Post by Brady on Sept 27, 2015 20:49:39 GMT -6
AETHERS
from bolt and ash, from tide and bough, in nature's soul our powers grow
[ AY - thurs ]
Aethers are spirits of nature, woven from the fibers of their element. Each faction embodies a different theme, the individuals composed both physically and mentally of their essence: storms, fire, water, or terrene. Utilizing 3 contribution specialty items, their breed incorporates a magic system with 3 distinct levels, allowing its participants to flourish with time and effort. Colored by vibrant cultures and natural hierarchies, the Aethers promote ambition and promise community, an entire society spun within Alcryst.
INFORMATION
flesh of land became flesh of a figure, and into the night it strode . . . Appearance.
Aethers epitomize their respective element in their appearance and their personality. Individuals must be unique from each other; similarities are inevitable but Aether characters should never portray an identical concept.
While each faction provides a distinct summary at the top of its table in the below posts, you may choose a different perspective if you can effectively justify its relation. For example, although most Incarnadine horses are marked by an inferno's brutality, your character might instead represent the nurturing warmth of a hearth.
Likewise, appearances can express their element with creative and unexpected features. A Weir might sport a straightforward depiction like hair of flowing water or growths of coral, but they might also show their more understated association with hooves of seaglass or a coat constantly shifting with webbed light like the bottom of a pool.
A single element offers a vast array of interpretations:
Derecho: clouds, lightning, hurricanes, sandstorms, thunder, electric sparks, meteorites, electricity, wings, flight, air, winds such as breezes and gales, sonic waves, cyclones, radiation, the moon, magnetism, and tornadoes.
Incarnadine: fire, embers, heat, light, ash, char, soot, candles, branding, meteors, fire sparks, reflections, droughts, darkness and shadow, lava, the sun and stars, sulfur, explosions, flares, flint and kindle, melting, hearths, and smoke.
Weir: bodies of water such as creeks and oceans, beaches and sand, sea foam, waterfalls, seaweed, geysers, seashells, coral, marine anatomy such as tentacles and fins, fog, suds, ripples, tsunamis, ice, pearls, whirlpools, snow, dew, bubbles, tides, waves, rain, floods, and frost.
Varzea: bark, leaves, stone, roots, petals, seeds, thorns, flowers and other types of plants such as grass and trees, caves, hills, tunnels, moss, nectar, soil, vines, chasms, clay, ooze such as mire and slime, avalanches, mountains, dust, toxins such as poison and venom, cracks, debris, acid, stalactites and stalagmites, metallic minerals, and crystals.
Aethers can be born to parents of the same or different factions, from one faction horse and one non-Aether, or from mutually non-Aether parents. Roleplayers may choose if the offspring will be an Aether and their element if so, independent of their heritage. Hybrids are not currently allowed.
While each faction provides a distinct summary at the top of its table in the below posts, you may choose a different perspective if you can effectively justify its relation. For example, although most Incarnadine horses are marked by an inferno's brutality, your character might instead represent the nurturing warmth of a hearth.
Likewise, appearances can express their element with creative and unexpected features. A Weir might sport a straightforward depiction like hair of flowing water or growths of coral, but they might also show their more understated association with hooves of seaglass or a coat constantly shifting with webbed light like the bottom of a pool.
A single element offers a vast array of interpretations:
Derecho: clouds, lightning, hurricanes, sandstorms, thunder, electric sparks, meteorites, electricity, wings, flight, air, winds such as breezes and gales, sonic waves, cyclones, radiation, the moon, magnetism, and tornadoes.
Incarnadine: fire, embers, heat, light, ash, char, soot, candles, branding, meteors, fire sparks, reflections, droughts, darkness and shadow, lava, the sun and stars, sulfur, explosions, flares, flint and kindle, melting, hearths, and smoke.
Weir: bodies of water such as creeks and oceans, beaches and sand, sea foam, waterfalls, seaweed, geysers, seashells, coral, marine anatomy such as tentacles and fins, fog, suds, ripples, tsunamis, ice, pearls, whirlpools, snow, dew, bubbles, tides, waves, rain, floods, and frost.
