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Post by *ShatteringStar* on Jul 20, 2017 13:06:36 GMT -5
Here is the coding so far.)
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Time rarely changes anything. Forever on the world marches. Day in and day out, the clock may tick onward. Yet, what is really different? What isn't really the same? We always try to remain blissful, as though the future will be any different, as though we may survive for the long-term.
But truth is? We can't. We, the outcasts...we're becoming endangered. All of us.
The Keepers, we will fail them. We can't protect the Gifted forever. Not against the rest of them. There's too many, and truth be told, they could be right to do so, for all I know.
The other Keepers are near to giving up. And while I certainly have my doubts, I won't condemn the Gifted to die. Not alone, at least. I will do my best to fight.
Day in and day out, tick tick tick.
Welcome to the real world. Most humans know nothing of what truly exists out there. They're cooped up in their little homes with their simple lives, easy days with perfect outcomes. But there's more that...well, is.
There are the Gifted. These are many different groups of 'special' people, that have phenomenal abilities and powers. Too many to even name. Elementals, they control things like fire, ice and weather. And Fae, who have extraordinary wings. There's creatures, like Vampires and Werewolves. Each form of Gifted are their own breed, or species of sorts, and usually only pair up with another of their kind, and are only ever born to parents with their same power, or their own same species. They must be hidden from the real world, from the unsuspecting humans. Because if the whole world learns of them...they will cease to exist. Before you try and argue, say that all humans are open minded enough to accept them? It's nearly happened before. Millennium ago, in a period known now as The Great Loss, they almost died off, because they were hunted. By who?
The Hunters. An awful order of humans sworn to kill the Gifted, out of fear they could kill all humans. They live secret lives, and are rarely seen, but when they are, it is destruction in their wake. They have an irrational fear that the Gifted want to overtake our world. The children, we've learned, are brainwashed by their parents, generation after generation, to assume that those with powers want nothing more than to rule all of Earth. Being as highly skilled, as dangerous and evil as they are? Why haven't they managed to kill all Gifted since the order's inception, after The Great Loss?
That's our job. The Keepers. Humans that learn of the Gifted, but only those with a special aptitude; kind, yet passionate, a good soul and heart. In opposition of the Hunters, we want nothing more than to protect the Gifted, and live in tandem with them. We keep knowledge of them from the outside world. But unlike the order of Hunters, we are not born into it. No, there's no way that all children born to Keepers could have the special attribute that makes Keepers, well, Keepers. It's still unknown what it is. Just...something that exists within a select few that set them apart from other humans. We are found, only by happenstance, when we learn of the Gifted and their world. Most often, those that learn are killed. Nine times out of ten. They have to be, unfortunately, because exposure can not only lead to knowledge of the existence of these beings getting out, but cause the Hunters to find them. Every now and then...a Keeper is discovered. They are someone the Gifted find special, and someone that doesn't react poorly to the news. They are those that swear to protect someone that is Gifted. We're brought forth to the Secret Council, a group that decides our faith. Some say they're corrupt, and they probably are, but one of them will sponsor us, to try and win us our future. But most importantly, there's the Gifter. The only Gifted that can truly decide our faith. It's tough to win them over. But if you do, you live. Sure, you can't return to your old life. But you become a Keeper.
So, yeah, we're dragged into it, basically. Involuntarily, I might add. But that's the difference between Keepers and normal, everyday humans. We don't look at it that way. Of course we're nervous, scared, and downright freaked-out. But we know that if we don't do it, no one else will. Some would call us brave. Sure, perhaps. Others often say crazy. Well, of course.
Or...more than everything else, maybe we just want do to the right thing above all else.
For the past few years, Evermore has been created as an experiment of sorts, if you will. This school, it's to teach the Gifted, to draw them safely away from their parents, who have too many pressures to properly train, as they're always on the run from the Hunters. So far, it seems safe enough, hidden well away. It is meant to keep the existence of the Keepers alive. Because if we aren't? Then the Gifted aren't either. We're the only thing really, truthfully standing in the way of them and the Hunters. The young Keepers, like myself...we're being brought here. Some without even really knowing what they're being brought for. Just...being brought. Others, like myself. Well, we've got a good enough idea.
One thing is for certain. Our world, our real world...it's in turmoil. Each group, or type, of Gifted, and the Keepers, we all have to get along, and learn to live and learn and fight together if we really expect to win this ongoing war.
And Evermore just might be the place to do it.
