1. Emblems
Emblems are like badges which carry the symbols of the various clans and they are given to students by teachers, tutors, and staff members for mastery of their current level of skills. They do not themselves grant any power but rather recognize that the student has earned enough experience through training and hard work to unlock the next tier of powers. The powers are designed to sort of build off of one another.
For example: How could one learn to control an entire blizzard when they cannot even summon a ball of water?
Think of emblems like levels in rpgs or even pokemon. When you reach a certain level, by earning it, you are now able to learn more advanced powers.
Until you master your first clan’s powers you do not earn Emblems for another clan.
Who has what Emblems and how can you tell?
- Every new regular student starts with 0 Emblems.
- Clan Head Students start with 3 Emblems in their respective Clan as well as having the basic understanding for how the powers for 2 Emblems and below work for each of the other clans so they can help to train.
- The Head Boy and Head Girl each start with 5 Emblems for their respective clans and they understand how the powers for 4 Emblems and below work for each of the other clans so they can help in training.
- Teachers and Staff start with 10 Emblems for their current clan and 5 Emblems in secondary clan of their choosing. Any teacher can teach up to 10 levels of any clan but they are especially gifted at teaching their own clan powers.
- The Headmistress has mastered all 5 clans’ powers and is able to effectively teach anyone.
To keep track of how many Emblems each character has and how many you have earned, we recommend keeping a count on your profile somewhere. The symbols in each clan’s hall are pictures of the Emblems so you know what they look like. For rp purposes we consider them like badges, medals, or trophies that you can interact with if you so choose. Even put them on display.
How to earn Emblems?
Training and duels for now. We may offer group missions later that can be completed to earn Emblems but we are still working that out.
2. Training.
Rp the training with the headmistress, teachers, headstudents (including the headboy and headgirl), and even the Sentinels. We encourage you to make it interesting. Maybe your character is really good at some powers, like they come naturally, and absolutely rubbish at others. Have fun and make it a journey for your character to go on.
3. Duels.
We do not want to tell anyone how their combat should be. If both players wish to have it pre-plotted who would win then that is fine. You may also wish to just write it out and end it for whomever in a somewhat natural way based on what you both come up with during the battle, that is fine too. If maybe you’d like to do something a little different then we recommend developing a system using a dice roller to decide whether casting a spell is a success or failure. There are a few sites we can recommend in the meantime but when the school-sanctioned duels come around, the admins will have worked on a system with those who wish to participate in real time as a standard. We admins are working on a definitive way to use the dice and as soon as we come up with some rules that work you are welcome to use them too in any unofficial duel. Whichever method you and your partner(s) decide, it will be fine.
Note: Any duel without a member of the faculty or staff present doesn’t qualify for Emblems and neither does simply sparring. Sanctioned duels and events will be announced ahead of time so everyone can prepare and come to some agreements.
4. Maximum age and minors.
The maximum age is 150. For now we are not allowing minors or children at the moment. All applicants should be at least 20 .
5. A bit of background on the roleplay.
A long time ago, the entire continent was one empire ruled by an imperial family that lorded over various kings with power, lands, and territories of their own. The system functioned well for quite a while but as with all power, it corrupted and those with the most of it became twisted, cruel and evil. Those at the top rose so far above those below, they were so disconnected, that they could no longer see them as people but rather pawns, toys, and things to use as they willed. Excess and debauchery became a way of life for the royals, taking everything from those beneath them until they ruled over masses of oppressed and slaves with nothing to lose. The royals began fighting each other, all the greatest families warring against each other unbalanced the entire empire and created just the right kind of conditions for change.
The oppressed had to be soldiers for the fights and thus became organized and the idea for rebellion spread, starting near the southern coast of what is now Kynara. The rebels fought well and managed to seize nearly half of all the land when their former masters finally managed to defend themselves. A deadly, ugly, and stalemated war waged for nearly 100 years until one hero, with the help of the heads of all the clans, sacrificed himself to create the barrier. Thus the two countries were created and the southern section of the continent with the former slaves and rebels became Kynara in the hero's honor.
