The origin of the world is told by many people of race, theology, and study as the passage of time records the importance of history's defining moments. The almighty Dragons of the sky, the reign of terror like that of a Vampire or Werebeast, and the progressive versatility of humans, sought to conquer the lands and their rightful place in the world. And yet from the myth of folklore told only to children or as tradition in ancient practices long past; The story of Yggdrasil, The Faerie, and the spirits of the elves resonated just faintly.
Renowned as the official name, Faye, the faeries ( albeit greater than the lesser fairy ) were hidden in lands of the Eastern Levadian Isles since the beginning of time. The tale of their origin derived from the ancient forgotten isle at the northernmost end of Levadia's border. The Faerie race were among the kindred spirits born from the spirit of the earth and harnessed into souls of the living by the preserved tree of Yggdrassil. That was until the creation of the Fallen that spelled their genocide from within; Thus with their days numbered, the sacrificing of their own spirits into the land once more to produce what would be known as Elves, children of the natural spirit. Their home of origin was now but a forgotten ruin and many were forced to seek refugee in uninhabited land for miles afar.
Alas, the Elves having migrated across the many countries to a dense region of forest to the southeast; Discovered the land of Sylvenor. From that moment on; The rebuilding of Yggdrasil transitioned the evolution of the Elves from their long voyage and into their new home. It is often depicted in folklore that many of the Faye descended from Elves and thus learned variations of the fundamental natural power force from their ancestors. It wasn't long until foreign enemies came to hunt and pillage their villages for treasures long depicted in myth as a means of conquest. There was but one thing the Elves could do to ensure the safety and prosperity of themselves as a race for generations to come...
Beginning: New Spring
Since their defeat and acknowledgement of the power that many of the other races possessed; The Elves begun to transition into developing the internal governing system that would protect and defend their country from threats of all kind. This introduced the concept of a Neo-Imperialistic kingdom that united under the divine ascension of the heavens through sacred rite of conquest. This also established the First United Kingdom Military in Sylvenor that divided itself into Roots of Divisions, Branches of Brigades, and Stems of Batallions. The Valkyrie Royal Guard who serves and protects the Royal Family as well as the Quezacotl, Terrabane, and Valkyrie make up the united front of the military.
It was the Age of Spring. Many innovations and renaissance activities became known to the Elves by voyaging on Pilgrimages to foreign lands for either to hunt down notorious fiends or to discover great treasures for the sake of the kingdom. The first royal Family was the Wyntrveils known for the industrial development of the economy through many engineered innovations using wood, stone, and other organic material. This pioneered Sylvenor's housing, transportation, and production sectors for the entire continent. Alas, it also generated the desire for Elves to work conveniently and also to promote trade amongs the neighboring countries.
But not all appeared to be at peace and content with the changing times. Within the depths of every forest resided the disdain and strife against the events of the last war. The drows, often known as the dark or night elves, and the high elves clashed many times over their economical standing among Sylvenor. Yet it was also due to the fact that during the Mainland War; Many elves were either betrayed, sacrificed, or extorted by their own in the Nordic Legion. And so when the expansion for territory, resources, or cultivation, the feud between the two subraces would lead into a historical tragedy.
Middle: Shadowfall
Finally after several centuries under the rule of Wyntrveil; The Royal Family became ill with a foreign disease conjured by an unknown party with visitors of an outside race. Unknown as to whether it was intentionally done by someone within the kingdom or an act of terrorism from another country. Amidst the brewing chaos in Sylvenor; A prominent governmental official of the late King's court usurped the throne by convincing the majority of the council that there were indeed traitors who collude with the other countries to take down the kingdom. This man would take hold of the throne in the time of peril and seek the perfect world order for all of Sylvenor. It was now known that in this Age of History, King Lytestryn from the First Sacred Order of Rosewood would take the entire country into a path of Civil War.
At first it appeared to be prominent with the birth of twelve Sacred Orders of the Kingdom that served with the primary duty of taking national request from all clients and seeking to develop the power of the nation from all threats. Namely it took on the task that the Sylvenor Army or the Royal Family could not. Each Order possessed a Warmaster or Warmaiden who stood at the head while the rankings would reflect that of religious figureheads. The most notorious of the Orders aside from Rosewood was the Third Sacred Order of the Seraph's Cry. In the pages of history, a man named Valgerius Styresyong and his beloved Ameldia were among those who fought for the very root cause that united a country once more in times of darkness.