Nevermore is the true answer
The Groups
Keepers These are not-so-normal humans. They have a special attribute, though it's really unknown what it is. They are unusually brave, passionate, with a sense of right and wrong, wanting nothing more than for everyone to have their rightful place in this world, happy. They are all around good people, and while they all have their hiccups, most are more selfless than selfish. Sometimes, there may be a bad egg. So far? Few and far between. They have always trained to fight off the Hunters, usually in private locations spread thin. Now, many new Keepers are being brought to Evermore to train, where they can be closer to the Gifted. They must be battle-ready, highly intelligent, and resourceful above all else. Many are clueless as to what is going on- the very few facts they know may include discovering a Gifted, being taken to the Secret Council, being handed a council member, someone similar to an attorney, if you will, winning the approval of the Gifter, and being shipped here immediately, after being confined for quite a long-time. Some may have more basic information handed to them, and some may have had it blasted in their face suddenly. It's tough, either way. Very few have much previous knowledge of the Gifted, learning much on the spot. Some are considered 'better' keepers than others. They have no abilities, or skills, yet at least, except for what is in their heart.
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Elementals Nine forms of Elementals exist, and they usually don't like to be grouped with one another in any way, most having a strong dislike or at least distaste for the other forms.
Pyros These elementals control heat and fire. They can create and bend fire, warm things with internal heat, and do everything with the energy of fire possible, including using fireballs, burning things by touch, light themselves on fire, turn things to ash or even melt them, and much, much more. They have an absolute distaste for Electros, Hydros and Cyros, mostly simply because these Gifted may be able to expel their power, which scares them. They are often known as being hot-heads, overly brave, selfish, and atypically cruel, and while this typically holds true, isn't always the case. It's part of the goal of Evermore to make turn them more into team players.
Hydros These elementals control water. They can create and bend water, such as throw balls of water, become water, breathe underwater, make bubbles, and drown others and things, along with more. They have a distaste for Pyros and Cyros, whose powers are in direct opposition with their own. However, more than many elementals, they are bubbly, outgoing, social, and friendly, and while this typically holds true, isn't always the case.
Cyros These elementals control cold, snow, and ice. They can create snow and ice, cool things with their internal frost, freeze things and others, as well as build things out of ice and snow, and much, much more. They tend to be reclusive, not really shy, but isolated, trying to keep to themselves, while observing. This typically holds true, but isn't always the case. They have a distaste for Pyros more than anything else, but also Hydros, as they have a hard time freezing moving water, especially if it is being manipulated.
Aeros These elementals control the wind and air. They can levitate or 'hover' and create and bend wind to their will. They may also suck or otherwise remove air from places, such as lungs or the surrounding area, to suffocate. They have a slight distaste for Terras, mostly because their powers are insufficient when dealing with the underworld. Overall, they are active, always on the move, the farthest from lazy you could get. This typically holds true, but isn't always the case.
Terras These elementals control the earth below them, such as dirt and rocks, but more than that, they can tap into the seismic activity of the tectonic plates beneath their feet. They are known to create burrows and caves, to move and throw rocks all about, and to shake the very ground. They have a slight distaste for Aeros, simply because they cannot understand not having something beneath them at all times, but are most known for their accepting and trying nature. They always seek the ability to understand and be open to others.
Electros These elementals not only control electricity, such as sparks, lightning, and currents, but have magnetic capabilities as well, since electricity and magnetism are one in the same, a piece of 'electromagnetism.' They may shock others, throw lightning-bolts or simple sparks, but can also trap things and others by magnetically charging them, or using magnetism to throw things and others all about. They only have a distaste for Pyros since they have a distaste for them, but also have something against Hydros, though for little reason; they are able to use water and the Hydro's abilities to super-size their own, so they should be grateful. Overall, they're the kind of people that think they're cooler than everyone else, often wanting to show off and experiment with their own abilities, preferring to take a more painful route if it gets them some attention.
Photons These elementals control light, brightness, and color, creating, manipulating, and bending light an colors around them and others. They can blind others, temporarily or permanently, and trap others in an area too bright to process, or create clouds of their light. They may be able to use this light ability to hide from view, or attack and remove shadows and voids of light. They have a distaste for Shadowers, since they are in direct opposition with their powers. Most often, these elementals are very good, kind, bright, interactive people, that feel a need to help others and brighten up their days, though this is only typical and not always the case.
Shadowers These elementals control the very darkness around you, shadows and blackness, or voids of light. They can create, bend, and manipulate it, to move and use shadows to their advantage not only to hide and sneak, but to capture others in their darkness and trap them. These elementals have a distaste for Photons, the light manipulators, since their powers are in direct opposition with one another. They are have very dark natures, never really shy, but unwilling to interact with others unless a reason promotes itself. They are usually selfish, but not entirely bad at all, rather just unwilling to be taken advantage of, and believing that the only way to avoid that is to avoid others. This may be typical, but is not always the case.
Weathers These elementals control the weather, and can create, stop, or manipulate it, be it storms, rain, clouds, or temperature. They can control clouds; weather patterns such as rain and storms; or even the heat or humidity. They have a distaste for Electros, believing they 'steal their thunder' or, more accurately, their 'lightning.' They, like Electros, can create lightning, particularly small lighting-bolts. They are known to be eccentric, usually a little out-there, often dressing weird, and, well, acting weird, though this is only typical and not always the case.
