Elementalists

Introduction

Elementalist's are those with the ability to use elemental magick. They are born with this ability, and are able to control one element much better than the other three. This becomes their main element.


History

Elementalists come from the Daviskas Empire.

Centuries ago there was no Empire, only five separate countries. They were eternally plagued with war that seemed doomed to lead their five countries to complete ruin. One man called for peace, even in the face of the death of his family, and it was then their Goddess, Proteia, appeared. She laid on the Lord the gift to control the elements, and shared this gift with his most trusted soldiers, family, and friends.

This gift manifested immediately, giving each person exceptional ability to control a single element. Earth, the ability to control the very ground, causing it to rise and swell. Fire, the ability to control flames, including shooting fireballs. Wind, the ability to control the very air around them, causing it to do their bidding, even turning sharp as a razor. Water, the ability to manifest and control water, eventually even taming full rivers.

The gifted became known as Elementalists.

The Elementalists found themselves each strong in one particular element much more than the other three, making each one a specialist. While they could still control the other three elements at will, it required more focus, more essence.

With this new Goddess blessed gift, the peaceful Lord was able to take control of the warring countries. Most of them saw his power and gave themselves up freely, while, regrettably, others fought against the power of the Elementalists and lost. The battles weren't easy, and there were many lessons to be learned by the Elementalists.

They learned of their gifts highs and lows. It's power as well as it's limits. Most importantly they learned that using this newly gifted power drained them of their very essence. While this essence would renew itself over time, that did nothing in the heat of battle. Early on, a number of Elementalist's drained themselves into unconsciousness. One even went so far as to drain himself completely and die.

There was a way to bolster their essence, pulling on a source of essence from within the planet itself. But this wasn't possible to do during combat. It required focus, concentration, and time. Things that being in a life-or-death situation didn't allow for. They did, however, quickly discover they could store up essence. It would overflow from them and drain over time, but for days after a lengthy channeling session, they'd be abundant with this essence.

The fighting didn't last long, and the man who'd begun it all was crowned Emperor over the five Kingdoms, now collectively known as the Daviskas Empire. The Elementalists were praised for their deeds. While some sought to use this praise to their advantage, the new Emperor forbade it. Instead he founded an Order that all Elementalists had to belong to.

There were three oaths that they took, and breaking them was punishable by death.

I swear to serve the Emperor above all others. I will answer his call and do as ordered without question.
I swear to only use my power for the betterment of Daviskas, and never to harm Daviskans without a valid reason.
I swear to never harm another Elementalist under any circumstance.

In exchange for their past and future service, these first Elementalists were gifted titles and land, becoming Lords over various parts of the Empire. A select few became ruler's of one of the entire of the five countries, subject only to the whims of the Emperor himself.

With these Elementalists in place, and the Oaths preventing them from doing any harm, the Empire settled into a peaceful time that hadn't been seen in hundreds of years. Outside forces heard of the Elementalists and dared not invade, and the Empire never sought to expand beyond it's own boundaries. Not until the ley-lines began to dry up.

Ley lines were those sources of essence that the Elementalist could pull on to not only refill their own strength, but to exceed their normal levels. It came with an unknown side effect, however, as when the ley-lines and the pools they formed into were drained after decades of misuse, the plant life and the very planet itself began dying. The ground provided life and essence with the ley-lines, and so when they were drained there was nothing left to give the trees and plants.

As the local ley-lines became drained, the Elementalists started looking elsewhere. This led them to Vilkas island, which for an unknown reason was filled with an abundance of essence. They traveled to the island, seeking to take it over with the new Emperor's blessing. They battled for mere days until the island's own God took exception and blessed it's people. The Elementalist had a hard time against those who healed so quickly and were eventually forced to retreat.

Time went on, and as Elementalists mingled, those outside of the Noble families were born with the ability to control the Elements. While it was still rare, almost any person could now be an Elementalist. While they were still required to take the Oaths, they no longer were strictly fighters. They lived normal lives, only using their gift when it was needed or as ordered by the Emperor. These further drained the planet, keeping it from being unable to regenerate what was taken.

