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ember rune.png
Aqua rune.png
flora rune.png
gale rune.png

Ready to Level up?
 

Members may complete one level up Trial a month. In order to complete a level up trial, a literature piece of your character reacting to the appropriate prompt must be submitted to the-training-caverns channel in our Discord.

ember rune.png

EMBER

Embers are initially described as wary, hotheaded, and even unfriendly to strangers. Some use their internal light as a guide, while others use it as a force of destruction. One thing all Ember elements have in common is their passion for battle and their ability to withstand extremely high temperatures. When meeting one it's best to approach in a friendly manner.
Homes
Location: Oddly enough, the Ember house is located last right beside Aqua's.
Interior: The house is made of lava rock walls and furniture, cluttered with gems and woven rugs. It is always warm with the undying embers that sets the fireplace ablaze.
Extras: The Ember elementals tend to have their space open to many, however their house is almost always entirely empty as most of them have gone to socialize at the tavern.

 

fire rune.png

Fire

Basic Information

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Fire elementals are quick and agile creatures who thrive in close combat, able to set . Similarly to other elementals, the older and more knowledgeable a fire element gets, the more their able to harness their ability- which appears to have a mind of its own. The greatest of them no longer fear water, as it boils away before ever reaching them. 

Biological traits
A fire element who does not stay on guard can unknowingly cause destruction to their surroundings; though this pattern is usually seen most from the youngest of their population. Only water can halt their path, causing them to shrink away from it as most creatures do to them. They avoid entering water before battle, especially sitting in it for long periods of time, as it may cause a considerable decline of energy, as befitting to their fiery nature.

​

Pros

Fire elementals are extremely passionate about almost everything, though whether that enthusiasm is a short, startling blaze or a slow, steady burn tends to vary. They are engaged and determined, even when cautious.

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Skills: 

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FIRELIGHT : Conjure and manipulate a flame a little bigger than the size of your paw-at will.

  • +0


SMOG : Produce smoke from your body. Cats gain the potential to shroud a battleground in smog, which can incapacitate enemies.

  • +1
     

BURNING WALL : Generate a wall of fire that grows no bigger than the trees overhead, and can be used offensive or defensively. This can become a hazard for the foliage around you!

  • +2
     

FLAME HURDLE : Your body is able to be engulfed in flames. Like the feeling of a sudden rush, cats can run at slightly higher speeds than normal.

  • +3
     

RUNE DETONATE : Toss a fire rune on the ground that immediately sets off an explosion of flames when triggered. It's like a mine!

  • +4

LAVA FLUX : Pull small amounts of magma, no larger than the size of your paw, from deep within the earth and manipulate it at will.

  • +0


HOT FUSE : The floor is lava! Temporarily section off a piece of the ground to melt and become hot to the touch

  • +1
     

OBSIDIAN : `Summon and manipulate your own magma before cooling it into a permanent shape

  • +2
     

VOLCANIC ERUPTION : Summon the lava from miles below that erupts through ground

  • +3
     

IGNEOUS ARMOR : Douse yourself in your own magma and solidify it into armor or a weapon of choice

  • +4
    +4 defense for 3 rounds
    +1 w
    eapon damage for 3 rounds
    limited to once every combat instance

     

magmarune.png

Magma

Basic Information

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Like their cousins fire and lightening, they love to charge head first into close-quarters combat, they would often prevail grappling smaller foes if given the chance. Magma elementals are said to be highly susceptible to violent outbursts, and often take pleasure in melting or biting through objects such as rock. Anyone fighting a magma elemental are forced to move constantly, and take great care when doing so, or else run the risk of being gravely injured by a random super hot glob.

Biological traits
Unlike fire and lightning, magma elementals usually have hulking or sturdy forms causing them to be slower but tougher and more likely to stay in the center of the fight. They are the most level-headed out of the three sub-trees, able to control their emotions within reason and asses situations without letting their anger take over.

 

Pros

Magma users are very grounded and logical with their thinking, tending to be inspired by weaponry and protective attire, their passions learn towards things that will always remain, different from their ember peers who work on impulse and fleeting emotions.

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Skills: 

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STATIC SHOCK : Static surges through your body, giving you the ability of shocking your enemies on command.

  • +0


CURRENT SURGE : Gather and exploit the static in between your paws to freely climb up any surface.

  • +1
     

THUNDERLIGHT : Focus and summon a single bolt of lightning from the sky. A sure way to spook everyone around or damage a target

  • +2
     

ELECTRIC WHIP : Bond particles and form a string of electricity-no longer than the length of your body-that can be used as a whip or rope.