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Godsend They are the descendants of once great gods and goddesses, and now all their offspring are imbued with spectacular powers, depending on their form. Now considered an old breed, with many of the forms evolving into something new over the generations, such as Godsend of Poseidon becoming Selkies, and much more. The only Godsend still left in their previous form are Godsend of Zeus.
Zeus Godsend of Zeus are known for their natural ability to lead, taking control of situations without even thinking about it. This form of Godsend is believed to have been the creators of the Elementals long, long ago, due to their ability to create life. The Godsend of Zeus created each after the other Godsend, when all the Godsend were much closer, without the distaste for each of the other forms. Weather elementals were likely created to represent the Godsend of Zeus, it is believed, as he could control the weather. Their abilities include creating plant and animal life, and aiding it in growth. They have a strong distaste for Godsend of Poseidon and Godsend of Hades, and are known as being arrogant, cocky, over-zealous 'popular' type that greedily seek to be the center of attention, believing themselves to be fully worthy, though this is only typical, and not always the case. They are the only form of Godsend to retain their original nature and name.
Selkies Godsend of Poseidon from long, long ago are believed to have become what are now known as Selkies, or Mermaids and Mermen, though you had better not call them that! They only go by Selkies, or perhaps even Godsend of Poseidon, on off days. These beings mostly live in the water, with pods (family groups) located all across Earth, from the open oceans to mighty rivers and freshwater lakes. They are most known for their intense loyalty and strong belief in family- nothing is more important than that, in fact, and they have a hard time leaving their pods, which are their entire family and more. Unfortunately, it is becoming necessary due to the rise of the Hunters. They normally live their life in the water, at least the largest portion, a magnificent colored tail- either varying shades of green, blue, pink, orange, yellow, purple, and even red, depending on the Selkie- being the cause of their propulsion through the water, taking the place of their legs. Their upper form is all human. Yet, they are fully able of dissolving their tail and forming legs, when the need arrives, and it is actually a quick process, only taking a few minutes in total. When they return to water once again- or accidentally get splashed- their tail will return. They are elusive, and nervous around other species, and, well, other pods, as well, only wishing to return to their family, their pod. They have keen observation skills, but are typically known to hide during danger.
Shifters Godsend of Artemis have evolved to become Shifters. That is, they have the ability to shift into any and all animals, with practice and in due time, of course. This ability is complex, and is difficult to teach to young shifters in training. The smaller and less involved an animal is- for example, a mouse- is easy to replicate at a young age. The larger and more involved- for example, a lion- is harder to replicate and requires skill, experience, and age. They have eyes that change color constantly, even unnatural colors such as pink, red, and gold, for example. Therefore, to live among humans, they must wear colored contacts. But they enjoy living among humans, a boastful, prideful, active people that love to hang out, party, and hardly ever sit still. They're fun to be around, friendly and social, but they can tend to cave in to prejudices, and find it difficult to overcome the silly notions that some species simply aren't as good, believing them to be 'bad' due to the gossip and long-term beliefs held by their people, even if they have the proof in front of them.
Necromancers Godsend of Hades have taken on the form of Necromancers- dark people that usually have a bone to pick, tend to be quiet and reclusive, but in actuality, are set on helping the dead. They simply have a hard time with the living, it not being their forte' so to say. What they can do is see and talk to the spirits, the ghosts. They can summon these creatures, as well as create zombies, and split their soul from their body to enter the spirit realm, a dark, scary place for sure. They often use rituals, ceremonies, runes, and the like to perform many things. They are also believed to have led to the creation of the Magiks, long, long ago. This group is typically quick on their feet, the first to judge, stubborn, and highly intelligent, but have a hard time allowing themselves to get close with anyone, even others of their kind. They believe in the need for the Keepers deeply, despite their hesitation to admit it.
Phoenix Godsend of Athena have become the Phoenix. They are a species of upmost peculiarity. They are highly intelligent- perhaps more so than any other species. They can calculate just about anything, tend to know what people are thinking- only because they are so observant and alert they can read almost any body language- and can manipulate time, stopping, slowing, speeding up, or skipping through time. They're rarely caught by the Hunters, due to their most impressive ability- collapsing into ash when the situation prompts it, after bursting into flames, and disappearing. However, this is only a last minute, ditch effort. Because the Phoenix can end up anywhere on Earth, and even in a different time period when they do this. Being so weak from it, they may have a hard time finding their way back home. They are strong creatures, and have a hard time admitting when they're wrong- probably because they rarely ever are! They have a deep passion burning inside them, though, and want to do the right thing, while also having this intense desire, almost an instinct, to preserve their species above all else. They, unfortunately, are some of the first to bail when it comes down to it, often leaving broken hearts and pain in their wake. It is not what they, deep down, want to do. It just...happens, and this also leaves them broken inside when it happens. They are natural leaders, outgoing and interactive with others, very social, but some find them stuck-up, though it isn't their intention.
