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Magna Infinnium
Quoted from the Recruitment Thread:
There will be ten slots, one male and one female for each element: Fire, Water, Wind, Earth, and Summoning. You can be either Upperclassmen, newly initiated into the Tower, or somewhere inbetween. The ranks are as follows, going from least to greatest: Novice, Acolyte, Adept, Expert, Magus, and Master. Upperclassmen are Adept and above, Lowerclassmen are Acolyte and Novice. As a Novice, you have only one sphere to study, but as you progress you may pick another if you so choose, though you cannot pick your opposite, like Fire cannot study Water, or vice versa. Nor can Earth study Wind. They can study any of the others, but not their counterparts, though all can study Summoning though it still counts as a Sphere.
However, characters cannot be the level of Master, for that is for teachers. Though they are named, they will be NPC's and the classes they teach are to be time-skipped so as to not clutter the RP with irrelevance. The only class that is to be explored is the first all-around class that explains a few things as the slots are filled. Once they fill, the plot of the RP goes into affect.
Contrary to popular belief, the elements do not revolve solely around their given title. Example: Fire is not just about fire. It is all about the offensive and dealing overall destruction to those who oppose them. Unlike the other elements, they do not have a peacetime function beyond putting out fires or starting them. They are solely for battle and the attack.
Water, on the other hand, has two functions: Healer, basically fixing those who are broke, sick, or simply unwell; and Combat Medic, drowning their enemies in their own liquids, or healing those burnt and damaged in magical battles. While these are good titles, they are not the actual ones due to a Healer could also be a Combat Medic, and vice versa. Wind is extremely agile and quick, hard to hit and almost invisible when on the move in open spaces. Earth, while standing on the ground, cannot be knocked from their feet and possess bows that only another of Earth can pull.
Fire is the only one that can be harmed by their own element, though they heal from it far faster than anyone else, which leaves Fire Mark's upon their skin that vary upon the person dependent on their skill. Likewise, Water cannot drown, however they stay wet incredibly long and have a strong immunity to diseases and poisons.
The uniforms are as follows: Robes. Not the weird man-dresses or silky things that ladies run around in. More along the lines of this (since I didn't draw it and I lack a scanner to actually scan one in, it's just a rough representation) : Uniforms (a better one will be found shortly)
Each one is different, and a different color. As you can imagine, Fire is red, consisting of a robe and long coat with differing shades of red to comprise the uniform, with the sigil of the Fire Sphere - just a small little pictograph of fire in gold - on the collar and at the end of the sleeves. The other uniforms are basically the same, however Earth is a long, green tunic with a broad belt - either brown or black depending on the profession, be it Druid or Ranger respectively - green pants and brown/black boots. Rangers usually have a long cloak and some archery related paraphernalia. Druids, however, wear long coats and less form-fitting apparel.
Fire has red, Water has blue, Wind has white/silver, Earth has green (brown and black), and Summoning - if JUST studying Summoning - black and another color depending on which Direction the person studies, which will be explained shortly. As for rank differentiation, Novices are the only ones who do not possess a staff, at least the early Novices. Acolytes have staffs, and a gold bar underneath their respective sigil. Novices are the only ones with an unadorned sigil, or a sigil lacking bars. Adepts have two bars, and Experts have a circle around their sigil. Magus' have gold wreaths around their sigils and also bear that same design - yet subdued - upon the back of their coats. Adepts and above can modify their uniforms to assist themselves in their studies, be it the shortening of sleeves, parting the sleeves, opening up the sides of their robes, and the like. However, for females, it cannot show too much skin or give a "fashionable" appearance, ie. making it look like a dress or a decorative to make themselves look more feminine.
Fire Users, or Pyromancer's as they are come to be called, are - from Adept and above - allowed to wear a certain type of armor made of a special metal that protects the wearer from the ravages of fire. While everyone loves more Marks, it still hurts like mad, so wearing the armor keeps them protected and safe. Wind, as well, is allowed to wear armor, but lighter and smoother as to allow them a swifter flight through the air - yes, flight, but not the whole "up with the birds" stuff. That will be explained - and protection from the elements as they do their jobs. Earth doesn't really wear armor, for they can craft their own protection with their own element, and Water is rarely - if ever - in a combat situation or in a prolonged duel.
Staffs depend on the user. Fire usually has a ball of Living Flame - a fireball that has sentience but not so much as to carry a conversation. It knows it's user, and can never be used by anyone else, and even reacts to the mood of the user. Not in colors or any real difference in the fire, but it simply "reacts" to its user. The other staffs are specific gemstones related to the person. Not birthstones, unless that persons "stone" IS their birthstone, which would be weird. Water usually has shades of blue or light greenish-blues, usually rippling and - if one puts their ear to the stone - could LITERALLY hear the ocean. Wind is usually shades of yellow or white and, when wielded, can generate a rather nasty gust of wind. Earth, if a Druid, is usually made of some tree the user finds personable and related to them in some way.
I seem to have skipped Wind. Winds two professions are as follows: Storm Caller, ones who can predict the weather and - if in a large congregation of other 'Callers - can change it dependent on the needs of the time; and Scouts, fleet and agile and nearly undetectable when moving. Much like Rangers, but less "uber" and more speedy. Usually armed with short swords, knives/daggers, or bo staff. The abilities of each profession (Healer, Combat Medic, Scout, 'Caller, Druid, and Ranger) will be described later.
