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<rss version="2.0"><channel><title>Outdated Lore Archives Latest Topics</title><link>https://www.lordofthecraft.net/forums/forum/433-outdated-lore-archives/</link><description>Outdated Lore Archives Latest Topics</description><language>en</language><item><title>The Creature Index [2017]</title><link>https://www.lordofthecraft.net/forums/topic/157257-the-creature-index-2017/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:20px;">Announcement #1</span></span>
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			<br><span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Hello LOTC! After a week of revision or so, the lore team have decided to change the format of the creature/fauna submission index to better reflect the details we are currently looking for, as well as simultaneously updating the wiki pages with creatures. </span><br><br>
			 <br><br><span style="font-size:18px;">To recap, the creature index is a mini lore forum used to implement creatures or fauna into the world of LOTC, to make it feel more vibrant and immersive as we build our own unique world. </span><br><br>
			 <br><br><span style="font-size:18px;">With this new update, the format for the creatures have changed, and now require more details as well as an upload to the wiki before it is considered accepted. The Creature Index is now categorized by habitat, for an ease of search. Also as a disclaimer, all IRL animals are considered to be present in LOTC. </span></span><br>
			 
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<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:20px;">Announcement #2</span></span>
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			<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">As of 22/2/2017, the following creatures are hereby discontinued, pm shimmeringbliss, Zarsies, Corvoo, Flamboyantmingo, or Toodles to find out why.</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Ooze</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Rotter</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Genies</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Minotaur</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Giant Raven</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Pleskana</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Gravis Lizard</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Raitiki</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Sylvan</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Simorgh</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Praire Dulk</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Implings</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Taurfeher</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Tiuinjor</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Athron Wolf</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Paupuuli</span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Asul Bat </span></span>
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				<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">Tahn Hound </span></span>
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			<br><span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:18px;">The general reason being these animals are not much different to an IRL animal, and as such is already represented in the world as all IRL animals are also found in LOTC. Some others are too similar to existing creatures, and as such are discontinued after assessing their impact among the players. </span><br><br>
			Previous Creature threads</span>
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<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:48px;"><u>The Creature Index</u></span></span>
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<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:20px;">Listed below are all of the creatures present in the Lord of the Craft universe, including their usage and descriptions. This has been made to cut down on the numerous creature lore ports where instead they can all be harbored here.</span></span>
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	<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:20px;"><em><strong>The application for new creatures are at the bottom. Post your application as a reply to this topic.</strong></em></span></span>
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<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:20px;">"LM Approval" refers to a player requiring the exact consent of a Lore Master in order to play a given creature. The majority of the time the answer will be yes, this is more so used to monitor and control their usage.</span></span>
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	<span style="font-family:'Comic Sans MS', cursive;"><img alt="iSO2SNe.png" src="https://lh4.googleusercontent.com/G-4JVlDZPiP0gfWMpIfif5tnUp_7kEr4Zi6VwZNJRxFoHZ54SrTq7_CvrvJHXuPXyFl2seG8FlpIiQ5BWQyNEu8OWhSsvqeicpvjG7MlBu2pMd1X3LpK2CVuzAwV5f-ZQUCuo4Y"></span>
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	<span style="font-family:'Comic Sans MS', cursive;"><span style="color:#daa520;"><img alt="Image result for fantasy desert" src="https://s-media-cache-ak0.pinimg.com/originals/88/55/ce/8855ce2c02cebc174a9bdbb4b825ebb8.jpg"></span></span>
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	<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:48px;"><strong><span style="color:#daa520;">Desert</span></strong></span></span>
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			<br><span style="font-family:'Comic Sans MS', cursive;"><strong><span style="color:#daa520;"><span style="font-size:20px;">Sand Tortoise</span></span></strong><br><br><strong><span style="color:#daa520;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Duhnah_Skhelll" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Duhnah_Skhelll</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#daa520;"><span style="font-size:20px;">Straadoth</span></span></strong><br><br><strong><span style="color:#daa520;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Straadoth" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Straadoth</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#daa520;"><span style="font-size:20px;">Vourukh</span></span></strong><br><br><strong><span style="color:#daa520;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Vourukh" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Vourukh</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#daa520;"><span style="font-size:20px;">Caecus Lizard</span></span></strong><br><br><strong><span style="color:#daa520;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Caecus" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Caecus</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#daa520;"><span style="font-size:20px;">Furef</span></span></strong><br><br><strong><span style="color:#daa520;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Furef" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Furef</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#daa520;"><span style="font-size:20px;">Ignis Phoenix</span></span></strong><br><br><strong><span style="color:#daa520;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Phoenix" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Phoenix</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#daa520;"><span style="font-size:20px;">Lur Wolf</span></span></strong><br><br><strong><span style="color:#daa520;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Lur_Wolf" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Lur_Wolf</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#daa520;"><span style="font-size:20px;">Nemorsa</span></span></strong><br><br><strong><span style="color:#daa520;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Nemorsa" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Nemorsa</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#daa520;"><span style="font-size:20px;">Stortfel</span></span></strong><br><br><strong><span style="color:#daa520;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Stortfel" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Stortfel</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#daa520;"><span style="font-size:20px;">Scaddernak</span></span></strong><br><br><strong><span style="color:#daa520;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Scaddernak" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Scaddernak</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#daa520;"><span style="font-size:20px;">Murûk'Thaguzg</span></span></strong><br><br><strong><span style="color:#daa520;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Mur%C3%BBk%27Thaguzg" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Murûk'Thaguzg</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#daa520;"><span style="font-size:20px;">Nûl</span></span></strong><br><br><strong><span style="color:#daa520;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=N%C3%BBl" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Nûl</a></span></span></strong></span><br>
			 
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	<span style="font-family:'Comic Sans MS', cursive;"><img alt="sunset_on_savannah_by_syntetyc-d3hyh6n.jpg" src="http://img00.deviantart.net/06d3/i/2011/154/5/8/sunset_on_savannah_by_syntetyc-d3hyh6n.jpg"></span>
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	<span style="font-family:'Comic Sans MS', cursive;"><span style="color:#ffa07a;"><strong><span style="font-size:48px;">Savannah</span></strong></span></span>
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			<br><span style="font-family:'Comic Sans MS', cursive;"><span style="color:#ffa07a;"><strong><span style="font-size:20px;">Sadei'daka</span></strong></span><br><br><span style="color:#ffa07a;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Sadei%E2%80%99daka" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Sadei’daka</a></span></strong></span><br><br>
			 <br><br><span style="color:#ffa07a;"><strong><span style="font-size:20px;">Jathar</span></strong></span><br><br><span style="color:#ffa07a;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Jathar" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Jathar</a></span></strong></span><br><br>
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	<span style="font-family:'Comic Sans MS', cursive;"><img alt="Image result for fantasy mountain" src="https://s-media-cache-ak0.pinimg.com/originals/fd/09/cf/fd09cf34d0cb35c857fde168cf5fcaa1.jpg"></span>
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	<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:48px;"><strong>Mountains </strong></span></span>
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			<br><span style="font-family:'Comic Sans MS', cursive;"><strong><span style="font-size:20px;">Harpy</span></strong><br><br><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Harpy" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Harpy</a></span></strong><br><br>
			 <br><br><strong><span style="font-size:20px;">Wyverns</span></strong><br><br><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Wyvern" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Wyvern</a>'</span></strong><br><br>
			 <br><br><strong><span style="font-size:20px;">Renatian Mountain Hounds</span></strong><br><br><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Renatian_Mountain_Hound" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Renatian_Mountain_Hound</a></span></strong><br><br>
			 <br><br><strong><span style="font-size:20px;">Glacium Phoenix</span></strong><br><br><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Phoenix" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Phoenix</a></span></strong><br><br>
			 <br><br><strong><span style="font-size:20px;">Demigryph</span></strong><br><br><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Demigryph" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Demigryph</a></span></strong><br><br>
			 <br><br><strong><span style="font-size:20px;">Pegasus</span></strong><br><br><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Pegasus" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Pegasus</a></span></strong><br><br>
			 <br><br><strong><span style="font-size:20px;">Cave Goblin</span></strong><br><br><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Cave_Goblins" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Cave_Goblins</a></span></strong><br><br>
			 <br><br><strong><span style="font-size:20px;">Ilzkaal-tor</span></strong><br><br><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Ilzkaal-tor" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Ilzkaal-tor</a></span></strong><br><br>
			 <br><br><strong><span style="font-size:20px;">Riv'Vallel</span></strong><br><br><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Riv%E2%80%99Vallel" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Riv’Vallel</a></span></strong><br><br>
			 <br><br><strong><span style="font-size:20px;">Iron Ram</span></strong><br><br><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Iron_Ram" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Iron_Ram</a></span></strong><br><br>
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	<span style="font-family:'Comic Sans MS', cursive;"><img alt="Image result for fantasy jungles" src="https://s-media-cache-ak0.pinimg.com/originals/ab/45/d4/ab45d4e6b5d05558b37f4fb643e35ee9.jpg"></span>
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	<span style="font-family:'Comic Sans MS', cursive;"><span style="color:#800000;"><strong><span style="font-size:48px;">Jungles</span></strong></span></span>
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			<br><span style="font-family:'Comic Sans MS', cursive;"><strong><span style="color:#800000;"><span style="font-size:20px;">Gy'waka Bird</span></span></strong><br><br><strong><span style="color:#800000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Gy%27waka_Bird" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Gy'waka_Bird</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#800000;"><span style="font-size:20px;">Venator Lizard</span></span></strong><br><br><strong><span style="color:#800000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Venator" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Venator</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#800000;"><span style="font-size:20px;">Bokolo</span></span></strong><br><br><strong><span style="color:#800000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Bokolo" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Bokolo</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#800000;"><span style="font-size:20px;">Throqal</span></span></strong><br><br><strong><span style="color:#800000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Throqal" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Throqal</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#800000;"><span style="font-size:20px;">Khrec</span></span></strong><br><br><strong><span style="color:#800000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Khrec" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Khrec</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#800000;"><span style="font-size:20px;">Tharb</span></span></strong><br><br><strong><span style="color:#800000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Tharb" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Tharb</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#800000;"><span style="font-size:20px;">Parhor</span></span></strong><br><br><strong><span style="color:#800000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Parhor" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Parhor</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#800000;"><span style="font-size:20px;">Tigard</span></span></strong><br><br><strong><span style="color:#800000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Tigard" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Tigard</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#800000;"><span style="font-size:20px;">Draconic Worm</span></span></strong><br><br><strong><span style="color:#800000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Draconic_Worm" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Draconic_Worm</a></span></span></strong></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Comic Sans MS', cursive;"><span style="color:#800000;"><strong><span style="font-size:20px;">Bush Tortoise</span></strong></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Comic Sans MS', cursive;"><span style="color:#a52a2a;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Bush_Tortoise" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Bush_Tortoise</a></span></strong></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			 
		</p>