Fae Godsend of Hera now go by the name Fae, and in some cases a female may be called a Fairy, though they prefer just Fae. They are known for their absolute love of nature, their uncanny ability to charm others and their magnificent, very translucent wings that are brilliant colors, along with their hair! Their wings can be any color under the rainbow, but their hair is often born in unnatural colors as well, usually matching the color of their wings- purple, pink, blue, green, reds. They are very pretty and handsome creatures, and use charms to hide their wings when needed, as well. They are known for being absolutely lively, loving to be out and about, often partying, but have a deep respect for nature, as it is their duty to protect it. They looked very much like humans except for their hair, and since they can hide their wings, can get away with living among humans, since they dye their hair all sorts of colors nowadays. Yet, many others simply choose to hide away in the woods. They are kind beings, but are often found scoffing at other species, though they have an interest in humans. They also often have a strong streak of jealousy for many things.
Shaman Godsend of Apollo are renowned for their healing properties and abilities, able to perform healing on small basis, and even do things like heal broken bones, close up wounds, and restore proper skin and cell growth. They have gained telekinetic and telepathic abilities, and can use their mind for many things such as also seeing the future in visions and dreams. They are very selfless people, usually wanting nothing more than to help others, but are easily taken advantage of due to this. They have qualms with no-one, believing in always finding a peaceful solution.
Sirens Godsend of Aphrodite are now known as Sirens. They are an absolutely interesting species that are known for their extremely playful, silly, easy-go-lucky, excitable, and flirty nature. They will flirt with anyone and everyone without even realizing it, as it is just part of their nature. They are always very pretty or handsome, and like to laugh and have a good time. They can sing beautiful songs that are often used as a lure, and can use charms, like a few other species. They have qualms with no one, liking a challenge to win over the hearts of anyone and everyone. They are, however, particularly fond of Selkies, for whatever reason, and any other species that can use charms, such as Fae and Magiks.
Golems Godsend of Ares are bloodthirsty fighters, strong in battle and tough above all else. They will often go into a frenzy, and may be hard to stop. But they have the ability to turn their skin to stone, and reflect blows. Purely wild, aggressive, battle-hungry people that rarely have a softer side, though it is entirely possible in the right person, during the right set of circumstances. While they can turn their stone-skin off and on, they are known as 'golems' for the appearance they take during battle- a big, stone man or woman, rushing through others with super strength, crashing through anything in their way. They have a distaste for Godsend of Zeus, because they are arrogant and believe themselves to be the best form of Godsend- yet they haven't evolved like the others, the Golems believe.
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Creatures These groups of people with special powers are either born or created as this creature, depending on their form.
Vampires These beings are always created, and cannot be born. They are made by another vampire, who drains the blood of a human completely, then filling their veins with their own. That is how a vampire is turned. These creatures are immortal in the sense that they never age; however, they can easily be killed, and are vulnerable. They burn easily in the sunlight, and while it may not kill them immediately, it is very painful to them. They have abilities that enhance their speed, strength, and senses, but they require blood to live, and preferably the blood of humans, or other 'people.' They are banned from creating more of their kind unless there is consent not only by the human, but also by the Secret Council. Most often, this is bypassed, and humans are turned unwillingly. It is, for the most part, these victims that are brought to Evermore to learn, rather than those created through the proper channels. They have a huge rivalry, and dislike for Werewolves, the two being mortal enemies. They are usually known for being unruly, both enjoying and causing trouble, as well as taking a liking to the discomfort or even pain of others. However, they are not all bad. It is simply a cause of 'bad blood' running through their veins, usually in vampires that were created unwillingly- as those 'creators' are the cruel ones- and having to work through it to overcome these feelings.
Werewolves These beings are always born, rather than created, and cannot become a Werewolf later in life. They are defined as usually living in a pack, turning into wolves both forcibly on and around the full moon, and being able to shift at will with more advanced skills and know-how. When wolf, they are nearly indistinguishable from real wolves, and may even, in some cases, cohabitate. And while they will become aggressive, wild, and elusive during their shift, they do have very human thoughts when they are wolf, and can make logical decisions, though it is difficult, as the 'wolf' or 'wild' instinct tries to take over. Some 'Weres' as they are called, may have Alpha blood. This means that one or both of their parents, or even as far back as their great-grandparents, were Alphas. Alpha blood doesn't necessarily mean they will become an Alpha, but all Alphas of a pack do have this blood. They have a strong hatred and dislike for Vampires, believing them to take advantage of humans and all the others, as well as Shifters, because they have a choice as to when to shift. They are a self-righteous group, believing themselves to be better than Vampires for sure, and even more than Humans and Shifters. More than anything they tend to be cold to others, but very warm to their own kind, but feel as though they don't need help from others, though it is obvious they do.