It was only after the first official declaration of the first purge made by King Lytestryn himself that Elves of all kind took arms and fought for war on their own soil. This time it was against the corrupted nature of the spirits and foreign powers that sought to claim the country. Most questioned why had war came upon them and how could nature turn against those who worshiped the sacred acts that sought to preserve it. A great amount of the Nordic legion fell in the battlefield from blazing fires, chemicals, projectiles, and even great magicks that were yet to be comprehended. It wasn't until the final front of the Kingdom in the territory Quel'Ralas that after losing his wife and passing on his very own son to the last Warmaiden Sorenskye, Valgerius Styresyong of the Sylvenor Commanding Army Generals had fallen.
Epilogue: Of Angels & Demons
The aftermath of the recent war caused the distrust between Elves of all kind to cause many skirmishes and even bring the land into greater corruption. But the story of the late Commanding General from the Order of the Seraph's Cry brought hope. Vergaelus Styresyong under the guidance of Warmaiden Shialea Sorenskye of the Dryads sought to carry out the remaining wishes of the sacred orders that were now no more. The Kingdom would request the service of the two to undergo efforts to restore the land to its former glory by eliminating the root cause of the plague that caused the great forest to become sick. Depravity was its name, but Vergaelus and his master had cured much of it by ridding the ill sprites that brewed from the conflict between the Elves as well as working many jobs to resolve many internal issues.
On the day of their commendation from the King himself however, A group of rogue assassins from a syndicate within the Kingdom assassinated Warmaiden Sorenskye as she fought to the bitter end to save Vergaelus from the clutches of the King. It was at this time that the once high spirited, youthful charismatic vigor of Vergaelus became grim, unsympathetic, and aggressive. For only a century did the same apprentice of the Warmaiden return with a vengeance as the banner of Ragnarok waved in the harsh winds. The strategic conquest of history itself taken from the findings of the past gave and refined the nature of the new Rebellion's might. Some say in the midnight hour that the souls of the fallen whisper to give reminders of the very tragedy that lead to this. And so Vergaelus would not let things go to waste....ever.
On the days of the final battle; it was discovered that the Royal Family, the Lytestryn, had been behind the death of the 1st Royal Family as well as caused the land to become plague as an excuse to collect eternal never-ending power to rule. By any means the King sought to collect the power of the deceased by storing their souls into vessels via Grimoires. But with the combined efforts of his deceased comrades and their own spirits that dwelt deep within his own soul; Vergaelus took hold of one of the Grimoires and unlocked the Ascension that transformed him into a Pure Faerie temporarily. And alas, the King with the overwhelming amount of souls got struck in a single demolishing pillar of light that caused the Castle to crumble. On this day in history; The story of the war called Ragnarok would be recorded as the memorial of a dark age and the light of destruction that gave birth to.........the future.
Not shortly after the fall of the Royal Family; Vergaelus, along with his wife Takari, sought to rebuild the very foundation of the broken Sylvenor society that had been diminishes over the centuries of conflicts. While the inhabitants were able to restore much of the country's natural landscape and civilization; The man that had once fought for vengeance was now forced to fight for prosperity. The government was now under the authority of the Royal Family and served as the council for many of the districts. The military became reorganized to cover the coast, air, and lands of Sylvenor indiscriminately. And finally, the third declaration of Vergaelus sought to finally expand the mystic arts of the elves, the art of war, along with releasing the souls of the Grimoire to their resting place in their graves. The Kingdom of Sylvenor has now entered into a period of peace with the souls of the deceased carried on by the next generation of Elves who now hold the power to write their own story...
Posted: Mon Jun 19, 2017 3:43 pm
The Elysian Grimoire
~The root of Elven foundation of powers and legacy through the ancient soil base of Yggdrasil. A timeless and sacred spiritual relic engraved; Only the Elders of the lost sacred Orders knows its tale.~
Elves, descendants of the Faerie and dwellers of the sacred lands in Yggdrasil, are creatures of mother nature itself. Possessing high potency in the realm of the mystical and art of the shadow; The legacy of elves have spanned across the origin of the world. Often mistaken as their fragile and smaller counterparts on the northern pole; The world of the elven race has been involved in a number of wars and battle. In this day and age, Elves have shown to acquire high potency in natural magicks, animalism, and even their own prestige in the art of war. For wherever there is a disturbance in their sacred grove; none will forget the wrath of nature's fury at its fullest.
Alas, the evolution of elves, despite of origin and ethnicity, have came to embrace the new age together with the coming of a new power...