Two hundred years passed and, while the Elementalists had learned better to control what they drew from the ley-lines, the essence was slow to refill from it's previous abuses. The new Emperor once again sought the essence of Vilkas island, as well as opening trade for their abundant food supply. But, unlike his forefather, this Emperor decided to seek peace with the inhabitants. The various Elementalists were all too happy to assist, seeking to see what it was like to be in a land filled with essence.


Playing an Elementalist

Elementalists are able to control four elements: Earth, Fire, Wind, and Water. Each Elementalist has one of the four elements that they have superior control over. The other three elements are much weaker, harder to use, take longer, and drain more essence than their main element. The same applies to any healing spells an Elementalist may learn.

Essence is the very life of a person. Using elemental magicks drains this essence based on the power and level of the magick itself. The higher the level, the more it drains. Too many high level spells can easily kill an Elementalist. Elementalists regenerate their essence naturally over time. If they burn themselves low it can take a few nights to be fully restored without the use of ley-lines. Channeling ley energy, they can restore themselves within hours.

Playing an Elementalist means portraying the drain of magicks on the person. Using multiple magicks of your magick level will drain your essence quickly, and should be played as tiring you out and making you slower. Using lower level magicks takes less essence than higher level ones. As your magick level increases, your body produces more of this essence, making you able to sustain higher level magicks for longer.

Channeling ley energy, or preparing high end magicks, requires moderate focus on the task. This is not to say you can't RP while your characters are doing these tasks, but you definitely can't do anything intensive, like using magicks.

Magicks must be learned before they can be used. The higher level the magick, the longer it takes to study, practice, and master. But, the higher the magick level of the character, the faster they learn. Additionally, the higher the magick level, the less time and effort it takes to cast lower level magicks.

For elements that aren't your main element, you can currently learn any, but understand that using them is very hard. About four times as much time and essence is spent. If it's one at your level then it pretty much will drain you with only a few casts. The only exception is level zero magick. They use an insignificant amount of essence.

A magick tracking system exists in game. This is both to limit the learning of players to something a bit more manageable, but also so that you don't have to explain what each magick is when used in combat. People can look it up and get details themselves when it's used.


Level Breakdown

Examples provided are of the fire element

Level Description Example
0 The most basic of magicks, instantaneous A small spark able to light dry tinder with a snap of the fingers
1 Small abilities, the first to drain essence A small hand-held fire
2 Small abilities, able to leave the body A small fireball shot from the body
3 More sustained abilities emanate from the body Brief stream of fire from hands
4 Larger abilities can leave the body One foot in diameter fireball shot from body
5 Able to summon an elemental to assist, or perform more sustained attacks Summoning a three foot fire elemental *
6 Multiple medium abilities can leave the body Shooting multiple small-to-medium sized fireballs in various directions
7 Much larger abilities can leave the body Shooting a person sized fireball
8 A superior elemental can be summoned Summon a five foot elemental **
9 Devastating abilities A small firey meteor crashes to the planet, causing large destruction
10 Able to turn into an elemental, or cause mass destruction Turn into an 8 foot fire being ***, or call multiple meteors

  • * Level 5 Elemental
    • Can only use magick of their element
    • Can use magicks half your level, rounded up
    • Slow essence drain to maintain
  • ** Level 8 Elemental
    • Can only use magick of their element
    • Can use magick half your level, rounded up
    • No essence drain, the elemental is self sustaining
  • *** Level 10 Transformation
    • Most abilities become instantaneous
    • Elementalist becomes difficult to harm since they are made of the element
    • Slight essence drain to maintain, can be exhausting for long battles

+Compare Bonus

+Compare is the in-game system to compare your stats with another player. Certain bloodlines have bonuses assigned to them under special circumstances. The possible bonuses for Elementalist are: