11-14-2009, 03:59 AM
New RP I'm thinking of. Some elements will be similar to the Inheritance series.
I'm gonna use the map of Alagaësia.
![[Image: alagaesia.jpg]](http://i692.photobucket.com/albums/vv282/Erisdar/alagaesia.jpg)
Look up information on each place [url=http://"http://\"http://inheritance.wikia.com/wiki/Alaga%C3%ABsia\""]here[/url]. Ignore any plot that pertains to the Inheritance series.
Quick descriptions of major towns for those that do not wish to look themselves.
Beor Mountains - The mountains underneath which the Dwarven cities and tunnels lie. Many times higher than the Spine, they lie along the southern edge of the Empire. The mountains average 10 miles in height and are supposedly the tallest in the world.
Carvahall - a tiny village located at the top of the Anora River in the northern part of The Spine in Palancar Valley. The village was the only settlement in the valley, except for Therinsford, and was rarely visited by anyone save for merchants and trappers. Most of the village was made up of stout log houses with low roofs and wide porches on their fronts for talking and conducting business. Every year, The Traders would come to town and sell their wares to the villagers.
Farthen Dûr - A huge, hollow, almost impregnable mountain where the dwarf city Tronjheim is located.
Hadarac Desert - The vast desert stretching from the center of Alagaësia up to the eastern edge. It is almost impossible to cross. It was formerly a fertile land in which the dwarves lived, but slowly dried up, forcing them to move. It is therefore similar to the Sahara Desert.
The Spine - A mountain range that runs most of the vertical span of the Empire along the western coast. It is a mysterious place that many people fear.
Urû\'baen - The capital city of the Sundablakka. Known as Ilirea, capital of the Broddring Kingdom, before it was taken over.
Ellesméra - The hidden capital city of the elves, it stands in the heart of Du Weldenvarden. Like most elf cities, it blends seamlessly into the forest, the homes grown out of ancient trees through magic. The elf queen, and most of her court of nobles reside here.
Races
Humans - The human race was not native to Alagaësia; along with the Elves and the Urgals, humans came from across the sea in ages past. The first human settlers landed in what later became Surda. They established the Broddring Kingdom, which eventually spread northward to include much of eastern Alagaësia. After an event involving the dragons and elves, humans were permitted to become Dragon Riders. All humans seem to believe in some sort of fate or divine influence; most were superstitious. Several possessed magical or psychic powers; some were wizards or witches, others became Dragon Riders.
Elves - The elves take cover in Du Weldenvaden and are the most magical race in the land other than dragons and spirits. The elves migrated to the land of dwarves and dragons apparently fleeing danger from across the sea. The elves formed a pact with the dragons, following the war between the elves and the dragons. In this pact the Dragon Riders were formed and magic began to take its effect on the elven race, giving them greater speed, strength, and magical abilities. Elves cannot grow beards or have any body hair, unless they choose to change their form. The elves are often referred to as \"fair folk\" and speak in the ancient language, the language of magic.
Dragons - The dragons are a species of enormous reptiles with magical properties. After their pact with the elves, and later humans, dragon eggs set aside for the Riders would only hatch for their chosen riders. The wild dragons would only be born under the right conditions to satisfy their growth. Once dragons reach a few months of age they can breathe elements. Dragons rely on magic in order to fly and never stop growing.
Griffin - Beasts with the body of a lion, and the head of a eagle with magical properties. They are capable of running extremely fast. Much faster than a horse. Their speed on land rivals the speed of a dragon in the air. The process of griffin finding riders is much like that of a dragon. They also grant the rider the abilities of the elements. Wild griffin hatch under the right conditions to satisfy their growth.
Dwarves - A race older than the Elves, and of no small power. They are master smiths and builders, having constructed some of Alagaësia\'s most imposing structures, among them Tronjheim, the crown jewel of their achievement, a city in the shape of an artificial mountain of white marble one mile tall, hidden in the gargantuan crater of the dormant volcano, Farthen-Dur, in the Beor Mountains. The dwarves use their own language, in which they are called knurlagn. Due to their long memories, they have difficulty trusting any non-dwarf, not many dwarves become riders for this reason. Banishment in dwarven lands is severe, returning is punishable by death and they are treated like they no longer exist at all; they are also given a title called Vargrimstn.
Orcs - A race of misshapen humanoids with brutal warmongering, sadistic, yet cowardly tendencies Physically stronger than humans. Usually have green skin. They are noticeably larger than humans as well. They usually serve the Sundablakka with their malicious deeds. Though some have been known to be a proud warrior race with a strong sense of honor.
