Post by Red of the Wolf on Oct 30, 2013 3:47:35 GMT
The Elements
Fire ~ Common
Fires can not start a fire by simply willing it. They must have something as an ignition, fission, some sort of heat source. This can be done by pawing the ground with one's hoof/hooves and creating sparks. Once a spark takes light, the Fire can then 'enhance' the flames. Fires cannot pick up a flame and 'toss' it where ever but can guide the flames over a fuel source. Unfortunately, once a fire is started, the Wielder cannot as easily put it out. They can try and temper the flames by restricting the coals, but ultimately a fire will only die when it either no longer has a fuel source or oxygen.
Earth ~ Highly Common
Earths are the most common of the Elements. They can keep plants healthier longer than a normal season would allow, and can actually promote the growth of frail plant-lives in an environment that it normally wouldn't be found in for a period of time. But, just as they are valued, Earths are also the most feared of the Wielders. Not only can they grow things, but they can disease them as well. Once a section, or individual specimen, has been diseased by an Earth it cannot be revived. Only after a great deal of time will a diseased area become fertile again. It has been known that young Earths will try to enhance a plant's health by altering its genetic make up, but only result in an immediate death and diseasing of the plant.
Stone ~ Rare
Not an actual element but a mutation of one, Stones are like the offspring of Earth Wielders. They cannot promote the growth of plant life but , instead, the growth of minerals. They can pick the many different minerals from the soil and piece them together in a solid product. - i.e. They can grow precious gems, salt, and other stones if the needed elements are available.
Water ~ Uncommon
Water is everywhere; even in the desert one can find moisture. Therefor, a Weider of water never runs dry. They can pool the moisture from the air and create a small - or large, puddle. They can contain water in a specific area, keeping a patch of grass or dirt dry. Or flood a small area with pooled liquid. A strange and rather unique trait of the Waters is that they can dwell under water for a period of time. They cannot breath water into their lungs, but are able to adsorb oxygen through their skin, much like amphibians. Despite their bounty of resources, Wielders of Water are not that common.
Frost ~ Rare
Much like Stone, Frost is a mutation of the Water element. Frosts are Water Wielders that can only cool or freeze moisture, not manipulate it. Though, they are actually able to change weather in the fact that they can turn a light rain shower into a pleasant snow shower. But only in their immediate vicinity.
Wind ~ Common
Wind is perhaps the most strong of the Elements. It can shape the earth, bend trees, and set waves beyond their average height and reach. Wielders of Wind are just like Water in the fact that they have an unlimited bounty of manipulable resources. And, much like Earths, they are both feared and reverend.
Light/Dark ~ Highly Rare
A strange and odd element is that of Light. Day and night are represented by quantity of light. Wielders of Light are unique in the sense that they can alter the amount of light reflection and bend rays so as to illuminate shadowed areas. Also, they can see in the dark as if it were day. Unfortunately, Light benders are really the only ones affected by their abilities.
Nature/Creatures ~ Rare
Those of Nature have an inerrant ability to communicate with the various creatures in their surroundings. Often times, they will have a companion who follows them about. They are valued in the sense that they can often discourage predators from making a meal out of an equine. Another trait of theirs is the ability to feel with others, especially those they are closest to. This makes them either a best friend, or a most hated enemy. It all depends on the Weider and what they choose to do with the shared emotions.
Healing ~ Moderately Rare
Though not an actual Element, Healers can be found among the Wielders. Rare and unique, these equines can heal near everything except for terminal diseases and coming deaths. Unfortunately, such a power is limited in the fact that the Healers must draw the needed energy, that would normally be used to heal the wound or illness, all at once from a living source. Either from themselves or another. Most often, the Healer will take their own reserves to give to the depleted. Though they also can, and will, take from the injured, and possibly another if the required energy is greater. Another fall back to Healers is they are unable to heal themselves in such manners.
Time ~ Impossible
Of all the Elements, Time is the most rare and treasured. A Time Wielder has the ability to 'jump' through space, so to say, by teleportation. After having visited a place or area, a Time can then continually return via their 'time jump' ability no matter where they are at that moment. Unfortunately, a Time will age during the process, just as they would have if they had traveled by ordinary means. This results in a Time Wielder's life span being shortened by however many hours, days, or years they spent in 'time jumping'. On top of that, Time Wielders may know at will and/or randomly the history of a place.
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They may have slight photo-editing to enhance color and/or resizing.
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They may have slight photo-editing to enhance color and/or resizing.
All pictures and photos used by GV staff are credited to their respective owners.