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Open mindedness never looked so good or did so much.


Mellow Magpie
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...if only...
Hᴀɪʟ ᴀɴᴅ Wᴇʟᴄᴏᴍᴇ!
Nᴇᴡ ᴀɴᴅ ᴏʟᴅ, ғʀɪᴇɴᴅs ᴀɴᴅ sᴏᴏɴ ᴛᴏ ʙᴇ ғʀɪᴇɴᴅs. Aʀᴏᴜɴᴅ ᴜs ʙʟᴏᴏᴍ ᴛʜᴇ ᴅᴏᴍɪɴᴀᴛᴇ sᴇᴇᴅs ғʀᴏᴍ ᴛʜᴇ ғᴀʟʟ ᴘᴀsᴛ ᴍᴀʀᴋɪɴɢ ᴀ ɴᴇᴡ ʏᴇᴀʀ ғᴏʀ ᴜs. Iɴ ᴛʜɪs ʏᴇᴀʀ ᴏғ 256, ᴜɴᴅᴇʀ ᴛʜᴇ ʙʟᴇssɪɴɢs ᴏғ ᴏᴜʀ Qᴜᴇᴇɴ Rāʏᴀʟɪ ᴀɴᴅ ᴛʜᴇ Gᴏᴅs, I ᴀᴍ ᴘʀᴏᴜᴅ ᴛᴏ ᴏɴᴄᴇ ᴀɢᴀɪɴ ᴏᴘᴇɴ ᴜᴘ ᴛʜᴇ ʜᴀʟʟs ᴏғ ᴏᴜʀ ʜᴜᴍʙʟᴇ ᴀɴᴅ ᴍᴀᴊᴇsᴛɪᴄ sᴄʜᴏᴏʟ.

Hᴇʀᴇ ᴀᴛ ᴛʜᴇ Rᴀṉṉɪṅ Pᴀḷḷɪ Nīʀᴠīḻᴄᴄɪ (Tʜᴇ Sᴄʜᴏᴏʟ ᴏғ Rᴜɴɴɪɴɢ Fᴀʟʟs), ᴡᴇ sᴛʀɪᴠᴇ ᴛᴏ ᴜᴘ ʜᴏʟᴅ ᴏᴜʀ ᴀɴᴄᴇsᴛᴏʀs ʜᴏɴᴏʀ ʙʏ ᴄᴏɴᴛɪɴᴜɪɴɢ ᴛʜᴇɪʀ ᴄᴏᴜʀsᴇ ᴀɴᴅ ᴘʀᴏᴛᴇᴄᴛɪɴɢ ᴏᴜʀ ᴡᴀʏs. Tʜɪs ʏᴇᴀʀ ʟɪᴋᴇ ᴏᴛʜᴇʀs, ᴏᴜʀ sᴛᴜᴅᴇɴᴛs ᴡɪʟʟ ᴘᴀᴠᴇ ᴛʜᴇ ᴡᴀʏ ғᴏʀ ᴏᴜʀ ᴘᴇᴏᴘʟᴇ's ғᴜᴛᴜʀᴇ ʙʏ ᴛᴀᴋɪɴɢ ᴏɴ ᴛʜᴇ ᴍᴀɴᴛʟᴇ ᴏғ ᴛʜᴏsᴇ ᴡʜᴏ ᴄᴀᴍᴇ ʙᴇғᴏʀᴇ ᴛʜᴇᴍ. Tʀᴀɪɴɪɴɢ ᴀɴᴅ ᴘʀᴇᴘᴀʀɪɴɢ ғᴏʀ ᴛʜᴇ ʜᴀʀsʜ ᴛᴀsᴋs ᴀʜᴇᴀᴅ. Aɴᴅ ʟᴇᴀʀɴɪɴɢ ᴡʜᴀᴛ ɪᴛ ᴍᴇᴀɴs ᴛᴏ ʜᴏʟᴅ ᴛʜᴇ ᴘʀᴏᴜᴅ ᴀɴᴅ ʜᴏɴᴏʀᴇᴅ ᴛɪᴛʟᴇ ᴏғ ᴀ Sʏʀᴀsʀɪ.


Now begins the new year. Enroll Now.

Introduction♢ ♢Background♢ ♢Rᴀṉṉɪṅ Pᴀḷḷɪ Nīʀᴠīḻᴄᴄɪ♢ ♢Profiles & More♢ ♢Rules, Date & Time♢



The Asri people, a race known for their power and craft have dominated the islands of Ṭapiḷyū of over 200 years. A proud race, they also secretive and aggressive. Using their clever minds, natural talents, and magical gifts they had fended off and destroyed many dangers and people. Those who wield all three gifts gain a special name and highly sought after.