		<p>
			 
		</p>

		<p>
			 
		</p>

		<p>
			 
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><img alt="iSO2SNe.png" src="https://lh4.googleusercontent.com/G-4JVlDZPiP0gfWMpIfif5tnUp_7kEr4Zi6VwZNJRxFoHZ54SrTq7_CvrvJHXuPXyFl2seG8FlpIiQ5BWQyNEu8OWhSsvqeicpvjG7MlBu2pMd1X3LpK2CVuzAwV5f-ZQUCuo4Y"></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><img alt="Image result for fantasy forest" src="https://s-media-cache-ak0.pinimg.com/originals/38/f9/ee/38f9ee5635e7d1b0cec1acbf43afc017.jpg"></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:48px;"><strong><span style="color:#008000;">Forest</span></strong></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p style="text-align:center;">
			 
		</p>

		<p>
			<br><span style="font-family:'Comic Sans MS', cursive;"><strong><span style="color:#008000;"><span style="font-size:20px;">Cockatrice</span></span></strong><br><br><strong><span style="color:#008000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Cockatrice" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Cockatrice</a></span></span></strong><br><br><font color="#008000"><span style="font-size:20px;"><b>Leaf Apes</b></span></font><br><br><strong><span style="color:#008000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Valahii%27ame_(Leaf_Apes)" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Valahii'ame_(Leaf_Apes)</a></span></span></strong><br><br><strong><span style="color:#008000;"><span style="font-size:20px;">Cervitaurs</span></span></strong><br><br><strong><span style="color:#008000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Cervitaurs" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Cervitaurs</a></span></span></strong><br><br><strong><span style="color:#008000;"><span style="font-size:20px;">Lingo Phoenix </span></span></strong><br><br><strong><span style="color:#008000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Phoenix" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Phoenix</a></span></span></strong><br><br><strong><span style="color:#008000;"><span style="font-size:20px;">Cyclops</span></span></strong><br><br><strong><span style="color:#008000;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Cyclops" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Cyclops</a></span></span></strong><br><br><font color="#008000"><span style="font-size:20px;"><b>Reaver Bat</b></span></font><br><br><font color="#008000"><span style="font-size:20px;"><b><a href="https://wikia.lordofthecraft.net/index.php?title=Reaver_Bat" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Reaver_Bat</a></b></span></font><br><br><font color="#008000"><span style="font-size:20px;"><b>Duufles</b></span></font><br><br><font color="#008000"><span style="font-size:20px;"><b><a href="https://wikia.lordofthecraft.net/index.php?title=Duufles" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Duufles</a></b></span></font><br><br><font color="#008000"><span style="font-size:20px;"><b>Morko Bears</b></span></font><br><br><font color="#008000"><span style="font-size:20px;"><b><a href="https://wikia.lordofthecraft.net/index.php?title=Morko_Bear" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Morko_Bear</a></b></span></font></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Comic Sans MS', cursive;"><strong><span style="font-size:20px;"><span style="color:#008000;">Amber Wolf</span></span></strong></span>
		</p>

		<p>
			<span style="font-family:'Comic Sans MS', cursive;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Amber_Wolf" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Amber_Wolf</a></span></strong></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Comic Sans MS', cursive;"><strong><span style="font-size:20px;"><span style="color:#008000;">Hair Leechs</span></span></strong></span>
		</p>

		<p>
			<span style="font-family:'Comic Sans MS', cursive;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Hair_Leech" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Hair_Leech</a></span></strong></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Comic Sans MS', cursive;"><strong><span style="font-size:20px;"><span style="color:#008000;">Wyrssa</span></span></strong></span>
		</p>

		<p>
			<span style="font-family:'Comic Sans MS', cursive;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Wyrssa_(Crystal_Deer)" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Wyrssa_(Crystal_Deer)</a></span></strong></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-family:'Comic Sans MS', cursive;"><strong><span style="font-size:20px;"><span style="color:#008000;">Karin</span></span></strong></span>
		</p>

		<p>
			<span style="font-family:'Comic Sans MS', cursive;"><strong><span style="font-size:20px;"><span style="color:#008000;"><a href="https://wikia.lordofthecraft.net/index.php?title=Karin" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Karin</a></span></span></strong></span>
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><img alt="iSO2SNe.png" src="https://lh4.googleusercontent.com/G-4JVlDZPiP0gfWMpIfif5tnUp_7kEr4Zi6VwZNJRxFoHZ54SrTq7_CvrvJHXuPXyFl2seG8FlpIiQ5BWQyNEu8OWhSsvqeicpvjG7MlBu2pMd1X3LpK2CVuzAwV5f-ZQUCuo4Y"></span>
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><img alt="Image result for fantasy tundra" src="http://vignette4.wikia.nocookie.net/world-of-thrae/images/e/e3/Tundra.jpg/revision/latest?cb=20160405103913"></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><strong><span style="font-size:48px;"><span style="color:#40e0d0;">Tundra</span></span></strong></span>
</p>

<p style="text-align:center;">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p style="text-align:center;">
			 
		</p>

		<p>
			 
		</p>

		<p>
			<br><span style="font-family:'Comic Sans MS', cursive;"><span style="color:#40e0d0;"><span style="font-size:20px;"><strong>Mammoth</strong></span></span><br><br><span style="color:#40e0d0;"><span style="font-size:20px;"><strong><a href="https://wikia.lordofthecraft.net/index.php?title=Mammoth" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Mammoth</a></strong></span></span><br><br>
			 <br><br><span style="color:#40e0d0;"><span style="font-size:20px;"><strong>Ice Fiend</strong></span></span><br><br><span style="color:#40e0d0;"><span style="font-size:20px;"><strong><a href="https://wikia.lordofthecraft.net/index.php?title=Ice_Fiend" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Ice_Fiend</a></strong></span></span></span><br>
			 
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><img alt="iSO2SNe.png" src="https://lh4.googleusercontent.com/G-4JVlDZPiP0gfWMpIfif5tnUp_7kEr4Zi6VwZNJRxFoHZ54SrTq7_CvrvJHXuPXyFl2seG8FlpIiQ5BWQyNEu8OWhSsvqeicpvjG7MlBu2pMd1X3LpK2CVuzAwV5f-ZQUCuo4Y"></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><img alt="Image result for fantasy sea" src="https://s-media-cache-ak0.pinimg.com/736x/63/82/72/6382728a2d094de9708a52f8b811b802.jpg"></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><span style="color:#0000ff;"><strong><span style="font-size:48px;">Marine</span></strong></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p style="text-align:center;">
			 
		</p>

		<p>
			 
		</p>

		<p>
			<br><span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:20px;"><span style="color:#0000ff;"><strong>Vodnik </strong></span></span><br><br><span style="font-size:20px;"><strong><span style="color:#40e0d0;"><a href="https://wikia.lordofthecraft.net/index.php?title=Vodnik" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Vodnik</a></span></strong></span><br><br>
			 <br><br><span style="font-size:20px;"><span style="color:#0000ff;"><strong>Kelpie</strong></span></span><br><br><span style="font-size:20px;"><strong><span style="color:#40e0d0;"><a href="https://wikia.lordofthecraft.net/index.php?title=Kelpie" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Kelpie</a></span></strong></span><br><br>
			 <br><br><span style="font-size:20px;"><span style="color:#0000ff;"><strong>Siren</strong></span></span><br><br><span style="font-size:20px;"><strong><span style="color:#40e0d0;"><a href="https://wikia.lordofthecraft.net/index.php?title=Siren" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Siren</a></span></strong></span><br><br>
			 <br><br><span style="color:#0000ff;"><span style="font-size:20px;"><strong>Lubba</strong></span></span><br><br><span style="color:#0000ff;"><span style="font-size:20px;"><strong><a href="https://wikia.lordofthecraft.net/index.php?title=Lubba" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Lubba</a></strong></span></span><br><br>
			 <br><br><span style="color:#0000ff;"><span style="font-size:20px;"><strong>Chug</strong></span></span><br><br><span style="color:#0000ff;"><span style="font-size:20px;"><strong><a href="https://wikia.lordofthecraft.net/index.php?title=Chugs" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Chugs</a></strong></span></span><br><br>
			 <br><br><span style="color:#0000ff;"><span style="font-size:20px;"><strong>Thanic Slug</strong></span></span><br><br><span style="color:#0000ff;"><span style="font-size:20px;"><strong><a href="https://wikia.lordofthecraft.net/index.php?title=Thanhic_Slug" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Thanhic_Slug</a></strong></span></span><br><br>
			 <br><br><span style="color:#0000ff;"><span style="font-size:20px;"><strong>Fiskmen</strong></span></span><br><br><span style="color:#0000ff;"><span style="font-size:20px;"><strong><a href="https://wikia.lordofthecraft.net/index.php?title=Fiskmen" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Fiskmen</a></strong></span></span><br><br>
			 <br><br><span style="color:#0000ff;"><span style="font-size:20px;"><strong>Avirrin</strong></span></span><br><br><span style="color:#0000ff;"><span style="font-size:20px;"><strong><a href="https://wikia.lordofthecraft.net/index.php?title=Avirrin" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Avirrin</a></strong></span></span></span><br>
			 
