt--or worse--kill anyone.

During her her trip, she practiced many different fighting techniques so that she could defend herself from any bandits or anyone harmful people. When she arrived at Jerakath, she practiced with her powers and asked for help. Many dojo masters even helped her keep up with her physical fighting training.

--Theme--


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Name:
Marx Hawthorne

Age:
32

Gender:
Male

Appearance:
latest


Element:
Earth

Kingdom of Origin:
Kedaeth

Kingdom of Residence:
Kedaeth

Elemental Skills:
Manna Control - Marx has exceptional control over his manna, so much so that he can manipulate earthen-materials such as metal, allowing him to rip a combatant's weapon from them and manipulate their body via their armour. It is this disarming technique that allows Marx to remain near-untouchable by normal soldiers who use such conventional weaponry. Unfortunately, Marx is not able to create complex structures such as buildings or complex weaponry, he is more adept at moving/breaking things than creating/morphing them.

Manna Volume - The main talent that Marx harbours is his naturally abundant amount of manna, further increased over time with training, within his body, allowing him to increase his range of influence and amount of earth influenced at anyone time to incredible magnitudes. This is most commonly seen through his infamous earthquakes, whole battlefields becoming torn apart in a maelstrom of chaotic destruction from which only the speediest or sturdiest individuals survive. He is one of the rare geomancers that excel at long-range combat as well as close-range, given he can manipulate the earth from afar and move it about high into the air (as those blasted aeromancers so love to retreat to!).

Petrifying Touch - A rather unique skill that belongs to Marx, he may change things he touches into earthen materials. This includes coating the blade of a sword in sharp diamond, or turning a person to stone. Converting something like a sword to an earthen material would take around 5 seconds of maintained contact, a person would take around 10 seconds. This does not work on items imbued with another's manna or on elementalists themselves.

Skills:
Hand-to-hand Combat - Marx truly stands out in his ability to dominate his foes at extreme close-quarters using his body, generally aided by his geomancy powers. See appearance, he coats his arms and legs in a layer of stone to greatly enhance his mobility.

Commanding - Marx is a leader of men, commanding the Kedaeth army to victory. As such, he is deceptively strategical, even if his tactics seem a little excessively brutal, and he can inspire men into accepting his orders for the sake of glory to nation.

Weapons/Gear:
Praetorian Command Armour - Marx's official battle armour. He rarely wears it, however, instead choosing to simply coat himself in stone. He uses this armour when things look dire as he can more easily change it's material to something sturdier.
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Bio:
Marx was born in Kedaeth to nobility. His family had deep ties with the military and nearly, if not all, of them worked as a part of the army or in the general militarian government of Kedaeth. Marx's father had been the previous commanding General of the Kedaeth army and, in his old age, had decided to have a son to train as his heir for the position. Since then, Marx had to undergo training of the body and mind from a very young age to ensure he was able to physically keep up when his powers finally kicked in.

Assuming he would even have powers was an optimistic view from his parents to begin with, but their bloodline was strong with powerful geomancers, likely why they were so prevalent in the military, and sure enough Marx was found to possess the ability to manipulate the very earth. At the age of 7, his elemental training began in tandem with his other training to build him into the perfect general. Thankfully, the magical side of his training came easily to him due to his unprecedentedly copious amount of manna, meaning he only had to focus on working on controlling said power.

Eventually, he came of age and was able to inherit his father's position. As the General of an entire army, Marx spent most of his days quashing bandits, raiders and thief camps, amongst other trouble within Kedaeth. (Don't know if any of the countries have warred, so I won't mention if he's fought in any wars for now). Soon enough, it came into light that he was an Acolyte, chosen of the Elemental Lords to carry out divine will. Unhappily concerned with having to leave the Kedaeth military without his leadership for a while, Marx left for Vago begrudgingly, leaving a family stand-in to supplement his place.

Other:
His mark is all across his back, spanning over his shoulder blades and down to his coccyx.
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--Name--
Eve Nightingale

--Age--
16

--Gender--
Female

--Element--
Fire

--Kingdom of Origin--
Asiven

--Kingdom of Residence--
Jerakath

--Elemental Skills--

Pyrokinesis - create, control and manipulate also generate fire, flame and heat.
Geo-Thermokinesis - manipulate lava, magma and volcanoes.
Inflammation - burn things.
Melting - heat molecules to melt things.
Pyroportation - teleport or move though fire.

--Skills--
Intelligent - Very smart
Physical Fighting - Very good at physical fighting, since she knows many different techniques.
Chromesthesia - Able to see sounds as colors. Chromesthesia - Wikipedia

--Weapons/Gear--
Bow and Arrows - Her favorite weapon are bows and arrows.
Satchel - This satchel has a small glass bottle that her mother gave to her.

--Bio--
Eve Nightingale never really knew her parents. When she was a baby, her parents gave her away to an orphanage in Asiven. They claimed that she was a "mistake" and she shouldn't be able to live. They left her in front of an orphanage and fled. The one that runs the orphanage saw Eve, and took her in.

In the orphanage, people called her a "freak" and "monster" for her condition, Chromesthesia. This means she is able to see sounds as colors. These colors hurt her eyes, because she sees them 24/7. No one wanted to be friends with her because of this condition and one small detail: her parents were ruthless murderers. Her parents killed people for a living, which really effected Eve's childhood.

When Eve was only thirteen when she discovered her powers. And how she discovered them still haunted her to this day. She was near fire, and this girl was bothering her. Eve still doesn't know what happened to this day, but she accidently used her unstable fire magic and burned the girl to death. Afraid, she ran away, afraid. She decided to run to Jerakath to learn how to control her powers so that she wouldn't hurt--or worse--kill anyone.

During her her trip, she practiced many different fighting techniques so that she could defend herself from any bandits or anyone harmful people. When she arrived at Jerakath, she practiced with her powers and asked for help. Many dojo masters even helped her keep up with her physical fighting training.

--Theme--


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I’ll allow Geo-Thermalkinesis under the condition it is only manipulation, as stated, and not creating. Now with her other skills it’s not a stretch for her to melt rock as is and then manipulate it (so long as the melting isn’t instantaneous). Other than that, elementalists discover their abilities no later than the age of 11. With that, also understand the time to takes many years to master elemental powers and even a single form of combat (experience speeding for the later part). I advise reconstructing her timeline a bit, but I don’t expect that to really be a problem.
 
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Name: Vale Frostwind
Age: 28
Gender: Female
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Element: Air
Kingdom of Origin: Jerakath
Kingdom of Residence: N/A
Elemental Skills:
  • Air Purification: Vale is able to clean the air from harmful debris and control its temperature before it comes into contact with her. This ability allows her to survive in the harsh icy mountain and to breathe with ease in the desert, even avoiding the damage from a sandstorm.
  • Air Manipulation: The reserve of manna she holds is not necessarily outstanding, but with a vast amount of knowledge she possesses, the technique that which she perform could pass those that study privately under an expert.
  • Arial Mobility: During her travel, Vale has also mastered the use of air to aid her movement. She is able to dive for a long time, to step quickly without a noise on ground, even to fly without the aid of machine for a short time.