Werecat - Werecats are sentient creatures with shape-shifting abilities, being able to take on the appearance of either a human or a large, shaggy cat. Whether they migrated to Alagaësia or were native to the land was unknown. They were quite rare. Werecats were said to be very smart and dangerous at times.
Kitsune - A race of sentient creatures which assume the form of foxes. The main difference is that Kitsune have more tails than a normal fox. The tails represent how strong that particular kitsune is, up to nine tails. Kitsune are usually described as intelligent and magical creatures. They can assume the form of humans, with subtle differences. Kitsune are usually more playful than werecats.
Factions:
Aiedail - Literally \"The Morning Star\". A group of rebels which are attempting to overthrow the Sundablaka. There are many small groups working all over the continent. There is a group somewhere near surda. A group that lives in the mountains with the dwarves, and a group that lives with the elves.
Sundablaka - Literally \"The Beast\". The evil organization which rules over the land. They have taken over the capital of Broddring Kingdom. They sweep through towns and destroy them with their large armies of orcs.
Dragon Knights - Dragon knights are usually humans or elves. Although some have been known to be from the other races. Dragon knights usually carry a weapon made especially for them by the Elves. When a human or elf reaches the age of twenty, they are brought before dragon eggs, if the egg hatches for them, they are marked with a symbol by the dragon and made a Knight. The dragon knights are imparted with magical power by a dragon. Dragon Knights are more good than evil. Although some notable evils have been dragon knights.
Griffin Warriors - Griffin Warriors are usually Dwarves or Orcs. Although some have been known to be from other races. They carry a weapon made especially for them by the Dwarves. When an Orc or Dwarf reaches a certain age, they are brought before the griffin eggs, if the egg hatches for them, they are marked with a symbol and made a warrior. Griffin warriors are also imparted with a magical power by a griffin. Griffin warriors tend to be more evil than good. Although the fair share of griffin warriors are evil.
Elements:
There are four elements, each represented by a color. Fire is red. Earth is brown. Water is blue. Air is yellow. Mixed elements are: Water/Air = green, and earth/fire = black. Elements are usually controlled by the riders, be it dragon or griffin. The color of the dragons scales, or color of the griffin\'s feathers usually represent the elements they control. Elements are divided into two classes. Offensive and Defensive. And are combined as such. A rider could be fire offensive, but earth defensive. Or water offensive and air Defensive. Offensive and defensive elements can\'t clash. Therefore, one cannot be fire offensive and water defensive or vice versa or Water/earth, fire/air, Earth/air. When Water and Air are combined, they offer a great form of healing. When Earth and fire are combined, they offer a great form of destruction. Same element offensive and defensive are stronger than just single element offensive, due to the combined powers.
[spoiler=Fire Offensive]Fireballs: a basic ability; jabs and punches produce miniature fireballs and missiles of flame. These can be charged up to create larger slower bursts, or swift repetitive strikes to keep opponents off balance.
Fire Streams: another basic ability, Fire users can shoot continuous streams of fire from their fingertips, fists, palms, or legs. These streams can be widened to create flame-thrower like techniques.
Fire Bomb: A more short range attack, a Fire user can create a flame at the end of a limb, and thrust the flame down in a explosive burst.
Fire Disks: A whirling disk of flame, used at long range.[/spoiler]
[spoiler=Fire Defensive]Shield of Fire: Creates a protective fire shield around the front of, or the whole body of, a Fire user that can deflect attacks and explosions.
Heat Control: Certain advanced Fire users appear to have the ability to control heat. Using this technique, Fire users can heat liquids, like water or tea, heat metal to scalding temperatures, or melt ice. Fire users can also control the size and intensity of any nearby flames and can draw them in and manipulate them at will.
Jet Propulsion: Skilled Fire masters are able to conjure huge amounts of flame to propel themselves at high speeds on the ground or through the air.
Wall of Flames: One of Fire\'s few defensive abilities, either a situated explosion or controlled inferno, this wall concentrated flames acts as a barrier to incoming attacks. It may be a more powerful version of a Fire Shield. It not only protects against attacks, but when used right, can be used to stealthily escape from foes.[/spoiler]
[spoiler=Earth Offensive] Earth & Stone Levitation: The most common attack, involves levitating nearby earth and stone of numerous sizes (more powerful users can move larger masses), and propelling them at foes by punching or kicking motions.
Earth Sinking: More advanced Earth users can forcibly sink their opponents into the ground, imprisoning them or even suffocating them in earth.
Earthquakes/Fissures: Striking the ground with feet, fists, or hammers creates localized earthquakes or fissures to throw opponents off-balance. This same process can be used to sculpture a landmass or to slice large chunks of rock clean of a surface to create avalanches or rockfalls. More advanced Earthbenders can make very narrow fissures for precise attacks.