Specters These beings are not 'ghosts' or 'spirits' as any human may call them, but are, in fact, the manifestation or creation of life from the remains left in death. In other words; sometimes, very rarely, when someone dies, there is leftover energy. Overtime, these energies from multiple peoples may collide, and manifest into a new being, with it's own personality. These are the Specters. They are people in their own right, personalities wildly fluctuating just like in humans. They may appear slightly translucent in appearance, but take the shape of a human, unless otherwise disturbed, when their shape may become more relaxed. They are hated by many- particularly the Hunters- because to some, it seems they are only formed by 'stealing' the essence of others, when in fact it's not true. It's an accidental creation from colliding matter, and the Specters are in fact hurt by the idea that they have stolen the spiritual energy of others. For this reason, they can often become quiet, reclusive, shy, and depressed, as they are seen as abominations by so many. They are able to become 'solid' with practice, and experience, though it's usually only temporary.
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Magiks The Magiks, as they are most often called, can control and use a variety of different types of magic, depending on their form. Some are more simple and safe than others, while some groups of Magiks have taken their abilities to the extreme in the past, leaving their descendants with more advanced capabilities, performing different arts. Magiks may use rituals, spells, charms, runes, and ceremonies to use their abilities and what they can do and use depends on their form. Human terms for them include witches, wizards, warlocks and mages, but these are scoffed at. They tend to have a very eccentric attitude, dressing weird, and all around being weird, but they like the strange, and different things in the world. Some are more selfish and dark than others, depending on their forms, and may be seen as cruel or evil, even, though it is rarely the case.
Light Magiks These are the most basic and 'good' Magiks there are, and only practice simple, good magic, known as the 'light arts.' They want to help others, but also have a show-off nature, full of pride. They are very eccentric, usually, but are social and 'hipster' in attitude usually, though not always the case. With their spells, runes, charms, and rituals, they are able to bend things to their will, as long as it has a good intent behind it. For example, they can as animals for help with things, put inanimate object to work around them, change colors and shapes of things, and much more. They all require spells, however. They are also the only Magiks able to fly on brooms, and require the use of a wand.
Dark Magiks These Magiks use what is known as the 'dark arts' to warp the world to their will. While Dark Magiks are not 'evil' as some may say- except in rare cases- they do have a disturbed sense of right vs. wrong, and tend to be harsher, a bit more selfish, sometimes mean, and bitter, though not particularly angry. This is due to the view of disapproval against them, an automatic assumption by many others that they're always up to no good. And while their use of magic is purely a 'selfish, your will' sort of use, it doesn't mean they are always out to hurt others. They cannot fly on brooms like the Light Magiks, but must still use a wand to bend things to their will. However, they are more free in what they may ask through their spells, and there is no innate limitation. They can do powerful charms far above the skill of Light Magiks.
Blood Magiks These are the strongest of all Magiks, and are the most likely to be corrupt, dark, selfish, and even evil, but of course it is not the case. It's simply due to their strong power, and the cycle of parenting training that they receive- one bad parent trains a kid to be bad, onward. It's like a fallback, or a fail-safe mechanism. They just become like that because it's easier. But they can also be good people, and Evermore is supposed to help in that, with students that want to get away from their parents and clans. These Magiks do not have to use a wand to get what they want, part of the reason what they practice is called 'blood arts' it just existing inside of them. They can even perform spells without saying them outloud, making them a dangerous group in the wrong hands. They cannot fly on a broom, but don't feel the need to- they can do anything else they want, even controlling other people, including other species of Gifted. The goal of the school is to teach them to use their powers wisely, not for bad. They also can do powerful charms.
I'm broken, says the Keeper
About The School Evermore is a boarding school. Fairly straight-forward. Students, ages 15-18, live here during the school year, to learn and train with both others of their own kind, and other Gifted and Keepers, too. Grade I for 15 year olds, Grade II for 16, Grade III for 17, and Grade IV for 18, you get the gist. Our time away from the school is short- just two months of the summer to spend with our family, back at our homes- since it is the safest place for us.
Why is it safest? It's so new, the Hunters have yet to hear of it. This is our fifth year. But more importantly, we're hidden in a island that is cloaked, unseen by those who don't know to search for it. It's like a warp in space and time, almost. But don't ask me for details. I'm not the best at explaining it.
Keepers don't get to return to their families again, their homes. So we go back to the Secret Council and the many locations they exist when our summer comes. It kind of sucks. We like the school, it's a much better, and interactive place. While we're here, we learn about the species of Gifted. We also learn to battle, hard. It's our duty, after all. We are trained extensively, and sometimes it gets pretty old. Your body is sore, damaged from cuts, bruises, and broken bones. We're forced to heal and pick back up again. It's not for the feint of heart.
Some Keepers, maybe about half or less, have Guardians. These are simply Gifted friends they made- usually the Gifted that they learned about the world of the Gifted from- that help protect them from being treated harshly by the Council. It's not too common for a Keeper to have one of these from the get-go, as most Gifted take off when their identity is learned. Those new Keepers without a Guardian, or Gifted friend, don't have anyone that keeps tabs on them. Therefore, they are taken advantage of and used by the Council, shipped everywhere and anywhere for training, usually with little to no information given to them, and absolutely no choice. These Keepers are forced to live in safe-houses during the summer, or, if they're really lucky, they get to go to the Council Headquarters. But that doesn't usually happen. As Keepers are in this new world longer, they usually make friends that may become their Guardians, that will keep tabs on them and protect them from the harsh realities of the treatment by the Council, and may even offer them a home in the summer. Or, if a new Keeper is really lucky, they have a Gifted friend from the get-go that acts as a Guardian for them.