Skills
:
  • Survival Skill: After living for a long time in the wilderness, Vale is able to traverse extreme terrains without facing too much trouble. She has a wide knowledge of the wildlife and fantastical creatures in Aldis.
  • Hunting and Stealth: When she lives far from civilisation, she depends on her ability to sneak up upon her prey and to deal a lethal blow before he can run away. Enhanced with her ability to move with light steps, Vale is an excellent hunter.
Weapons/Gear:
  • Air boots: A pair of shoes with specific modification that allow her to project air from its soles and perform advance manuever.
  • Glider: An equipment she bought in Velik. It enables her to fly for prolonged duration and carries some burden. Another person can tag along, but it will strain her.
Bio:
Vale discovered her affinity with the air element at the youthful age of ten, merely hours after the break of dawn on her birthday. Her ability surprised her parents, who were both fire elementalists. They were disappointed, after hoping for her to develop an affinity to fire, so they halfheartedly sent her to Velik to develop her ability and to get her out of the way.

Under the tutelage of an air elementalist who lived in a small town in the lowland, Vale discovered her ability bits by bits. She was fascinated by the air and decided to spent her life doing an in-depth research on it. She started to live as a wanderer, flying about Valdis, learning all she could from various masters and willing elementalists.

Once she was unsatisfied with the knowledge she could learn from various teachers, she began her life as a wanderer. She traversed the continent of Aldis, looking for ways to quench her thirst for knowledge. The cold mountain of Asiven, the harsh desert of Kedaeth, she stayed in the wilderness and started to develop unusual wayas to harness the air and lived in the environment normally avoided by those with air affinity.


 
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I’ll allow Geo-Thermalkinesis under the condition it is only manipulation, as stated, and not creating. Now with her other skills it’s not a stretch for her to melt rock as is and then manipulate it (so long as the melting isn’t instantaneous). Other than that, elementalists discover their abilities no later than the age of 11. With that, also understand the time to takes many years to master elemental powers and even a single form of combat (experience speeding for the later part). I advise reconstructing her timeline a bit, but I don’t expect that to really be a problem.

Edited~ o3o
 
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Name: Arvon Vernzai
Age: 20
Gender: Male
Element: Water
Kingdom of Origin: Kedaeth
Kingdom of Residence: Asiven
Elemental Skills:
  • Hydromancy: One of the most basic skills, moving water with you mind
  • Cold Shell: Can completely cover an area in water if enough is around, and freeze to a medium thickness. This can give people inside time, as the ice is not unbreakable
  • Dense: The ability to focus all you power on one or two large tendrils of water, allowing them to be come dense at will, allowing them to actually grab things or push people
  • Ice Pellets: Can turn small outlets of water into ice as it accelerates through the air
Skills:
  • Ultimate Dodge: Although not good in a fight, Arvon is one of the best Dodgers in the country
  • Scholarly: Able to absorb information from books or other material quickly
Weapons/Gear:
  • Lantern: A large camping lantern that's held on the side of his backpack. It contains several gallons of water, and will sparkle when turned to ice
  • Backpack: Just a few essentials for his journey at the moment
  • Compendium: A compendium of general knowledge about the world that he has written since he was young
Bio: Arvon was abandoned. But unlike other lucky children, he wasnt even abandoned in front if someone's house. He was left, blanket and all, in the middle of the Kedeath desert. Thankfully, a passing caravan saw him, and took him in as there own. While they were sad that he was a horrible fighter, they saw greatness for his intellect, after he had recently started his Compendium. He went to some of the greatness libraries to study, but before he could launch any sort of career, he left.
Arvon finally explained that he was hiding water powers from a very young age after nearly drowning in the bathtub by accident. Arvon taught himself night and day to master these elements, and had grasped various skills by the age of 17. Then one morning whilst traveling, he looked into a small pond and saw the water mark. He found a master and showed, being rushed off to Vago in return.
Other:
Accepted

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latest



Kushina-Anna-k-34784744-316-500.jpg

--Name--
Eve Nightingale

--Age--
19

--Gender--
Female

--Element--
Fire

--Kingdom of Origin--
Asiven

--Kingdom of Residence--
Jerakath

--Elemental Skills--

Control Fire.
Geo-Thermokinesis - only manipulate lava, magma and volcanoes.
Inflammation - burn things.
Pyroportation - teleport or move though fire.

--Skills--
Intelligent - Very smart
Physical Fighting - Very good at physical fighting, since she knows many different techniques.
Chromesthesia - Able to see sounds as colors. Chromesthesia - Wikipedia

--Weapons/Gear--
Bow and Arrows - Her favorite weapon are bows and arrows.
Satchel - This satchel has a small glass bottle that she believes her mother gave her. (That is false, but don't destroy her hope)

--Bio--
Eve Nightingale never really knew her parents. When she was a baby, her parents gave her away to an orphanage in Asiven. They claimed that she was a "mistake" and she shouldn't be able to live. They left her in front of an orphanage and fled. The one that runs the orphanage saw Eve, and took her in.

In the orphanage, people called her a "freak" and "monster" for her condition, Chromesthesia. This means she is able to see sounds as colors. These colors hurt her eyes, because she sees them 24/7. No one wanted to be friends with her because of this condition and one small detail: her parents were ruthless murderers. Her parents killed people for a living, which really effected Eve's childhood.

When Eve was only eleven when she discovered her powers. And how she discovered them still haunted her to this day. She was near fire, and this girl was bothering her. Eve still doesn't know what happened to this day, but she accidently used her unstable fire magic and burned the girl to death. Afraid, she ran away, afraid. She decided to run to Jerakath to learn how to control her powers so that she wouldn't hurt--or worse--kill anyone.

During her her trip, she practiced many different fighting techniques so that she could defend herself from any bandits or anyone harmful people. When she arrived at Jerakath, she practiced with her powers and asked for help. Many dojo masters even helped her keep up with her physical fighting training.

--Theme--


Code by pasta




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Accepted

Name: Vale Frostwind
Age: 28
Gender: Female
e9bce9737cfc0f6ca50af736201b0e26--jormungand-koko.jpg
Element: Air
Kingdom of Origin: Jerakath
Kingdom of Residence: N/A
Elemental Skills:
  • Air Purification: Vale is able to clean the air from harmful debris and control its temperature before it comes into contact with her. This ability allows her to survive in the harsh icy mountain and to breathe with ease in the desert, even avoiding the damage from a sandstorm.
  • Air Manipulation: The reserve of manna she holds is not necessarily outstanding, but with a vast amount of knowledge she possesses, the technique that which she perform could pass those that study privately under an expert.
  • Arial Mobility: During her travel, Vale has also mastered the use of air to aid her movement. She is able to dive for a long time, to step quickly without a noise on ground, even to fly without the aid of machine.

Skills
:
  • Survival Skill: After living for a long time in the wilderness, Vale is able to traverse extreme terrains without facing too much trouble. She has a wide knowledge of the wildlife and fantastical creatures in Aldis.
  • Hunting and Stealth: When she lives far from civilisation, she depends on her ability to sneak up upon her prey and to deal a lethal blow before he can run away. Enhanced with her ability to move with light steps, Vale is an excellent hunter.
Weapons/Gear:
  • Air boots: A pair of shoes with specific modification that allow her to project air from its soles and perform advance manuever.
Bio:
Vale discovered her affinity with the air element at the youthful age of ten, merely hours after the break of dawn on her birthday. Her ability surprised her parents, who were both fire elementalists. They were disappointed, after hoping for her to develop an affinity to fire, so they halfheartedly sent her to Velik to develop her ability and to get her out of the way.

Under the tutelage of an air elementalist who lived in a small town in the lowland, Vale discovered her ability bits by bits. She was fascinated by the air and decided to spent her life doing an in-depth research on it. She started to live as a wanderer, flying about Valdis, learning all she could from various masters and willing elementalists.

