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Society and Magic
Social and Magical Positions
The Social positions of Darkwind are as follows:
The Ancients ~ The oldest and wisest of the elves (1000+).
Hunter / Guards ~ Hunters odviously hunt for the protien part of the diet and Guards keep watch over the castle; generally the weaker magic users
Black Smiths ~ The weapons and trinket makers. Mine their metals from an opening in the Dragons caves
Tanners / Cloth Weavers / Clothing Makers / Shoe Maker~
Tanners to tan the hides; Cloth Weavers weave linens and
silks; Clothing Makers fit and sew the clothing; Shoe
Makers make boots and sandles from leathers (Odviously)
Gardeners ~ There are gardeners for the food plants and there are a few gardeners for the roses though they are less important so most don't care so much.


The Magical Positions are as follows:
Third Class Spellcaster ~ Having completed the first Trials (finding 1 crystal to work with) and then beginning training
Second Class Spellcaster ~ Having completed the second Trials (finding 2 crystals to work with) and beginning intermediate training
First Class Spellcaster ~ Having completed the third Trials (finding the last 3 crystals to work with) and beginning advanced training
Full Spellcaster ~ Having become proficient with all the crystals
Spell Master ~ Having reached your peak of power and full mastery of all crystals


Note that if you find a blood crystal that is the only Trial you complete and if you don't find a blood crystal your first time out you never do. 

Also note during the rescue of the children a new crystal was found it is called the Living Crystal these act more like bonds as they can speak to the elf.

Natural Magic


Sending and bonding are assumed abilities that everyone has unless you expressly state that you character does not and you must provide a good reason.
In addition to Sending and Bonding each character may have up to three { 3 } natural powers. Any one that advances into something new{i.e. Dreamwalking/weaveing, Healing/Anti Healing, Weather Sense/Control, Rock/Gemshaping} counts as two. Your natural born powers determine which house you belong in. If you have abilities from more than one house the dominate power will decide. If your dominate power is common in more than one house your other abilities will act as a tie breaker. If you as yet have only the one ability you can choose your house.
On the powers that develop into something more you must have had complete control of the original for roughly 700 years.

Learned Magic

Though it will never be as strong as if they were born with that power our elves can learn to use the other magics that they do not possess. With intense meditation and the use of certain key items our elves can do anything.
There are different levels of learning ~ Third Class Spellcaster; Second Class Spellcaster; First Class Spellcaster; Full Spellcaster; Spell Master / Mistress
We use Elemental Crystals to project our power through in order to acheive different magics. This can be difficult and takes time to master. The path your character takes depends on what they can already do. The crystals are as follows ~


Fire Crystals ~ Fire Starting
Water Crystals ~ Water Shaping, Empathy
Earth Crystals ~ Plant Shaping, Rock / Gem Shaping
Air Crystals ~ Wind Shaping
Pure Crystals ~ Dream Walking, Healing, Mental Shielding, Precognition, Shielding, Teleportation, Weather Sense
Dark Crystals ~ Black Sending, Dream Weaving, Flesh Shaping, Anti-Healing, Hypnosis, Levitation, Metal Shaping, Precognition, Shape Shifting, Weather Control
Blood Crystals ~ Do it all but are much harder to control and extremely rare.
Liveing Crystals ~ Everything plus physically bonds to you, The down side there is only a few and they are only for specfic elves and if anyone but the one ment to bond touches they will either go insane and kill themselves o die insantaly.


When an Elf feels that they are ready to begin their training s/he must go before the Ancients to request the Trials. All Elves must complete the Trials to begin training. The Trials consist of traveling through the Dragons Caverns, overcoming any challenges that they find or are put before them by the resident Dragons. Every Elf's Trials are different. The Trials are completed when the Elf in question finds a crystal to work with. An Elf that possess all the qualities of, say, the Water Crystals will never find one because they do not need it. Blood Crystals are a special case. They are always gained from Wild Dragons, which is why they are so rare, as a Wild Dragon would just as soon take your head off as look at you. Few have managed to gain a challenge from a Wild Dragon, and even fewer have managed to complete it.
Magics List
Dark Magics/Crystal
Black Sending
Dream Weaving
Flesh Shaping
Anti-Healing
Hypnosis
Levitation
Metal Shaping
Precognition
Shapeshifting
Weather Control


Pure Magics/Crystal
Dream Walking
Healing
Mental Shielding
Precognition
Sheilding
Teleportation
Weather Sense


Elemental Magics/Crystal
Earth
Rock/Gem Shaping
Plant Shaping
 
Air
Wind Shaping
 
Fire
Fire Starting
 
Water
Empathy
Water Shaping
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