Post by 愛 T E C H N O on Nov 23, 2012 13:34:00 GMT -6
[atrb=border,0,true] [atrb=style, width: 420px; height: 500px; border: 6px dotted #ad70d7; background:#653c82; border-bottom-left-radius:100px; border-top-right-radius:100px; border-bottom-right-radius:100px; border-top-left-radius:100px;] Affinities (Ephriam): |
Earth: The most common Affinity found among the order of Ephriams. The ability to manipulate anything related to the definition of earth to their whim. Whether it be whole landscape changes, or something as simple as plant life manipulation.
Fire: Another Common Affinity, though not quite as much as earth. Most Ephriams with this affinity have a high tolerance for heat, and hot weather. Able to manipulate the flames o their desire. Many with this affinity spend much time practicing so they do not harm the earth.
Water: Another common, but not so common affinity. Water is listed in the destruction class of magic. Most of Ephriams with this affinity have a high tolerance for damp or moist weather. They typically enjoy storms, and can often manipulate them even extending the duration of such. Creatures of this Affinity actively seek out waterlands and spend most their time in or around water. They are able to determine the size of an opponent based on the water in their bodies, it creates a mental image of the size.
Ice: This affinity is by far more rare than any stated above. This is because, it is a sub-class of the Water Affinity. Most of these Ephriams started out as Water Affinity classes. But due to a higher understanding than the water affinity, they were granted the control of ice. They still enjoy their waterscapes just as much as the water affinity, but find much more comfort in freezing temperatures and locations. They have a very high tolerance to the cold.
Lightning: Much like Ice, Lightning is another rare affinity. It is also a sub-class in destruction. It actually starts as a fire Affinity. Considering wherever lightning strikes, there is usually a fire or some sort of cataclysmic damage. Lightning is teetering on the lines between being a stable affinity and an unstable affinity. Most Ephriams of this affinity notice changes in the electrical currents given off by the earth and living creatures. They are able to read energies. They also enjoy storms, and surprisingly are best to get along with or become a team with an Ephriam of water affinity
Darkness: The most rare and most unstable affinity one could ever possibly be cursed with. There is not much known about this affinity, in fact it has it's own class. It's one step above destruction because it can even manipulate the dead to an extent. It takes a very high level of mastery to do such a thing however, and many Ephriams are unsure of how they feel about this affinity, even the ones who harbor it. They are able to become walking shadows, and instill sheer terror into an opponent. To manipulate another's mind and create horrific illusions that will leave them shaking. But that depends on the skill level of the user.
Paladin: One nearly as rare as the Darkness Affinity, Paladin is the most stable of all the affinities. It is literally the affinity of light. Ephriams with this affinity are usually destined for something extremely great, or they mean a great deal to their kingdom because there are so few. They are the only ones able to counter-act the darkness affinity and are unaffected by it. They can manipulate light quite well, and are often the kindest personalities. They also have a high tolerance for heat, and often shun the idea of cold weather. Meaning they get along well with a Fire Affinity but little else. Earth Ephriams may earn the favor of a Paladin, but these Paladins are also very restricting of their magical abilities. They dislike using them if they don't have to. They are able to create a sensation of warmth, that is either comfortable or completely boiling in another. They can also read light wave patterns and air currents.
Matter: Finally another very rare affinity. But also the most versatile. They are able to manipulate almost anything with matter. Meaning just about anything. They sort of have a small compilation of each affinity, however they have no affect on either darkness or paladin and do not get along well with either. Those with the matter affinity are highly coveted by the order and often dislike this nature. They are the most used affinity in battle because of how skilled they usually are even at low levels. Most of these Ephriams are withdrawn and keep to themselves, almost clique=like.
Affinities (Elf):[/u][/size]
Archery: The most common affinity in the order of Elves. Archery is usually in the bloodline of this order. Because of this many elves have more than one affinity. Archery, and something else. Archery is granted regardless, even if they are not as skilled as some of their counterparts. They are some of the most accurate archers that have ever existed. Many families have bows from centuries upon centuries ago. Having an Archery affinity means that an elf will probably be a very skilled hunter. Many can even make their own bows and arrows if they are without. This is a very resourceful Affinity.
Carpentry: This Affinity is another common one. Especially going hand in hand with Archery. These elves are highly skilled in woodworking. Building homes, or even carving intricate pieces of decoration. Some of the most skilled wood-workers come from this order. They build wooden monuments and figures that some would gape at in awe. Another extremely coveted affinity because it's such a handy skill to have.
Healing: This one is common and yet not so common. Healing actually taps into the long forgotten magical abilities of the elven order. Many had abandoned this way of life centuries ago, as they could not compete with the Ephriams. But some who's families carried the tradition much further have been granted this affinity. Healers are extremely skilled and very keep to themselves. They are elitists and extremely good at what they do. Many could even be cocky, however most are very friendly. Depending on skill they may even heal fatal wounds, however it's extremely draining to them physically. Some even collapse into unconsciousness when healing and must recover. Sometimes recovery takes days or even weeks to complete.
Masonry: Similar to Carpentry, these are skilled stone-workers. It's not as close to Archery as Carpentry, but sometimes they work together. These Masons are responsible for building and maintaining the walls of the elven kingdom. Protecting the order is one of their top priorities. Much like their carpenter counterparts they are also skilled in the decorative area. They create impressive towering structures .
Warrior: Something that is much more rare than any of the above. Warriors, and elves who wish to become warriors are few and far between. Many will fight to protect their home, but few care to venture out even in the midst of this war. Warriors have a boiling blood in them, and often a very easy to set off temper. The warriors are skilled hunters and have some of the mos accurate aim in the order. They do not hesitate in battle, or when confronted. Many have a good knowledge of combat, and often spend their time training.
Specialization: Extremely rare affinity. Elves with this affinity have only one form of specialization. They could either be an expert archer or an expert mason. They cannot have more than one affinity, this chooses their lifestyle.
Tapestry: Another extremely rare affinity. Not many elven are skilled at weaving or clothwork. These are extremely coveted by the order. They are responsible for making clothing and finding other uses for cloth. On top of this, they are nearly as skilled as the warriors in archery, and so they get along extremely well with them. Tapestry affinity elves are literally the social butterfly of affinities
Shaman: Basically this affinity is extremely rare and not well studied. Elves with this affinity usually are specialization and often are able to predict the future. Not exactly but they get visions and so they are highly appointed as a sort of adviser to the rulers of the order. Shamans are also sensitive to magical energies, which make them very hard for Ephriams to approach. They have a sort of magical barrier and are one of the few of the order unaffected by the magic of the Ephriams, unless it's one with a darkness affinity
Affinity Levels:[/u][/size]
Rookie: Most who are rookies have little to no control of their affinity. They are often injured while training and are not allowed on the battlefield at any cost.
Amateur: A step above rookies. Most are gaining a better control on their affinity, however it is still under par. There are still frequent injuries, but confidence grows as on reaches this level.Though at this level training still tires one out to the point of fatigue sometimes
Intermediate: At this level many grow more and more skilled, gaining more and more control over their affinity. Injuries are decreasing in numbers, and a sense of "sure-footedness" is granted. One is more comfortable with their affinity than before
Artisan: At the level of Artisan, many are extremely skilled and only at this level are they allowed on the battlefield. There are minimal to no injuries on themselves or other. Artisans are very confident in their skills and often are accurate as well.
Master: Masters are the highest level a non-royal may achieve. Meaning if you are no the king, queen, heir, or heiress this is not possible. Unless something unusual happens, which is extremely rare. Masters are of the most skilled level in any class. They lead, and are extremely confident in their skills. They do not make mistakes, or slips and are extremely precise. Many masters only have one Affinity of this level, though the maximum any individual can have is two. Unless you're a specialization elf. Wielding the skills at this level take much less of a drain on one than someone of a lower level.
Expert: Reserved for the royals of the kingdoms. Experts are even more skilled and wise than their masters. They wield their talents with the greatest of ease, making it seem effortless. However in exchange for this, they are not like others of their order. Expert level skill drains life span, as it takes up so much power and can do the utmost damage.
Expert Specialization: Those who specialize in one affinity are granted this. Specialization experts are those who you go to to learn an affinity from, or to seek aid in learning. This is NOT reserved for Royals only, and one may become a specialization expert, however this level also drains lifespan because of the vast knowledge. They lack the wisdom and restraint of an expert and are often the elders in an order's court. There is only ONE Specialization expert per Affinity
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Credit goes to 愛 T E C H N O of BTN
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