Once she was unsatisfied with the knowledge she could learn from various teachers, she began her life as a wanderer. She traversed the continent of Aldis, looking for ways to quench her thirst for knowledge. The cold mountain of Asiven, the harsh desert of Kedaeth, she stayed in the wilderness and started to develop unusual wayas to harness the air and lived in the environment normally avoided by those with air affinity.


I will only allow unaided flight for short periods of time (topping out at five-ish minutes in extreme cases). This act would require serious manna consumption and control as well as great concentration (applying the correct (and very strong) forces in the correct direction at the right time). Just to be clear (because I’m not sure I was in the lore page)flying devices Does not to reference actual air planes, rather small gliders. Think more like what Aang had from Avatar the Last Air Bender used. Only an aeromancer could get any lift with it, but they still have gliding properties. I hope I made sense.
 
Jyn Embers

Name:
Jennifer "Jyn" Embers

Age: 25 years

Gender: Female

Appearance:
When you hear those heavy boot steps, there is no mistaking them for anyone but Jyns. Too light to be a man, too little care of their noise to be a lady, too much purpose to be anyone else. The first thing you'll notice about her is the cape. She is rarely far from it. It's the only thing fire proof about her attire. What you'll notice next is her face. Her expression has a hint of a smile in it, and her amber eyes are always interested in what you have to say. If you meet her in passing, you'll think she was very kind and interested. If you stick around, you'll see what her face never changes. She never shows an over abundance of emotion. She laughs, she chides, she shares her passions and whispers about her fears. But all with such a small range of emotion that her face generally stays the same. She has excellent posture, and knows exactly what her body is saying. After years of training, she has cultivated her image into the girl she wants you to see, and you won't find anything else.

Kingdom of Origin: Jerakath

Kingdom of Residence: Jerakath

Element: Fire

Elemental Skills:
Inner Heat: Generates heat in her core to sustain body temperature. Can manipulate the manna of others, with their permission, to effect their body temperature.
Fire breath: The use of heating a liquid in ones mouth to give the appearance of a breath of fire. Water creates intense steam, alcohol creates actual flames. Not safe to swallow flame.
Fire resistant: Like all fire elementalists, Jyn is fire resistant. Her clothes are not. Her cape is. She has also has the ability to filter smoke in her lungs so it doesn't bother her.


Skills:
Photographic Memory: Jyn remembers everything she sees, and remembers much of what she hears.
Book Smarts: Jyn has read many books on elementalists, the land of Aldis, survival techniques and rope weaving.
Advanced Fire Manipulation Techniques: Jyn spent eleven years of study dedicated to improving her use of her powers, and didn't sit on her butt at university either. While there is always something to learn, Jyn has her techniques down and has the promisings of a great teacher.

Weapons/Gear:
A knife.
A travel bag containing;
  • a change of clothes
  • a bottle of water
  • a small flask
  • a note book and pen
  • a book of lore on Aldis.

Background:

Jyn was born and raised in Jerakath and is very much tied to her home. Her parents are both fire elementalists. Her father, a general in the royal army and her mother, a volunteer at a soup kitchen. Jyn takes after her father, in his excited attitude and positive outlook on life. Like her father, Jyn always looks for the best in people, and doesn't believe that violence is always the answer. She views her power as an art, and a privilege. She will use her power as a last resort in a fight, if she fights at all, but won't hesitate to put on a heated artistic performance, and is very skilled at burning intricate designs in wood or other objects. That said, she spent eleven years developing her skills with fire, and is very knowledge of techniques and is extremely book smart due to her photographic memory. When it comes to an actual fight, Jyn may find she knows less than she thinks she does.

Jyn discovered her powers when she was nine years old. She and her mother were returning home from the kitchen one night when they found themselves in the middle of a fire fight in the streets. Her mother engaged in an effort to protect her daughter, but was hit and thrown down the street. In a fit of anger, Jyn unleashed an uncontrolled burst of flame which set the street on fire. It took the work of ten elementalists to set it out, and many of the participants of the fight fled. Her mother turned out to be find, and her father was thrilled to hear the news. Jyn was immediately set up with a master and taught the basics of fire manipulation. She spent the next eleven years learning breathing techniques, how to direct her manna, self awareness and self control.

When she was twenty-one, she left Jerakath to attend university in Kedaeth. There, she studied environmental sciences, learning about Aldis and the elementalists who live there. She is well traveled, having visited the capital of every nation except for Velik. For a university project, she visited the ice sheets of Asiven to study the use of fire manipulation in icy temperatures. After her visit, she helped to found Roasty Souls, a small company where one can request a fire elemental to accompany an excursion into the ice sheets. Jyn was disciplined at university once, in a failed romance that ended with her burning her partners face. The incident fueled her interest in the art of self control and inner peace.

Her mark appeared six months before graduation. Knowing she would be pulled out of university to explore the issue, Jyn told no one about the mark until after she had returned home from graduation. She was sent immediately to Vago to begin learning what it means to be an Acolyte. Jyn is happy enough to be on her way to the home of the greatest libraries in Aldis. She intends to learn everything she can, though has little interest in being an acolyte herself or fighting prophecies.


here's a link to a drawing that looks a bit like her, the woman on the right.

Adventurer
 
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Name: Xander Irilis

Age: 20

Gender: Male

Appearance: https://i.imgur.com/Py5df0M.png

Xander is most often found wearing a crimson undershirt, one paired with his coat and leather jerkin. His pair of black boots tucked in, Xander often raises the lengthy sleeves of his coat to keep out of the way, dropping near his elbows. Markings of ink appear to have been magically sunken into his skin, the work of a steady-handed hysromancer met during his travels. Murky juniper eyes compliment a darker brown bundle of hair.

Element: Earth

Kingdom of Origin: Velik

Kingdom of Residence: Kedaeth

Elemental Skills:
Terramancy: Basic control of stone and rock.
Entombed
: A hardy process which takes an amount of time spent melding minute amounts of stone and rock together, either into a corpse or their own form, Xander may create weak groups of servants, a process made possible by instilling large amounts of his own manna into the material so as to grant a fake will.
Mirrored: Through further study of his terramancy, Xander has learned to control earth-- more particularly, sand-- in a different form. Retaining his grasp upon it through study of glassblowing processes, he is capable of manipulating glass and, if ever heated, shaping and reforming it.
Floral Division: With further study into soils and their connection to plant growth, as well as study into the manna of plants, Xander has grasped means of controlling plant life rooted within soil. He can assist in the growth of some plants, though only to very minute extents. It is a skill far from perfected, and bears few utilities without any further study into its field.


Skills:
- Swordsmanship.
- Sleight-of-hand tricks.
- Horseback riding.
- Basic alchemical knowledge.

Weapons/Gear:
- A steel glaive, bearing fine bronze filigree in the form of a scorpion on its blade. Glass rings appear melded to points on the blade's guard and clawed ivory pommel.
- A plain quillion dagger, bearing glass rings melded against its pommel and guard.
- An empty book.
- A bronze ring.
- A bag of tiny, thumb-sized mirrors backed by silver. Their use? One could only guess.
- A waterskin.
- His coat; worn after years of use though bearing its purple hue. Its interior is lined with pockets and bags. The coat bears some special additions, such as a newly added hood, and leather making up a sash and harness weaved through its fabric.