Earth Bomb: By sending a rock towards the ground, Earth users can cause massive damage as well as throw their opponents off their feet.[/spoiler]
[spoiler=Earth Defensive]Rock Shield: A levitated slab of rock can also double as a shield when positioned in front of a user. This can also be performed as a slab or sheet of bedrock thrust out of the earths surface. The shield can be hurled at the opponent for a quick retaliation.
Earth Gauntlet: A much less advanced version of Earth armor that can be used to throw back opponents with hard solid force. The technique is useful in that it grants some level of the protection of Earth Armor but allows the rest of the body to remain flexible.
Earth Wave: Earth users create a wave of earth that they ride on and use as a form of transportation.
Earth Armor: Earth users can bring rocks, dusts, pebbles or crystals around them and mold them to fit their body and create something similar to armor. They can also hide inside the earth by bending the rock around them as a shell.[/spoiler]
[spoiler=Air Offensive]Air Blast: A more offensive move involving a direct pulse or jet of almost solid wind from the hands or feet. The force of the attack is generated more from the user\'s own power rather than assisted by momentum. This direct blast can reach further with greater accuracy and is used to inflict greater damage.
Breath of Wind: Very similar to standard air jet but created from the mouth and lungs. It requires extremely good breath control to employ effectively. Size and focus is more easily controlled, including narrow jets that can strike targets as small as insects, to large gale force gusts capable of cooling magma into solidified rock.
Air Swipe: The air swipe is a dual defensive and offensive technique in which an air user conjures a crescent-moon shaped construct of solidified air capable of deflecting collosal projectiles, and sending them off-course or back to the attacker.
Air Blades: A more offensive move than is typical of Air user\'s principle, this involves a focus slicing air current that can cut through stone or timber with relative ease. This is frequently conjured with a blade or staff rather than the body, using the narrow profile of the object to create a more focused and precise air movement. This move could prove fatal if used on an individual. [/spoiler]
[spoiler=Air Defensive]Air Shields: an Airbender can deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects (though requiring a higher degree of precision).
Air Barrier: This is a more powerful defensive technique where the entire body is surrounded by a dome of air that deflects attacks from all directions.
Air Suction: A technique used to bring people or things towards the air user.
Air Sphere: Similar to the air shield, this powerful defense surrounds the user in a sphere of spinning air that deflects anything coming in at them, levitate across varied distances and can even disintegrate the ground beneath them.[/spoiler]
[spoiler=Water Offensive]Water Whips: The most common move involves creating a lashing tendril of water to swipe at an opponent. The shape, size, and length are all determined by a Water user\'s control. More powerful users can create larger whips or ones of greater finesse. Due to water being incompressible, a whip can be sharpened into a blade that can even slice through metal with relative ease.
Water Jets: High pressure jets can be used to force opponents back or even blast clean through a target if focused enough. Water jets are primarily used if the user has intent of severely hurting their opponents.
Ice Spear: The Ice Spear involves freezing a stream of water and then sending the frozen result flying at the target.
Water Drill: A high-pressure, rotating column of water. Capable of exerting a significant amount of pressure upon a solid surface, that allows the action of a drill.[/spoiler]
[spoiler=Water Defensive]Water Walls/Water Shields: Water can be molded into any shape and can by used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover, or solidified into a shield of ice. This diversity and ability to swiftly change to suit the situation is what makes the water\'s defense so adaptable. Although it is protecting, the shield needs some type of compression or else the shield won\'t be effective.
Water Thermokinesis: Water users also possess thermokinetic abilities regarding their element, meaning that they can alter the physical state of the water they manipulate (between liquid, solid and gas) at will. Changing the phase of water allows for multiple techniques in the course of a battle, from encasing an opponent in ice to hiding behind a wall of mist. Ice and steam/fog can also be molded in a diverse range of shapes. Ice provides a degree of hard lethality since it can be molded into spikes or blades to pin down or impale opponents. Steam or mist can obscure a battlefield and mask movement.
Waves: By moving a large mass of water without separating it from its original source, water users can create waves of nearly any size. They do this by using an upward movement and after raising the source, they send away in their desired direction. This can be used to sweep opponents away or even as a form of transport, with the bender surfing on the crest of the wave. This same process can be used to propel waterborne crafts.
Water Dome: A master Water user can collect water from the rain, forming a dome which can be used for both offense and defense.[/spoiler]
Character Skeleton: PM all bios to me and I will accept them and place them in a spoiler.
Name:Name of Character
Race:Race of Character
Off Element:Offensive element.
Def Element:Defensive element
Description:Description of character.
Companion:Character\'s companion, be it dragon, griffin, or otherwise.
Weapon: Character\'s weapon
Faction: What faction the character follows.