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><img alt="iSO2SNe.png" src="https://lh4.googleusercontent.com/G-4JVlDZPiP0gfWMpIfif5tnUp_7kEr4Zi6VwZNJRxFoHZ54SrTq7_CvrvJHXuPXyFl2seG8FlpIiQ5BWQyNEu8OWhSsvqeicpvjG7MlBu2pMd1X3LpK2CVuzAwV5f-ZQUCuo4Y"></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><img alt="Image result for fantasy plains" src="http://vignette3.wikia.nocookie.net/finalfantasy/images/0/0a/Fortress_-_Foggy_Plains.jpg/revision/latest?cb=20090923122323"></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><span style="color:#8b4513;"><strong><span style="font-size:48px;">Plains</span></strong></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p>
			<br><span style="font-family:'Comic Sans MS', cursive;"><span style="color:#8b4513;"><strong><span style="font-size:20px;">Trolls</span></strong></span><br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Trolls" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Trolls</a></span></strong></span><br><br>
			 <br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;">Kestrel</span></strong></span><br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Kestrel" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Kestrel</a></span></strong></span><br><br>
			 <br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;">Pygmy Dragons</span></strong></span><br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Pygmy_Dragon" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Pygmy_Dragon</a></span></strong></span><br><br>
			 <br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;">Aether Phoenix</span></strong></span><br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Phoenix" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Phoenix</a></span></strong></span><br><br>
			 <br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;">Sky Whales</span></strong></span><br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Sky_Whale" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Sky_Whale</a></span></strong></span><br><br>
			 <br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;">Ker Wolf</span></strong></span><br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Ker_Wolf" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Ker_Wolf</a></span></strong></span><br><br>
			 <br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;">Greymane Boar</span></strong></span><br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Greymane_Boar" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Greymane_Boar</a></span></strong></span><br><br>
			 <br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;">Amaranthine Beetle</span></strong></span><br><br><span style="color:#8b4513;"><strong><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Amaranthine_Beetle" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Amaranthine_Beetle</a></span></strong></span><br><br>
			 </span><br>
			 
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><img alt="iSO2SNe.png" src="https://lh4.googleusercontent.com/G-4JVlDZPiP0gfWMpIfif5tnUp_7kEr4Zi6VwZNJRxFoHZ54SrTq7_CvrvJHXuPXyFl2seG8FlpIiQ5BWQyNEu8OWhSsvqeicpvjG7MlBu2pMd1X3LpK2CVuzAwV5f-ZQUCuo4Y"></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Comic Sans MS', cursive;"><img alt="Image result for fantasy caverns" src="http://cdn.wallpapersafari.com/99/35/LOgTME.jpg"></span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><strong><span style="color:#696969;"><span style="font-size:48px;">Caverns</span></span></strong></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p>
			<br><span style="font-family:'Comic Sans MS', cursive;"><strong><span style="color:#696969;"><span style="font-size:20px;">Cave Leech</span></span></strong><br><br><strong><span style="color:#696969;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Cave_Leech" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Cave_Leech</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#696969;"><span style="font-size:20px;">Basilisks</span></span></strong><br><br><strong><span style="color:#696969;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Basilisks" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Basilisks</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#696969;"><span style="font-size:20px;">Gremlin</span></span></strong><br><br><strong><span style="color:#696969;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Gremlin" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Gremlin</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#696969;"><span style="font-size:20px;">Skelt</span></span></strong><br><br><strong><span style="color:#696969;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Skelt" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Skelt</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#696969;"><span style="font-size:20px;">Dry Octapuss</span></span></strong><br><br><strong><span style="color:#696969;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Dry_Octapuss" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Dry_Octapuss</a></span></span></strong><br><br>
			 <br><br><strong><span style="color:#696969;"><span style="font-size:20px;">Lurker</span></span></strong><br><br><strong><span style="color:#696969;"><span style="font-size:20px;"><a href="https://wikia.lordofthecraft.net/index.php?title=Lurker" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Lurker</a></span></span></strong></span><br>
			 
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><img alt="iSO2SNe.png" src="https://lh4.googleusercontent.com/G-4JVlDZPiP0gfWMpIfif5tnUp_7kEr4Zi6VwZNJRxFoHZ54SrTq7_CvrvJHXuPXyFl2seG8FlpIiQ5BWQyNEu8OWhSsvqeicpvjG7MlBu2pMd1X3LpK2CVuzAwV5f-ZQUCuo4Y"></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><em><strong><span style="font-size:36px;"><span style="color:#800080;">Creatures that do not fit in any 'regular' habitat</span></span></strong></em></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p>
			<br><span style="font-family:'Comic Sans MS', cursive;"><span style="color:#800080;"><span style="font-size:20px;"><strong>Boggens</strong></span></span><br><br><span style="color:#800080;"><span style="font-size:20px;"><strong><a href="https://wikia.lordofthecraft.net/index.php?title=Boggens" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Boggens</a></strong></span></span><br><br>
			 <br><br><span style="color:#800080;"><span style="font-size:20px;"><strong>Fleudgal</strong></span></span><br><br><span style="color:#800080;"><span style="font-size:20px;"><strong><a href="https://wikia.lordofthecraft.net/index.php?title=Fleugal" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Fleugal</a></strong></span></span><br><br>
			 <br><br><span style="color:#800080;"><span style="font-size:20px;"><strong>Ghosts</strong></span></span><br><br><span style="color:#800080;"><span style="font-size:20px;"><strong><a href="https://wikia.lordofthecraft.net/index.php?title=Ghosts" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Ghosts</a></strong></span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<br><span style="font-family:'Comic Sans MS', cursive;"><font color="#800080"><span style="font-size:20px;"><b>Apparition</b></span></font></span>
		</p>

		<p>
			<span style="font-family:'Comic Sans MS', cursive;"><font color="#800080"><span style="font-size:20px;"><b><a href="https://wikia.lordofthecraft.net/index.php?title=Apparitions" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Apparitions</a></b></span></font><br>
			 <br><br><span style="color:#800080;"><span style="font-size:20px;"><strong>Gravens</strong></span></span><br><br><span style="color:#800080;"><span style="font-size:20px;"><strong><a href="https://wikia.lordofthecraft.net/index.php?title=Gravens" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Gravens</a></strong></span></span><br><br>
			 <br><br><span style="color:#800080;"><span style="font-size:20px;"><strong>Voidal Horrors</strong></span></span><br><br><span style="color:#800080;"><span style="font-size:20px;"><strong><a href="https://wikia.lordofthecraft.net/index.php?title=Voidal_Horror" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Voidal_Horror</a></strong></span></span><br><br>
			 <br><br><span style="color:#800080;"><span style="font-size:20px;"><strong>Mania</strong></span></span><br><br><span style="color:#800080;"><span style="font-size:20px;"><strong><a href="https://wikia.lordofthecraft.net/index.php?title=Mania" rel="external nofollow">https://wikia.lordofthecraft.net/index.php?title=Mania</a></strong></span></span></span>
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-family:'Comic Sans MS', cursive;"> </span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><img alt="iSO2SNe.png" src="https://lh4.googleusercontent.com/G-4JVlDZPiP0gfWMpIfif5tnUp_7kEr4Zi6VwZNJRxFoHZ54SrTq7_CvrvJHXuPXyFl2seG8FlpIiQ5BWQyNEu8OWhSsvqeicpvjG7MlBu2pMd1X3LpK2CVuzAwV5f-ZQUCuo4Y"></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><span style="color:#b22222;"><u><strong>New submission format: </strong></u></span></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;color:rgb(205,190,184);font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;letter-spacing:normal;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;line-height:1.38;text-align:center;">
	<span style="font-family:'Comic Sans MS', cursive;"><span style="color:rgb(139,69,19);"><span style="font-size:14.6667px;font-weight:700;text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Application for new creatures</span></span></span>
</p>

<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;color:rgb(205,190,184);font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;letter-spacing:normal;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;line-height:1.38;">
	<span style="font-family:'Comic Sans MS', cursive;"><span style="color:rgb(211,211,211);"><span style="font-size:14.6667px;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Care to add to the already expansive list of creatures available to the public of LotC? Well, here is how! Fill out the below application upon the post and you’ll receive either a ‘Yes’ or a ‘No’. Do not expect a vivid explanation as to why it was denied should that be the case, this process is designed to be quick and easy without cluttering up the already present lore forum. Nevertheless, enjoy!</span></span></span>
</p>

<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;color:rgb(205,190,184);font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;letter-spacing:normal;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;line-height:1.38;">
	 
</p>

<blockquote class="ipsQuote" data-cite="" data-ipsquote="" style="margin:0px;padding:0px 15px;border-width:1px;border-style:solid;clear:both;font-size:13px;color:rgb(175,175,175);font-family:Tahoma, sans-serif;font-style:normal;font-weight:normal;letter-spacing:normal;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;">
	<div class="ipsQuote_citation" style="margin:0px;padding:5px 15px;color:rgb(191,191,191);font-weight:bold;font-size:inherit;">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p style="margin-top:0px;margin-bottom:0px;">
			<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:16px;">(Name of the creature )</span></span>
		</p>

		<p style="margin-top:0px;margin-bottom:0px;">
			 
		</p>

		<p style="margin-top:0px;margin-bottom:0px;">
			<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:16px;">(Picture reference including credit to artist)</span></span><br>
			 
		</p>

		<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;line-height:1.38;">
			<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:16px;"><span style="text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Habitat:</span><br><br><u>Size:</u></span></span>
		</p>

		<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;line-height:1.38;">
			<br><span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:16px;"><u>Diet:<br><br>
			Temperament:</u></span></span>
		</p>