Bio:
Some twenty years ago, Xander had been born, given life under two simple commoners. His mother a sailor, deeply entranced by the seas, and his father a writer, weaving words as easily as Xander's mother did sails and ropes, the two found themselves bewed and with family not long after the mother’s visit to Velik in search of a rest. They’d soon settle down so as to raise the child, though ‘twas only expected that his mother would often leave for weeks on end to travel the waters alongside her crew.

While his mother was gone, Xander was raised by a mix of his father and those who inhabited their smaller community. Often spending days traveling with the man, he’d find work below a mentor early on in life, a librarian of notable wisdom and fondness for information, as well as his element of earth. There did his love for knowledge grow, powered by the excess of tomes surrounding him. While he would often spend time assisting his father in packing and stage setup, as well as the occasional swordsmanship and horseback lesson whenever his mother visited, it was a tranquil and, all in all, enjoyable schedule.

Not long into his childhood did he begin to exhibit a certain stubbornness. While he may have been kindhearted and cautious, it was far from difficult to agitate him. That day, it had been the case of his accidental knocking down of a shelf during organization duties in the library. It was this which cause the falling of a bookshelf, stone ground accidentally tilted in some few minor tests of his own, a curiosity to see whether or not he held any gifts.

Rather than sharing this newfound discovery with either parent, Xander decided it better to inform only his librarian, pleading for secrecy so as to not worry his father. He knew his mother had links in ancestry to some few geomancers from Kedaeth (a cruel bit of irony that they’d be attuned to earth and land amidst seas bearing none of it), but he decided it better not to worry them with knowledge of what could be that very power in him. What good would it do other than worry them of him choosing to find himself danger and unnecessary power, possibly even taking up arms as a soldier? Rather than that, he'd find his secret shared only with the mentor that was his librarian, a trusted man.

Instead, he studied his magic with the assistance of his mentor and continued with ordinary life. Soon to move out of the small home that was his family’s, conversation and farewells to both mother, father, and of course his mentor, led to his expedition away from Velik, as Xander had chosen to travel off to the grander libraries of Kedaeth, so as to continue with his search of knowledge; both of elements and swordsmanship, two topics which had become his passions.

Some years into this new life, after finding work in another library within the sanded lands, Xander had begun further delving into his magic with the assistance of other students and teachers of his element, studying its aspects and what he could make of it. It was fortunate that he had found himself shelter alongside a newly acquainted librarian and mentor, another elementalist willing to grant Xander an apprenticeship at the cost of work.

One fateful day however, word had spread to him that his mother was now wanted, a criminal to the lands of Velik. Her crime, unfortunately enough? Piracy. Interesting that the day he found out was the same day that a strange mark seated itself into the skin of his arm, the telltale mark of an Acolyte. As much as he’d try to hide it with the lowering of sleeves and wrapping of gauze, his newest mentor did soon find it, more than enough for the man to merit concern. Whispers became rumors, and talk would soon find officials sending the man off to Vago, accompanied only by the few valuables he had to his name.

Other:
I hope this fits the standards you’re looking for! I am quite new to forum RP, having taken a long break from my first attempt at it due to situations in life which had caused my departure. But, always fun to try at it again. Fire has been switched to earth!
 
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Jyn Embers

Name:
Jennifer "Jyn" Embers

Age: 25 years

Gender: Female

Appearance:
When you hear those heavy boot steps, there is no mistaking them for anyone but Jyns. Too light to be a man, too little care of their noise to be a lady, too much purpose to be anyone else. The first thing you'll notice about her is the cape. She is rarely far from it. It's the only thing fire proof about her attire. What you'll notice next is her face. Her expression has a hint of a smile in it, and her amber eyes are always interested in what you have to say. If you meet her in passing, you'll think she was very kind and interested. If you stick around, you'll see what her face never changes. She never shows an over abundance of emotion. She laughs, she chides, she shares her passions and whispers about her fears. But all with such a small range of emotion that her face generally stays the same. She has excellent posture, and knows exactly what her body is saying. After years of training, she has cultivated her image into the girl she wants you to see, and you won't find anything else.

Kingdom of Origin: Jerakath

Kingdom of Residence: Jerakath

Element: Fire

Elemental Skills:
Inner Heat: Generates heat in her core to sustain body temperature. Can manipulate the manna of others, with their permission, to effect their body temperature.
Fire breath: The use of heating a liquid in ones mouth to give the appearance of a breath of fire. Water creates intense steam, alcohol creates actual flames. Not safe to swallow flame.
Fire resistant: Like all fire elementalists, Jyn is fire resistant. Her clothes are not. Her cape is. She has also has the ability to filter smoke in her lungs so it doesn't bother her.


Skills:
Photographic Memory: Jyn remembers everything she sees, and remembers much of what she hears.
Book Smarts: Jyn has read many books on elementalists, the land of Aldis, survival techniques and rope weaving.
Advanced Fire Manipulation Techniques: Jyn spent eleven years of study dedicated to improving her use of her powers, and didn't sit on her butt at university either. While there is always something to learn, Jyn has her techniques down and has the promisings of a great teacher.

Weapons/Gear:
A knife.
A travel bag containing;
  • a change of clothes
  • a bottle of water
  • a small flask
  • a note book and pen
  • a book of lore on Aldis.

Background:

Jyn was born and raised in Jerakath and is very much tied to her home. Her parents are both fire elementalists. Her father, a general in the royal army and her mother, a volunteer at a soup kitchen. Jyn takes after her father, in his excited attitude and positive outlook on life. Like her father, Jyn always looks for the best in people, and doesn't believe that violence is always the answer. She views her power as an art, and a privilege. She will use her power as a last resort in a fight, if she fights at all, but won't hesitate to put on a heated artistic performance, and is very skilled at burning intricate designs in wood or other objects. That said, she spent eleven years developing her skills with fire, and is very knowledge of techniques and is extremely book smart due to her photographic memory. When it comes to an actual fight, Jyn may find she knows less than she thinks she does.

Jyn discovered her powers when she was nine years old. She and her mother were returning home from the kitchen one night when they found themselves in the middle of a fire fight in the streets. Her mother engaged in an effort to protect her daughter, but was hit and thrown down the street. In a fit of anger, Jyn unleashed an uncontrolled burst of flame which set the street on fire. It took the work of ten elementalists to set it out, and many of the participants of the fight fled. Her mother turned out to be find, and her father was thrilled to hear the news. Jyn was immediately set up with a master and taught the basics of fire manipulation. She spent the next eleven years learning breathing techniques, how to direct her manna, self awareness and self control.

When she was twenty-one, she left Jerakath to attend university in Kedaeth. There, she studied environmental sciences, learning about Aldis and the elementalists who live there. She is well traveled, having visited the capital of every nation except for Velik. For a university project, she visited the ice sheets of Asiven to study the use of fire manipulation in icy temperatures. After her visit, she helped to found Roasty Souls, a small company where one can request a fire elemental to accompany an excursion into the ice sheets. Jyn was disciplined at university once, in a failed romance that ended with her burning her partners face. The incident fueled her interest in the art of self control and inner peace.

Her mark appeared six months before graduation. Knowing she would be pulled out of university to explore the issue, Jyn told no one about the mark until after she had returned home from graduation. She was sent immediately to Vago to begin learning what it means to be an Acolyte. Jyn is happy enough to be on her way to the home of the greatest libraries in Aldis. She intends to learn everything she can, though has little interest in being an acolyte herself or fighting prophecies.


here's a link to a drawing that looks a bit like her, the woman on the right.

