Post by Seiryuu on Jul 31, 2012 19:40:51 GMT -5
Four major clans exist in Elementi: the Aer Clan, the Ignis Clan, the Aqua Clan and the Terra Clan. Rumors of other clans surface every now and then, but these four are the ones we will concern ourselves with...for now.
Clan members can be identified by their clan symbol sewn onto their clothing. It can be on a hat, a shirt, a jacket, gloves, or even a bandana, but the symbol must be readily apparent. If a symbol can't be located on a person within a quick once-over, they are usually identified as either Neutral or up to no good, and may be met with opposition. Interclan hubs which boast a neutral zone are usually more lenient towards this, but venturing into clan-claimed territory elsewhere without your clan symbol visible is asking for trouble.
Here is a breakdown of the different clans.
Aer Clan
Element: Air/Wind
Deity: Seiryuu the Azure Dragon
Description: The Aer Clan is often overlooked by the other clans as a non-threat. Aerrians reign from the west, but their ingenuity and versatility has led to a large presence throughout the world even in areas where they are not in control. They are free-spirited and unattached, sometimes to a fault. Some Aerrians appear to exist in a dream world, filled with unrealistic goals and flights of fancy.
Any Aerrian elementalist will tell you there is a vast difference between the north and south winds. Aerrians will typically have only one under their control: only masters can manipulate both winds. Neither wind is stronger than the other, but the use of only one is not as powerful as when controlling both. Without mastery of both winds, the true destructive power of the wind (hurricanes, typhoons, etc.) is inaccessible. Aerrians can still use their chosen wind to diminish the effect of these disasters.
Ignis Clan
Element: Fire
Deity: Suzaku the Vermillion Bird
Description: The Ignis Clan appeared from the south, taking the globe by storm. Ignissons are courageous and ambitious, and a strong force to be reckoned with. When not kept in check however, that flame can become destructive as assertiveness turns into aggression and consumes everything in it's path.
Very few Ignissons can create flame out of nothing. It is common practice for those trained for combat to carry a book of matches or a lighter with them at all times. Once the flame has been created, it can be manipulated and spread. Ignissons suffer from the same limitations as their fire: an elementalist soaked in water has difficulties manipulating even a fire out of his grasp, and even a master can't keep a flame burning once oxygen has been removed.
Aqua Clan
Element: Water/Ice
Deity: Genbu the Black Turtle
Description: Emerging from the north, Aquarions are known to be serene and nurturing...for the most part. Aquarions are full of emotion, and when these emotions are not controlled they become overly sensitive and subjective. Like how a calm tide can hide a deadly undertow, Aquarions are far more than they appear on the surface. Those who still live in the northernmost parts of the world carry an air all their own, with personalities as frigid as the ice around them.
This split in personalities carries over into their elemental control. Northern Aquarions control ice rather than water, while Aquarions originating from warmer parts of the globe experience resistance when attempting to manipulate ice. Aquarions surviving in deserts learn to control whatever little water is around them to survive, be it in the air, in plants, or deep within the earth. This leads to lowered precision with large quantities of water, but they can pull water out of whatever contains it where their cousins living in other parts of the world cannot. Water manipulation in this way led to a 'black' art practiced only by desert masters, who learned to draw water straight out of the bodies of others. This is a highly illegal skill, and is known only by a handful of Aquarions.
Terra Clan
Element: Earth
Deity: Byakko the White Tiger
Description: Dominating from the east, Terrans are solid and strong like the earth they stand on. They can be a stabilizing force, seeking logical solutions. This can easily cross into stubbornness, many Terrans finding it hard to leave their comfort zones and take risks.
Though Terrans cannot control plant life, many enjoy gardening and by tending to the soil can assist vegetation in growing. Even their control on earth itself varies: Terrans will typically be more comfortable manipulating the type of earth from where they were born. For example, a Terran who lived where the ground is full of clay might experience difficulties after moving to an area where there is no clay present. Sand particularly is a challenge to Terrans not born in deserts. With years of training, Terrans can learn to manipulate all kinds of earth, but they will always be more comfortable with the first variation learned.