~{ Passives }~
Elves(Light & Dark) -Mana Regeneration: The magical aptitude of elves is granted through natural mana channeling giving them a higher rate of mana usage.
-Heightened Vision: Known for their legendary marksmanship and scouting; Elves possess the same sonic vision as that of an eagle or falcon.
-Heightened Hearing: The avid traits of natural born hunters are present in the common elf's sense of hearing even among loud noise and far distances.
-Tender Foot: By millenniums spent acknowledging the ways of nature and various species; the elves inherit the quick and light sound movement of even the smallest critters.
-Grimoire: The legend behind the sacred relics of heaven and earth originated a few millennia ago during a dark age in elven history. The souls of the greatest warriors, creatures, and myths to tread the lands were preserved in the very essence that granted them memoir. These were the souls of the divine zodiac who birthed the Seraph of the elves long after their depart. The creation of manacite preserved these very souls as a vessel for the power they possess and alas carries on the legacy. Now bestowed upon the living through birthright; These grimoire take the form and shape of sealed crest of sorts representing the very soul they inherit. The awakening of the grimoire transforms the body into a state of "Seraph" that blesses the user with the divine force known as the "Holy Spirit". >Awakening the Grimoire enables the user to unleash the divine version of their personal power as well as alter the physical form to adjust for their affinity. >Seraph is referred to as the true form of the user's soul in relation to what their personal power does and their physical capabilities as a Holy spirit. >While the power of the Grimoire typically grants the ultimate use of one's power; It does not enhance anything other than the user's physical body or the capability of the personal power in a single aspect.
Elves (Light): -Weather Resistance: The vitality of the high/light elves have shown exceptional longevity through many harsh seasons for harvest granting them resistance against many natural diseases.
Elves (Dark): -Nocturnal: The night elves as some may know, possess the ability to move, see, and blend into shadows albeit only halfway.
Soul Le Black De Vile Crew
Desirable Guildsman
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Soul Le Black De Vile Crew
Desirable Guildsman
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Posted: Mon Jun 19, 2017 3:45 pm
~Powers & Abilities~
Renown is a term for the relative fame & respect a person earns through the performance of various deed and actions. The more renown one earns, the more respect (or hate) people are set to give as the word of one's deeds & actions begin to spread through the lans. The more renown you have, the more that people around you will begin to talk. With enough renown you can even improve your status with a brand new title, position, and even more...secret rewards: Novice: 100 Renown Adept: 200 Renown Expert: 400 Renown Mastery: 800 Renown
Each Renown level equals the amount of spells/abilities earned for each tier:
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►The origin of the mystic arts dwells from the spirits that gave birth to mother nature and her greatest creation. Indiscriminately there is nothing that the masters of the forest cannot do when it comes when it comes to the smallest weed to the slightest touch of air to harness their latent potential. The path of the forest is that of tranquility, instinct, and flexibility between those who seek to heal or deal damage.
>Paths:
-Priest(Healer): Priest are users of the mystic power of healing wounds, curing diseases, providing layers of defense, and even absorbing through time to remain in the fight. The vast potential of this path expands the user to gain bonus damage absorption, buff up allies in long lasting battles with a multitude of spells, and even create barriers or other obstacles to always provide a defensive shell.
[ Tier 1 ]
~Heal: A fundamental basic mana spell that restores damage from gashes, bruises, and small punctures among less fatal injuries. 2 Post Cool down.
[ Tier 2 ]
~Cure: A quick and effective acting mana spell that expels common, natural, poisons and toxin chemicals. 2 Post Cool Down
~Repel: A spell that releases a translucent arc of mana capable of stopping small projectile weapons, basic lesser magic, and small damage from incoming physical attacks. 2 Post Cool Down
[ Tier 3 ]
~Regen: A spell that creates a rejuvenation field within 5 meters of the host healing both allies and self in small amounts over time. 2 post duration. 3 post cool down.
~Bubble: A spell that creates an orb of mana surrounding 2 meters around the host and/or allies that withstands most standard damage attacks I.E: heavy physical attacks, small explosions, moderate level damage spells. Last 2 post, 3 post cool down.
~Siphon: A spell that releases a mass of a few dozen microscopic threads in the air to make contact with another host or source in an effort to draw away their energy and supply the user 10% per post. Last 3 post, 3 post cool down.