Adventurer
Accepted.
Name: Xander Irilis

Age: 20

Gender: Male

Appearance: https://i.imgur.com/Py5df0M.png

Xander is most often found wearing a crimson undershirt, one paired with his coat and leather jerkin. His pair of black boots tucked in, Xander often raises the lengthy sleeves of his coat to keep out of the way, dropping near his elbows. Markings of ink appear to have been magically sunken into his skin, the work of a steady-handed hysromancer met during his travels. Murky juniper eyes compliment a darker brown bundle of hair.

Element: Fire

Kingdom of Origin: Jeraketh

Kingdom of Residence: Kedaeth

Elemental Skills:
Pyromancy: Basic control, creation, and manipulation of flame.
Ignition: The revival of mindless undead; Xander is capable of bringing “life” back to corpses through the manifestation of powerful cinders, showing upon their skin and charging their forms with synthetic life.
Heat Control: Xander is capable of controlling his body heat, to such an extent that his body and blood may ignite safely for short periods of time. In times of extreme irritation, this may be triggered naturally.
Tinder: When surrounded by natural flame and heat, Xander may amplify speed, strength, and natural healing to an extent (Note: Healing only counts for wounds which can be healed from naturally. Limbs cannot be regrown, powerful poisons cannot be washed out, etc).


Skills:
- Swordsmanship.
- Sleight-of-hand tricks.
- Horseback riding.
- Basic alchemical knowledge.

Weapons/Gear:
- A steel glaive decorated with a single engraving of a Phoenix. Notably, its hilt bears a curved greyed claw instead of a pommel.
- A plain quillion dagger.
- An empty book.
- A bronze ring.
- A waterskin.
- His coat; worn after years of use though bearing its purple hue. Its interior is lined with pockets and bags. The coat bears some special additions, such as a newly added hood, and leather making up a sash and harness weaved through its fabric.

Bio:
Some twenty years ago, Xander had been born, given life under two simple commoners. His mother a sailor, deeply entranced by the seas, and his father an entertainer, a capable dancer who worked in acrobatics alongside a spear, the two found themselves bewed and with family not long after the mother’s visit to Jeraketh. They’d soon settle down so as to raise the child, though ‘twas only expected that his mother would often leave for weeks on end to travel the waters alongside her crew.

While his mother was gone, Xander was raised by a mix of his father and those who inhabited his community. Spending days traveling with the man, he’d find work below a mentor early on in life, a librarian of notable age and wisdom. There did his love for knowledge grow, powered by the excess of tomes surrounding him. While he would often spend time assisting his father in packing and stage setup, as well as the occasional swordsmanship and horseback lesson whenever his mother visited, it was a tranquil and, all in all, enjoyable schedule.

Not long into his childhood did he begin to exhibit a certain stubbornness. While he may have been kindhearted and cautious, it was far from difficult to agitate him. That day, it had been the case of his accidental knocking down of a shelf during organization duties in the library. It was this which triggered a small flame, one cause by the ignition of his fingertips which was soon muffled.

Needless to say, he was scolded for the books that had been burnt, though rather than admit the cause, a newfound discovery of magic in his veins, Xander chose to blame a nearby lantern. He knew his mother had links in ancestry to Jeraketh sorcerer-sailors (a cruel bit of irony that they’d be attuned to fire amidst the seas), but he decided it better not to worry them with knowledge of what could be that very power in him. What good would it do other than worry them of him choosing to leave to Naga, possibly risking his life as a soldier?

Instead, he studied his magic and continued with ordinary life. Soon to move out of the small home that was his family’s, conversation and farewells to both mother, father, and of course his mentor, led to his expedition away from Jeraketh, as Xander had chosen to travel off to the grander libraries of Kedaeth, so as to continue with his search of knowledge; both of sorcery and swordsmanship, two topics which had become his passions.

Some years into this new life, after finding work in another library within the sanded lands, Xander had begun further delving into his magic, studying its aspects and what he could make of it. One fateful day however, word had spread to him that his mother was now wanted, a criminal to the lands of Jeraketh. Her crime, unfortunately enough? Piracy. Interesting that the day he found out was the same day that a strange mark seated itself into the back of his hand, a spark. As much as he’d try to hide it with gloves, his newest mentor did eventually see it, more than enough for the man to fire Xander.

Now without a job, and what seemed far more similar to a curse branded on his hand, Xander decided to pack some few belongings and travel, off to Vagos in search of answers.

Other:
I hope this fits the standards you’re looking for! I am quite new to forum RP, having taken a long break from my first attempt at it due to situations in life which had caused my departure. But, always fun to try at it again. I don't believe I saw any other accepted fire-elemental characters beyond one, so I do hope this fits the requirements expected of one.
I'm sorry, but all pyromancer slots are taken. It looks good and is a well constructed character, but I cannot accept it. There is one earth and one air spot still available.
 
Name:
Marx Hawthorne

Age:
32

Gender:
Male

Appearance:
latest


Element:
Earth

Kingdom of Origin:
Kedaeth

Kingdom of Residence:
Kedaeth

Elemental Skills:
Manna Control - Marx has exceptional control over his manna, so much so that he can manipulate earthen-materials such as metal, allowing him to rip a combatant's weapon from them and manipulate their body via their armour. It is this disarming technique that allows Marx to remain near-untouchable by normal soldiers who use such conventional weaponry. Unfortunately, Marx is not able to create complex structures such as buildings or complex weaponry, he is more adept at moving/breaking things than creating/morphing them.

Manna Volume - The main talent that Marx harbours is his naturally abundant amount of manna, further increased over time with training, within his body, allowing him to increase his range of influence and amount of earth influenced at anyone time to incredible magnitudes. This is most commonly seen through his infamous earthquakes, whole battlefields becoming torn apart in a maelstrom of chaotic destruction from which only the speediest or sturdiest individuals survive. He is one of the rare geomancers that excel at long-range combat as well as close-range, given he can manipulate the earth from afar and move it about high into the air (as those blasted aeromancers so love to retreat to!).

Petrifying Touch - A rather unique skill that belongs to Marx, he may change things he touches into earthen materials. This includes coating the blade of a sword in sharp diamond, or turning a person to stone. Converting something like a sword to an earthen material would take around 5 seconds of maintained contact, a person would take around 10 seconds. This does not work on items imbued with another's manna or on elementalists themselves.

Skills:
Hand-to-hand Combat - Marx truly stands out in his ability to dominate his foes at extreme close-quarters using his body, generally aided by his geomancy powers. See appearance, he coats his arms and legs in a layer of stone to greatly enhance his mobility.

Commanding - Marx is a leader of men, commanding the Kedaeth army to victory. As such, he is deceptively strategical, even if his tactics seem a little excessively brutal, and he can inspire men into accepting his orders for the sake of glory to nation.

Weapons/Gear:
Praetorian Command Armour - Marx's official battle armour. He rarely wears it, however, instead choosing to simply coat himself in stone. He uses this armour when things look dire as he can more easily change it's material to something sturdier.
9b90d8659fe0f8331729133b8b80ccda--armor-concept-concept-art.jpg

Bio:
WIP cos I'm tired and it's 4am.

Other:
WIP?
Your WIP time ends tonight.
 
Accepted.

I'm sorry, but all pyromancer slots are taken. It looks good and is a well constructed character, but I cannot accept it. There is one earth and one air spot still available.

Fixed and edited! fire has been switched out for earth instead, and I belieeeeve all backstory and details have been shaped to fit.
 