The Gifted, they also learn how to fight, and perfect their powers, while still learning of the other species of Gifted. Many are uneducated, after all, having spent their lives in only their family groups, sometimes with few other Gifted anywhere near them. Sure, plenty of species congregate around humans and in their world, hidden of course. But others never see the city lights, and may never have laid eyes on a human, even.
We have a schedule to stick to here, but we're allowed to have some fun. Classes are...well, interesting, to say the least. Friends are, too, since Gifted are something else for sure.
Our instructors are great. The Head Masters and Head Mistresses of each group are strict, but nice enough, usually. Now the Gifter, she runs it all. The whole of the school. She's called away a lot, to see to new Keepers being granted. But we see her often enough, I suppose.
I'm just telling you now, the goal of Evermore is to kick you out of your comfort zone, so try and do so, or you're in for a tough ride. You must not only learn to trust and respect the Gifted species beside you, but fight as if they're one of your own, and protect one another. Because I swear it to you now...
That's the only way we will win.
War never changes, always stays the same
Locations & Map
The Island Our island, well, we're not sure if it's man-made or just used now with addition of the cloaking device. The Gifter won't tell us. But it's hidden far in the ocean, and is mostly made up of marsh. Icky, muddy, wet marsh with tall reeds. But it serves us well.
Main Building This is where our dorms are located, on the upper floors, with the bottom floor being our cafeteria on half, and lobby on the other half. There's also a decent movie theater in the back, for, you know, fun. The dorms are two people per room, except for the staff, which get a room all to themselves, lucky! Now do anticipate having to room with another species separate from your own. That's kind of the point of this place is to open your mind. Now, they do tend to stay away from rooming two rival species, fortunately. I've not seen a Werewolf and Vampire placed together...yet. The lobby is full of comfy furniture to study, hang-out, or just otherwise chill at, along with bookshelves and board games. Not that those get used too often. We're pretty busy, as it is. The back half of the ground floor is the cafeteria, where meals and snacks are served. There's a plush movie theater which sits about 50 or so. Again, I've only had a couple of chances to check it out. They want us comfortable here, though, obviously. Each student dorm has two twin-beds, two desks, two closets, two dressers, and a bathroom with a shower. The adult dorms, on the other hand, are just a full-size bed with one of each. Food in the cafeteria is generally served lunch-line style, though it's far from the typical lunch of my high-school days, back when I could be a normal human.
Classrooms This actually looks like a normal high-school, until you get into the classrooms, which are often filled with 'show & tell items' as I like to call them. Taxidermy mystic creatures, preserved specimens, crazy books, you know, the like. The classes themselves are pretty crazy too, not like math and english- ha, I wish! I'll tell you more on that below. But tried and true, it feels like a pretty safe place to be, and we spend a good amount of time here.
Battle Arena Ah, what a great place. Well, as long as you like being hurt, tired, and viciously scrutinized, especially if you're a Keeper, since it's our job to be protect the rest. Ugh it's like three jobs in one. But this nice indoor battle arena is where we practice our skills, fight with weapons, and usually, blood is drawn. It gives a 'real' experience, after all. Our medic takes good care of us, though, and it's not like our Instructors want to see us hurt...I hope.
Battle Field Like the Battle Arena, but outdoors, and in a much larger area. This is more akin to how we'll really be fighting, when we're taking on the Hunters, anyways. But practice here is far more brutal, and typically requires a lot of running. Sometimes easy for the Gifted, but hey, I'm only human!
Power Station Don't go here. Off limits. It's not only where our electricity comes from, but the strange cloaking device that keeps our island hidden.
Pool Yes, we have a pool! It's far from great, I will say that, but it's a pool to swim in and cool off. Unfortunately, sometimes it is used to get in even more battle practice, which tends to be a turn off. Not so crystal clear blue water also has a slide and a diving board, and lounge chairs to soak up the sun. Which, well, isn't here often.
Lake Yeah, this place is creepy and scary. Don't ask me why, I'm sure it has something to do with the magical, dark world. But who knows. Sometimes we swim here, sometimes we practice here. But the Instructors always seem on edge when we come here. Wonder why?
Stables Yes, we have horses! And a few other animals. But unfortunately, the horses are used in battle training. Apparently the Hunter sometimes like to act like Knights. Pfft. Stuck-up losers. So, yeah, we use the horses to practice, and well, they're pretty fun to be around, too.