		<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;line-height:1.38;">
			 
		</p>

		<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;line-height:1.38;">
			<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:16px;"><u>Brief summary of the creature</u></span></span>
		</p>

		<p style="margin-top:0px;margin-bottom:0px;line-height:22.4px;">
			 
		</p>

		<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;line-height:1.38;">
			<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:16px;"><span style="text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Characteristic: (Behaviour, Reproduction, Gathering food) </span></span></span>
		</p>

		<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;line-height:1.38;">
			<br><br><span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:16px;"><span style="text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Origin:</span></span></span>
		</p>

		<p style="margin-top:0px;margin-bottom:0px;line-height:22.4px;">
			 
		</p>

		<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;line-height:1.38;">
			<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:16px;"><span style="text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Weaknesses:</span></span></span>
		</p>

		<p style="margin-top:0px;margin-bottom:0px;line-height:22.4px;">
			 
		</p>

		<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;line-height:1.38;">
			<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:16px;"><span style="text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">LM Approval Required:</span></span></span>
		</p>

		<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;line-height:1.38;">
			<span style="font-family:'Comic Sans MS', cursive;"><span style="font-size:16px;"><span style="vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Yes/No<br><br><u>If playable, what are redlines? </u></span></span></span><br><br>
			 
		</p>
	</div>
</blockquote>

<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;color:rgb(205,190,184);font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;letter-spacing:normal;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;line-height:1.38;">
	 
</p>

<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;color:rgb(205,190,184);font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;letter-spacing:normal;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;line-height:1.38;text-align:center;">
	 
</p>

<p dir="ltr" style="margin-top:0pt;margin-bottom:0pt;color:rgb(205,190,184);font-family:Tahoma, sans-serif;font-size:13px;font-style:normal;font-weight:normal;letter-spacing:normal;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;line-height:1.38;">
	 
</p>]]></description><guid isPermaLink="false">157257</guid><pubDate>Tue, 21 Feb 2017 13:17:48 +0000</pubDate></item><item><title>The Avatars of the Spirits</title><link>https://www.lordofthecraft.net/forums/topic/147946-the-avatars-of-the-spirits/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-size:16px;"><span style="color:#A52A2A;"><strong>"Be wary of their true intentions."</strong></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="03d8e24beca1c6e48234d28886e05c26.png" src="https://i.gyazo.com/03d8e24beca1c6e48234d28886e05c26.png"></p>

<p style="text-align:center;">
	<span style="font-size:11px;"><span style="color:#696969;">(The Realm of Clouds)</span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>The</strong> individual realms of the Immortal Spirits are vast and overwhelming, the perfect representations of their respective dominions. However, it is not simply a world upon which the Spirits themselves recline in omniscience. In most cases, intelligent life swathes through these dimensions; fragments of the Immortals, that live to serve and sate their insatiable lust for power.
</p>

<p>
	 
</p>

<p>
	The Spirits remain in these realms because they are perfect environments for them, and to venture out of them would be incredibly dangerous. If an Immortal Spirit were to materialise on the lands of the Descendants, they would be exposed to irreversible damage. For this reason, they send their loyal children unto the worlds of the Brothers’ children. 
</p>

<p>
	 
</p>

<p>
	These beings serve, for all intents and purposes, as conduits through which Spirits may influence the Mortal realms. Personifications of what their creators represents, they venture out into the world in search of ways to enact the will of their masters.
</p>

<p>
	 
</p>

<p>
	When an Immortal is worshiped, or if their dominion of existence is prevalent on the Descendants Realms, their influence and power over that aspect of existence grows. For instance, with the growth of the plague on Vailor, and the land that has succumbed to decay and despair, the Immortal Spirit of Disease, Orgon, has grown significantly in his influence over the land.
</p>

<p>
	 
</p>

<p>
	The bidding of these Lesser Spirits varies according to what their Immortal Master represents. For instance, a fragment of Enrohk (The Spirit of War and Bloodlust) may not necessarily seek those that would worship him, but would instead manipulate nations in order to war among themselves. Bloodshed and War feed Enrohk; in all forms. It is not always worship that Spirits seek, but only that their influence on the land be maintained.
</p>

<p>
	 
</p>

<p>
	However, this can usually be upheld by the efforts of the Shamans, and for this reason they are the Mortals most aware of the Spirits and their will. However, in their wisdom they attempt to maintain a healthy balance between the power of all Immortal Spirits.
</p>

<p>
	 
</p>

<p>
	These Lesser Spirits, whilst serving the will of the Immortals, have their own, unique personalities, appearances and approaches to the world. There can be multiple lesser Spirits aligned to one Immortal, and all can have their own idea of what enhancing their reign looks like.
</p>

<p>
	 
</p>

<p>
	I will describe several of these beings below, though there are myriad more.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-size:16px;"><strong>Fragments of the Spirits</strong></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><strong>Spirit:</strong></span> Ixli, the Immortal Spirit of Spirit of Knowledge, Truth, and Judgement, appearing as a giant staring eye. He provides knowledge at the cost of sanity.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<strong>Avatar: </strong>Ziileny
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="e0147e91506383b49d548dd9b8de9da5.png" src="https://i.gyazo.com/e0147e91506383b49d548dd9b8de9da5.png"><br><span style="font-size:11px;"><span style="color:#696969;">(sandara)</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<strong>Form:</strong>
</p>

<p>
	 
</p>

<p>
	Appearing as an extremely long and slender Wyrm, Ziileny has a permanent fixture of insanity imposed on her face. Her large, toothy grin seeps a terrible stench as her overwhelming and fixed eyes stare into the minds of those she communes with, searching their souls for their deepest secrets.
</p>

<p>
	 
</p>

<p>
	She has pale, purple skin with a sickly green line of gnarled hair running along the center of her spine. Dotted in scars, her body also appears to host several sets of teeth and arms. Her numerous teeth are most often grinning alongside her, though open occasionally to cackle for sometimes no apparent reason. The arms that run along her body allow her to scurry along the land in a terrifying slither.
</p>

<p>
	 
</p>

<p>
	<strong>Personality &amp; Approach:</strong>
</p>

<p>
	 
</p>

<p>
	Ziileny actively seeks out those within the Mortal Realm that aspire to Magick, offering them the knowledge they seek in return for their sanity. This is often left out of the equation until after the ritual takes place, when the victim has already fallen into a precarious state.
</p>

<p>
	 
</p>

<p>
	She is quick witted and conniving, and prefers to work alone. She does not trust the competency of others, and revels in outsmarting the students he hunts for. Ziileny will often become distracted from topics of conversation as she spouts nonsense about the intricacies of very specific sciences. If one were to engage her in the subject of learning Magic, she may suddenly teach you about photosynthesis as her form writhes in seeming agony.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><strong>Spirit:</strong></span> Enrohk, the Spirit of Bloodlust, Savagery, and War, appearing as a berserker covered in blood.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<br><strong>Avatar: </strong>Klin
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="9ac08e139bbc26d341c56020762d349d.png" src="https://gyazo.com/9ac08e139bbc26d341c56020762d349d.png"><br><span style="font-size:11px;"><span style="color:#696969;"><strong>(maciejkuciara)</strong></span></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>Form:</strong>
</p>

<p>
	 
</p>

<p>
	Klin appears as an unusually tall and strong Barbarian woman. Her hair falls around her face as a brunette drape, often covering her eyes, giving off the impression of savagery. Her body seems to be covered in tattoos of red, that almost seems to swirl around her limbs as if there were blood coursing on the surface of her skin. She carries two long blades, with which she quickly dispatches her enemies.
</p>

<p>
	 
</p>

<p>
	<strong>Personality &amp; Approach:</strong>
</p>

<p>
	 
</p>

<p>
	Klin is seemingly incapable of speaking. Her communication mostly consists of grunts and roars, which pierce through the air, much like the blood from her enemies, as she fights vigorously. In her reticence, she is an intimidating figure, often towering over Adult Male Humans. Due to her reluctance to speak, she is not often fond of conversation. When she materalises upon the land, it is for one purpose only.
</p>

<p>
	 
</p>

<p>
	To murder.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong><span style="font-size:14px;">Spirit:</span> </strong>Ghorza, the Spirit of Travel, movement, and fortune both bad and good, appearing as an old traveler with a walking stick, with various fetishes attached.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Avatar:</strong> Pizrak
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="091cbcdb731e2e59b8d74a1f9b66495c.png" src="https://i.gyazo.com/091cbcdb731e2e59b8d74a1f9b66495c.png"></p>

<p style="text-align:center;">
	<span style="font-size:11px;"><span style="color:#696969;">(matchack)</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<strong>Form:</strong>
</p>

<p>
	 
</p>

<p>
	The appearance of Pizrak is an unusual one. This lesser Spirit does not materialise as a living entity, but instead chooses to comprise as a ship, which is capable of sailing on its lonesome. Interestingly, Pizrak may materialise as one of two forms. It will either form as a decrepit ship that maintains its ability to sail upon the shores, or an intact variation of its counterpart.
</p>

<p>
	 
</p>

<p>
	<strong>Purpose:</strong><br><br>
	For obvious reasons, Pizrak does not have much of a personality. However, it has been known to course those that seek only to spread misery into tides of doom. Generally, Pizrak will appear on a coast somewhere, and guide those that venture on board into places of intrigue. Those that have set foot upon Pizrak have noted the uncomfortable sight of the ship sailing itself. Many references to Ghost Ships in the past have in fact been spurned from sightings of Pizrak.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><strong>Spirit:</strong></span> Freygoth, the Spirit of the wild, nature, and animals, he takes any natural form he may desire.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Avatar: </strong>Maabin
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="2680a3f11632a2c35d4fb9f967a58e86.png" src="https://i.gyazo.com/2680a3f11632a2c35d4fb9f967a58e86.png"></p>

<p style="text-align:center;">
	<span style="font-size:11px;"><span style="color:#696969;">(monikapalosz)</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	 
</p>