Varzea: bark, leaves, stone, roots, petals, seeds, thorns, flowers and other types of plants such as grass and trees, caves, hills, tunnels, moss, nectar, soil, vines, chasms, clay, ooze such as mire and slime, avalanches, mountains, dust, toxins such as poison and venom, cracks, debris, acid, stalactites and stalagmites, metallic minerals, and crystals.
Aethers can be born to parents of the same or different factions, from one faction horse and one non-Aether, or from mutually non-Aether parents. Roleplayers may choose if the offspring will be an Aether and their element if so, independent of their heritage. Hybrids are not currently allowed.
with others entwined, a life far from mine, a transcendent world untold . . . Culture.
Lore tells how the Aether are shaped by Alcryst, plucked from its marrow and given breath by the gods. Their close connection to nature elicits an innate sense of superiority, convinced they are favored by the heavens and heralded as guardians of the mortal. For some, this evokes disdain--even cruelty--toward those beyond their breed, viewed as inferior. For others, it stirs compassion and the urge to protect those who are weak in comparison. Many are indifferent, unconcerned with what seems a separate species entirely.
Although every Aether will defend and glorify nature, the factions splinter into dissimilar lifestyles. Each prefer a certain IC category most related to their theme, raising their young and residing within its bounds. There dwells inherent allegiance to their perceived territory, occasionally bordering on cultism. They may stray to distant corners, but their home beats in their very pulse, calling to the wanderers. Furthermore, the factions promote certain stat fields, finding more worth in particular capacities. Their personal tastes are disclosed in their tables.
Although every Aether will defend and glorify nature, the factions splinter into dissimilar lifestyles. Each prefer a certain IC category most related to their theme, raising their young and residing within its bounds. There dwells inherent allegiance to their perceived territory, occasionally bordering on cultism. They may stray to distant corners, but their home beats in their very pulse, calling to the wanderers. Furthermore, the factions promote certain stat fields, finding more worth in particular capacities. Their personal tastes are disclosed in their tables.
how I ached, to know nature as they, for in my eyes they glowed . . . Participation.
To create an Aether, make a post in this thread explaining how your character will fit their element both physically and mentally. Your synopsis should give a thorough impression but does need the length or intricacy of a biography and can illustrate the broad strokes. Tag the contribution creator, username "admin," so they are notified of your post. If you are uncertain, you may message the contribution creator for assistance or feedback. Once the creator has approved your proposal, you may proceed with creating your character.
After your Aether's biography is accepted, make another post in this thread tagging your new IC account and the creator's OOC account. You must provide an image of your character that is 100 pixels wide and 100 pixels tall to be used in their Records entry in their faction's table. As the image is automatically re-shaped into a circle, ensure the subject is centered so they will remain visible when the edges are rounded. Next, choose a link to any artistic representation of your character, which the entry image will direct to when clicked. For example, a full-size version of the circular entry image, an art folder or portfolio, or another image of them.
You are welcome to utilize Composition, the site's default template base as given in Equid Inception, or even free linearts found on DeviantArt. The contribution creator may possibly be open to commissions through Lumineasel or their DeviantArt account, Ruanly.
After your Aether's biography is accepted, make another post in this thread tagging your new IC account and the creator's OOC account. You must provide an image of your character that is 100 pixels wide and 100 pixels tall to be used in their Records entry in their faction's table. As the image is automatically re-shaped into a circle, ensure the subject is centered so they will remain visible when the edges are rounded. Next, choose a link to any artistic representation of your character, which the entry image will direct to when clicked. For example, a full-size version of the circular entry image, an art folder or portfolio, or another image of them.
You are welcome to utilize Composition, the site's default template base as given in Equid Inception, or even free linearts found on DeviantArt. The contribution creator may possibly be open to commissions through Lumineasel or their DeviantArt account, Ruanly.
HIERARCHY
Aethers are subject to an austere hierarchy based on seniority and prowess. Divided into social classes, any character can ascend to aristocracy with time and effort. Aethers can subconsciously sense another's class, removing any mistake in recognizing the echelon.