Within each element is a Master Spell, something each is unique for and gloats about daily. Master Pyromancer, for example, can generate his own fire without using his staff or another outlet, and - at times of duress and extreme need - can launch lightning at his foes. Since Fire is all about offense and just a bit of defense, it works quite well. A Master Aquamancer - since it's a bit easier to say then wielder. We can just call them mancers then. ^_^ - can freeze and unfreeze water at will, and can even freeze someone from the inside out if needed. Their healing abilities will be improved as well, allowing them to bring someone back even if they're an inch from death, and no wound cannot be healed by a Master.
A Master Druid can ask the wildlife around him - plant and animal alike - to answer his call to attack or hamper his enemies to the best of their abilities, and a Master Ranger can open the ground around his enemies to swallow them whole or to shatter a building - or a mass of buildings - into a heap. Basically, destroy everything around him with little effort. A Master Storm Caller can do just that - call a storm or a multitude of them, and a Master Scout can literally turn invisible, is entirely silent, and can see hundreds of miles around them at a thought.
A Master Summoner can summon a Demigod. Not some half-human half-god creature, though there is some, but a creature of epic proportions in size and strength and devastation abilities. To summon a Demigod is the Master Summon, and can only be done once in that person's life, and only a Master can withstand the energies for it and survive. A Demigod is almost a semi-permanent summon, meaning when(if) it dies it just goes back to whence it came pretty much unaffected. To kill one would be to fight another Demigod.
People do not realize they have the ability to use magic - the Spark - until someone with a minor spark - which can range from something small like being a really good gardener or farmer due to an affinity with plants, a good vet due to an affinity for animals, uncanny sense of smell, sight, or hearing, etc. - comments that they are "special" or there is something undiscovered in them. Something vague along those lines. Also, another way to learn of their Spark is to have someone who has trained at the Tower - be they a Master or a former student kicked out due to something bad - though they wouldn't remember much after being Cleansed, which is basically removing their spark through rather nasty means - an honorable reason - ranging from being there too long, or simply asking to leave - or a medical issue, something a healer couldn't heal. After such an encounter, usually someone from the Tower comes along and explains to the persons parents, if they're underage - or comes directly to them and offers them a chance to learn of their Spark and broaden their mind to the Arcane and the Ways - which is just another way of saying the Spheres of Magic.
Also, I had mentioned Directions that had to deal with Summoning. Directions are basically what that person decides to specialize in summoning: Constructs, golems and other such things that deal with one or two elements bonded together to make a sentient being that serves the summoner. They come in any combination, however cannot be of opposing elements, otherwise it forces the Construct to go insane or dissipate after the Summoning. The easiest and sometimes the toughest of all the Directions to choose from; Ethereal, spirits and incorporeal beings that another cannot see but the Summoner can, along with other Aether Summoners - though only if the original Summoner allows them to. Good scouts and spies, though easily detected by dogs and other sensitive animals; Rift Summons, daemons and other such non-ethereal beings that are of a diabolic nature. Though generally evil and bad-natured, minor daemons like imps and goblins are easily controlled and summoned. Daemons range - from least to greatest - as follows: Imps, Goblins, Minor Sin Daemons - A minor daemon that represents one of the seven sins though are not very pleasing to the eye and take a rather more blunt and straight-forward way of approaching their targets - Tempter, as it's name implies it "tempts" it's target into doing something they normally wouldn't, Succubi/Incubi - which, unlike their Lust cousins, they simply fulfill that persons greatest desire and, as long as they are needed, they survive. Very hard to get rid of and some of the more devious summons - Major Sin Daemons - More powerful than the Minor ones and more subtle, also taking a form in which their sin entails - Daemon Prince/Princess, and Dark Lord/Lady. The Princes and Lords are the most powerful Rift Summons to call upon, and only a Master can summon and control one, though for a limited time. Rift Summons are the most difficult and most dangerous of the Summoning Directions, due to the chance to summon a Demigod by accident. One can never intentionally summon a Demigod, or up until this time has yet to intentionally summon one. The last Direction is Control Summons, which is basically someone who can summon something from any of the Directions at any time regardless of the time of day or date. Most often the Direction chosen and the most popular along with Constructs.
Each Direction gives their newest Summoners - after they choose that Direction - something to distinguish themselves from their Summoning counterparts, and which also assists them in summoning their desired Summons. Constructs give their summoners an Artificer's Gauntlet, a gauntlet fit with a special gem that assists them in their summoning and which also collects the required Elements for their desired summons. Ethereal gives their summoners a circlet that does much the same as the gauntlets of the Constructs, however it doesn't collect Elements as much as beckon and recognize the spirits around it to give it's wearer the chance to see into the Spirit Realm. Rift is much the same as Ethereal, however theirs are generally black with red or green gemstones and - instead of the Spirit Realm - it allows them to see into the Rift and summon the desired Daemonic entity. Control, however, gives nothing beyond their badge of Direction and the staff of Summoning. Each has a badge, Constructs being a golem, Ethereal being a spirit, Rift being - you guessed it - a jagged rip-shaped reference to the Rift, and Control is a gemstone surrounded by fire. One of these will be on each shoulder of the Summoner that has chosen that direction, along with their Gift - gauntlet or circlet.
Lord Arimor Darkheart · Sun Dec 18, 2011 @ 05:47pm · 0 Comments |
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