[Tier 4]
~
-Enchanter: Enchanters or Enchantress are adapt at providing physical augments to allies and the user alike to grant damage boost or enhance body attributes. The possibilities are endless when it comes to preparing for a long fight and turning it to a relatively quick one by just being ready. [ I.E: Reinforce, Haste, Energize, Enhance, Bleed, Resist ]
-Botanist(Plants): The title of a botanist signifies the manipulation of plant life from the smallest weed to a full grown tree for all around purposes. A balance between offense and defense, most users are capable of creating traps or effectively attacking from afar and even causing devastating physical effects varying on types of plants. [ I.E: Binding, Fury, Withdraw, Drain, Growth, Morph ]
-Apothecary(Potions): Sometimes known as Alchemist, The Apothecaries are always abundant with knowledge of mixing various minerals and substances to form a quick response for vitality. Whether there is a need for an extra boost physically, magically, or just something to act as a diversion, they are the go to for quick and effective solutions. [ I.E: Restore, Antidote, Berserk, Sleep, Confuse, Numb ]
-Beast Tamer: The druids of the wilderness and wildlife's greatest natural beast. The vision of hawks, the strength of bears, the agility of a panther, or even the ability to tame one as well as many to act according to your will. For many allies will seek to have the greatest physical diversity; The others will know the wrath of a never ending monster. [ I.E: Wild Cry, Pounce, Maul, Caution, Leap, Camouflage ]
-Saboteur(Poisons): The lethal counterpart to both the Priest and Enchanter in the aspect serving to cripple foes in various areas of the body. The most evasive yet cunning types are those who move one step ahead and rely on damage over time or chose to even turn critical details into significant punishment for the foes. Numb their movement, dull their senses, drain their energy, strain their strength, whatever is necessary to take out the enemy in a clean, efficient, manner without much struggle. [ I.E: Poison, Toxin, Sap, Disease, Numb, Corrode ]
Art of the Stone
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►Those who answer the call of terra and all of its minerals into a brutal force of nature. To harness the stone means to manipulate its shape, size, form, mass, and weight, among also imbue its power as your own. The body grows tough and strong with the sheer brutality to even evoke its physical wrath in a manner of ways against crowds and durable foes.
>Paths:
-Monk(Fighter): The practitioners of a long history of martial prowess that utilizes speed, precision, and overwhelming amounts of damage over time. Some are refined with clear patterns to take the path of least resistance; others are prone to subdue and disorientate the opponent enough to land fatal blows. In the virtue of this path, Many chose to communicate their intents with any part of the body as a force to be reckoned with. [ I.E: Spirit Fist, Rebound, Spiral Kick, Reversal, Razor chop, Cross strike ]
-Giant(Brute): The counterpart to the path of the monk is ultimately a brawler who specializes in powerful movement, creating massive impacts, and causing a great deal of damage in less amount of time. Brutes are often adaptable when it comes to applying pressure in strikes grappling, and other physical feats that many find abnormal. But it is that great offense that leaves terror in the eyes of the unready that proves that even a giant can be unpredictable [I.E: Shockwave, Mega Slam, Brute Charge, Shellshock, Body Bash, Ultra Smash ]
-Puppeteer(Golem User): Those who make contracts with golems are able to create and summon behemoths of various earth material who are at the command of the user. The ability to change it's form suitable to the type of combat situation the user wills and able to use whatever physical means to act as a weapon or shield for or against many threats. Even if the user is unconscious or there happens to be a disconnect in distance; The golem never stops until it is destroyed. [I.E: Cannonball, Skirmish, Turbo Smash, Breath, Explode, Infuse]
-Sentinel(Stonesmith): Much like a Botanist, the Sentinel is a conjurer of natural organic stone from earth that produces segments of stone constructions from the smallest fragment. Contrary to the Puppeteer, The Sentinel is able to conjure stone from an area as a weapon and use it as armor or as a multitude of weapons with a formless state. While typically the stonesmith isn't seen as a threat without their material; One would think twice to believe a stonesmith isn't capable of manipulating sources from even grains of dust. [I.E: Barrage, Impale, Augment, Bind, Fissure, Petrify]
-Geomancer(Stone Mage): The mages of the stone are a class of stone benders who use existing material and alter it's shape, size, pattern, temperature, weight, or composition. Using the fundamental of using the tiniest mineral of rock to cause great shifts in any natural surface; the Geomancers are able to alter the type of stone effects upon the environment. The Geomancers are harbingers of terra's wrath whether they are on the land, sea, air, or even in tight spaces. [I.E: Quake, Meteor, Avalanche, Wall, Mold, Rock fall]