Blood will let on my dying days
Classes
Battle Training I Battle Training II Battle Training III Battle Training IV Species dependent battle training. Taught by own Instructors and especially Keeper Instructors. 3 intervals 1 hour each
History I History II History III History IV We learn the history of the real world, of the gifted, the Secret Council, and the Gifter. Taught by all. 45 min class.
Species I Species II Species III Species IV Species dependent information and learning of your own particular species. Taught by own Instructors. 45 min class.
Power Practice I Power Practice II Power Practice III Power Practice IV Species dependent power or battle training. Taught by own Instructors. 2 intervals 1 hour each.
Diversity I Diversity II Diversity III Diversity IV This class teaches you about all of the other species, including Keepers and Humans. Taught by the Gifter. 45 min class.
Human World I Human World II Human World III Human World IV Teaches you about humans, their world, and how to hide among them. Taught by the Keeper Instructors. 45 min class.
Hunters I Hunters II Hunters III Hunters IV Can't defeat your enemy if you don't know about your enemy. Teaches you all we know of them. Taught by all. 45 min class.
Save me from myself
Daily Schedule *may change day to day with special events*
6:00am - Wake Up Call 6:30am - Breakfast 7:15am - History 8:00am - Power Practice 9:00am - Species 9:45am - Battle Training 10:45am - Human World 11:30am - Lunch 12:30pm - Diversity 1:15pm - Battle Training 2:15pm - Hunters 3:00pm - Power Practice 4:00pm - Freetime 5:00pm - Battle Training 6:30pm - Dinner 8:00pm - Freetime 11:00pm - Lights Out
You won't win no matter how hard you try
Weapons
Spear This weapon can be used in both melee and missile combat, and is a long solid wooden stick of sorts- usually 4 to 5 foot long- with a pointed steel piece on the end. Basic weapon that proves useful by both new and experienced fighters. They can be used in hand-to-hand combat, or thrown at targets.
Sword This melee weapon is the choice of Keepers- they use this most often, and it is typically for them a thick bladed sword made of incredibly strong steel. Far from the thin, razor sharp blades of those made in Japan and China, they are heavy and blunt, for more painful hand-to-hand combat. It is not an easy, painless death at the hands of these swords.
Bow These weapons require great archery skills to be used properly and proficiently, but those that prove they have the skill are absolutely astonishing with them, and will never let a bow leave their side.
Crossbow Rarely used by many, only skilled assassins usually. It is a tough person that takes to this style of bow, due to it's rough kickback and the strength required for the older, preferred types.
Knife/Dagger These small blades are most often used by Hunters, so the Gifted and Keepers must learn to use them as well. They can be used in hand-to-hand combat, thrown, and are small and lightweight, so many can be carried, as well as concealed and hidden, such as in shoes, below pants, etc.
Trident Some would call it a silly weapon, since it is most often seen in movies particularly in use by Mermaids and Mermen. Silly, yes. But based in truth. Selkies have a long history of using this weapon to fight, the reason it made it into human folklore. Today they still use it, though it is common in other species now, too, due to it's versatility.
Axe Not only are heavy ones used in melee, hand-to-hand combat, but small axes can be thrown to unleash devastating damage, though this takes skill to use in either way.
Staff A much more simple, plain weapon that can rarely do much damage against others, unless in the hands of a truly experienced practitioner. Solid, heavy wood, usually 4 or 5 feet in length, it is often used by new fighters in practice, but can be put to astonishingly deadly use by others. Good for speed, as it can be used in fast, and blunt attacks, and is particularly a blocking weapon.
Brass Knuckles Nowadays it can be made from any material, but this is only for the strongest up-close-and-personal fighters. A small weapon worn over the knuckles to allow deadly- if accurate- and blunt or sharp punches. Spikes, barbs, and more can be added to allow for violent direct hits.
Flail Rarely used due to it causing intense...well, gore. It will beat someone to death with ease. Someone with a dark, or violent tendency is best with this weapon, but it also takes much skill. A solid wooden handle with swinging spiked, steel balls that fly all around, it can also be very dangerous to the handler, if they don't know exactly what they're doing.
Katar Used most often by the Hunters, this deadly blade is attached to a hand-held piece around the hand and wrist, so is essentially an extension of the arm with a deadly, sharp blade.
Throwing Star Used often by the Hunters, particularly their assassins. Designed to slice and often laced with poison to kill a target. Thrown at extreme speeds for great distances, they are small and lightweight, so several can be held, and multiple can even be thrown at the same time, by skilled users.
Darts Hardly ever used, only in certain situations, the darts are either lethal or laced with tranquilizers that put the target to sleep. A blowgun is used- a simple, hollow tube, usually reed or bamboo- that shoots out the dart at great speed and distance. Used by Hunters more often, in order to capture targets for interrogation or worse.
You make me a believer
About The Roleplay
- We are a mature, advanced, literate roleplay. Joining requirements are strict, and you must be an advanced roleplayer to be accepted. More on the requirements on our joining page. If you can't find that link, then you haven't read everything you should, and are not ready for this roleplay. It's up to you to see that link to the joining page. Do not post on our main page here with anything before you are accepted to roleplay. Please private message myself or our mods with questions.
