I might edit this a little later on if I get another idea! I'll let you guys know. Please read it all, thank you! Remember, the pictures do not belong to me! And 98% of the territory ideas I got from Spoopy Boopy! Link to Sign-Up Thread: https://feralfront.com/index.php?topic=2448572.0
RolePlay Thread: You're Here!
Welcome to Eansir, a planet made up of the different Elements such as fire, ice... etc. Here, you are born to one of the Elements and either possess a weak, or terrifyingly strong power. If you belonged to the Fire Element, you would have the power to control or produce fire. The general idea is that whatever Element you belong to, you can control, reform, create, allocate the figure of your Element. You can be born to be a Royal, a Peasant, an OutCast, or a RunAway. Each Element has their own kingdom. They all have the same laws and monarchy, but they all have at least one difference with the next Elemental.
Fire Element:
This Element has a volcanic land. A wide volcano sits in the middle of it with a castle created with molten rock connected all around the rim of it. On the foot of the volcano settles a village of sturdy cobblestone houses and messy marketplaces. Of course, the volcano isn't aloud to erupt. And the Elementals keep it from doing so. Example of village: http://www.swisseduc.ch/stromb…ons-village/stromboli.jpg
Burners (royals) are much more powerful than Blazes (peasants/villagers). Their flames burn brighter and stronger while a Blaze's is weak and does less damage. Therefore, Burners are stronger and rule the land.
The Fire Element consists of violence and merciless rulers. They can agree to a fight almost instantly and are known for being very stubborn. This Element is one of the strongest and powerful. They aren't as simplistic and focus more on war and power.
Nature Element:
This territory has houses in the trees made of various woods (they live in the trees to not disturb the ground plant life, but there are some paths and roads of dirt). Rope bridges and other platforms connect every building. The castle is the largest wooden structure, going as high as the canopy. More of the villages might rest in the high part of the forest as well, containing water-proof roofs for rainforest storms. Example of Village: http://www3.jjc.edu/ftp/wdc12/…er/Images/treevillage.jpg
The Nature Element has Understories (peasants/villagers..) with a pathetic amount of strength in the 'defensive' plants they grow, so they use their power only to grow in their farms or plantations. Canopies (royals) possess a much stronger version of this. Their greens can grow quicker and much stronger. They usually are able to cut through stone or concrete if they're strong enough.
Here, these Elementals are strict. Though they are understanding and can be gentle when necessary, they can give terrible punishments. This Element tries their best to avoid violence due to the peacefulness they wish for in their territory and culture.
Wind Element:
Here, the towns and villages rest on tall towers of rock that reach above the clouds. Multiple thin mountains are tall enough to hold houses and hide them over the puffs of white. Though everyone gets the idea that they are hidden in the clouds somewhere. The castle of shining, smooth granite settles on one of the stronger and larger towers; also farther from the villages. They have a system of wooden elevators where patrols of guards take OutCasts or other visitors and use their power to lift them from the ground so they can successfully enter the territory. Example of Village: http://pre01.deviantart.net/84…n_clouds_by_rich35211.jpg (with village houses)
Breezes (peasants/villagers) have a weak amount of power as well and can only have objects hover over the ground. But they are strong enough to push winds to quicken the pace of moving clouds. Hurricanes (royals) are, once again, much more powerful. They are able to push the wind from under them and fly. They also can sometimes summon storms of rainclouds if they hold enough strength. More dangerous and powerful gusts of wind are in their veins.
This Element is a docile one. They are calm and never really worry about their surroundings, in fact they don't care about anything that has nothing to do with them. These Elementals don't participate as much in meetings with other Elements. They don't even send off enough soldiers to fight if something is going against their planet. But they are strict and worrisome when you disrupt their kingdom.