-Ravager(Demolition): The very dynamic yet crafty demolitions experts are those who can practically make a bomb come out of literally dust and friction. Varying on the type of makeshift form that the charge is made; Ravagers are capable of demolishing entire roads or even bringing down mass structures for the sake of taking out someone or something. If the user has the time, the right amount of material, and the right distance to time it correctly; The Ravager could be the cause of many casualties or pull off the greatest stunts ever. [I.E: Bomb, Chain Smoke, Mine, Shock Blast, Geyser, Quick burst ]
Art of the Arcane
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►The abstract truth is that in which dwells only where your mind may take you amiss the galaxy. To be truly free and boundless to the laws of science gives the sense of clairvoyance over how time and space operate. The ingenuity of man's will has acted through the very fabrics of a twilight existence that tears the barrier of numbers and motion into nothing. To create more, less, make big, small, hasten, slow, or forwards, backwards, is only a mere question of when
>Paths:
-Subjugator (Vanquisher): The Power of the force lies dormant in the soul of a warrior and thus the Vanquisher was born into the galaxy. Unleash pounds of weight pressure against the foe, scorch sunlight deep into the enemy until eliminated, or seize and withdrawl through battle with sonic burst of energy. For the foes that seek to rampage through the universe unchecked; It is the job of the Subjugator to shut them down effectively. [I.E: Gamma Wave, Psylock, Force Shield, Sun Ray,etc ]
-Occultist (Warlock): The long tale of the crazed sorcery of the warlock has become reimagined into the realm of the occult. The conjuring of scorching light onto the masses, the blight released upon dense metals, and the minimizing objects or causing weight of objects to increase. An Occulist stares deeply into the abyss and seeks to bring out the secrets of the eternal. [I.E: Immolate, Invoke, Corrupt, Minimize,etc ]
-Archon (Sentry): To infinity and beyond is what some hoped to achieve in the pursuit of the hunters called the Sentry. Unleash rapid sonic fire across great distances in succession; Disappear or Appear through flashes of light, Control the pace by using burst flares to erupt and keep your opponent guessing. The Sentry never seek to let a target escape and if necessary, will use the power of the cosmos against them. [I.E: Sonic Shot, Flash, Comet, Flare,etc]
-Epsilon (Arcanist): The legacy of the arcane drew from the twilight hidden within the stars of the universe and birthed what is known as the Epsilon. Create ripples that scatter the flow of sound across the field, Draw a gravitational vortex to neutralize the enemy's movement from a distance, disrupt the composition of natural land to become soft or hard. The Arcanist seeks to achieve both the balance between order and chaos by whatever they see fit in times of need. [I.E: Blight, Drought, Distort, Rift, etc]
-Oracle (Guardian): Those who have come to know the nature of the cosmos are the ones who chose to keep them in check as Guardians. Spur out destructive fiber strings that burn away at your foes's muscle, emit a spiritual mist that difuses magical enchantments, rend away the very stamina that gives your opponent the ability to move and strike effectively. The Oracle was once considered the forebringer of the order and still today seeks to provide divine will to those who wish to go against them. [I.E: Blind, Bloodvein, Brittle, Dispell, etc ]
-Seer (Visioneer): There are times when a priest veers from the will of Heaven and instead searches for the great voyage as a Seer. Draw the energy of nature into providing mana for your allies, Erect layers of resistance for non elemental abnormalities, increase the output of your allies attack or increase the potency of an enhancement. Wherever there is potential for a greater action or reaction for things natural in the universe; the visioneer is always involved in the vision. [I.E: Channeling, Bubble, Double, Reject, etc]
Art of the Psion
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►The mind is a terrible thing to waste. And waste is exactly what those around you have done. Their moldable intellect and ignorant outlook has left them feeble. But you have risen above. You have unlocked the true potential of the mind,body and soul to become something both in between it all, and completely different all together. Bending the world and those who inhabit it around you to do your bidding, or steel your allies against controlling nature's. You are the forefront of the defense to invading thoughts and treachery. Matter and those around you bend to your will.
>Paths: -Manipulator (Psychic): The realm of telekinesis bends both the mind and body to a point where reality as a Psychic means to become abnormal. Telegraph the extensions of your physical touch to objects within your vicinity, Redirect the flow of gravity on the body into applied pressure, Control the bonds of Magnetism between materials of similar nature to form an object of your own design. The manipulators of natural science are those to be both feared and respected as they are always unpredictable. [I.E: Levitate, Compress, Repulse, Barrage, etc]
-Divinist (Paladin): The history of the world's most devout and sacred warriors started with the divine conquest of the Paladin. Reverse the enemy's physical assault with a sudden scorching flash burst, Heal yourself by drawing mana from enemies upon strike, Control the crowd by drawing numerous blades of light to keep foes distant. The role of the Divinist never goes unnoticed nor does one tend to forget the great deeds of this warrior. [I.E: Nanobite, Sun Ray, Shellshock, Quake, etc]
-Mind Flayer (Mental Warrior): Those who traverse into the paranormal and supernatural as warriors are known to be called Flayers. Produce volatile vapors that extend the range of attacking from various angles, Fade in or out of combat with the movement of a Phantom, Bend the shadows to take damage or bind your foe rapidly. The warrior of the mind is always prepared for the dangers they may encounter no matter what terror it may bring. [I.E: Psyblade, Ghost Strike, Sphere, Stun Wave, etc]
-Scion (Psycho): Among the psions there are those who became truly mad and broke the very fabrics of natural law as Scion. Shatter the potency of the foe's magic by releasing corrupted mana, alter your body's form into being much like a liquid or hard as steel, emit ultrasonic waves that paralyzes joints and reflects attacks back into their original direction. A psycho by definition can be defined as both an abnormality of the mind and an endangerment to rational logic. [I.E: Mana Break, Power Break, Crash, Ruin, etc ]
-Infiltrator (Soul Reaver): Beyond the astral plane of the psions are those of mankind who harbored spirits within their souls as Reavers. Summon various familiars that excel your combat capabilities in tight situations, Harness the very power of your spirit animal both physically and magically, Become ethereal for a time and seek to transfer yourself into other organisms or through obstacles. Much like the shaman and many of the psions, The Infiltrators seek to discover how to make or break many things along the way. [I.E: Demon Spawn, Spirit Claw, Morph, Transparency, etc]
-Assimilator(Destroyer): In the abyss there are psions who come to embrace the almighty yet infernal nature of the Assimilator. Consume the foe's mana by drawing it into a dark vortex, Rebound the damage of physical attacks back at the foe by shock, Wreck havoc by reshaping the body into different shapes and sizes. To be a Destroyer also means to acknowledge everything as a weapon and sending a clear message that you are not to be underestimated. [I.E: Gamma smash, Sonicboom, Mana Drain, Bulk, etc]
Art of the Shade
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►Manipulation and deceit are your allies. You bend the very shadow and aura of the world around you, commanding shadow to give you cover while also bending light to focus attention towards you. Charm comes secondhand as others beg to do your will. Soldiers have their swords, you have your wit. Let the shadow take you or the arms of your enemies. Infiltrate, initiate, gather information, find weakness.
>Paths:
-Assassin (Rogue): In the coarse of history there has been deeds that require the espionage acts and expertise of the Rogue. Strike vital points that restrict physical functions of the foe, Deceive your foe with cloning shadows of yourself, stun your foe by activating hidden weapons and tools. The creed of the assassins are to be discreet, swift, flexible, among being able to complete the task one way or another. [I.E: Shuriken, Blood Fang, Fracture, Fury Slash]
-Agent (Silencer): In the way of the shadow there are those that become hired hands and carry out their task as Silencers. Apply enough direct force to transfer received damage back at the foe, Lure your foe into the shadow to bind him with your own, Project various concealed or projectile weaponry at different ranges. When there's a job that needs to be done promptly by professional means, the Agents are called for this reason alone. [I.E: Quickshot, Shadowbind, Reflex, Sway, etc]
-Illusionist(Deceiver): There comes a tale of the mystic arts that often become purely of blessing or that of a nightmare when it comes to the Illusionist. Cast a mirror that reflects the foe's action back at them, Create a fog that deceives sense of direction and movement, Clone weapons and other physical objects such as yourself to give a more competitve edge. The Deceiver will never willingly give up the fight nor will ever chose to play fair when it comes to life. [I.E: Clone, Mirror, Mute, Blind, etc]
-Mimic (Spy): The most aspiring role in a performance is not the elements of the story, but the role that is played as the Mimic actor. Use extreme observational patterns to match the speed of the foe temporarily, Activate your skills in camouflage to blend completely in minimal landscapes, Copy the physique of your foe by making solid contact. The spies are usually experts at instinctive responses and exceptionally troublemakers that know no bounds. [I.E: Quickswap, Camouflage, Power flex, Reverse, etc]