-I will have multiple mods and 'helpers' in this rp. What is a helper? Sort of a semi-mod, if you will. These are trusted people that can try and answer questions, can offer advice, even create some small, minor plots to roleplay, and while they can look over joining forms and give an idea to the new joiner if something seems right or wrong, they may not approve joining forms like mods can. Typically both are long-term members who I can trust and enjoy roleplaying with for a long time.
- New members may only roleplays students. Active members as well as mods or 'helpers' may roleplay Instructors and Head Masters and Mistresses.
- There are three instructors for each 'group' or 'species,' in addition to one Head Master or Head Mistress. For example: for Vampires, there are four Instructors, and a Head Mistress, along with multiple students. The same goes for every species, including Keepers.
- Rules are to be strictly followed. I reserve the right to kick anyone out for not following our rules. Advance, mature roleplayers only, please.
Rules were made to be broken, but not all cases
Rules
1. Follow all forum rules
2. We are a mature, advance, literate roleplay, and therefore, some mature material may be roleplayed. However, some graphic material may not actually be roleplayed, it must simply be *skipped* if you have questions or concerns regarding this, message myself or other mods. No cursing, just say something along the lines of "he cursed" instead of actually using the words, or make up your own close word, like "fudge"
3. Use brackets, (), [], {}, <>, ||, etc when not in roleplay, and just chatting
4. No mary-sues, spotlighting, godmodding, or powerplaying, period. Break this rule once it's a warning. Second time you're kicked out
5. Keep genders even. If I have to make a rule to keep them even, I will be mad. Do your duty and make some of both
6. LGBTQ is of course allowed and perfectly acceptable. If you have a problem with this, don't join. We don't want haters. Just remember that someone may be allowed to rp a character that has a problem with this- but only for the sake of drama in the roleplay! The member themselves don't have a problem, just to create drama
7. You must start with at least three characters or more. You may have up to as many characters as you would like, so long as you roleplay them often enough, and can keep track and control of all of them
8. Each new member may only have one Keeper
9. Schedules in the school are to be strictly followed. If you don't, that's fine. Expect your character to be punished. That's what makes it fun to roleplay. Absolutely don't do major time-skips (more than a couple hours) without my permission
10. Only myself, mods, or helpers may create plots. If you have an idea, or something you want to try, message myself and ask! If you would like to suggest a new Gifted species, message me about it, but I don't make any guarantees
11. If you're not accepted for joining the first time, please don't be mad. You can have another chance later, when your skills have grown! It's not a forever decision, just temporarily!
12. Do not use the same name twice. It is up to you to read through the current characters and make sure the name is not in use. If your character has the same name but always goes by a different nickname, that is fine. Remember, a lot of the species often go by more unique, or strange names, less than human, since they are far different from humans, so keep that in mind and try to be unique a lot, though it's not always the case
13. If you have read all of this, LIKE the first post of the main page, and put 'I have liked the first post' in the OTHER section of your joining form on the joining page
Biting at each others throats
Joining
Later, this will be an entirely separate page. For now, for my new members that we will start off with, including my graphic designer, mods, and helpers, it will be here Thanks for your interest! Ask me any questions you have!
Form
{Name} Species/Group Gender | Age Detailed physical description including hair, eyes, height, build, and typical sort of clothes they wear, 2-4 lines. Detailed description of personality, 2-4 lines (please keep in tune with typical personality for the species unless you give a reason it's otherwise). Detailed background and history, 2-4 lines. How many years at the school (up to fourth year if 18) or if first year. If Keeper, explain how they became one, same if Vampire. Anything else, add in. [ exact screenname ] Other: Not Yet Necessary Role You Want:
Please include one detailed admittance roleplay post. This is practice, to show us your roleplay abilities. Use just one of your characters, and do your very best.
Hide from the real world while you can, little one. Hide
Happening Now
July 30th | Dinner
Sunny | 91°
Plots
save
Save me is a cry of the weak
News
Before Classes The start of the new school year has brought some interesting things. The newest Keepers arrived, those without a Guardian Gifted treated poorly, as usual, with little information handed to them. Rowan is a strange new recruit, dark and mysterious. He's been hanging out with Roxy, despite hating anything that's not human. And Kylie is handling everything poorly, nearly terrified. The other students don't quite understand the world of the Keepers. But will they learn more this year? more 'poor assignments' have been made regarding roommates, due to necessity, and fights are sure to break out. There's rumor some species in opposition with one another have even been placed together. This could spell disaster.
Run
Meals
July 30th Snack: Oranges Dinner & Dessert: Beef Stew (Pot Roast, Gravy, Tomatoes, Onions, Potatoes, Carrots, Green Beans) w/ Cornbread Muffins and Milk or Water. Slice of Chocolate Cake
Food is the energy you need. Eat, despite whether you want it
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