  • +3 
     

GALVANIC PORTAL : Create an electric one-way gate that can transport items, it's owner and others (2) to a different location.

  • +4

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Lightning 

Basic Information

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Lightning elementals are typically hyperactive and may even appear reckless in their willingness to fight. Despite their endless energy, lightning elements usually don't aggress unless given a reason to or directed. They are oftentimes the life of the party, so to speak, charging everyone else with their mirth and stopping at nothing to get work done, oftentimes overworking themselves.

Biological traits
Said to be impulsive and quick to enrage, it's common knowledge that an annoyed or vexed lightning elemental can arc an electrical shock through those around them. Usually only earth elements and highly conductive metals can contain these raging beasts and keep them at bay. They spend most of their time seeking out storms to feed off of, or forming groups with delight to chase and light arcs between each other; as only they themselves are unaffected by each others simple shocks.

​

Pros

At their best, they are confident, charismatic, and often act as leaders or at least figureheads. They often seem fascinated by the flow of 'intellectual' ideas and thoughts, and act practically obliged to educate everybody with whom they have a conversation.

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Skills: 

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Water

water rune.png

Basic Information

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Water elementals are highly nimble creatures and value personality and intelligence. They find pleasure and peace amongst the water and waves, where they feel safety, and dominance. Water elementals may even find themselves territorial of a particular water source. They can become moody and prone to grudges. They often associate with creatures that just happen to dwell in water. They're steadfast and indomitable in their natural habitat, able to catch fish in a heartbeat.

Biological traits 

Water elementals are natural born swimmers. They despise dryness, as well as the heat that causes it. They suffer from the sun's evaporation, and when fire boils away their essence, it hurts them just as much as it may affect any creature, if not more. As a result, they can have a hard time getting along with those who associate with fire or heat. They're fully capable of moving on land but become an efficient force in water.

​

Pros

Their constant fascination with large bodies of water and the desire to uncover their mysteries, makes them great book holders and excellent sources of information.

​

Skills:

























 

WATER BITE : Water is laced with magic that deals damage at touch when needed, Pull water from any source that contains it and mold it at will.

  • +0


RIVER WHIP : As you become more in tune with water and it's bonds, manipulation and controlling it's movements becomes a breeze. Form damaging strings of water that can be used as a whip.

  • +1
     

OCEAN STEP : Walk on the surface of any body of water. Be cautious though, you can still be pulled under.

  • +2
     

RAINFALL : Gather and transport water that weighs no more than the user's weight. The vapor around you can be condensed, forming drizzles or full rainstorms that can damage enemies in it's vicinity, used offensive or defensively.

  • +3
     

WHIRLPOOL : Conjure all of your inner water to create a floating whirlpool that can engulf enemies and incapacitate or kill them.

  • +4

healing rune.png

Restoration

Basic Information

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Most commonly known as "peacekeepers". It's not uncommon for a healer to completely abandon advanced combative skills in order to pursue the world of medicine- but that doesn't mean they can't defend themselves. Although they possess magical abilities, and healing without magic is far less convenient, healers value traditional ways of medicine and often encourage its practice. They study and apply their hard-earned knowledge, often working alone or in the presence of another like-minded individual. 

Biological traits
Unlike their fellow Aquas, healers aren't overly sensitive to heat sources, nor do they have naturally stellar swimming skills. In fact, healers seem to be the most "normal" creatures around. What indicates a healer is the way their abilities sparkle when in use, giving off an angelic appearance. From a young age, healers work tirelessly in places the gods have overlooked; it can be a hard life but their skills are always in demand.  

​

Pros

Restoration elementals are nurturing and empathetic, often giving of themselves. They react strongly to emotional disruptions or negative events and normally, their free-flowing nature allows them to nurture others and adapt to large-scale changes.

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Skills: 

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DAGGER OF RESTORATION : Pull shimmering bubbles of water from any appropriate source to quicken the healing of small, un-fatal wounds like cuts and scratches.

  • +0


SAFEGUARD : Summon a watery shield to protect oneself or your allies.

  • +1
     

ASPHYXIATION : Infest the lungs of your target with miasma, constricting and poisoning them.

  • +2
     

REVIVAL : Form small, glowing threads of water to heal deep and more fatal wounds.

  • +3
     

MOURNING STAR : Generate a sizeable healing field around you that regenerates health and repels enemies.