<p>
	<strong>Form:</strong>
</p>

<p>
	 
</p>

<p>
	Maabin materialises as a pale, hunched creatures which seems to resemble an Ape in many ways. He is adorned in white cloth, with small piecings of armour. He carries around a carved wooden staff, and uses it to smite those that disturb the balances of Nature.
</p>

<p>
	 
</p>

<p>
	<strong>Personality &amp; Approach:</strong>
</p>

<p>
	 
</p>

<p>
	This Spirit appears very disinterested, which is a stark contrast to his fighting style. He is very nimble and powerful, and can easily best most of his opponents in single combat. Maabin cares greatly for the nature around him, even if his facial expression would denote a nonchalant aura. He will often visit damaged areas in an attempt to restore them to their back to their natural state, and will hunt those that wreak despair upon the world.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><strong>Spirit:</strong></span> Krathol, the Spirit of Pain, suffering and starvation. Appears as a skeletal vulture picking at its own bones.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Avatar:</strong> Uzkost
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="093f44ff46310bc68cf9b6e0488feb0a.png" src="https://i.gyazo.com/093f44ff46310bc68cf9b6e0488feb0a.png"><br><span style="font-size:11px;"><span style="color:#696969;">(Mavros-Thanatos)</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<strong>Form:</strong>
</p>

<p>
	 
</p>

<p>
	Uzkost appears as a humanoid with rotten and patched skin, draped in a surgical gown with white gloves. A large piece of cloth is wrapped around his head, tied in place by several strings of barbed wire.
</p>

<p>
	 
</p>

<p>
	<strong>Personality &amp; Approach:</strong>
</p>

<p>
	 
</p>

<p>
	Uzkost walks the earth in a languid movement, wailing often as he searches for those he can pass on his despair to. In many cases, he will torture those he can come into contact with. If a Cult to Krathol exists on the land, Uzkost may pay them a visit, demonstrating methods of torture on himself. He has a strong distaste for the smell of food, and will flay out in a burst of bloody mess if he catches the scent of it. 
</p>

<p>
	 
</p>

<p>
	This Spirit partakes often in chat-chat, in between screams of pain. He will occasionally materialise in protected areas so that he may chat with the denizens there, striking an intense fear into them as he picks a target for torture. Uzkost has a particular interest in Halflings, as he has a strong hatred for positivity. He will hunt them very specifically, in order to create a more dystopian land.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong><span style="font-size:14px;">Spirit:</span> </strong>Akezo, the  Spirit of Health, Vitality, and Healing. Appears as a winged and feathered serpent with a blue aura.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Avatar: </strong>Lekeni
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="566c3902862bb7794ff929df3338fc92.png" src="https://i.gyazo.com/566c3902862bb7794ff929df3338fc92.png"></p>

<p style="text-align:center;">
	<span style="font-size:11px;"><span style="color:#696969;">(Marcodalidingo)</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	 
</p>

<p>
	<strong>Form:</strong>
</p>

<p>
	 
</p>

<p>
	Lekeni often appears as a short, blonde man draped in grey robes. He carries around a staff as equally small as his stature, and traverses the world in an upbeat fashion.
</p>

<p>
	 
</p>

<p>
	<strong>Personality &amp; Approach: </strong>
</p>

<p>
	 
</p>

<p>
	This Spirit is tasked with expanding the knowledge of healing upon the land, and will often enter settlements in order to teach citizens about basic healing and sanitation. It is said that Lekeni is the reason that healthcare flourished, and is the cause for cleaner living conditions across the land. Occasionally, he will heal people himself in the need is dire.
</p>

<p>
	 
</p>

<p>
	Lekeni is quite often seen as a cheerful man, keen to communicate with others and impart some of his wisdom upon them. 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><strong>Spirit: </strong></span>Wodanaz, the Spirit of magic, the arcane, and mystical energies, appearing as a swirling vortex of purple energy from which he takes any form.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Avatar:</strong> Nakov
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="b65518384c6aa4eb2cf27398eebc7f76.jpg" src="https://i.gyazo.com/b65518384c6aa4eb2cf27398eebc7f76.jpg"></p>

<p style="text-align:center;">
	<span style="font-size:11px;"><span style="color:#696969;">(AldemButcher</span><span style="color:#696969;">)</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<strong>Form:</strong>
</p>

<p>
	 
</p>

<p>
	Nakov appears as a cluster of large, pearl-white mushrooms. 
</p>

<p>
	 
</p>

<p>
	<strong>Purpose:</strong>
</p>

<p>
	 
</p>

<p>
	While Nakov does not inherently have a personality, the influence it has on the realm is as substantial as the other Lesser Spirits. Its presence in the land creates a magical aura in the surrounding area, allowing the power of Wodanaz to seep into the environment. The plantlife surrounding Nakov quickly take on magic properties, creating an Arcane environment within which apprentices may wish to study.
</p>

<p>
	 
</p>

<p>
	It is said that such spots are the perfect environments for magic users to meditate, as it is said to make the process of connecting to the void a lot easier.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><strong>OOC:</strong></span>
</p>

<p>
	 
</p>

<p>
	The Spirits have always been something of an untapped resource. It is my hope with this thread to allow a more dynamic series of events to be held through the ET. These Lesser Spirits have the potential to traverse the new map in an unimaginable numbers of ways, creating events and developing characters in a way the original lore was intended to.
</p>

<p>
	 
</p>

<p>
	I intend to write more on these Lesser Spirits as time goes by. There are a plethora of Immortal Spirits to choose from.
</p>