-Musician (Bard): It takes an artist to create a memory of a lifetime and more so a Musician to create the scene that resonates forever. Displace the foe's sense of balance and control by releasing catastrophic sounds, Implement the use of echolocation to detect the layout and location of foe's in the environment, Regenerate the health of allies within range of your song by creating harmonic notes. No one truly could know potential of a combatant, but for a Bard it is simply the sounds they encounter. [I.E: Power play, Spirit song, sound break, crazy wave, etc]
-Dancer(Witch): Whenever there is a disturbance in peace and harmony at hand, The aura of the Witch is lurking about. Call upon the use of a Hex to create a destructive whirlwind, Spite your aggressors by Cursing them with increasing cost for mana or stamina, Call upon wicked spirits to posess objects or bring abominations of the dead to life. The dance of death is best done by a dancer who fears not for their life nor the taking of others in their path. [I.E: Hex, Curse, Disable, Burden, etc]
Art of War
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►This path belongs to those forged in the fires of battle. They answer the call with a willing blade and a iron will. To give into the battle is to embrace the majesty of it all. Standing strong among those around them as a beacon while also laying devastation to those who dare oppose. They inspire courage to those around them, and fear to those against them. Commanding legions around them at their pinnacle in crucial moments of battle, bringing divine justice to the battlefield or giving into the chaos of battle in a frenzied rage." >Paths:
-Knight(Warrior): Among the most noble and honorable roles of the military; The Knight stands to lead the rest. Decrease the foe's stamina and balance by releasing a heavy shove back, Counter brutal offense by gaining momentum to slam back the force at the foe, Deliver destructive waves of force by creating strong friction and speed through the air. It will be known and forever be recognized that the best Warriors are those who face adversity with raw tactic as well as instinct. [I.E: Invoke, Cross Counter, Backlash, Momentum, etc]
-Templar(Defenders): For when many lands were sieged and many failed to defend the kingdom in their weakness; The Templars will not. Utilize a shield to bash your foe back while stunning them with sheer power, Bait your foe into attacking as you smash a quick heavy blow to strain limbs, Hold down masses of attacks by taking the shock and using it to cause a quake of your own. Until their dying breath and defeated to the bitter end; The Defenders are always willing to stand up every time. [I.E: Shield Bash, Lock Hold, Heave, Meta-Guard, etc]
-Bastions (Lancer): There was never a time during war or great battles that the role of the Bastion sought to take on numerous foes of all kinds. Punish your foe's aggression by striking with projected bleeding damage from rapid strikes, Evade gracefully as the wind serves as your ally upon leaping or dashing, Deliver critical damage by using heavy amounts of centripedal force to drive forward and release a great spirit arrow. The bastion is often referred to as the Cavalry of the Sylvenor military due to their ability to move and attack with a great balance of range. [I.E: Entourage, Repel, Fatal sweep, Berserk, etc]
-Slayers(Berserkers): Of many great legends and the chronicles that were foretold by the gods; The Slayers were among these great beings. Amass great power from using aggressive attack pressure into one solid rotating slash wave, Charging in a guard allows for the body to create dense pressure offsetting most indirect attacks, Strike foes airborne or from afar with seismic force by producing brutal amounts of pressure from the ground up. [I.E: Heave, Brute Slam, Crush, Wind Scar, etc]
-Wrath bringers (Rangers): In moments of hope and demise, there is always the tide that changes when a Wrath Bringer is among the war. Aim with various sets of arrows attuned with destructive effects, Shoot with arrows that anchor onto the foe and bind them to the ground, Silence the foe with arrows aimed to disable mana flow or lower speed on parts struck. The name Ranger is a life long legacy that has only grown and strived to make up for what they lack in sheer strength. [I.E: Bullseye, Mana net, scatter shot, Numb shot, etc]
-Gladiators(Fighters): For those who were born with the grit for brutality and the sport of battle, they are called Gladiators. Drive the foe into a corner by striking with rhythmic strikes aimed at numbing various muscles, Shut down the foe by countering with a brutal seismic slam that causes stamina and strength to cripple, Traverse the air by creating ripples that propel and send you engaging the enemy from a distance with a direct crash attack. Those who brand themselves as Fighters of the Kingdom truly have what it takes to [I.E: Smashstrike, Grapple, Bash, Spin Slash, etc]
Soul Le Black De Vile Crew
Desirable Guildsman
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Soul Le Black De Vile Crew
Desirable Guildsman
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Posted: Mon Jun 19, 2017 3:49 pm
PLEASE READ!!!