  • +4
    roll a 1d5, the amount heals each party membercan
    only be used once in combat

     

frost rune.png

Frost

Basic Information

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Often referred to as the "ice" elemental, the power to alter the battlefield with towering walls of ice and deadly blizzards is renowned among those who possess the frost elemental. Their path is as certain as the arrival of winter. Everything they comes in contact with is chilled by a feeling so cold it seeps into their bones. Sometimes described as bitter and ironically cold, frost elementals often find peace in the winter and will create their own spaces of snow during the summertime. They can be calm and difficult to excite, preferring to communicate in terms of facts. 


Biological traits
Frost elementals are very resilient and masters at keeping their emotions in check, their shared room in the Aqua housing being coated in frost and adorned with sculptures of ice. They are artistic and can oftentimes be viewed as somber as they focus on a duty, preferring no disturbances or loud sounds. The Aqua within them is much more colder than a normal water user, their skin cold to the touch and their breath a snowy mist.

​

Pros

They are efficient, attentive, and helpful, and they frequently value order. Not only do they serve offensively, but as an effective defensive force as well. 

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Skills: 

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COLD TOUCH : Gathering water from any source immediately freezes into malleable slush that can deal damage.

  • +0


FREEZE: Gain the ability to freeze your slush and create objects or structures of ice.

  • +1
     

SPEARS OF ICE : Solidify water and form spikes of ice that emerge from one's body and fire at a desired target.

  • +2
     

FLURRY : Gain the ability to drop the temperature in a medium sized circle, freezing the ground with damaging snowfall.

  • +3
     

WINTER DRAKEN : Summon a temporary dragonesque creature that shoots cold air that freezes everything in it's path.

  • +4
     

Aqua rune.png

AQUA

Aqua elementals never have a bad hair day and often maintain smooth silky fur throughout their lives. The majority of them have been described as graceful, beautiful, and as well as having the most peaceful temperaments.

Homes
Location: Between Ember and Flora housing. 
Interior: With stone walls and a small pond in the center, the Aqua housing is surely the most serene. With it's glowing lily pads and ornate vases you feel as if you live in a soothing spa itself with silk beds.
Extras: Aqua have the largest libraries, being the element most likely to value historical knowledge and bodily function, always striving to learn.

 

flora rune.png

FLORA

Said to be natural guardians of the forest, Flora elementals are always covered in it. Changing with emotions and at times morphing with the seasons, it's easy to tell what they are thinking just by the state of their vegetation. They find joy in creating new life, scattering the homes in new planters and spreading good energy through the village.

Homes
Location: First house next to Aqua housing
Interior: the interior is constructed of various different potted plants and trees growing in from the walls. Theres no shortage of fruit to pick from the ceiling. An opening sits across the entrance where Flora can see the roaming livestock, as well as a doorway that takes you directly to the farmland.
 Extras: It always smells like lavender and herbs inside the Flora housing, as they don't particularly like the smell of the livestock.

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Botany

Basic Information

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What some fail to realize, is that plants are the true rulers of the forest, at least...according to many Botany elementals that is. Awakened plants consist of roots, trees, flowers, and various other forms of plant life, with a select few capable of preforming basic tasks other sentient beings are able to. As often expected of them, Botony's who take the time to tend to and nourish the plant life around them, are held in high regard as it displays delicate and kind attitude. They often wander the wood or swampland in search of young strong vegetation to collect, nurture, and study. The more skillful a Botony is, the more they're able to morph and form their plants into larger more sturdy objects, or preform slightly more complex tasks. 

Biological traits
Botony elementals often possess a natural "green thumb". That being said, it isn't uncommon for them to take a quick fascination in the nature and plant life around them at a very young age. They value moments of isolation to gather and understand their emotions and despise being restrained.

​

Pros

Tranquil and understanding, many find it easy making conversation with a Botany elemental as they are full of interesting information and can show you many great benefits with Flora, spices, healing, fruits galore! Oftentimes taking the role of a parental figure, Floras try to keep the peace and decline conflict that arises.

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Skills: 




























 

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SAPLING : Sprout a small, healthy young plant of choice from the earth instantly. Poisonous plants deal damage.

  • +0


BOUND VINES : Conjure thick, multipurpose vines that stem from the earth and can be used as bindings or a second set of hands.

  • +1
     

PHOTOSYNTHESIS : Multiply larger trees and and even your own plants, commanding them to grow larger and more sturdy than before.