Clan members can be identified by their clan symbol sewn onto their clothing. It can be on a hat, a shirt, a jacket, gloves, or even a bandana, but the symbol must be readily apparent. If a symbol can't be located on a person within a quick once-over, they are usually identified as either Neutral or up to no good, and may be met with opposition. Interclan hubs which boast a neutral zone are usually more lenient towards this, but venturing into clan-claimed territory elsewhere without your clan symbol visible is asking for trouble.
Here is a breakdown of the different clans.
Aer Clan
Element: Air/Wind
Deity: Seiryuu the Azure Dragon
Description: The Aer Clan is often overlooked by the other clans as a non-threat. Aerrians reign from the west, but their ingenuity and versatility has led to a large presence throughout the world even in areas where they are not in control. They are free-spirited and unattached, sometimes to a fault. Some Aerrians appear to exist in a dream world, filled with unrealistic goals and flights of fancy.
Any Aerrian elementalist will tell you there is a vast difference between the north and south winds. Aerrians will typically have only one under their control: only masters can manipulate both winds. Neither wind is stronger than the other, but the use of only one is not as powerful as when controlling both. Without mastery of both winds, the true destructive power of the wind (hurricanes, typhoons, etc.) is inaccessible. Aerrians can still use their chosen wind to diminish the effect of these disasters.
Ignis Clan
Element: Fire
Deity: Suzaku the Vermillion Bird
Description: The Ignis Clan appeared from the south, taking the globe by storm. Ignissons are courageous and ambitious, and a strong force to be reckoned with. When not kept in check however, that flame can become destructive as assertiveness turns into aggression and consumes everything in it's path.
Very few Ignissons can create flame out of nothing. It is common practice for those trained for combat to carry a book of matches or a lighter with them at all times. Once the flame has been created, it can be manipulated and spread. Ignissons suffer from the same limitations as their fire: an elementalist soaked in water has difficulties manipulating even a fire out of his grasp, and even a master can't keep a flame burning once oxygen has been removed.
Aqua Clan
Element: Water/Ice
Deity: Genbu the Black Turtle
Description: Emerging from the north, Aquarions are known to be serene and nurturing...for the most part. Aquarions are full of emotion, and when these emotions are not controlled they become overly sensitive and subjective. Like how a calm tide can hide a deadly undertow, Aquarions are far more than they appear on the surface. Those who still live in the northernmost parts of the world carry an air all their own, with personalities as frigid as the ice around them.
This split in personalities carries over into their elemental control. Northern Aquarions control ice rather than water, while Aquarions originating from warmer parts of the globe experience resistance when attempting to manipulate ice. Aquarions surviving in deserts learn to control whatever little water is around them to survive, be it in the air, in plants, or deep within the earth. This leads to lowered precision with large quantities of water, but they can pull water out of whatever contains it where their cousins living in other parts of the world cannot. Water manipulation in this way led to a 'black' art practiced only by desert masters, who learned to draw water straight out of the bodies of others. This is a highly illegal skill, and is known only by a handful of Aquarions.
Terra Clan
Element: Earth
Deity: Byakko the White Tiger
Description: Dominating from the east, Terrans are solid and strong like the earth they stand on. They can be a stabilizing force, seeking logical solutions. This can easily cross into stubbornness, many Terrans finding it hard to leave their comfort zones and take risks.
Though Terrans cannot control plant life, many enjoy gardening and by tending to the soil can assist vegetation in growing. Even their control on earth itself varies: Terrans will typically be more comfortable manipulating the type of earth from where they were born. For example, a Terran who lived where the ground is full of clay might experience difficulties after moving to an area where there is no clay present. Sand particularly is a challenge to Terrans not born in deserts. With years of training, Terrans can learn to manipulate all kinds of earth, but they will always be more comfortable with the first variation learned.