The Exiled

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Setting

  • High Fantasy, medieval era
  • Located in Bondage (No N/C scenes or Extreme scenes)

History

For centuries, dwarves, elves and even the halflings were born with power over an element, even though it was an extremely rare gift. Mankind has never been known to share very well, not even with their own. So a little over 20 years ago, when children humans begun to show signs of being gifted with a strange power over the elements, the King of Elerus was forced into action to avoid an uprising and a civil war that would cost countless lives with the Elementless more numerous but far less powerful. It was a hard decision for a King who's daughter had displayed the unfaltering rectitude of a Light Elemental. His daughter, just like the others like her, would have to leave. Children were exiled - and parents could follow - to the island of Merana, known to be inhospitable, to have poor soil and be the home of monsters. It was the place mother used to frighten their little thugs. "If you don't get your hands and you face washed, I'll send you to Merana where monsters will hunt you down and eat you." Little did the King of Elerus know that these children would actually save their parents' lives and their own.

Against all hopes from the Elementless of Elerus, who hoped to see these people fail and die off, the people of Merana began to thrive. The inhospitable land of the island turned out to be more fertile than anticipated, mines of precious metals and more usual ones were found. New children born of Merana were almost always with an element and often siblings shared that same element. A trade began between the two lands, and the people of Merana understood how the resources of their small island were limited, and thus became increasingly reluctant to part with some of their riches even to pay the King's taxes.

Current Quest

Status: Recruiting

The princess among them, seeing how the taxes were unfair for her people, began to exchange correspondence with her father. A people who had forced exile upon them expected them to pay tribute? What for? The King did not build roads in Merana, did not send guards to make its streets safe, did not provide for them in any way. And thus the small rebellion began. The people of Merana, led by the princess, began to raise prices for their goods. Self-reliant, the people of Merana did not need the trade with the main land. It's precious metals and gems were prized by the nobles of Elerus, however. The surplus of food produced by the soils could help relieve hunger that hit certain part of the Kingdom. While the Princess knew that this was making the small people need to scratch for more, she yearned for the independence of her people so that the council of elders could have full control over the land of the island.

The King answered with a request of his own. To prove that the Exiled had what it took to be their own people and have their own ruler, they had to send a group to find a long lost item that is sacred to Elerus: The Original Crown. A crown of gold with emeralds, sapphires and rubies that was stolen generations ago and never found. Though there was always a rumor that an old adviser to the King at the time was a sorcerer who dabbled in dark magic. Magic was, back then, a most dark and feared myth.

Elements

If you come up with new traits, new spells or a new take on the element, discuss with Aysande first to see if it fits and what has to be added to the wiki.

Only one per character

Air

Symbol
Symbol: Tornado
Color: light blue
Influences
  • Purity
  • Light weight
  • Mobile
  • Dryness
  • Inspiration
  • Stormy
  • Freedom
  • Careless
  • Sudden mood swings
  • Unreliable, unable to commit
Other notes
In the extreme cases where an air elemental proves to be very strong, the need for freedom could prevent them to stay in place for long, to commit for a long term project or relationship and this no matter how hard they try.
Strength Level 1
  • Move small objects
Strength Level 2
  • Bind someone with inescapable bonds
  • Create an invisible whip out of air that can cut through skin
Strength Level 3
  • Fly
Strength Level 4
  • Fly carrying a medium load, or a child
  • Create a dome of air so dense that it stops sounds
Strength Level 5
  • Tornado (F1)
  • Fly while carrying heavy load, or an adult

Earth

Symbol
Symbol: A tree
Color: Green
Character: Bartil Warhammer
Influences
  • Solid
  • Reliable
  • Nourishment
  • Fertility
  • Creativity
  • Longevity
  • Stability
  • Structure
  • Practicality
Other notes
The Children of Nature are generally the calm and laid back kind that can take a lot of pressure, but when it's enough, they explode! They are people who take care of others, who are closer to logic than to emotions, but not as bad as the Light ones.
Strength Level 1
  • Morph stone into shape
  • dig into stone
Strength Level 2
  • Lift stones & dirt to throw them
Strength Level 3
  • Grow plants
Strength Level 4
Strength Level 5
  • Localized minor earthquake