~{ In Order to submit spells/powers/abilities and track your renown level; you must copy and paste the form in your profile at the end. This allows for you and others to keep track of your progress as well as important information regarding your art. Failure to do so results in a hold from using said power/spells/abilities until approved! }~
[size=10][b][u]Username:[/u][/b] (Enter Here) [b][u]Rank Status:[/u][/b] (Enter Here) [b][u]Renown Level:[/u][/b] (Both Current Level & Points) [b][u]Art:[/u][/b] (Every Art You Possess And Tier for each) [b][u]Seraph[/u][/b] (Your Seraph Form Name & Power) [/size]
Posted: Mon Jun 19, 2017 5:24 pm
Elven Kingdom
Grand Sage(1 Slot): The absolute sovereign ruler of all the kingdom and its many districts. The prime executive that leads the council as well as governs the citizens at every economic level. A Mastery Art = 2 Mastery Paths, 1 Expert Path, 1 Adept Path, & Seraph (Mastery) [Current: Vergaelus La-Sha Ryr Styresyong / Soul Le Black De Vile ]
Grand Saint(1 Slot): The counterpart to the kingdom's almighty ruler by his side always the beloved and next ruling authority. The heart of the people and the voice of harmony to all of nature's creatures. A Mastery Art = 2 Mastery Paths, 1 Expert Path, 1 Adept Path, & Seraph (Mastery) [Current: Takari Styresyong/ Asra Karimi ]
Sage/Saint(2 Slots): Heir to the royal kingdom's future and legacy. One who is bestowed the rite of passage to generations of knowledge and power as a vessel for lordship. A Mastery Art = 1 Mastery Path, 2 Expert Paths, & Seraph ( Expert ) [ Current: Lunari Styresyong / Katie The Timeless ]
Paladin(1 Slot): The grand general of the kingdom's army and leader of the royal guard. The commander that answers the king/queen's call to defend or attack enemies domestic or foreign that pose a threat to the kingdom. A Mastery Art = 1 Master Path, 1 Expert Path, 1 Adept Path & Seraph ( Expert )
Arch Paladinsad3 Slots)The commander within the Elven Army who leads the way for a branch of the armed forces. The one who executes the call of the Paladin and strives for success by being strategically tactical. A Mastery Art = 1 Master Path, 2 Adept Paths, & Seraph ( Expert )
Aegis(1 Slot): The loyal appointed entrusted royal guardian to the sage/saint under orders of the king/queen. The very life of this role provides guidance and challenge to whatever may prove a danger to the kingdom's next heir. A Mastery Art = 1 Master Path, 2 Adept Paths, & Seraph ( Expert )
Magister(1 Slot): The Head and Keeper of the Royal Archives as well as the Kingdom's status among all aspects. The authority of greater knowledge and retainer of the kingdom's greatest treasures. A Mastery Art = 1 Master Path, 2 Adept Paths, & Seraph ( Expert ) [ Current: Ashlyn Nox Di'Orsinium / TheBaddJuju ]
Pacifier(2 Slots): The Kingdom's Royal Guard authority of border patrol among internal affairs. The first line of defense against any small conflicts or even skirmishes from foreign entities. A Mastery Art = 1 Master Path, 2 Adept Paths, & Seraph ( Expert )
Hunter/Huntress(5 Slots): The notorious known hunters are a legacy in their own class. Most venture around to different lands in search of their bounty or treasure while some act as knights for the kingdom. A Expert Art = 2 Expert Paths, 1 Adept Path, and Seraph( Adept )
Dynast(5 Slots): The higher echelon of the elven kingdom and its lands that rule over various province. Usually kingdom officials who harvest land and produce resources contributed to the kingdom for profit of kinds. A Expert Art = 2 Expert Paths, 1 Adept Path,and Seraph( Adept )
Militant(10 Slots): The lower ranking but latent potential warrior of the elven race. Those who serve the military of the elven race are proud and aspire to fight for that which gives them purpose. An Expert Art = 1 Expert Path, 2 Adept Paths, And Seraph( Novice )
Civilian(Unlimited): The citizens across the elven land wander and take out the most of their time working or wandering to where the wind takes them. Most live in common districts and some others have business elsewhere. An Adept Art = 1 Adept Path, 2 Novice Paths and A Seraph( Novice )