These are the Syrasri, those who their magical skills to enchant their blades or enhance their bodies. Using an art developed long before they came to the islands. With ink and brush, they learn to create huge detail circles and channel their natural magic to enchant their item. Those who follow the Syrasri path often carry weight in several fields. From forge work, to crafts such as whittling and weaving, to hand to hand combat and sword play, all are skills that Syrasri are expected to know.

Though there are those, who are more skilled at enhancements, than crafts. Enchanting their own bodies and often running the risk of death. Nixok, often have oddities about them. Strange eyes or facial marks, sometime they even possess tails and the odd feather. There are times when enchants are handed down from parent to child, but those cases are rarer than blue moons.

L.e.v.e.Ls
The Syrasri, have 4 levels of study.

Totaka:
Age 13-15, these are novices to the field of Syrasri. For the 10 years of their lives, they will learn to control the well-spring of energy within themselves, channel it through their circles and enchant what they desire into being. Along with this study, will come forge work, craft skills, hand to hand combat, and sword play.

Mattiya:
25-?
After the first 10 years, a Totaka graduates to become a Mattiya. They then have to continue their fighting training, but are now about to choose what they will study. Often times they become apprentice to an higher level, other times they form groups or work alone on their own projects.

Mutuvi
Most stop their studies here. They have completed their project(s) or their apprenticeship and have been recognized as Syrasri.

Kuria
The highest level. These Syrasri have not only mastered their craft, but have completed a high achievement worthy of being put in the history books. There aren't many of those.

Introduction♢ ♢Background ♢Rᴀṉṉɪṅ Pᴀḷḷɪ Nīʀᴠīḻᴄᴄɪ♢ ♢Profiles & More♢ ♢Rules, Date & Time♢


Rᴀṉṉɪṅ Pᴀḷḷɪ Nīʀīḻᴄᴄɪ



Kappal Hall, a two story building that stand beside the 6 piers and docks where all students, teachers, and visitors first enter the school grounds. Upon entering the Hall, one is greeted by a tower circular room, with winged staircases flanking the hall that leads to one of the many bridges that wing through the vast school grounds. The second floor balcony is there, showing a hint of the hallway that leads to the 16 guest rooms. On the bottom floor there are offices of administration, as well docks schedules, club rooms, and the mini-health center for emergencies.

Not far from there is the, Eating Den, were everyone comes to eat. Breakfast, lunch, and dinner are served here, and one can stop by for a snack in between studies. The Den is filled with circular tables. There set of doors on one side of the room, where smells of food and bowl of several different drinks.

Paṉṉiraṇṭu Towers, also known as the 12 towers are the heart of the school. With a series of bridges cross crossing and balcony gardens, the 12 towers is where ever student, teacher, and resident live, learn, and train. 6 of the 12 towers, are for the Totaka. These Towers hold not only their dormitories, but also their classrooms, training rooms, and the room for the two teachers who chaperon and mentor them. The other towers, house either residents for those who live on campus, training areas, the Library, and forges.


-Places of Importance-
[Here is where you will roleplay]
Mutal Kōpuram; 1st of Paṉṉiraṇṭu tower. House 16 Totaka, 2 Teachers.

Teachers:

Totaka:

Mutal Kōpuram, is a average enough tower. the first floor of the tower is defined by the huge circular common room. The walls are lined with bookshelves, broken only by two window seats and the five doors opposite the main door. There are 3 small work tables, dotted in between and stone two step dais where there faint markings of previous circles. Four doors lead to the dormitories, while the other is the bathroom. To the side of the room is a stair case leading to the upper floors. The second floor houses, the Magical and Combat Train rooms. There isn't much else up there, outside of another set of stairs which leads to the last floor. Here is where both teachers live.

Iṇai'nūlakam, an huge Library that holds hundreds of books with a range of subjects. The massive 5 floor structure, has books to create almost any kinda of circle, holding the notes and historical records from the greatest Syrasri. With the shelves lining all the wall, with a few breaks for windows and rows of shelves crossing the floor beyond the main desk. It can be a bit overwhelming.

The Forges, there are more than just forges down there. There are craft room, designed for merely any task one could think of. Rooms for whittling, stone carving, and more. Here are where many Mattiya work as apprentices. The halls are almost always filled with the noise of hard working people or and the smell from the numerous crafts can often get those who enter into the area for the first time.


Introduction♢ ♢Background ♢Rᴀṉṉɪṅ Pᴀḷḷɪ Nīʀᴠīḻᴄᴄɪ♢ ♢Profiles & More♢ ♢Rules, Date & Time♢





 
 
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