Name: Xander Irilis

Age: 20

Gender: Male

Appearance: https://i.imgur.com/Py5df0M.png

Xander is most often found wearing a crimson undershirt, one paired with his coat and leather jerkin. His pair of black boots tucked in, Xander often raises the lengthy sleeves of his coat to keep out of the way, dropping near his elbows. Markings of ink appear to have been magically sunken into his skin, the work of a steady-handed hysromancer met during his travels. Murky juniper eyes compliment a darker brown bundle of hair.

Element: Earth

Kingdom of Origin: Velik

Kingdom of Residence: Kedaeth

Elemental Skills:
Terramancy: Basic control of stone and rock.
Entombed
: A hardy process which takes an amount of time spent melding minute amounts of stone and rock together, either into a corpse or their own form, Xander may create weak groups of servants, a process made possible by instilling large amounts of his own manna into the material so as to grant a fake will.
Mirrored: Through further study of his terramancy, Xander has learned to control earth-- more particularly, sand-- in a different form. Retaining his grasp upon it through study of glassblowing processes, he is capable of manipulating glass and, if ever heated, shaping and reforming it.
Floral Division: With further study into soils and their connection to plant growth, as well as study into the manna of plants, Xander has grasped means of controlling plant life. Much more effective with dead plant matter, he can assist in the growth of some, though this skill mostly assists in how it allows him to control wood and barks. Due to the calm nature of flora, this skill may sometimes burst out on its own accord in times of stress or irritation. He can only manipulate preexisting plant-life, however; no plant matter will be created out of thin air.


Skills:
- Swordsmanship.
- Sleight-of-hand tricks.
- Horseback riding.
- Basic alchemical knowledge.

Weapons/Gear:
- A steel glaive, bearing fine bronze filigree in the form of a scorpion on its blade. Glass rings appear melded to points on the blade's guard and clawed ivory pommel.
- A plain quillion dagger, bearing glass rings melded against its pommel and guard.
- An empty book.
- A bronze ring.
- A bag of tiny, thumb-sized mirrors backed by silver. Their use? One could only guess.
- A waterskin.
- His coat; worn after years of use though bearing its purple hue. Its interior is lined with pockets and bags. The coat bears some special additions, such as a newly added hood, and leather making up a sash and harness weaved through its fabric.

Bio:
Some twenty years ago, Xander had been born, given life under two simple commoners. His mother a sailor, deeply entranced by the seas, and his father a writer, weaving words as easily as Xander's mother did sails and ropes, the two found themselves bewed and with family not long after the mother’s visit to Velik in search of a rest. They’d soon settle down so as to raise the child, though ‘twas only expected that his mother would often leave for weeks on end to travel the waters alongside her crew.

While his mother was gone, Xander was raised by a mix of his father and those who inhabited their smaller community. Often spending days traveling with the man, he’d find work below a mentor early on in life, a librarian of notable age and wisdom. There did his love for knowledge grow, powered by the excess of tomes surrounding him. While he would often spend time assisting his father in packing and stage setup, as well as the occasional swordsmanship and horseback lesson whenever his mother visited, it was a tranquil and, all in all, enjoyable schedule.

Not long into his childhood did he begin to exhibit a certain stubbornness. While he may have been kindhearted and cautious, it was far from difficult to agitate him. That day, it had been the case of his accidental knocking down of a shelf during organization duties in the library. It was this which cause the heavy warping of a bookshelf, the wood curling and twisting to his confusion.

Needless to say, he was scolded for the costs of the shelf, let alone the books that had ripped during its reshaping, though rather than admit the cause, a newfound discovery of magic in his veins, Xander chose to instead send off blame to some unnamed, vague stranger who had visited the library. He knew his mother had links in ancestry to sorcerers from Kedaeth (a cruel bit of irony that they’d be attuned to earth and land amidst seas bearing none of it), but he decided it better not to worry them with knowledge of what could be that very power in him. What good would it do other than worry them of him choosing to find himself danger and unnecessary power, possibly even taking up arms as a soldier?

Instead, he studied his magic and continued with ordinary life. Soon to move out of the small home that was his family’s, conversation and farewells to both mother, father, and of course his mentor, led to his expedition away from Velik, as Xander had chosen to travel off to the grander libraries of Kedaeth, so as to continue with his search of knowledge; both of sorcery and swordsmanship, two topics which had become his passions.

Some years into this new life, after finding work in another library within the sanded lands, Xander had begun further delving into his magic, studying its aspects and what he could make of it. One fateful day however, word had spread to him that his mother was now wanted, a criminal to the lands of Velik. Her crime, unfortunately enough? Piracy. Interesting that the day he found out was the same day that a strange mark seated itself into the back of his hand (As luck would have it, a bone-crossed flag). As much as he’d try to hide it with gloves, his newest mentor did eventually see it, more than enough for the man to fire Xander.

Now without a job, and what seemed far more similar to a curse branded on his hand, Xander decided to pack some few belongings and travel, off to Vagos in search of answers.

Other:
I hope this fits the standards you’re looking for! I am quite new to forum RP, having taken a long break from my first attempt at it due to situations in life which had caused my departure. But, always fun to try at it again. Fire has been switched to earth!
I know this looks long, but please understand that most of it is me trying to remove any possible confusion. There was actually not too much wrong with your CS.

A deeper read into this character (I mostly skimmed your earlier version) has revealed some concerns, mostly regarding lore. Just starting with some clarification, you mentioned sorcery several times, but that's a bit of a misleading term. Sorcery typically refers to the general use of magic, but this is a bit different. Elementalists use their own manna, a life energy found among all living things, and imbue their element with their manna to control it. Kind of like how a light bulb won't do anything unless you supply it power. So saying that "his mother had links in ancestry to the sorcerers from Kedaeth" is misleading at the very least. It would be better to say something more along the lines of there being a history of geomancy on his mother's side. I know that was a bit long, but I hope it helped. The first real problem I ran across was the degree of control he had over plant matter. As mentioned above, he can only use his manna to manipulate earth. I'm all for discovering loopholes, but only so long as the follow a logical consistency. I will only allow you to manipulate living plants that are rooted in the ground. This is because their manna will seep into the earth naturally, providing an opening for you to take advantage of. All of this under the assumption that your control over plants will be relatively mild. One small, yet important, detail is the mark that appeared on his hand. I'm under the impression that was supposed to be his Acolyte mark, but nearly everything about it is wrong. The mark is supposed the be the symbol found under the Earth tab on the Lore page, and is supposed to be on his upper arm (as stated at the top of the page). And, assuming his mentor was a knowledgeable man, he would send Xander off to Vago instead of just firing him. Probably my biggest concern is your timeline. Studying elemental arts without a mentor (as Xander appears to have done early in his elemental career) is not at all out of the question or even uncommon, but it is slow and would only teach you the basics and I refuse to believe he learned all of his advanced techniques in the 2-4 year period from when he left his home. Especially learning to coax plant manna into your control. That alone could take around 4 years to understand with dedicated work. Sorry for rambling so much. I hope you understand.
 
I know this looks long, but please understand that most of it is me trying to remove any possible confusion. There was actually not too much wrong with your CS.