Creature Element:
This Element lives in a tall pine forest that possesses many types of animals and creatures. Houses are made of intricate stick, woods, and stone. They surround the castle of the same material, almost like a wall of protection. The population of animals is equal to the population of the Creature Elementals. Example of Village: http://orig08.deviantart.net/d…lage_by_vablo-d84hfa7.jpg
Now Rodents (villagers/peasants) can of course telepathically communicate with all animals, but can only control the actions of smaller ones. Such as rabbits o raccoons. For an above average peasant, they can sometimes control calmer animals like deer or moose. Beasts (royals) can control any animal and, like the Rodents, can communicate with them through mind conversation. You can prove you are a Beast by controlling a larger animal.
The Creature Element consists of a kinder and more gentle culture. They are violent with enemies, but have a better relationship with others. This trait of these Elementals help them with controlling animals. But they can also be strict as well as understanding. In a way, this Element is two-faced. Kind to allies, merciless to foes.
Water Element:
The Water Element has village houses speckled about a shallow body of water. Well, an ocean, but almost like a lake: calm. There are no waves unless there is a storm or a battle. The water is beautiful and clear. Bridges of wood planks and rope connect the mainland to the neighborhoods. More of them tie in between houses of wood and sea glass. They settle near the shore, but still a little far out. A palace of the same material sits more sturdy a while's swim into the water. Though, once again, it's connected to a bridge. Example of apart of the village: https://posterjackcanada.files…ion-water-reflections.jpg
Blues (Villagers/peasants..) cannot control so much water at a time. They have a weak amount of strength compared to Silvers (royals). These people of higher positions are able to create water rather than reform or allocate it from the moisture of air or the drops of rain. They can control a very large amount of it, and use this defense rather quickly. Silvers also possess the ability to decrease or extract the moisture of one's body until they are dried out like a raisin and usually die.
This Element has a few similarities with the Fire Element. They can have violent ways and merciless punishments. The Water Element do have a soft side only towards allies and children. They can be understanding. To them, discussion comes before violence.
Ice Element:
In the Ice Element, their territory settles in a snowy area. The floor is always either covered with the soft, icy particles. Blizzards might come here and there. Strips of snow-covered forests sit next to their borders and surround their territory. Village houses are made of uniquely shaped igloos that are somewhat sturdy enough. Their castle is a tower of thick, deadly ice that's tricky to see through. Example of Village: http://farm6.staticflickr.com/…60705940_299a981579_z.jpg
Icicles (villagers/peasants...) cannot produce or create such strong amounts of ice. They are usually thin and break easily. They cannot reform it unlike Glass Blades (royals). Glass Blades have the ability to create as much ice as possible, and can reform it as if it were a liquid and not a solid.
This Element is a little on the crazy side like the Fire Element. The Water Element is more reasonable than them. But the Ice Element is the same with their violent ways. They are also not as simplistic. Unforgiving, merciless... Almost the same as the Fire Element.
Earth Element:
In this territory, mountains, hills, and valleys rest. There aren't many villages, and the houses made of either sandstone or carved into caves are separate. They settle anywhere in the territory, really. The castle of crystals and stone sits in a large, vast valley in between two massive mountains in the center of the territory. Few mines are carved into the mountains, but not for the reasons you think. They hold stones and gems for the royals only. Every time a new leader is chosen or power is most needed, a royal visits these mines and caves to collect a powerful mineral. They keep it with them to hold necessary power for battles and wars. Example of Village: http://wallpapercow.com/wp-con…4/06/Mountain-Village.jpg (with more separate homes)
Crystals (royals) are able to control greater forms of earth, including the ground and different types of minerals. They can reform it an everything. But Stones (peasants) can only allocate small amounts of rock, which is what helps them to mine in caves to build their own houses.
These guys are noted as just an average kingdom. They are forgiving and understanding when needed, but also violent and strong when necessary. They are strong, wise, and gentle all the same.
RULES:
-Ok, you may be a mixed element. Of two elements, because your parents went over the border and broke the laws. Like, once again Erin Hunter Fans, if kits were born to parents from different clans. It's not supposed to happen, but forbidden romance is accepted because it twists the story like those plastic, bendy rulers...