Several factors bear weight in determining a character's class, listed as "points" below. The more points accumulated, the higher their status. Ranks carry critical prestige, sewn profoundly into Aether behavior and customs--sometimes intensifying to the depths near religion.
To submit points as your character accrues them, make a post in this thread tagging the contribution creator's OOC account and name the type of point you have acquired. If needed, produce any links required for proof; for example, if submitting a companion advantage, you would link to its Certification thread as evidence for its official activation.
Several factors bear weight in determining a character's class, listed as "points" below. The more points accumulated, the higher their status. Ranks carry critical prestige, sewn profoundly into Aether behavior and customs--sometimes intensifying to the depths near religion.
To submit points as your character accrues them, make a post in this thread tagging the contribution creator's OOC account and name the type of point you have acquired. If needed, produce any links required for proof; for example, if submitting a companion advantage, you would link to its Certification thread as evidence for its official activation.
Advantages
| Herd Rank
|
Protection Tiers
| Recommendations
|
Seniority
| Sensory Powers
|
Stats
| Victories
|
While classes define the measure of respect and authority owed, they also determine your character's faction power level. All Aethers begin without magic as Neophytes and do not receive their level 1 abilities until they earn at least 1 point and thus advance their stature. Moreover, higher ranks are granted varying control over their lessers.
The Morza, Kaisers, and Primevals, characterized as aristocrats, are capable of recommending horses of the same faction who have a lower rank. Recommended horses receive points; the higher the class of horse providing the recommendation, the more points awarded. Aristocrats may only submit 1 recommendation per horse and are limited to 2 recommendations overall per month. You cannot recommend your own characters. The aristocrat and lower ranked horse must establish clear IC context for the nomination; it cannot be without reason and they must interact in at least 2 completed threads.
To submit a recommendation, the aristocrat must make a post in this thread tagging the contribution creator's OOC account and the IC and OOC account of the lesser. The post must include links to the 2 required threads and a statement concerning the recommendation's premise.
It is mandatory to read all segments comprehensively, as the information of one class pertains to another. The dispositions implied are largely guidelines; you are not forced to mimic the viewpoints or behavior that the class descriptions suggest.
The Morza, Kaisers, and Primevals, characterized as aristocrats, are capable of recommending horses of the same faction who have a lower rank. Recommended horses receive points; the higher the class of horse providing the recommendation, the more points awarded. Aristocrats may only submit 1 recommendation per horse and are limited to 2 recommendations overall per month. You cannot recommend your own characters. The aristocrat and lower ranked horse must establish clear IC context for the nomination; it cannot be without reason and they must interact in at least 2 completed threads.
To submit a recommendation, the aristocrat must make a post in this thread tagging the contribution creator's OOC account and the IC and OOC account of the lesser. The post must include links to the 2 required threads and a statement concerning the recommendation's premise.
It is mandatory to read all segments comprehensively, as the information of one class pertains to another. The dispositions implied are largely guidelines; you are not forced to mimic the viewpoints or behavior that the class descriptions suggest.
the firstcome, the waker, the will of gods spawned . . . Primeval: All Abilities
[ prahy - MEE - vuhl ] Points are irrelevant. Unlocks levels 1-3. The myths and superstitions surrounding Primevals run rampant along loose tongues, wildly contorted as the generations pass. The Original. The Crowned. The Maker. Some believe Primevals were handcrafted by the deities as living idols, the ideal to aspire toward. Others intone taller tales, claiming Primevals are the divine themselves, creators of the Aether. In truth, they are simply the first of their kind. The bloodline of every Aether does not trace back to the Primevals; their steps were an introduction, a trial of their ilk, and the rest later emerged from normal wombs touched by a burgeoning era.
Each faction has a single Primeval, selected through audition. As a prominent presence, they are entrusted the utmost power and honor but they are not considered a ruler and cannot establish their personal laws. Their word is traditionally significant and their opinions can sway potential fates, but there is not a functional or literal government.
In addition to their default faction abilities, Primevals can cause imagined bodily pain in any Aether of lower rank. Whilst agonizing, the torment afflicts only the mind and does not administer any actual injury. In contrast, they can induce positive sensations which become addictive after prolonged exposure.
Further sorcery enhances their intimidation; they can coat members of their faction in a transparent film. The force field clings to their form, permitting basic movement such as swiveling or kicking, but eliminating all locomotion, such as walking--sustaining the right to defend oneself but making escape impossible. The confinement expires when repealed by the Primeval, if they leave the thread, or the thread concludes.
Allotted a modicum of political jurisdiction, Primevals can sanction requests by horses wishing to transfer into their faction. The converting equine will switch powers and must shed their old element, morphing their appearance to embrace their new faction as needed. Characters may not transfer factions more than once a month and must finish 10 posts as their current faction before they may relocate again. After you are authorized IC by a Primeval in at least 1 completed thread, you may post in this thread tagging the contribution creator's OOC account and declare the faction transfer, linking to your completed thread.
Primevals and Kaisers can curse lower-classed Aethers of their faction. The cursed recipient's skin turns a texture and color similar to dried clay, gloom-shaded tones that crack and flake. It is not truly harmful but causes itchy, painful irritation and is extremely unsightly. Primevals can cure any curses in their faction without restriction. Curses are documented in the Records section; notify the contribution creator by posting in this thread and tagging the creator's OOC account to add or remove a curse note.
As with all aristocrats, Primevals can recommend their lessers, gifting them a full 3 points through their endorsement. Conversely, they can ostracize an Aether of their faction and pardon their Vagrants, regardless of who initially exiled them. Immune to exile themselves, they are the only rank who can acknowledge a Vagrant without consequence.
Lastly, Primevals subliminally perceive nearby faction members, constantly aware of their presence if they enter the same thread.
Primeval characters begin at age 70 when their biography is accepted, though they can look deceptively youthful. To preserve appropriate ancestry, all other Aethers must begin at least 1 year younger. As the staple of their element, Primevals must fully personify their faction's summary heading its informative table and physically epitomize its essence. Their visible connection cannot be subtle.
To audition, you must be a member for at least 60 days and have another existing character with at least 20 IC posts. Make a post in this thread tagging the contribution creator's OOC account and reveal your idea, including the hopeful Primeval's name, personality, and appearance. Additional information is invited and appealing organization is strongly encouraged, as the dedication invested in your application will be judged. All entrants must understand they may be rejected; you can revamp your declined character concept into a regular Aether if desired. Rejection is not personal and should not be taken as an insult; it is not an indication of the creator's feelings or your skill.
If chosen, you should maintain fair activity and advocate for the contribution breed, aiming to expand awareness through widespread roleplaying and plotting. It is also essential to commune with equines in your faction. In very rare circumstances, excessively inactive Primevals may be removed and auditions re-opened; the Aethers will continue roleplaying as if the new Primeval was always the original. The former Primeval will be demoted to a standard Aether in the class correlating to their points unless otherwise decided by their roleplayer. Members may voluntarily relinquish their rank at any time.
Each faction has a single Primeval, selected through audition. As a prominent presence, they are entrusted the utmost power and honor but they are not considered a ruler and cannot establish their personal laws. Their word is traditionally significant and their opinions can sway potential fates, but there is not a functional or literal government.
skills beyond
Further sorcery enhances their intimidation; they can coat members of their faction in a transparent film. The force field clings to their form, permitting basic movement such as swiveling or kicking, but eliminating all locomotion, such as walking--sustaining the right to defend oneself but making escape impossible. The confinement expires when repealed by the Primeval, if they leave the thread, or the thread concludes.
Allotted a modicum of political jurisdiction, Primevals can sanction requests by horses wishing to transfer into their faction. The converting equine will switch powers and must shed their old element, morphing their appearance to embrace their new faction as needed. Characters may not transfer factions more than once a month and must finish 10 posts as their current faction before they may relocate again. After you are authorized IC by a Primeval in at least 1 completed thread, you may post in this thread tagging the contribution creator's OOC account and declare the faction transfer, linking to your completed thread.