Fire

Symbol
Symbol: Flames
Color: Red
Influences
  • Love
  • Desire
  • Determination
  • Strong will
  • Warms
  • Illuminates
  • Destruction
  • Hate
  • Lust
  • Hot-tempered
  • Consuming
  • Violent
  • Rushing
Other notes
There are really two kinds of Fire elemental. The loving, caring and warm kind, or the lusting, quick to anger, hateful kind. Most manage to be a lot of one with a little bit of both, but the stronger the element, the more difficult it is to control.
Strength Level 1
  • Create a flame out of thin air
Strength Level 2
  • Shape and throw flame projectiles
Strength Level 3
Strength Level 4
  • binds flames to a weapon for a limited time
Strength Level 5
  • Shape and throw large projectile

Light

Symbol
Symbol: a ball of light
Color: White
Character: Princess Alixandria Of Elerus
Influences
  • Goodness
  • Reality
  • Avenger of evil
  • Knowledge
  • Purity
  • Morality
  • Optimism
  • Justice
  • Truth
  • Logic
Other notes
Light Ones are people who can't lie without being wrecked with guilt over it. They are the children who will do something wrong and then turn themselves over to their parents to be punished, if they do something wrong to begin with. They are born with a strong sense of right or wrong, they are the logical kind and in strong individuals, it can be logical to a flaw and devoid of emotions.
Strength Level 1
  • Create a non-blinding ball of light
Strength Level 2
  • Cure and are mpervious to mild Hexes
Strength Level 3
  • Slay undead
Strength Level 4
Strength Level 5
  • Cure strong Hexes, and impervious to them

Lightning

Symbol
Symbol: Lightning
Color: Silver
Influences
  • Sudden illumination
  • Punishment
  • Intuition
  • Energetic
  • Low attention span
  • Hyperactivity
  • Nervous
  • Hyper-reflexes
Other notes
Energetic, these people can't hold into place. They are the nervous kind with incredible reflexes, fast moving and fast thinking. Their impulses can sometime backfire, as lightning is a bit unpredictable.
Strength Level 1
  • Weak, random, painful sparks
Strength Level 2
  • Single lightning bolt
Strength Level 3
  • Static field, keeps everyone at bay or be shocked
Strength Level 4
  • Chain Lightning, up to three friends or foe
Strength Level 5
  • Multiple strong bolts of lightning

Shadow

Symbol
Symbol: a skull
Color: black
Influences
  • Chaos
  • War
  • Evil
  • Death
  • Captivity
  • Fear
  • Ignorance
  • Tyranny
  • Sadism
  • Selfishness
Other notes
]They are generally very troubled individuals. They are one of the rarest elements, just like their counterpart the Light Elementals. If they are born with psychopath tendencies, their chances remaining sane are greatly increased. If they are born normal however, they may find themselves tethering on the edge of insanity as they deal with the moral and ethical issues that their impulses cause.
Strength Level 1
  • Minor Hexes (Sleep, weaked)
Strength Level 2
  • Mild Hexes (Cause pain, blindness, deafness)
Strength Level 3
  • Raise the dead (1-2 creatures at most)
  • Mild Hexes (Poison, plague, mild energy drain)
Strength Level 4
  • Major Hexes (Energy drain, acute pain, acute fear)
Strength Level 5
  • Control Wraith
  • Major Hexes (Strong poison, shatter bones, bleed)

Water

Symbol
Symbol: A drop of water
Color: deep blue
Character:
Influences
  • Love
  • Concern
  • More often women
  • Life
  • Low tolerance to stagnation
  • Morphing, evolving
  • Relentless
  • Doesn't tolerate captivity
  • Patience
Other notes
They are more often than not the caring and concerned ones, the overly emotional ones, too.
Strength Level 1
  • Turn water from liquid to ice or vapor
  • Shape ice
  • able to throw projectile of water/ice at a target
Strength Level 2
  • Turns water from ice to vapor and the other way around
Strength Level 3
  • Heal wounds
  • Call the rain
  • Predict the weather
Strength Level 4
  • Sense water deep into the ground
Strength Level 5
  • Healing wounds

OOC Requirements & Rules

2 paragraphs of 5-6 complete sentences minimum per IC post. Give your partners something to work with.
  • Use the header in all your IC post, and use the tags properly.
Who: If your character addresses someone in particular, write their name. If they address the group as a whole, just write "group"
Where: Where your character is exactly. Not just "Tavern", but "At the bar, Prancing Pony Inn" is more appropriate
When: Day, approximate time of day (morning, afternoon, evening, night, dawn, etc. Not exact hour)
  • Use the image provided by the GM in your header
An image will be provided with a particular frame.
  • Post within 3 days of the person before you in the posting order.
Applicable only during quests, not in the sandbox thread. On the 4th day the person after you gets to post. If you are to be skipped for the third time, the GM will get your character out of the way.

Threads

OOC