  • +2
     

SPORE MINES : Create a powerful spore mine that explodes upon even the slightest impact.

  • +3
     

GIVE OR TAKE : Instantly mature any desired plant around you, or drain the life from them to energize yourself.

  • +4
     

earth%20rune_edited.png

Earth

Basic Information

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Stoic and hardy, these elementals often take the initiative during cave or any underground exploration. Able to control stone and soil, Earth elementals are methodical and brutal in their approach to combat. They utilize their brute strength, slamming against opponents or opening pits to crush them. They were also regarded as live siege weapon and "tanks", capable of wreaking havoc different structures. It can be tedious and difficult learning to harness the power of earth and stone, but after hours of training they're able to efficiently manipulate the earth to protect their allies.

Biological traits
Earth elementals are commonly more heavy set, and t
heir high resilience to physical harm often allows them to stay in battle longer. With stubborn heads and minds crafted to work towards the village's future, an Earth user is quite literally, a rock to everyone.

​

Pros

Earth elementals are well grounded and trustworthy, stable, and capable of withstanding hardship. Hard to amuse, they enjoy the company of Frost and Magma users and their shared ability of creating physical objects with creative or tactical thinking.

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Skills: 

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PULL THE EARTH : Command small chunks of earth or stone-no bigger than your own paw- to defy gravity at your will.

  • +0


GROUND SURF : Feeling more in tune with your earthly surroundings, you surf the land at immpressively high speeds

  • +1
     

SACRED STONE : Sense minerals from the earth and pull them to the surface, such as iron/bronze/gems


(Pull the earth gains an upgrade to hold stones larger than ones body.)

  • +2
     

TORN EARTH : Split the ground and form traps such as sinkholes or rocky enclosures.

  • +3
     

TERRAFORM : Draw massive structures of stone, dirt, etc. from the earth at will to use in battle or crafty creation.

  • +4
     

LITTLE FAMILIAR : Not only can you summon insect familiars that can be commanded to preform reasonable tasks, but your sense of feeling stays with them.

  • +0


LIFEDRAIN : Drain energy from surrounding earthly life sources, use these to grow and power up an animal or insects you've summoned.

  • +1
     

CREATURE OF MINE : Summon an animal familiar from the earth that follows your command. Their feeling and emotions can be sensed.

  • +2
     

LIVING FLOWER : Pull a giant golem made of plants from the earth, that can walk the plains or become a a war or working machine.

  • +3
     

HIJACK : Control a living animal for a short period of time by hijacking it's mind. Be able to witness the target in first person, seeing through their eyes, hearing through their ears, as well as controlling their movements.

  • +4

fauna rune.png

Fauna

Basic Information

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Able to summon the spirits of nature and form them into ferocious beasts. The Fauna elemental, sometimes knows as a "summoner", can be a difficult and dangerous elemental class to learn and master. These creatures, brought together by soil and energy, can be faithful friends and loyal servants to its master. But with most beasts, they may act on their own will; putting the summoner and his or her allies at risk. It is the responsibility of the Fauna elemental to develop a relationship with with Fauna creatures in order to gain better control over them. 

 

SUMMONING LIST

Biological traits
A Fauna elemental may develop an unnatural fascination with livestock, and even the minds of their own kind. When Faunas make their first few summons, it's often challenging to understand and maintain them. Those with a deeper understanding of sympathy and life are much better at connecting to their animals, knowing the deep interlinks of the mind. Though deaths of these creatures can take a toll on their conscience.

​

Pros

Although personalities vary vastly, Fauna are often in tune with emotions deeper than other elementals can fathom. If one cannot understand and sympathize with another's soul they cannot master their own creations. This makes them fantastic listeners and masters of learning body language, fears and strengths and can rally the team when they need a morale boost.
 

Skills: 


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gale rune.png

GALE

The serene forces of winds, these felines are nimble and agile in nature, making them quick on their feet and also quick to solve problems. They are very tight-knit with their community and influenced by eachothers currents. They favor artisan jobs and find fulfillment with balance in weather. Harsh conditions such as thunderstorms can cause a disruption to the mind.

Homes
Location: First house next to the Medbay.
Interior: Filled with marble and minimalist touches, the Gale household is open to the outside world with their tall tower balcony, lined with sheer curtains. They climb through the floors using a spiral staircase.
 Extras: Gale's house is the fanciest of the four, adorned with marble accents and minimalist, airy styles. You can always find runes etched into the walls from Gale users.