Primevals and Kaisers can curse lower-classed Aethers of their faction. The cursed recipient's skin turns a texture and color similar to dried clay, gloom-shaded tones that crack and flake. It is not truly harmful but causes itchy, painful irritation and is extremely unsightly. Primevals can cure any curses in their faction without restriction. Curses are documented in the Records section; notify the contribution creator by posting in this thread and tagging the creator's OOC account to add or remove a curse note.
As with all aristocrats, Primevals can recommend their lessers, gifting them a full 3 points through their endorsement. Conversely, they can ostracize an Aether of their faction and pardon their Vagrants, regardless of who initially exiled them. Immune to exile themselves, they are the only rank who can acknowledge a Vagrant without consequence.
Lastly, Primevals subliminally perceive nearby faction members, constantly aware of their presence if they enter the same thread.
acquisition
To audition, you must be a member for at least 60 days and have another existing character with at least 20 IC posts. Make a post in this thread tagging the contribution creator's OOC account and reveal your idea, including the hopeful Primeval's name, personality, and appearance. Additional information is invited and appealing organization is strongly encouraged, as the dedication invested in your application will be judged. All entrants must understand they may be rejected; you can revamp your declined character concept into a regular Aether if desired. Rejection is not personal and should not be taken as an insult; it is not an indication of the creator's feelings or your skill.
If chosen, you should maintain fair activity and advocate for the contribution breed, aiming to expand awareness through widespread roleplaying and plotting. It is also essential to commune with equines in your faction. In very rare circumstances, excessively inactive Primevals may be removed and auditions re-opened; the Aethers will continue roleplaying as if the new Primeval was always the original. The former Primeval will be demoted to a standard Aether in the class correlating to their points unless otherwise decided by their roleplayer. Members may voluntarily relinquish their rank at any time.
those lords among peasants, those blessed upon . . . Kaiser: Level 3 Abilities
[ KAHY - zur ] Requires 15+ points. Unlocks levels 1-3. The ultimate eminence attainable, Kaisers are treated akin to royalty, attracting fame--often followers. Their voices are compelling, their whims influential. Empowered to raise or condemn, failure at basic deference can yield drastic repercussions if the wrong Kaiser is crossed. Flaunting all ability levels, they are formidable and eclipsed only by the Primeval.
After enduring the long journey to ennoblement, many become consumed--such a degree of their life devoted, such a portion of themselves sacrificed. Engrossed in their element, Kaisers are vehemently loyal to their faction and oftentimes hostile toward the others. It is easy to presume your own importance when the gods themselves have exalted you, or so the enamored suppose.
Like the Primeval, Kaisers brandish paramount capabilities. Their spells can wreak the same curse, reducing lower ranks to fracturing flesh. A Kaiser can only cure curses they inflicted directly.
Their recommendations deliver 2 points to lower ranks and they can exile their lessers. Kaisers cannot pardon each other's outcasts; their banishment must be rescinded by the responsible Kaiser or the Primeval.
Finally, Kaisers can sense proximate Aethers of their faction, ranked at the same or lower level.
After enduring the long journey to ennoblement, many become consumed--such a degree of their life devoted, such a portion of themselves sacrificed. Engrossed in their element, Kaisers are vehemently loyal to their faction and oftentimes hostile toward the others. It is easy to presume your own importance when the gods themselves have exalted you, or so the enamored suppose.
skills beyond
Their recommendations deliver 2 points to lower ranks and they can exile their lessers. Kaisers cannot pardon each other's outcasts; their banishment must be rescinded by the responsible Kaiser or the Primeval.
Finally, Kaisers can sense proximate Aethers of their faction, ranked at the same or lower level.
those reaching for stars, scraping only the 'sphere . . . Morza: Level 2 Abilities
[ MOHR - zah ] Requires 8-14 points. Unlocks levels 1 & 2. Esteemed and admired, Morza form the bulk of the upperclass. Being part of the prized aristocracy, they are bestowed multiple ability levels and a few special permissions. Although beneath higher tiers, they still perch above the majority of Aethers and are a pedestal difficult to achieve. As budding nobility, their whispers can bolster or devastate reputations. With eyes focused on horizons painted in strokes of supremacy, the Morza have only begun to cultivate their taste--their lust--with ambition.
Morza are the last class who can recommend their lessers, passing on 1 point through their blessing.
In extension, they are the last class who can detect surrounding Aethers of their league or lower.
skills beyond
In extension, they are the last class who can detect surrounding Aethers of their league or lower.
those vital foundation, those pillars held dear . . . Proletariat: Level 1 Abilities
[ proh - lih - TAIR - ee - uht ] Requires 1-7 points. Unlocks level 1. The first bite of power is the most intoxicating. It is unrivaled nectar, enslaving ambrosia, drawn from the serpent's fruit. A poison and an antidote combined, it summons vigor to life but sentences the soul evermore to hunger--for more, more, more.
It takes but 1 point to reach, generally gained through an aristocrat's recommendation. By valor, seduction, manipulation--by any means. A notable feat, a momentary triumph, but just the first step on a path seemingly endless.
It takes but 1 point to reach, generally gained through an aristocrat's recommendation. By valor, seduction, manipulation--by any means. A notable feat, a momentary triumph, but just the first step on a path seemingly endless.
those longing for purpose, those climbing so sheer . . . Neophyte: No Abilities
[ NEE - uh - fahyt ] Requires 0 points. Does not unlock any levels. All are born a Neophyte, those who are fresh and untested, who have not yet obtained a point. Most horses who remain Neophytes for long are the young or the disliked. Though the bottom class, they are merely the unproven, neither respected nor disrespected. They are the pending, the potential--not yet worthy of judgment, for their beginning has not begun. Should a Neophyte fail to progress and their class is owed to deficiency, then they swiftly fall from favor, settling into the basest of value.
Aethers birthed from an ordinary lineage are seen as exceptional. Folklore asserts those descended directly from Aethers are simply comprised of their genes, but those from normalcy are specifically chosen by nature itself. The legend can be considerably useful in the hands of fervent believers, but can also place heavy expectation across unwilling shoulders.
Aethers birthed from an ordinary lineage are seen as exceptional. Folklore asserts those descended directly from Aethers are simply comprised of their genes, but those from normalcy are specifically chosen by nature itself. The legend can be considerably useful in the hands of fervent believers, but can also place heavy expectation across unwilling shoulders.
shh, tread lightly, the dead are banished here . . . Vagrant: No Abilities
[ VEY - gruhnt ] Points are negated. Revokes any previous levels. The lost and forgotten... a war waged against their very memory. Shunned by a Primeval or Kaiser, Vagrants are the unmentionable. To communicate with an exiled horse is to doom yourself to the same destiny, even if you belong to different elements. Look past their body, hear through their words--they are not there, they cannot be.
There is no redemption beyond a pardon from the faction's Primeval or the applicable Kaiser. Without their forgiveness, the Vagrant is left without magic or community.
Or are they?
There is an alternative solution--not one of reparation but of revenge. Whether based in fact or a fool's dream, the exiler's death is rumored to restore dormant faction abilities.
Banishment can be permanent or temporary, which is notated in the Records section. Notify the contribution creator by posting in this thread and tagging the creator's OOC account to mark the term as permanent or, if temporary, to state the expiration date. If pardoned, a Vagrant's points will be reactivated and they will be reinstated to their equivalent social class.
There is no redemption beyond a pardon from the faction's Primeval or the applicable Kaiser. Without their forgiveness, the Vagrant is left without magic or community.
Or are they?
There is an alternative solution--not one of reparation but of revenge. Whether based in fact or a fool's dream, the exiler's death is rumored to restore dormant faction abilities.
Banishment can be permanent or temporary, which is notated in the Records section. Notify the contribution creator by posting in this thread and tagging the creator's OOC account to mark the term as permanent or, if temporary, to state the expiration date. If pardoned, a Vagrant's points will be reactivated and they will be reinstated to their equivalent social class.
INDEX
◈ Derecho
. . . of the volt
◈ Incarnadine
. . . of the blaze
◈ Weir
. . . of the flood
◈ Varzea
. . . of the wood
. . . of the volt
◈ Incarnadine
. . . of the blaze
◈ Weir
. . . of the flood
◈ Varzea
. . . of the wood