In the days that followed the infant country had to come up with a system to sustain themselves which worked. They were no longer at war so they would be able to come up with something more stable. At first they were unsure how to proceed but they knew for sure that they didn't want to become the tyranny they had fought so hard to be free of. From there they established the Enclave and the governing structure of the elder councils so that they would never again create positions with too much power.
6. Clans.
Clans are groups of people who hail from the same ancestral region which had bestowed them with elemental gifts. Not all clan members are from the same family, born in the same region, or even follow the same local clan customs though they do recognize that clan’s authority.
For example: A clan in the southeastern part of a valley will have a different group of elders than the group in the northeastern part, like different mayors and city councils for different cities within the same province or state. As to which cultural customs a specific family chooses to follow is up to them but is usually determined by location or heritage.
Large individual or familial clans have their elder council, from that council they have a representative that is sent to the city council. From there an elder is chosen to go to the province elder council, and from that council they choose one from to go to the Enclave which is the governing body of the entire country. In the case of mixed cities, they have representatives made available from each ancestral clan (Aurai, Essara, Filaren, Haeyari, Shira) on the council and one representative from each moves upward, all the way to the Enclave. The Enclave can consist of 25 members (one from each ancestral clan from each region 5x5) with one elected member being called the Grand Elder who acts as a sort of spokesperson for the entire Enclave and thus the nation.
NOTE: The clans are not evil entities, though with minor corrupt groups like in any country or government. You can have a sad/rough backstory concerning your family, but do not imply that the whole clan is evil or the clan head is evil as that is false.
7. If there are no minors why is it an academy?
The Academy is meant strictly to train Sentinels and soldiers. Students were invited to attend based on their innate talents via personal recommendations from clans and other schools. As mentioned in the description, not all are capable of using their abilities for battle. Kynarai with lesser skill go to the other schools to learn how to use their abilities for normal or mundane things such as farming, transportation, fishing, construction, and things like that.
8. What positions are available at the academy?
There is no limit to the number of students at the academy. There are, however, two headstudents per clan and one head boy and head girl.
- Aurai 0/2
- Essara 0/2
- Filaren 0/2
- Haeyari 0/2
- Shira 0/2
- Head Boy 0/1
- Head Girl 0/1
Two teaching positions are available for each clan.
- Aurai 0/2
- Essara 0/2
- Filaren 0/2
- Haeyari 1/2
- Shira 1/2
One Primary Healer 0/1
Four Healers 0/4
One Master Chef 0/1
Four Chefs 0/4
One Lead Blacksmith 0/1
Four Blacksmiths 0/4
One Grand Alchemist 0/1
Four Alchemists 0/4
One Head Librarian 0/1
Four Librarians 0/4
One Headmistress 1/1
9. What do these positions do?
Students are there to learn and teach other students.
Head Students are a bit more skilled at teaching and leading others so they take on more tutoring and guiding roles.
The Head Boy and Girl also represent the student body at staff meetings to make sure the voices and concerns of the other students are being heard and discussed as well as their normal duties.
Teachers are there to impart their knowledge and teach the students on how to safely and effectively use their powers as well as referee duels and give out Emblems to those deserving. They may also earn more Emblems and learn themselves.
Healers look after the well-being of the students and staff. The Primary Healer is responsible for taking care of everyone.
Chefs make sure that everyone is not only fed, but fed properly. The Master Chef manages the kitchens and his staff to ensure everyone has their dietary conditions met.
Blacksmiths craft the weapons and armor used at the academy. The Lead Blacksmith makes sure that every piece crafted meets the exact specifications of what is required.
Alchemists supply the castle with all of the medicinal and herbal ointments, salves and potions to keep everyone comfortable and in top shape. The Grand Alchemist keeps the stores and shelves stocked with fresh ingredients in case of emergency.
Librarians help students and staff learn more about anything they are interested in through detailed logs within the library. The Head Librarian continuously updates the catalogues, books and scrolls with the latest information available on virtually every subject.
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