A deeper read into this character (I mostly skimmed your earlier version) has revealed some concerns, mostly regarding lore. Just starting with some clarification, you mentioned sorcery several times, but that's a bit of a misleading term. Sorcery typically refers to the general use of magic, but this is a bit different. Elementalists use their own manna, a life energy found among all living things, and imbue their element with their manna to control it. Kind of like how a light bulb won't do anything unless you supply it power. So saying that "his mother had links in ancestry to the sorcerers from Kedaeth" is misleading at the very least. It would be better to say something more along the lines of there being a history of geomancy on his mother's side. I know that was a bit long, but I hope it helped. The first real problem I ran across was the degree of control he had over plant matter. As mentioned above, he can only use his manna to manipulate earth. I'm all for discovering loopholes, but only so long as the follow a logical consistency. I will only allow you to manipulate living plants that are rooted in the ground. This is because their manna will seep into the earth naturally, providing an opening for you to take advantage of. All of this under the assumption that your control over plants will be relatively mild. One small, yet important, detail is the mark that appeared on his hand. I'm under the impression that was supposed to be his Acolyte mark, but nearly everything about it is wrong. The mark is supposed the be the symbol found under the Earth tab on the Lore page, and is supposed to be on his upper arm (as stated at the top of the page). And, assuming his mentor was a knowledgeable man, he would send Xander off to Vago instead of just firing him. Probably my biggest concern is your timeline. Studying elemental arts without a mentor (as Xander appears to have done early in his elemental career) is not at all out of the question or even uncommon, but it is slow and would only teach you the basics and I refuse to believe he learned all of his advanced techniques in the 2-4 year period from when he left his home. Especially learning to coax plant manna into your control. That alone could take around 4 years to understand with dedicated work. Sorry for rambling so much. I hope you understand.

No need to apologize, thank you for clearing up the concerns!

To start, I've clarified the form of magic that branches from the family line. I was going under the assumption that elementalists were also known synonymously as sorcerers, but that was my mistake! As for the timeline, I have adjusted the problem of Xander lacking formal training with the addition of an extra geomancer mentoring him in early life and discovery. To further allow for his studies to advance, I've made Xander to have more formal training with his aspect as a student and apprentice once in Kedaeth, branching off of his earlier formal training under his mentor in Velik. I've adjusted his elemental skills to only allow for the manipulation of rooted plants, though it's been made noted that this manipulation is extremely feeble due to the lack of time available to study and develop it, not capable of much beyond the growth of a leaf or blooming of a flower on a good day. Something that I instead plan to grow over the course of time (hah, grow, plantjokes) if that would be more fitting to standards. If not, I'm alright with removing it entirely!

Oh, also, the Acolyte symbol has been fixed!
 

Name: Vale Frostwind
Age: 28
Gender: Female
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Element: Air
Kingdom of Origin: Jerakath
Kingdom of Residence: N/A
Elemental Skills:
  • Air Purification: Vale is able to clean the air from harmful debris and control its temperature before it comes into contact with her. This ability allows her to survive in the harsh icy mountain and to breathe with ease in the desert, even avoiding the damage from a sandstorm.
  • Air Manipulation: The reserve of manna she holds is not necessarily outstanding, but with a vast amount of knowledge she possesses, the technique that which she perform could pass those that study privately under an expert.
  • Arial Mobility: During her travel, Vale has also mastered the use of air to aid her movement. She is able to dive for a long time, to step quickly without a noise on ground, even to fly without the aid of machine for a short time.

Skills
:
  • Survival Skill: After living for a long time in the wilderness, Vale is able to traverse extreme terrains without facing too much trouble. She has a wide knowledge of the wildlife and fantastical creatures in Aldis.
  • Hunting and Stealth: When she lives far from civilisation, she depends on her ability to sneak up upon her prey and to deal a lethal blow before he can run away. Enhanced with her ability to move with light steps, Vale is an excellent hunter.
Weapons/Gear:
  • Air boots: A pair of shoes with specific modification that allow her to project air from its soles and perform advance manuever.
  • Glider: An equipment she bought in Velik. It enables her to fly for prolonged duration and carries some burden. Another person can tag along, but it will strain her.
Bio:
Vale discovered her affinity with the air element at the youthful age of ten, merely hours after the break of dawn on her birthday. Her ability surprised her parents, who were both fire elementalists. They were disappointed, after hoping for her to develop an affinity to fire, so they halfheartedly sent her to Velik to develop her ability and to get her out of the way.

Under the tutelage of an air elementalist who lived in a small town in the lowland, Vale discovered her ability bits by bits. She was fascinated by the air and decided to spent her life doing an in-depth research on it. She started to live as a wanderer, flying about Valdis, learning all she could from various masters and willing elementalists.

Once she was unsatisfied with the knowledge she could learn from various teachers, she began her life as a wanderer. She traversed the continent of Aldis, looking for ways to quench her thirst for knowledge. The cold mountain of Asiven, the harsh desert of Kedaeth, she stayed in the wilderness and started to develop unusual wayas to harness the air and lived in the environment normally avoided by those with air affinity.


Accepted.
Name: Xander Irilis

Age: 20

Gender: Male

Appearance: https://i.imgur.com/Py5df0M.png

Xander is most often found wearing a crimson undershirt, one paired with his coat and leather jerkin. His pair of black boots tucked in, Xander often raises the lengthy sleeves of his coat to keep out of the way, dropping near his elbows. Markings of ink appear to have been magically sunken into his skin, the work of a steady-handed hysromancer met during his travels. Murky juniper eyes compliment a darker brown bundle of hair.

Element: Earth

Kingdom of Origin: Velik

Kingdom of Residence: Kedaeth

Elemental Skills:
Terramancy: Basic control of stone and rock.
Entombed
: A hardy process which takes an amount of time spent melding minute amounts of stone and rock together, either into a corpse or their own form, Xander may create weak groups of servants, a process made possible by instilling large amounts of his own manna into the material so as to grant a fake will.
Mirrored: Through further study of his terramancy, Xander has learned to control earth-- more particularly, sand-- in a different form. Retaining his grasp upon it through study of glassblowing processes, he is capable of manipulating glass and, if ever heated, shaping and reforming it.
Floral Division: With further study into soils and their connection to plant growth, as well as study into the manna of plants, Xander has grasped means of controlling plant life rooted within soil. He can assist in the growth of some plants, though only to very minute extents. It is a skill far from perfected, and bears few utilities without any further study into its field.


Skills:
- Swordsmanship.
- Sleight-of-hand tricks.
- Horseback riding.
- Basic alchemical knowledge.

Weapons/Gear:
- A steel glaive, bearing fine bronze filigree in the form of a scorpion on its blade. Glass rings appear melded to points on the blade's guard and clawed ivory pommel.
- A plain quillion dagger, bearing glass rings melded against its pommel and guard.
- An empty book.
- A bronze ring.
- A bag of tiny, thumb-sized mirrors backed by silver. Their use? One could only guess.
- A waterskin.
- His coat; worn after years of use though bearing its purple hue. Its interior is lined with pockets and bags. The coat bears some special additions, such as a newly added hood, and leather making up a sash and harness weaved through its fabric.

Bio:
Some twenty years ago, Xander had been born, given life under two simple commoners. His mother a sailor, deeply entranced by the seas, and his father a writer, weaving words as easily as Xander's mother did sails and ropes, the two found themselves bewed and with family not long after the mother’s visit to Velik in search of a rest. They’d soon settle down so as to raise the child, though ‘twas only expected that his mother would often leave for weeks on end to travel the waters alongside her crew.

While his mother was gone, Xander was raised by a mix of his father and those who inhabited their smaller community. Often spending days traveling with the man, he’d find work below a mentor early on in life, a librarian of notable wisdom and fondness for information, as well as his element of earth. There did his love for knowledge grow, powered by the excess of tomes surrounding him. While he would often spend time assisting his father in packing and stage setup, as well as the occasional swordsmanship and horseback lesson whenever his mother visited, it was a tranquil and, all in all, enjoyable schedule.