-You CANNOT steal this idea! You can't use it for anything, even if you ask for my permission, it will be NO. I am, in fact, writing a story currently with this idea. I just decided to throw it out before I publish it on here. I was inspired by Victoria Aveyard (Red Queen series, gotta read it) and Erin Hunter to write this. It's getting close to being done, and it hasn't been edited yet. So please do not use this idea for anything else but this roleplay thread! Thank you!
-Keep this PG-13. Nothing to scar the eyes and minds of a few readers.
HOW MONARCHY WORKS:
They all have the same laws against this. Descendants have royal blood, which give them stronger powers. They grow up learning how to control their power, behaviors, and a kingdom. These princesses and princes are given lessons of how to rule. Finally, they become the next ruler when their parents step down or they pass away.
OTHER POWERS:
Alright guys! We can only have a few people with these powers to be unique. Also, don't forget to keep the population of the different genders equal.
It's not just Elemental... Shadows, Spirits, and Enchanters/Enchantresses. Shadows are creatures that are human form, but look, y'know, like shadows. They're dark and evil and are our enemies. They have the power to possess weak souls. But the Host can get rid of them once they gain a stronger soul. Spirits are the same, but are good. They have the power to possess anyone, but only to help. Enchanters and Enchantresses are like wizards. They cast and enchant special spells for anything. If you want to be one, please translate a command into Latin or Japanese, your choice, and explain what that spell means. Example:
"Dormi." He announced with a loud voice, sending the opponent to sleep.
Dormi means 'go to sleep', which I got that from Google Translate... Note that I said that I sent them to sleep, use that as a clue of what I did.
Now. You can't roleplay as a Spirit or Shadow, but you can be half shadow or spirit. Or you can have one apart of your plot. Hopefully you get the idea...
Now, don't forget, you can have two elements! Like your parents were illegally together over borders and had you: Fire half Ice Element, say that! You can also use this for a forbidden romance plot if you want.
ROLES:
-Peasant or Royal (Be SPECIFIC) Ex: Blue or Silver, Burner or Blaze...
-OutCast
-Loner
Please type in your response 'I enjoy (any type of animal) if you read this far.
What do OutCasts do?
They start out as RunAways, those who escape their own Element, or are thrown out as a Difference. They usually trail around the kingdoms, thieving in marketplaces and causing trouble. There are small secret hideouts for them to stay, like abandoned homes specifically for them to stay. They're in each territory.
What about Loners?
Same thing, they just do it alone.
Reply with any questions or requests! I'll keep them in mind!
Character Form:
[spoiler]
Name:
Sexuality:
Gender:
Bio (Optional):
Appearance (Pic required, but Optional):
BackGround (Optional):
Element:
Role:
Age:
Character Chart:
[spoiler]
Ash Walker-Sexuality: Bisexual (mainly into male)-Gender: Male-Age: 17-Element: Fire and Ice-Role: Loner
Alec -Sexuality: bisexual-Gender: Male-Age: 17-Element: Fire and Creature-Role: OutCast (Former Blaze and Rodent)
Aleea-Sexuality: Bisexual-Gender: Female-Age: 16-Element: Water-Role: Blue
Theo-Sexuality: Bisexual-Gender: Female-Age:17-Element-Ice and Earth-Role: OutCast (Former Glass Blade and Stone)
Aki Kaen-[b]Sexuality: [/b]Bisexual-Gender: Male-Age: 18-Element: Fire-Role: OutCast (Former Burner)
Dakota-Sexuality: Heterosexual-Gender: Female-Age: 16-Element: Creature-Role: Beast
Pierce-Sexuality: Homosexual-Gender: Male-Age: 17-Element: Earth-Role: OutCast (Former Crystal)
Era Elise Davarn-Sexuality: Bisexual-Gender: Female-Age: 18-Element: Fire-Role: Burner (Former Blaze)
Violet Jameson-Sexuality: Heterosexual-Gender: Female-Age: 18-Element: Earth-Role: Breeze (becoming an OutCast in plot) (will be edited to 'OutCast' later on)