Personality: How the Character acts.
History: The characters history.
Bios:
[spoiler=Harukastu]
Name: Harukastu
Race: Elf
Off Element:Water
Def Element:Air
Description:![[Image: Sephirothooohgethim-1.jpg]](http://i601.photobucket.com/albums/tt91/puppyfreak22/Sephirothooohgethim-1.jpg)
Companion: His companion is a large green dragon named Iiraign. The dragon is only one an a half years old. But it\'s already quite large. The dragon is male and has a personality much like Haru himself. [url=http://"http://\"http://www.youthink.com/images/2009/01/2...16841.jpg\""]Picture[/url] He also travels with a werecat.
Weapon: Trained in the use of a bow, like most elves. And also has two specially made blades made for him by the elves. Instead of having one weapon which reflects the elements he uses, he has two. His main sword, which he uses in his dominant hand, which is blue and he mainly uses it for his attacks. [url=http://"http://\"http://images2.wikia.nocookie.net/inheri...ingr1.jpg\""]Picture[/url] The second blade is yellow and he wields it in his off-hand. He uses it mainly for defense. [url=http://"http://\"http://images4.wikia.nocookie.net/inheri...gling.jpg\""]Picture[/url]
Faction: Dragon Knight
Personality: Haru takes pride in his status as a rider. He treats others with respect and rarely shows anger. He is always willing to help those that need it, and will protect comrades at all costs. Those who know Haru know that he only shows anger on rare occasions, and that he will almost always remain cheerful.
History: Haru was born to a noble of the elven court. Thus, he was able to become a rider at the age of sixteen. He was trained as apprentice for a year and a half. In this time he gained his two blades, and learned many of the magic techniques which his dragon allotted him. He prefers to keep his last name a secret, not telling anyone it. Knowledge of his last name could get him in trouble, or put him in danger. He also keeps his age a secret to many, so people don\'t know he is a younger rider. During his training as a rider, he met a werecat who decided it would stay with him.
[/spoiler]
[spoiler=Hakuro]
Name:Hakuro
Race:Werecat
Off Element:None
Def Element:None
Description:![[Image: ____Haze_Hakuro_____by_Kaze_Hime.jpg]](http://i102.photobucket.com/albums/m113/SandyMonkey/____Haze_Hakuro_____by_Kaze_Hime.jpg)
Can also take the form of a large brown three-tailed cat.
Companion:Harukastu
Weapon:A pair of cat claws he can summon whenever he needs them.
Faction:Dragon riders (Though not one himself.)
Personality: He used to be very mischievous. He now only communicates with Haru, or other were-creatures. He\'s nice at times, but has the ability to tell the future sometimes, and is unable to lie about it. When he speaks about the future, he speaks in riddles. He often takes the form of a cat when around those he does not trust. Only revealing his other form to people he trusts.
History: He was raised in a royal family of the elves, much like Haru. But he was raised as a house-pet, none knowing he was a werecat. When he was fifteen, he met Haru. Who had started training to become a knight just six months prior. He quickly began to trust Haru, and even revealed the fact that he was a werecat to him. He traveled with Haru and his dragon, becoming one of Haru's closest friends.
[/spoiler]
Plot:
The setting is a far away land. Where dragons fly the skies and griffin sometimes roam the plains. The major towns have been taken over by the Surdablaka. Their armies invade towns and take them over. The leader of the Surdablaka is a mighty Griffin warrior. His reasons are simple, take control of the continent. The Aiedail have attempted on many accounts to stop them though to no avail. The Surdablaka\'s forces outnumber them by almost five to one.
The Aidail have a hope though. They are attempting to add dragon knights to their forces in order to make them stronger. But as they are attempting that, the Surdablaka are getting Griffin warriors.
Rules:
1. Romance allowed, keep it pg-14
2. Violence and death allowed, but don\'t go too far.
3. Be literate.
4. Use third person if you can. First person if you want to.
5. As said above, Bios must be PMed to me and accepted.
6. Ubering is not tolerated. First case of ubering is an injury to your character. Second is an extreme injury to your character. Third case is complete death of that character.
7. Keep the autoing to a minimum. Aka. Unless completely necessary.
8. Max of four characters.
9. Have fun.
10. Major roles will be needed. If you want one, PM me the bio and I will approve/deny.
11. Humans and elves without dragons or griffin posses magic as well, but it is not as strong as Knights and Warriors.
Major roles
Dwarven leader -
Elven queen -
Surdablaka leader -
Orcish army leader -
Aiedail leader -
Dragon Knights leader -
Griffin Warriors leader -
I'm gonna use the map of Alagaësia.
![[Image: alagaesia.jpg]](http://i692.photobucket.com/albums/vv282/Erisdar/alagaesia.jpg)
Look up information on each place [url=http://"http://\"http://inheritance.wikia.com/wiki/Alaga%C3%ABsia\""]here[/url]. Ignore any plot that pertains to the Inheritance series.
Quick descriptions of major towns for those that do not wish to look themselves.
Beor Mountains - The mountains underneath which the Dwarven cities and tunnels lie. Many times higher than the Spine, they lie along the southern edge of the Empire. The mountains average 10 miles in height and are supposedly the tallest in the world.
Carvahall - a tiny village located at the top of the Anora River in the northern part of The Spine in Palancar Valley. The village was the only settlement in the valley, except for Therinsford, and was rarely visited by anyone save for merchants and trappers. Most of the village was made up of stout log houses with low roofs and wide porches on their fronts for talking and conducting business. Every year, The Traders would come to town and sell their wares to the villagers.
Farthen Dûr - A huge, hollow, almost impregnable mountain where the dwarf city Tronjheim is located.
Hadarac Desert - The vast desert stretching from the center of Alagaësia up to the eastern edge. It is almost impossible to cross. It was formerly a fertile land in which the dwarves lived, but slowly dried up, forcing them to move. It is therefore similar to the Sahara Desert.
The Spine - A mountain range that runs most of the vertical span of the Empire along the western coast. It is a mysterious place that many people fear.
Urû\'baen - The capital city of the Sundablakka. Known as Ilirea, capital of the Broddring Kingdom, before it was taken over.
Ellesméra - The hidden capital city of the elves, it stands in the heart of Du Weldenvarden. Like most elf cities, it blends seamlessly into the forest, the homes grown out of ancient trees through magic. The elf queen, and most of her court of nobles reside here.
Races
Humans - The human race was not native to Alagaësia; along with the Elves and the Urgals, humans came from across the sea in ages past. The first human settlers landed in what later became Surda. They established the Broddring Kingdom, which eventually spread northward to include much of eastern Alagaësia. After an event involving the dragons and elves, humans were permitted to become Dragon Riders. All humans seem to believe in some sort of fate or divine influence; most were superstitious. Several possessed magical or psychic powers; some were wizards or witches, others became Dragon Riders.
Elves - The elves take cover in Du Weldenvaden and are the most magical race in the land other than dragons and spirits. The elves migrated to the land of dwarves and dragons apparently fleeing danger from across the sea. The elves formed a pact with the dragons, following the war between the elves and the dragons. In this pact the Dragon Riders were formed and magic began to take its effect on the elven race, giving them greater speed, strength, and magical abilities. Elves cannot grow beards or have any body hair, unless they choose to change their form. The elves are often referred to as \"fair folk\" and speak in the ancient language, the language of magic.
Dragons - The dragons are a species of enormous reptiles with magical properties. After their pact with the elves, and later humans, dragon eggs set aside for the Riders would only hatch for their chosen riders. The wild dragons would only be born under the right conditions to satisfy their growth. Once dragons reach a few months of age they can breathe elements. Dragons rely on magic in order to fly and never stop growing.
Griffin - Beasts with the body of a lion, and the head of a eagle with magical properties. They are capable of running extremely fast. Much faster than a horse. Their speed on land rivals the speed of a dragon in the air. The process of griffin finding riders is much like that of a dragon. They also grant the rider the abilities of the elements. Wild griffin hatch under the right conditions to satisfy their growth.
Dwarves - A race older than the Elves, and of no small power. They are master smiths and builders, having constructed some of Alagaësia\'s most imposing structures, among them Tronjheim, the crown jewel of their achievement, a city in the shape of an artificial mountain of white marble one mile tall, hidden in the gargantuan crater of the dormant volcano, Farthen-Dur, in the Beor Mountains. The dwarves use their own language, in which they are called knurlagn. Due to their long memories, they have difficulty trusting any non-dwarf, not many dwarves become riders for this reason. Banishment in dwarven lands is severe, returning is punishable by death and they are treated like they no longer exist at all; they are also given a title called Vargrimstn.
Orcs - A race of misshapen humanoids with brutal warmongering, sadistic, yet cowardly tendencies Physically stronger than humans. Usually have green skin. They are noticeably larger than humans as well. They usually serve the Sundablakka with their malicious deeds. Though some have been known to be a proud warrior race with a strong sense of honor.
Werecat - Werecats are sentient creatures with shape-shifting abilities, being able to take on the appearance of either a human or a large, shaggy cat. Whether they migrated to Alagaësia or were native to the land was unknown. They were quite rare. Werecats were said to be very smart and dangerous at times.
Kitsune - A race of sentient creatures which assume the form of foxes. The main difference is that Kitsune have more tails than a normal fox. The tails represent how strong that particular kitsune is, up to nine tails. Kitsune are usually described as intelligent and magical creatures. They can assume the form of humans, with subtle differences. Kitsune are usually more playful than werecats.
Factions:
Aiedail - Literally \"The Morning Star\". A group of rebels which are attempting to overthrow the Sundablaka. There are many small groups working all over the continent. There is a group somewhere near surda. A group that lives in the mountains with the dwarves, and a group that lives with the elves.
Sundablaka - Literally \"The Beast\". The evil organization which rules over the land. They have taken over the capital of Broddring Kingdom. They sweep through towns and destroy them with their large armies of orcs.
Dragon Knights - Dragon knights are usually humans or elves. Although some have been known to be from the other races. Dragon knights usually carry a weapon made especially for them by the Elves. When a human or elf reaches the age of twenty, they are brought before dragon eggs, if the egg hatches for them, they are marked with a symbol by the dragon and made a Knight. The dragon knights are imparted with magical power by a dragon. Dragon Knights are more good than evil. Although some notable evils have been dragon knights.
Griffin Warriors - Griffin Warriors are usually Dwarves or Orcs. Although some have been known to be from other races. They carry a weapon made especially for them by the Dwarves. When an Orc or Dwarf reaches a certain age, they are brought before the griffin eggs, if the egg hatches for them, they are marked with a symbol and made a warrior. Griffin warriors are also imparted with a magical power by a griffin. Griffin warriors tend to be more evil than good. Although the fair share of griffin warriors are evil.
Elements:
There are four elements, each represented by a color. Fire is red. Earth is brown. Water is blue. Air is yellow. Mixed elements are: Water/Air = green, and earth/fire = black. Elements are usually controlled by the riders, be it dragon or griffin. The color of the dragons scales, or color of the griffin\'s feathers usually represent the elements they control. Elements are divided into two classes. Offensive and Defensive. And are combined as such. A rider could be fire offensive, but earth defensive. Or water offensive and air Defensive. Offensive and defensive elements can\'t clash. Therefore, one cannot be fire offensive and water defensive or vice versa or Water/earth, fire/air, Earth/air. When Water and Air are combined, they offer a great form of healing. When Earth and fire are combined, they offer a great form of destruction. Same element offensive and defensive are stronger than just single element offensive, due to the combined powers.
[spoiler=Fire Offensive]Fireballs: a basic ability; jabs and punches produce miniature fireballs and missiles of flame. These can be charged up to create larger slower bursts, or swift repetitive strikes to keep opponents off balance.
Fire Streams: another basic ability, Fire users can shoot continuous streams of fire from their fingertips, fists, palms, or legs. These streams can be widened to create flame-thrower like techniques.
Fire Bomb: A more short range attack, a Fire user can create a flame at the end of a limb, and thrust the flame down in a explosive burst.
Fire Disks: A whirling disk of flame, used at long range.[/spoiler]
[spoiler=Fire Defensive]Shield of Fire: Creates a protective fire shield around the front of, or the whole body of, a Fire user that can deflect attacks and explosions.
Heat Control: Certain advanced Fire users appear to have the ability to control heat. Using this technique, Fire users can heat liquids, like water or tea, heat metal to scalding temperatures, or melt ice. Fire users can also control the size and intensity of any nearby flames and can draw them in and manipulate them at will.
Jet Propulsion: Skilled Fire masters are able to conjure huge amounts of flame to propel themselves at high speeds on the ground or through the air.
Wall of Flames: One of Fire\'s few defensive abilities, either a situated explosion or controlled inferno, this wall concentrated flames acts as a barrier to incoming attacks. It may be a more powerful version of a Fire Shield. It not only protects against attacks, but when used right, can be used to stealthily escape from foes.[/spoiler]
[spoiler=Earth Offensive] Earth & Stone Levitation: The most common attack, involves levitating nearby earth and stone of numerous sizes (more powerful users can move larger masses), and propelling them at foes by punching or kicking motions.
Earth Sinking: More advanced Earth users can forcibly sink their opponents into the ground, imprisoning them or even suffocating them in earth.
Earthquakes/Fissures: Striking the ground with feet, fists, or hammers creates localized earthquakes or fissures to throw opponents off-balance. This same process can be used to sculpture a landmass or to slice large chunks of rock clean of a surface to create avalanches or rockfalls. More advanced Earthbenders can make very narrow fissures for precise attacks.
Earth Bomb: By sending a rock towards the ground, Earth users can cause massive damage as well as throw their opponents off their feet.[/spoiler]
[spoiler=Earth Defensive]Rock Shield: A levitated slab of rock can also double as a shield when positioned in front of a user. This can also be performed as a slab or sheet of bedrock thrust out of the earths surface. The shield can be hurled at the opponent for a quick retaliation.
Earth Gauntlet: A much less advanced version of Earth armor that can be used to throw back opponents with hard solid force. The technique is useful in that it grants some level of the protection of Earth Armor but allows the rest of the body to remain flexible.
Earth Wave: Earth users create a wave of earth that they ride on and use as a form of transportation.
Earth Armor: Earth users can bring rocks, dusts, pebbles or crystals around them and mold them to fit their body and create something similar to armor. They can also hide inside the earth by bending the rock around them as a shell.[/spoiler]
[spoiler=Air Offensive]Air Blast: A more offensive move involving a direct pulse or jet of almost solid wind from the hands or feet. The force of the attack is generated more from the user\'s own power rather than assisted by momentum. This direct blast can reach further with greater accuracy and is used to inflict greater damage.
Breath of Wind: Very similar to standard air jet but created from the mouth and lungs. It requires extremely good breath control to employ effectively. Size and focus is more easily controlled, including narrow jets that can strike targets as small as insects, to large gale force gusts capable of cooling magma into solidified rock.
Air Swipe: The air swipe is a dual defensive and offensive technique in which an air user conjures a crescent-moon shaped construct of solidified air capable of deflecting collosal projectiles, and sending them off-course or back to the attacker.
Air Blades: A more offensive move than is typical of Air user\'s principle, this involves a focus slicing air current that can cut through stone or timber with relative ease. This is frequently conjured with a blade or staff rather than the body, using the narrow profile of the object to create a more focused and precise air movement. This move could prove fatal if used on an individual. [/spoiler]
[spoiler=Air Defensive]Air Shields: an Airbender can deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects (though requiring a higher degree of precision).
Air Barrier: This is a more powerful defensive technique where the entire body is surrounded by a dome of air that deflects attacks from all directions.
Air Suction: A technique used to bring people or things towards the air user.
Air Sphere: Similar to the air shield, this powerful defense surrounds the user in a sphere of spinning air that deflects anything coming in at them, levitate across varied distances and can even disintegrate the ground beneath them.[/spoiler]
[spoiler=Water Offensive]Water Whips: The most common move involves creating a lashing tendril of water to swipe at an opponent. The shape, size, and length are all determined by a Water user\'s control. More powerful users can create larger whips or ones of greater finesse. Due to water being incompressible, a whip can be sharpened into a blade that can even slice through metal with relative ease.
Water Jets: High pressure jets can be used to force opponents back or even blast clean through a target if focused enough. Water jets are primarily used if the user has intent of severely hurting their opponents.
Ice Spear: The Ice Spear involves freezing a stream of water and then sending the frozen result flying at the target.
Water Drill: A high-pressure, rotating column of water. Capable of exerting a significant amount of pressure upon a solid surface, that allows the action of a drill.[/spoiler]
[spoiler=Water Defensive]Water Walls/Water Shields: Water can be molded into any shape and can by used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover, or solidified into a shield of ice. This diversity and ability to swiftly change to suit the situation is what makes the water\'s defense so adaptable. Although it is protecting, the shield needs some type of compression or else the shield won\'t be effective.
Water Thermokinesis: Water users also possess thermokinetic abilities regarding their element, meaning that they can alter the physical state of the water they manipulate (between liquid, solid and gas) at will. Changing the phase of water allows for multiple techniques in the course of a battle, from encasing an opponent in ice to hiding behind a wall of mist. Ice and steam/fog can also be molded in a diverse range of shapes. Ice provides a degree of hard lethality since it can be molded into spikes or blades to pin down or impale opponents. Steam or mist can obscure a battlefield and mask movement.
Waves: By moving a large mass of water without separating it from its original source, water users can create waves of nearly any size. They do this by using an upward movement and after raising the source, they send away in their desired direction. This can be used to sweep opponents away or even as a form of transport, with the bender surfing on the crest of the wave. This same process can be used to propel waterborne crafts.
Water Dome: A master Water user can collect water from the rain, forming a dome which can be used for both offense and defense.[/spoiler]
Character Skeleton: PM all bios to me and I will accept them and place them in a spoiler.
Name:Name of Character
Race:Race of Character
Off Element:Offensive element.
Def Element:Defensive element
Description:Description of character.
Companion:Character\'s companion, be it dragon, griffin, or otherwise.
Weapon: Character\'s weapon
Faction: What faction the character follows.
Personality: How the Character acts.
History: The characters history.
Code:
[b]Name:[/b]
[b]Race:[/b]
[b]Off Element:[/b]
[b]Def Element:[/b]
[b]Description:[/b]
[b]Companion:[/b]
[b]Weapon:[/b]
[b]Faction:[/b]
[b]Personality:[/b]
[b]History:[/b]Bios:
[spoiler=Harukastu]
Name: Harukastu
Race: Elf
Off Element:Water
Def Element:Air
Description:
![[Image: Sephirothooohgethim-1.jpg]](http://i601.photobucket.com/albums/tt91/puppyfreak22/Sephirothooohgethim-1.jpg)
Companion: His companion is a large green dragon named Iiraign. The dragon is only one an a half years old. But it\'s already quite large. The dragon is male and has a personality much like Haru himself. [url=http://"http://\"http://www.youthink.com/images/2009/01/2...16841.jpg\""]Picture[/url] He also travels with a werecat.
Weapon: Trained in the use of a bow, like most elves. And also has two specially made blades made for him by the elves. Instead of having one weapon which reflects the elements he uses, he has two. His main sword, which he uses in his dominant hand, which is blue and he mainly uses it for his attacks. [url=http://"http://\"http://images2.wikia.nocookie.net/inheri...ingr1.jpg\""]Picture[/url] The second blade is yellow and he wields it in his off-hand. He uses it mainly for defense. [url=http://"http://\"http://images4.wikia.nocookie.net/inheri...gling.jpg\""]Picture[/url]
Faction: Dragon Knight
Personality: Haru takes pride in his status as a rider. He treats others with respect and rarely shows anger. He is always willing to help those that need it, and will protect comrades at all costs. Those who know Haru know that he only shows anger on rare occasions, and that he will almost always remain cheerful.
History: Haru was born to a noble of the elven court. Thus, he was able to become a rider at the age of sixteen. He was trained as apprentice for a year and a half. In this time he gained his two blades, and learned many of the magic techniques which his dragon allotted him. He prefers to keep his last name a secret, not telling anyone it. Knowledge of his last name could get him in trouble, or put him in danger. He also keeps his age a secret to many, so people don\'t know he is a younger rider. During his training as a rider, he met a werecat who decided it would stay with him.
[/spoiler]
[spoiler=Hakuro]
Name:Hakuro
Race:Werecat
Off Element:None
Def Element:None
Description:
![[Image: ____Haze_Hakuro_____by_Kaze_Hime.jpg]](http://i102.photobucket.com/albums/m113/SandyMonkey/____Haze_Hakuro_____by_Kaze_Hime.jpg)
Can also take the form of a large brown three-tailed cat.
Companion:Harukastu
Weapon:A pair of cat claws he can summon whenever he needs them.
Faction:Dragon riders (Though not one himself.)
Personality: He used to be very mischievous. He now only communicates with Haru, or other were-creatures. He\'s nice at times, but has the ability to tell the future sometimes, and is unable to lie about it. When he speaks about the future, he speaks in riddles. He often takes the form of a cat when around those he does not trust. Only revealing his other form to people he trusts.
History: He was raised in a royal family of the elves, much like Haru. But he was raised as a house-pet, none knowing he was a werecat. When he was fifteen, he met Haru. Who had started training to become a knight just six months prior. He quickly began to trust Haru, and even revealed the fact that he was a werecat to him. He traveled with Haru and his dragon, becoming one of Haru's closest friends.
[/spoiler]
Plot:
The setting is a far away land. Where dragons fly the skies and griffin sometimes roam the plains. The major towns have been taken over by the Surdablaka. Their armies invade towns and take them over. The leader of the Surdablaka is a mighty Griffin warrior. His reasons are simple, take control of the continent. The Aiedail have attempted on many accounts to stop them though to no avail. The Surdablaka\'s forces outnumber them by almost five to one.
The Aidail have a hope though. They are attempting to add dragon knights to their forces in order to make them stronger. But as they are attempting that, the Surdablaka are getting Griffin warriors.
Rules:
1. Romance allowed, keep it pg-14
2. Violence and death allowed, but don\'t go too far.
3. Be literate.
4. Use third person if you can. First person if you want to.
5. As said above, Bios must be PMed to me and accepted.
6. Ubering is not tolerated. First case of ubering is an injury to your character. Second is an extreme injury to your character. Third case is complete death of that character.
7. Keep the autoing to a minimum. Aka. Unless completely necessary.
8. Max of four characters.
9. Have fun.
10. Major roles will be needed. If you want one, PM me the bio and I will approve/deny.
11. Humans and elves without dragons or griffin posses magic as well, but it is not as strong as Knights and Warriors.
Major roles
Dwarven leader -
Elven queen -
Surdablaka leader -
Orcish army leader -
Aiedail leader -
Dragon Knights leader -
Griffin Warriors leader -