Not long into his childhood did he begin to exhibit a certain stubbornness. While he may have been kindhearted and cautious, it was far from difficult to agitate him. That day, it had been the case of his accidental knocking down of a shelf during organization duties in the library. It was this which cause the falling of a bookshelf, stone ground accidentally tilted in some few minor tests of his own, a curiosity to see whether or not he held any gifts.

Rather than sharing this newfound discovery with either parent, Xander decided it better to inform only his librarian, pleading for secrecy so as to not worry his father. He knew his mother had links in ancestry to some few geomancers from Kedaeth (a cruel bit of irony that they’d be attuned to earth and land amidst seas bearing none of it), but he decided it better not to worry them with knowledge of what could be that very power in him. What good would it do other than worry them of him choosing to find himself danger and unnecessary power, possibly even taking up arms as a soldier? Rather than that, he'd find his secret shared only with the mentor that was his librarian, a trusted man.

Instead, he studied his magic with the assistance of his mentor and continued with ordinary life. Soon to move out of the small home that was his family’s, conversation and farewells to both mother, father, and of course his mentor, led to his expedition away from Velik, as Xander had chosen to travel off to the grander libraries of Kedaeth, so as to continue with his search of knowledge; both of elements and swordsmanship, two topics which had become his passions.

Some years into this new life, after finding work in another library within the sanded lands, Xander had begun further delving into his magic with the assistance of other students and teachers of his element, studying its aspects and what he could make of it. It was fortunate that he had found himself shelter alongside a newly acquainted librarian and mentor, another elementalist willing to grant Xander an apprenticeship at the cost of work.

One fateful day however, word had spread to him that his mother was now wanted, a criminal to the lands of Velik. Her crime, unfortunately enough? Piracy. Interesting that the day he found out was the same day that a strange mark seated itself into the skin of his arm, the telltale mark of an Acolyte. As much as he’d try to hide it with the lowering of sleeves and wrapping of gauze, his newest mentor did soon find it, more than enough for the man to merit concern. Whispers became rumors, and talk would soon find officials sending the man off to Vago, accompanied only by the few valuables he had to his name.

Other:
I hope this fits the standards you’re looking for! I am quite new to forum RP, having taken a long break from my first attempt at it due to situations in life which had caused my departure. But, always fun to try at it again. Fire has been switched to earth!
Accepted.

I will now begin the first post.
 
Name:
Marx Hawthorne

Age:
32

Gender:
Male

Appearance:
latest


Element:
Earth

Kingdom of Origin:
Kedaeth

Kingdom of Residence:
Kedaeth

Elemental Skills:
Manna Control - Marx has exceptional control over his manna, so much so that he can manipulate earthen-materials such as metal, allowing him to rip a combatant's weapon from them and manipulate their body via their armour. It is this disarming technique that allows Marx to remain near-untouchable by normal soldiers who use such conventional weaponry. Unfortunately, Marx is not able to create complex structures such as buildings or complex weaponry, he is more adept at moving/breaking things than creating/morphing them.

Manna Volume - The main talent that Marx harbours is his naturally abundant amount of manna, further increased over time with training, within his body, allowing him to increase his range of influence and amount of earth influenced at anyone time to incredible magnitudes. This is most commonly seen through his infamous earthquakes, whole battlefields becoming torn apart in a maelstrom of chaotic destruction from which only the speediest or sturdiest individuals survive. He is one of the rare geomancers that excel at long-range combat as well as close-range, given he can manipulate the earth from afar and move it about high into the air (as those blasted aeromancers so love to retreat to!).

Petrifying Touch - A rather unique skill that belongs to Marx, he may change things he touches into earthen materials. This includes coating the blade of a sword in sharp diamond, or turning a person to stone. Converting something like a sword to an earthen material would take around 5 seconds of maintained contact, a person would take around 10 seconds. This does not work on items imbued with another's manna or on elementalists themselves.

Skills:
Hand-to-hand Combat - Marx truly stands out in his ability to dominate his foes at extreme close-quarters using his body, generally aided by his geomancy powers. See appearance, he coats his arms and legs in a layer of stone to greatly enhance his mobility.

Commanding - Marx is a leader of men, commanding the Kedaeth army to victory. As such, he is deceptively strategical, even if his tactics seem a little excessively brutal, and he can inspire men into accepting his orders for the sake of glory to nation.

Weapons/Gear:
Praetorian Command Armour - Marx's official battle armour. He rarely wears it, however, instead choosing to simply coat himself in stone. He uses this armour when things look dire as he can more easily change it's material to something sturdier.
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Bio:
Marx was born in Kedaeth to nobility. His family had deep ties with the military and nearly, if not all, of them worked as a part of the army or in the general militarian government of Kedaeth. Marx's father had been the previous commanding General of the Kedaeth army and, in his old age, had decided to have a son to train as his heir for the position. Since then, Marx had to undergo training of the body and mind from a very young age to ensure he was able to physically keep up when his powers finally kicked in.

Assuming he would even have powers was an optimistic view from his parents to begin with, but their bloodline was strong with powerful geomancers, likely why they were so prevalent in the military, and sure enough Marx was found to possess the ability to manipulate the very earth. At the age of 7, his elemental training began in tandem with his other training to build him into the perfect general. Thankfully, the magical side of his training came easily to him due to his unprecedentedly copious amount of manna, meaning he only had to focus on working on controlling said power.

Eventually, he came of age and was able to inherit his father's position. As the General of an entire army, Marx spent most of his days quashing bandits, raiders and thief camps, amongst other trouble within Kedaeth. (Don't know if any of the countries have warred, so I won't mention if he's fought in any wars for now). Soon enough, it came into light that he was an Acolyte, chosen of the Elemental Lords to carry out divine will. Unhappily concerned with having to leave the Kedaeth military without his leadership for a while, Marx left for Vago begrudgingly, leaving a family stand-in to supplement his place.

Other:
His mark is all across his back, spanning over his shoulder blades and down to his coccyx.
clan.jpg.428254766ebc9faddff5875f65132375.jpg
Was almost done with the first post when I realized I didn't review your yet. Woops. Anyway, I'm going to start by telling you the same thing I told the last person: look at the top of the page and tell me where the elemental mark is supposed to appear. Wait, I'll save you the time. It's supposed to be on their forearm. So you got the symbol right, just not the location. Everything else has to do with his elemental skills. Starting with metal manipulation, understand that geomancers manipulate earth, as in rock. Due to the nature of this universe if nothing else it would be foolish to just ban you from any metal manipulation (and I don't want to), but I will put in some limitations. Firstly, metals used for weapons and armor are highly purified (if created by a decent blackmsith), so if you were thinking of using that as a loop hole then sorry to disappoint. Still, metal being of the earth isn't that for a leap (which I think is more what you were going for). That said, it will take a lot of manna to work with even basic metal manipulation. I will only allow you to "throw" pieces of metal, such as a weapon, or knock over someone wearing metal armor (lifting someone off their feet because of their armor is out of the question). Next is the earthquakes. By all means go for it, but if you want them to be as powerful as you're implying, ripping the ground apart in a large radius, don't expect to be doing much of anything after pulling a stunt like that. Something that powerful will drain you nearly all manna and leave you nearly completely incapacitated. Lastly is his petrifying touch. Absolutely not. Elementalists manipulate their element and nothing more, so changing the nature of something else to earth is completely out of the question. Honestly, you don't need it. He's plenty powerful as is.
 

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