Wind

Basic Information

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Free spirited and carefree, Wind elementals tend to take everything with a pinch of sugar. They don't feel extreme emotions like some of their peers, often brushing off anger or seeming a little monotonous, but their closer friends know it's just their demeanor. They find comfort in stability and balance, preferring their day to be similar to yesterday, depending on routine and efficiency. Their powers however, can be unpredictable if not attuned to their indifference, which could lead to be a cause of concern.

Biological traits
Commonly slender and light on their feet, it's hard to hear a Wind user approaching if their surrounding currents are timid. Their voices are soft spoken and while being influenced by their peers, they like to manipulate clouds of mist into fashionable statement pieces on their body.


Pros

Wind elementals are levelheaded, full of speed and known to make light of harsh situations. In battle they are hard to read and almost impossible to catch.

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Skills: 

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wind rune.png

ZEPHYR : Manipulate the swirling winds around you at your command, can be used offensively to knock over targets. The more you practice, the stronger your wind becomes.

  • +0


BREATH OF SPEED : Feeling guided by the winds, you run across the earth at high speeds.

  • +1
     

CYCLONE : Propel upwards with a gust of wind that deals damage to enemies below.

  • +2
     

WHIRLWIND : As you feel more in touch with air, spin the winds around yourself at great speed to deflect projectiles or create a ball you can then throw at enemies.

  • +3
     

TWISTER STORM : Gather winds from near or far and conjure a raging tornado-no bigger than the user- from the air.

  • +4
     

LEVITATE : Levitate smaller objects of choice (rocks, branches, items)

  • +0


THERMAL VISION : Sense warmth and slight vibrations from a long distance to track enemies or allies.

  • +1
     

TELEPATHY : Read the mind of any target, or relay a message. Gain better accuracy by practicing, and be mindful as it can be mentally taxing to the user.

  • +2
     

CLOAK OF INVISIBILITY : Blend in and become invisible to the eye for a period of time... Careful not to make any sounds though!

  • +3
     

ILLUSION : Target a living being and project images into their mind, leading them to see something that does not exist. Though be careful, as it can take a toll on the users mind.

(levitate upgrades to lifting things larger than ones body)

  • +4
     

LAST BREATH: Create an orb of dense, swirling winds to throw as a projectile towards enemies.

  • +0
     

OVERCAST : Manipulate clouds to form any large overcast area, perfect for sneaking, battlefield control and cloud walking.

  • +1
     

CLOUD WALK  : Solidify your inner mist and climb atop low-lying clouds.

  • +2
     

FLIGHT : Conjure winds on command that can propel you through the sky in short, quick bursts.

  • +3
     

HURRICANE : Bring about a storm of choice from the sky (heavy rain, blizzard, thunderstorm etc) within a large circular area.

  • +4
     

Force tree.png

Force                

Basic Information

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Force users are fascinated with the much more complicated parts of the world, such as astronomy, mathematics, engineering and the very force of nature itself, the mind never rests. They find comfort in always occupying their thoughts, at times having a hard time sleeping due to the brain refusing to stay quiet. Force elementals enjoy pairing with other elements that specialize in creating physical objects in order to have their ideas come to life. Some may perhaps prefer hunting for the village instead, masters of tracking prey.

Biological traits

Force users find themselves easily bored over small talk, preferring to discuss things others may not understand, using their abilities to peer into the mind of their tribemate just for a second to check if they are catching along. They oftentimes solutions to problems others can not figure out, which is why they are coveted.

​

Pros

Their cunning nature makes them masters of manipulation when it comes to their enemies.

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Skills: 

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sky rune.png

Sky

Basic Information

​

Children of the clouds, Sky users are often misunderstood, being the one of the three to have strong emotional responses, rightfully so, as they could spawn a storm. Light on their feet and taking on enemies from the sideline, these cats control the battlefield with their sneak attacks and atmosphere control. They have a very important job of taming Avslands disasterous weather, curious to the way the world works.

Biological traits
Sky users are more prone to preferring loneliness, oftentimes getting lost in the clouds, pun intended. No one else could understand the feeling of floating above ground the way they do, the wavering of their emotion is quite different from en embers. Not quick to rouse, but you dare pick and prod you will unravel a storm you will surely regret.

​

Pros

Sky user is unpredictable and difficult to target as they are always in one place to another in the blink of an eye. They control the battlefield with ease, reading an enemy and making the battle for them harder to succeed.

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Skills:














 

Aqua
Ember
Anchor 1
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