<p>
	 
</p>

<p>
	Thank you for reading.
</p>]]></description><guid isPermaLink="false">147946</guid><pubDate>Sun, 17 Jul 2016 16:12:45 +0000</pubDate></item><item><title>Gemsong Crystals. Ready For Review!</title><link>https://www.lordofthecraft.net/forums/topic/119090-gemsong-crystals-ready-for-review/</link><description><![CDATA[<p style="text-align:center;"><img src="http://www.icedragonart.com/wowexplorers/ungoro%20crater/un'goro_crater_screenshots26.jpg" alt="un%27goro_crater_screenshots26.jpg"></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><span style="color:#00ff99;"><em><span style="font-size:18px;">Beauty may be subjective, but the Gemsong Crystals of Athera drop jaws within their cavern dwellings.</span></em></span></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><span style="color:#33ccff;">The Gemsong Crystals of Athera have been buried just underneath the surface of the world, and have often gone unnoticed by the miners of the realm due to the hustle and bustle of the trade; however, those wise enough to stop, those who stay the cacophony of pick against stone, those who look in the dark for beauty and not riches - may find awe. </span></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><span style="color:#ff3333;">These multifaceted crystals grow from the slow trickle of natural water through stone. As the water crams down into crevices of caves, these gems slowly coalesce into easily fractured and easily inspiring gems of awesome color. Should the natural light of sunlight be allowed to touch the surfaces of these rare gems, one would find an array of luminescent colors bursting from the skin of the crystals. </span></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><span style="color:#9966ff;">Their most stunning quality however, is, by no small margin, their voice. These crystals resonate and produce pitches that are light quiet hums to the Descendant's ears. Should multiple crystals be gathered in one place, their tones shall adapt to one another and resonate in chords that may be especially pleasing to the ear. This beauty is not perfect, though. With the touch of skin against these crystals, their resonation is muted and one will find that they do not sing. A crystal must be untouched by skin or leather or cloth - only a resting place of Atheran stone will allow the crystals to remain unmuted. Few offer conjecture to this purpose; perhaps the crystals are magic in some way and touching them drains latent mana, perhaps the crystals are charged in some way by an Aengul who fears the mortal coil, or perhaps the strange nature of these crystals is just an Atheran miracle that should not be questioned - simply appreciated for their beauty. Regardless of the source of their odd tonality, one thing can be agreed on - The hum and the glisten of a Gemsong Crystal are two sources of harmony among a world ravaged by war.</span></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">_________________________________________</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">So, why this? Well, the crystals don't serve a combat purpose - why should they? We've crossbows, pole-axes, magic, kittens, you name it, for combat. Where is the high fantasy of this realm that hurls players into a world of wonder? I've an arrogant answer, it's right here. Players will be able to gather these crystals and represent them IC'ly however they see fit with MC items such as emeralds, lapis, note blocks, even music discs. </p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">Does it have red lines?</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">~Don't use the shimmer of a gemstone for combat, you're better off running away.</p>
<p style="text-align:center;">~The gemstone is not loud enough to hurt anyones hearing or distract them from magic.</p>
<p style="text-align:center;">~The gemstones have no effect on anyone that they do not wish to RP. </p>
<p style="text-align:center;">~Touching a gemstone with anything processed by man (cloth, tools, leather, skin, etc) will mute it. Natural substances (Uncut wood, grass, stone, water) will not mute the stone.</p>
<p style="text-align:center;">~This lore is for immersion and smiles. Don't make people frown with my lore if it's accepted. </p>]]></description><guid isPermaLink="false">119090</guid><pubDate>Sun, 16 Nov 2014 00:03:52 +0000</pubDate></item><item><title>[&#x2713;] [Metal] Bluesteel</title><link>https://www.lordofthecraft.net/forums/topic/127903-%E2%9C%93-metal-bluesteel/</link><description><![CDATA[<p style="text-align:center;"><strong><span style="color:#0000ff;"><span style="font-family:georgia, serif;"><span style="font-size:48px;">Bluesteel</span></span></span></strong></p>
<p style="text-align:center;"><img src="http://wiki.terrafirmacraft.com/images/7/74/Blue_Steel_Ingot.png" alt="Blue_Steel_Ingot.png"></p>
<p><span style="font-size:14px;"><span style="font-family:georgia, serif;"><span style="background-color:transparent;">In the time of Anthos, when the name Steelwall was spoken with respect and awe, the smith Lark had spent decades as Kralta’s smith, honing his art and becoming renowned even amongst dwarven blacksmiths for his prowess and skill. To solidify himself in human history as one of its greatest, Lark began to study the properties of Carbarum. Surely forging a strong set of Carbarum armor, of which the likes have not been seen since the times of Asulon, would cement his status as a smith whose skills would be seen as mythical. So he set to work, draining his supply of carbarum ore until he only had a small portion left. Met with total and utter failure, Lark erupted in a frenzy, iron and carbarum into his forge. The metals began to melt within the intense heat and the molten metal began to drip into the ingot cast, forming a new alloy. Bluesteel.</span></span></span></p>
<p> </p>
<p style="text-align:center;"><span style="font-size:14px;"><span style="font-family:georgia, serif;"><span style="background-color:transparent;"><img src="http://www.profilebrand.com/imgs/layouts/34fantasy/2423/2423_L-champion-knight.jpg" alt="2423_L-champion-knight.jpg"></span></span></span></p>
<p><span style="font-size:14px;"><span style="font-family:Georgia;background-color:transparent;">Upon returning to his forge, Lark cried with glee at his success and set to work, testing the metal’s strength and durability, putting it through intense trial to better learn his creation. To his surprise, unlike previous carbarum ingots, they did not break apart or shatter upon use. In-fact, the metal seemed stronger than normal steel, not quite the level of ancient carbarum, but strong enough to the point that it lasted longer than any previously known metal. With this new metal, Lark used it to create his legendary weapons and armors that kept Orenian soldiers alive during the Dwarf vs Oren conflicts. </span></span></p>
<p> </p>
<p><span style="font-size:14px;"><span style="font-family:Georgia;background-color:transparent;">When Lark met his untimely demise, he left the secrets to Bluesteel to his son Avgust Steelwall and close friend, Dared Starbreaker. Avgust in turn, left the secrets to the Cloud Temple Monks so that they might spread the alloy’s existence and so that the inhabitants of the realm may put it to use should the techniques to Carbarum smithing ever be lost once more. </span></span></p>
<p style="text-align:center;"> </p>
<p>OOC: Bluesteel is a 4:2 alloy of iron and carbarum that is roughly the durability of Carbarum, but lacks its strength. The metal can be forged through intense heat (roughly 3000 degrees celsius, hot enough to melt LotC Carbarum and Ferrum into something entirely new.) It has a bluish tint and basically is used to create armor that is step up from Iron, but below or at diamond's durability. In terms of armor strength, it is the same as iron.</p>]]></description><guid isPermaLink="false">127903</guid><pubDate>Sat, 06 Jun 2015 22:17:02 +0000</pubDate></item><item><title>[Lore] Focus Crystals</title><link>https://www.lordofthecraft.net/forums/topic/121159-lore-focus-crystals/</link><description><![CDATA[<p style="text-align:center;"><em>
</em></p><div class="ipsEmbeddedVideo" contenteditable="false"><em></em><div><em><iframe width="480" height="270" src="https://www.youtube.com/embed/q3jAHIuulWE?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></em></div><em></em></div><em><br>
Sorcerers twist their hands, energy flows between their fingers, out their palms to evocate great streams of fire, gusts of wind, waves of water, bolts of electricity, wisps of arcane, and chunks of stone. Those who weave spells have grown adapt in these arts, using nothing but their hands to evocate magical elements. However, some magical users take themselves to be of the Wizard variety, taken to mastering staves, wands and other such catalysts of power. But how, you may ask?<br><br><img src="http://i.imgur.com/OB14Cdi.png" alt="OB14Cdi.png"><br><br>
Focus crystals, these natural stones seem to sprout from trees and dirt alike, almost growing naturally like mushrooms. Although relatively useless in the wilderness, they offer a faint glow, illuminating the forests they seem to cover (or at least until they’re removed from the ground).  After harvesting these stones, transmuting them, and fiddling with the possible properties they may offer has unturned one thing, they’re inherently bound to the Void, although only faintly.<br><br>
This bind to the Void is quite minute, but also extraordinary. Once plucked from the dirt, and refined, they serve as a perfect catalyst for magical endeavors! One can simply attach it to the end of a staff, which will then allow you to harness your energy at said crystal, which in turn will serve as the focus for your spell. An added bonus is that you can simply focus your energy, and make the crystal glow for added light in dark caves, or forests alike.<br><br>
However this crystal doesn’t add any real bonus to the potency, or efficiency of your spells, it does give you a good distance to the possible hazardous nature of your magic. Fire evocation for example, will be further away from your hand and obviously less likely to burn you. And as before mentioned, can offer as a light source when need arises. It’s also noteworthy that you must be holding onto said Focus crystal in some form, else it’ll not function. A staff, wand, or other such ornament seems to serve such a purpose well enough.<br><br>
- Kalameet Izalith, journal entry: Focus Crystals</em><br><br><span style="font-size:12px;"><strong>((Much like my Spontaneous combustion post, this really just serves to bring the world to a more “full circle”, and clarify how stave's work.<br><br>
With this lore accepted, this would possibly mean making said crystal present in our current world, which isn’t a really daunting task. It also means that once these crystals are taken and refined (cleaned and polished), then focusing mana into them will create light, and obviously serve as a catalyst for spells!<br><br>
Any questions, feel free to ask!))</strong></span>]]></description><guid isPermaLink="false">121159</guid><pubDate>Tue, 13 Jan 2015 18:53:42 +0000</pubDate></item><item><title>[Metallurgy] Kodeh Steel</title><link>https://www.lordofthecraft.net/forums/topic/121634-metallurgy-kodeh-steel/</link><description><![CDATA[<p>
	<span style="font-family:georgia, serif;color:rgb(165,42,42);background-color:transparent;">An extract from the book </span><span style="font-family:georgia, serif;color:rgb(165,42,42);font-style:italic;background-color:transparent;">“Metals Today”</span><span style="font-family:georgia, serif;color:rgb(165,42,42);background-color:transparent;"> by Grungron Irongut, High Remembermancer, 1482.</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><span style="font-family:georgia, serif;"><span><span style="font-style:italic;background-color:transparent;">“Kodeh steel stands as a alloy developed within Athera by the Dwedmar shortly after the first operationally successful Runeforge was created within Hiebenhall after the fall of Kal’Agnar. The material blend was first found by one Lori </span><span style="font-style:italic;">I̶r̶e̶h̶e̶a̶r̶t̶</span><span style="font-style:italic;background-color:transparent;"> (Now Oathcast) and Hogarth Irongut with initial experimentation of alloys able to be produced by the Runeforges unprecedented heat. Further refined by Sharr Irongut, it now stands as one of the few stable materials produced for the first known time within a Runic forge.</span></span></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><span style="font-family:georgia, serif;"><span><span style="font-style:italic;background-color:transparent;">Kodeh steel seems to bear similar properties to Carbarum in terms of its workability within tools, however it bears a unique trait that has allowed it to have limited success in mountainous and arctic environments frequented by the dwarves, namely that it does not become brittle when exposed to extremely low temperatures.</span></span></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><span style="font-family:georgia, serif;"><span><span style="font-style:italic;background-color:transparent;">This material, since its discovery was then produced in a reasonable quantity to refurbish locations in low temperature environments where maintenance of gear comes at high host due to the frequency of its breaking, and has become a popular choice in mountain scaling equipment as well as mining.”</span></span></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#a52a2a;"><span style="font-family:'trebuchet ms', helvetica, sans-serif;"><span style="font-size:14px;"><span><span style="background-color:transparent;">OOC:</span></span></span></span></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#a52a2a;"><span style="font-family:'trebuchet ms', helvetica, sans-serif;"><span style="font-size:14px;"><span><span style="background-color:transparent;">The material is a slightly bronze tinted steel in appearance, composed of a blend of Shimmerstone derived from Mage gold, carbarum and ferrum. The material however does not seem to make the structure desired to produce a low temperature resistant robust material unless it is heated to a degree far higher than that capable of a normal forge. </span></span></span></span></span>
</p>

<p>
	<span style="color:#a52a2a;"><span style="background-color:transparent;">It does not hold any properties superior to other common materials used for tools apart from the fact that in RP it doesn't shatter when frozen. </span></span>
</p>]]></description><guid isPermaLink="false">121634</guid><pubDate>Sat, 24 Jan 2015 01:52:05 +0000</pubDate></item><item><title>[&#x2713;] [World Lore] The Beastsmith's Arsenal</title><link>https://www.lordofthecraft.net/forums/topic/168828-%E2%9C%93-world-lore-the-beastsmiths-arsenal/</link><description><![CDATA[<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><em><span style="font-family:'Times New Roman', Times, serif;">Here comes a quick bit I did that aims to provide some mundane and low-fantasy worldbuilding to some of the more 'normal' aspects of roleplay life. Ideally this should need no monitoring at all- death to applications and the bureaucracy involved. Run wild with some detailed blacksmithing roleplay.</span></em></span>
</p>

<p dir="ltr" style="text-align:center;">
	<strong>~=~=~=~</strong>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="font-size:28px;"><em><u><span style="background-color:transparent;vertical-align:baseline;">The Beastsmith’s Arsenal: Fourth Age Forgery </span></u></em></span><br><br><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><img alt="8wYkzQpkxsXubIInlRjUQC1BIV3H7r3RwXA6mBNRwaaRlY3v_M_0V3qDj-cy-DPJEBX6WrZbe0MgLXS5s5qvaCU3X_md-P1QZT8-kTZFc1e_3-zLe-9gq5Mu6j3jtic8guV_K7G2" height="351" src="https://lh5.googleusercontent.com/8wYkzQpkxsXubIInlRjUQC1BIV3H7r3RwXA6mBNRwaaRlY3v_M_0V3qDj-cy-DPJEBX6WrZbe0MgLXS5s5qvaCU3X_md-P1QZT8-kTZFc1e_3-zLe-9gq5Mu6j3jtic8guV_K7G2" style="border:none;" width="624"></span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:12px;"><em><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;vertical-align:baseline;">“And by the heat of the fire I found him, swinging his hammer with such haste and vigor I thought it miraculous. Verily, he smithed at incredibly high speed.” -The Beastsmith’s Arsenal, Vol I., Foreword</span></span></em></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">All but forgotten are the drake-smiths of the First Age, their ironworks masked beneath the heavy and old layers of secrets and ash from the burning of each previous era. Steel and hearth and flame are not things easily buried, though, and so it was inevitable that </span><a href="https://www.lordofthecraft.net/forums/topic/160818-%E2%9C%93-lore-addition-world-lore-nephilim-azdrazi-smithing-dralachite-and-vehement-weaponry/?do=findComment&amp;comment=1520537" rel=""><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">their work</span></a><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"> would resurface elsewhere. While the scaled and crowned children of the Titan may have reclaimed the true heritage of their Dralachite, what became of the ancient language of the forge that the strongest of Man’s children knew so long ago?</span><br><br><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">The answer lay far over the seas and through the temperate storms of the ocean, upon the shores of a land called </span><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Aeldin</span><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">, where monsters and men have a long and bloody history with one another. Deep within the halls of the Hexicanum, in the old forge of the Marked, an aged smith of the venerated beast-slayers claimed elder knowledge of the forging techniques long lost to the ebb of time. It would be Griffith of Gwynon, a member of the Hexicanum and a student of the old man’s, who put quill to ink and then to parchment and began scribing a text, to pass the techniques onward. Thusly, The Beastsmith’s Arsenal and its subsequent volumes were borne.</span></span><br><br>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<strong>~=~=~=~</strong>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="font-size:20px;"><u><em><span style="background-color:transparent;vertical-align:baseline;">Volume I: Blood-Quenching</span></em></u></span><br><br><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><img alt="vXrUWxkmKhY3BR8goozrbREX9MsNw7_RF_YiiULyJU3Nu4uTaBjeMF8rtzyqb5uc2bPRKXeem6tdau4A0XWcy3rD5A0_tbtfp4aNjs03uxIs11zwsWpX_AalocnHinMB0jjgHZkR" height="352" src="https://lh6.googleusercontent.com/vXrUWxkmKhY3BR8goozrbREX9MsNw7_RF_YiiULyJU3Nu4uTaBjeMF8rtzyqb5uc2bPRKXeem6tdau4A0XWcy3rD5A0_tbtfp4aNjs03uxIs11zwsWpX_AalocnHinMB0jjgHZkR" style="border:none;" width="624"></span></b></span>
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	<span style="font-size:12px;"><span style="font-family:'Times New Roman', Times, serif;"><em><span style="background-color:transparent;vertical-align:baseline;">“It was a gorey place, reeking of blood: that odorous, coppery tinge in the air. Blood was kept by the barrelful. But for what?”</span></em></span></span><br>
	 
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	<br><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">It is known among the beastsmiths that the blood of monsters has keen properties upon metal when forgeries are quenched within it. The recipe is simple: A barrel must be filled with three parts water and one part blood for an even balance, and so the mixture is still suitable for extinguishing the heat of tempered steel. Over years of experimentation, the effects of different monsters’ lifeblood upon weaponry and armor has been documented and still continues to be learned.</span><br><br><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><strong><u>Dragonblood</u></strong> --- Sometimes the most difficult to collect, the blood of all dragonkin grants a noticeable heat resistance to steel. Not much damage is inflicted upon swords which are oiled and lit aflame.</span><br><br><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><strong><u>Striga blood</u></strong> --- A rarer sort, striga blood acts as a sort of ‘blood thinner’: cuts inflicted with quenched weaponry bleed for longer, the blood flowing more freely.</span><br><br><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><strong><u>Fjarriauga blood</u> </strong>--- The chilled blood of the ‘frost witches’ simply gives a residual chill to metal. Though not the most practical in combat, it’s seen some use in keeping wine and ale cool. </span><br><br><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><strong><u>Bryophite blood</u></strong> --- The saplike blood of the Bryophites grants a very weak poison to quenched steel. Wounds inflicted hurt a bit more.</span><br><br><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><strong><u>Aengulic blood</u></strong> --- The holy folk of Aeriel and the Keepers of Xan possess a unique lifeblood within their veins that grants a shimmering, gilded appearance and often makes things appear more valuable than they are.</span></span>
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<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><strong><u>Infernal blood</u></strong> --- Opposite to Aengulic, the blood of the Inferi has been observed to give a darker, almost smoky tint to metal quenched within it.</span><br><br><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><strong><u>Horror blood</u></strong> --- Mystical and otherworldly, the spilled blood of Voidal Horrors grants steel a unique pain inflicted upon those connected to the Void: the typical mage will feel more pain from the blow of a weapon quenched this way.</span><br><br><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">It must be explicitly noted that any attempt to mix blood with one another to produce layered effects is disastrously corrosive to the metal and will result in a ruined project.</span></span>
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	<br>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<strong>~=~=~=~</strong>
</p>

<p dir="ltr" style="text-align:center;">
	<br><span style="font-family:'Times New Roman', Times, serif;"><b><span style="font-size:20px;"><u><em><span style="background-color:transparent;vertical-align:baseline;">Volume II: Ingot Infusions</span></em></u></span></b></span>
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<p style="text-align:center;">
	 
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<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><img alt="wEdbWZ_s49DSR0ZU5t_7PEfPcFeLuMnkB4Un7gPMBqpucX2CD9gBbuIK0jdKWIePzz-3bh5RSULP8f1G18SrEf18flkBJjtxlor_pTjD8RTXl0ba8YG-iT-bl6c6oJzxQImnZ3s6" height="391" src="https://lh6.googleusercontent.com/wEdbWZ_s49DSR0ZU5t_7PEfPcFeLuMnkB4Un7gPMBqpucX2CD9gBbuIK0jdKWIePzz-3bh5RSULP8f1G18SrEf18flkBJjtxlor_pTjD8RTXl0ba8YG-iT-bl6c6oJzxQImnZ3s6" style="border:none;" width="624"></span></b></span>
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	<span style="font-size:12px;"><em><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;vertical-align:baseline;">“It was bizarrely religious the way he sat before the melting steel, and yet I myself could not help but marvel at the way the Dreadknight’s gauntlet bubbled and oozed into molten liquid. A machine of gore and war, reduced to slag.”</span></span></em></span>
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	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">The invention and temperance of various alloys has remained a part of smithing knowledge and practices for centuries, though since the discovery of steel and bluesteel and their near-perfect practicality there has not been much ingenuity in the matter of ingots and material used during the forging process. The beastsmiths, however, through experimentation and the dangerous collection of various parts and trophies, have found a few pseudo-alloys by combining the remains of magical creatures and beings with their ingots during the smelting process. Just like with the techniques outlined in Volume I, mixing these effects proves disastrous for the metal.</span></span>
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<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><strong><u>Apelpinium</u></strong> --- A combination of the slagged armor from a fallen Dread Knight and any practical alloy. The addition of the once-mundane metal’s dark, eldritch infusions results in an odd alloy that is significantly heavier and denser than normal. The metal itself takes on a darker color as well, closer to black iron.</span></span>
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	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><strong><u>Ossitation</u></strong> --- Not an alloy itself, Ossitation is the use of magical bones of a particular sort (See: Compendium entries on Liches </span><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">and </span><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Darkstalkers) by grinding them into a fine powder and dusting the line of the ingot mold before pouring slag. The result is a metal that does not easily chip or dull: while structural damage and the wear and tear of battle will still ebb away at it, the superficial lustre will remain pristine, almost idyllically so.</span></span>
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</p>

<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><strong><u>Petrite</u></strong> --- Perhaps the strangest of infusions in the slagging stage, Petrite is a result of the crushed and dusted remains of a Golem’s core being added to an ingot while it is being set. Whenever the metal is cool, it takes on a rough, almost stony texture to it and could be mistaken for rock itself though bears no structural improvements or weaknesses in comparison to unaffected metals. </span></span>
</p>

<p>
	<br>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<strong>~=~=~=~</strong>
</p>

<p dir="ltr">
	 
</p>

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	<span style="font-size:20px;"><u><em><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">Volume III: Mundane Techniques</span></b></span></em></u></span>
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<p style="text-align:center;">
	 
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<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;"><img alt="LcyNjhINNJmBl9yIh_fRCQludXUY_T7-ctc6Jv39xaRdvevCbhmuPVSFBPfOkl5Z7wJwHAmUPYIWhGLLDfzV7VpFN_cwWcBo1HVNT4v_d3DyfozmKR0leYnChGFeI6hsmeO_C2di" height="433" src="https://lh3.googleusercontent.com/LcyNjhINNJmBl9yIh_fRCQludXUY_T7-ctc6Jv39xaRdvevCbhmuPVSFBPfOkl5Z7wJwHAmUPYIWhGLLDfzV7VpFN_cwWcBo1HVNT4v_d3DyfozmKR0leYnChGFeI6hsmeO_C2di" style="border:none;" width="578"></span></b></span>
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	<span style="font-size:12px;"><em><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;vertical-align:baseline;">The drake-knights of Gwynon use old dragonflame smithing practices to achieve their vibrant hues of red.</span></span></em></span>
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<p>
	 
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<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Alas, reader, you come to the least marvelous of all there is to read in The Beastsmith’s Arsenal. Outlined here is an ever-growing list of materials and techniques with much lesser effects to be used at your leisure and your own ingenuity. Experimentation is encouraged: perhaps you will discover properties and uses I overlooked when scribing this. </span></span>
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	<strong><u><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Draconic</span></span></u></strong>
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	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Dragonhide, when tanned and cured into leather, makes for a sturdy material for grips. Dragonbone, while being dense and difficult to shape, rewards effort at chipping and carving it over a long time: It bears surprising flexibility, making it an interesting substitute for wood in weaponcrafting. ‘Dragonflame’ smithing is a technique adapted from the old work of the First Age Drakesmiths and simply refers to tempering metal for very long times at high heats in order to produce vibrant hues of red in steel.</span></span>
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	<strong><u><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Undead</span></span></u></strong>
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<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Ghoulhide or the rotting skin of any undead being has proven entirely impractical and its use is not advised. However, the bones of fallen liches and darkstalkers have a keen durability and have seen use in weapon handles and ornamentation for armor. </span></span>
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	<strong><u><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">Monsters</span></span></u></strong>
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<p dir="ltr">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;font-size:11pt;vertical-align:baseline;">While the bestiary of known monsters in the world is far too vast to cover and detail the uses of all their bodies, let it be known that monster hide is a durable and suitable replacement for regular tanned leather in just about any situation. Utilize different textures and colors to achieve the desired appearance of your weapon’s grip. Monster bones have not proven any better than a regular animal’s in crafting purposes. The strung innards and hairs of monsters have also seen prolific use as bowstrings.</span></span><br><br>
	 
</p>]]></description><guid isPermaLink="false">168828</guid><pubDate>Fri, 22 Dec 2017 05:25:57 +0000</pubDate></item><item><title>[Lore Submission] Bloodsteel</title><link>https://www.lordofthecraft.net/forums/topic/165345-lore-submission-bloodsteel/</link><description><![CDATA[<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			Disclaimer: I, hedgehug, take no claim in the creation of this lore. This is all the work of <a contenteditable="false" data-ipshover="" data-ipshover-target="https://www.lordofthecraft.net/profile/38609-smaw/?do=hovercard" data-mentionid="38609" href="https://www.lordofthecraft.net/profile/38609-smaw/" rel="">@Smaw</a> as taken from the post below:
		</p>

		<p>
			 
		</p>
		<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedcontent="" data-embedid="embed4805743068" scrolling="no" src="https://www.lordofthecraft.net/forums/topic/152403-d%C3%A2r-ob-griish/?do=embed&amp;comment=1439898&amp;embedComment=1439898&amp;embedDo=findComment#comment-1439898" style="height:278px;max-width:502px;"></iframe>

		<p>
			 
		</p>

		<p>
			Previously this was but a cultural lore piece but as we have seen, over time, has grown quite popular among the current Raguk circles. As this wasn't lore yet, I re-post this as an official lore submission paired with red lines so that this beauty of a metal may be used in rp without the MT/LT nagging that "it isn't lore"
		</p>
	</div>
</div>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<strong>An</strong><span> </span>air of curiosity swept over the ashen Orc, Gijaak, as he stepped into the library of the Angathgûl. As he squinted in the dimly lit space, he looked to the tomes and scriptures of old littered across the floor. It seemed there was little space on the shelves for new additions, and so they had been strewn about in carelessness. 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	As Gijaak stepped cautiously over the books, he made his way to the Smithing section, setting his steel cane up against the shelf as he reached upward. For a moment he paused, running his fingers along the books as he searched, humming in contemplation. As his eyes fixed on a book in particular, his eyebrows rose in surprise as he drew it from the shelf. 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<br>
	He proceeded to carry it over to a nearby table, blowing the dust from the cover on the way there. As he wiped the remaining dust from the cover, he noticed a crimson blotch of blood stained on the leather surface. As he went to open the tome, it creaked and groaned with old age as it presented its knowledge.
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<span style="color:#a52a2a;"><span style="font-size:16px;"><strong>Dâr ob Griish</strong></span></span>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<img alt="6f7cd1ba3ccd21efa2d3c2e0c858e18c.png" src="https://i.gyazo.com/6f7cd1ba3ccd21efa2d3c2e0c858e18c.png" style="border-style:none;vertical-align:middle;"></p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<span style="color:#696969;"><span style="font-size:11px;">(A Blood Priest in the Raguk Death Chambers)</span></span>
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<strong>Many</strong><span> </span>decades ago, when the Raguk had settled into Vailor, the Wargoth at the time, Kharak'Raguk, set in motion a series of events that would allow the Raguk to rediscover the Spirits.
</p>

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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	Those that decided to follow him along this path would come to create a mysterious cult beneath the scorching sands of the Uzg, where they would work with the Spirit of Blood and Bone, Gazigash, to achieve craftsmanship of unprecedented potential.
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<span style="font-size:16px;"><span style="color:#a52a2a;"><strong>Ideology</strong></span></span>
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<a href="https://i.gyazo.com/278e96a9979d3e9e0a7803acca09ba9b.png" rel="external nofollow" style="background-color:transparent;color:#cdab70;" title="Enlarge image"><img alt="278e96a9979d3e9e0a7803acca09ba9b.png" src="https://i.gyazo.com/278e96a9979d3e9e0a7803acca09ba9b.png" style="border:1px solid rgba(255,255,255,.12);padding:1px;vertical-align:middle;"></a>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<span style="color:#696969;"><span style="font-size:11px;">(Gazigash, the Spirit of Blood and Bone)</span></span>
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<br><strong>Those</strong><span> </span>within Dâr ob Griish, or the House of Blood, are master smiths and craftsmen in line with the traditional aspirations of the Raguk, serving most often at the apex of their chosen professions. However, they differ in their approach to the forging process, by utilising the latent abilities of the Spirits to help enhance the quality of their creations.
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	This is done predominantly with blood, the crimson stream that gives life to all things and runs deep with iron, sharing the stench of forgery when exposed to the air. The Dâr ob Griish believe that the iron in the blood of all living things is critical in empowering the creations of their forgery. By working in unison with Gazigash and Gentharuz, the Spirits of Blood and Smithing respectively, these Raguk will add vast quantities of fresh blood to their forging process in order to create what is widely known as Blood Steel.
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<span style="color:#a52a2a;"><span style="font-size:16px;"><strong>Blood Steel</strong></span></span>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<a href="https://i.gyazo.com/214c1cb05cd676c156ce230aaca816d6.png" rel="external nofollow" style="background-color:transparent;color:#cdab70;" title="Enlarge image"><img alt="214c1cb05cd676c156ce230aaca816d6.png" src="https://i.gyazo.com/214c1cb05cd676c156ce230aaca816d6.png" style="border:1px solid rgba(255,255,255,.12);padding:1px;vertical-align:middle;"></a>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<span style="color:#696969;"><span style="font-size:11px;">(Non-Raguk Orcs offering their weapons to an outraged Blood Smith to be enhanced with his ability)</span></span>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<strong>Revered</strong><span> </span>widely by those of the Dâr ob Griish, Blood Steel is considered the ultimate metal, being made not only with the skill of the individual smith, but also infused with the iron of the blood that is enhanced and molded into the steel by the unending power of the Spirits.
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	It can be used to create some of the strongest steel in Orcish culture, and is widely sought after by those few who are aware of its existence. Blood Steel is created specifically for the Raguk, with barely any outside of the clan subject to its potency. This in large is because these Raguk believe they were chosen by Gazigash to use her latent abilities, so that they may wreak devastation in combat and honour her with bloodshed.  
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	Typically Blood Steel is fashioned into blades, but can also be used to create armours of complex design and defensive potency. Each item is crafted to the best of the smiths ability, and is decorated according to their worship. They will often use bone for the hilt of the blades, or for decoration in points around the armour in order to represent Gazigash and her domain in its entirety.
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
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<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<span style="color:#a52a2a;"><strong><span style="font-size:16px;">The Ritual of Blood</span></strong></span>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<img alt="a92baf3ed25c51c4fab7edf549ca8809.png" src="https://i.gyazo.com/a92baf3ed25c51c4fab7edf549ca8809.png" style="border-style:none;vertical-align:middle;"></p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<span style="color:#696969;"><span style="font-size:11px;">(Lowly Goblins, subject to Gazigash' rejection)</span></span>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<br><strong>Before</strong><span> </span>a Raguk can become a Blood Smith, he or she must first commune with Gazigash herself in order to receive her blessing to continue with their work. This is done through the efforts of the Shamans in the clan, who work almost exclusively with Gazigash in order to hone the craftsmanship of the clan.
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	Any Orc that does not have red skin will be immediately turned away from such an honour, for it is not within the Raguk belief system for them to be suitable. This is because the Dâr ob Griish believe that their stark crimson colouration comes from a direct blessing from Gazigash. 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	For many years she watched in intrigue, as the Raguk labored beneath the world, smeared endlessly in their own blood as they worked for the progression of the Uzg. The mines of the clan permeated with a stench of iron as their blood painted the walls, for there was no end to the work of a Raguk, and no release even in disablement. 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	The Raguk have worked in blood since their conception, both by injury, and by staining their weapons with it in War. For this great sacrifice to progression, they were to be blessed by Gazigash herself, representing her entirely with their colouration.
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	For this, their steel would be unmatched, and they would spill the blood of their enemies in waves.
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<span style="color:#a52a2a;"><span style="font-size:16px;"><strong>Appearance</strong></span></span>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	<a href="https://i.gyazo.com/6e195dbf9e7b0f64dee58ffd9cc0cf5b.png" rel="external nofollow" style="background-color:transparent;color:#cdab70;" title="Enlarge image"><img alt="6e195dbf9e7b0f64dee58ffd9cc0cf5b.png" src="https://i.gyazo.com/6e195dbf9e7b0f64dee58ffd9cc0cf5b.png" style="border:1px solid rgba(255,255,255,.12);padding:1px;vertical-align:middle;"></a>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;text-align:center;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<strong>Aside</strong><span> </span>from the typical appearance of the Raguk, the smiths of the Dâr ob Griish use tattoos and jewelry to represent the other aspect of Gazigash; that of bone. They will often mask themselves in white paints, representing the symbol of the Raguk clan, the open hand. Additionally, they will trace their bones with paint, so as to further represent the skeletal domain of their Spirit.
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	Aside from this there is no stark contrast between a Raguk of the Dâr ob Griish, and one who has not been inducted into the group. The process by which one may join, and how to utilise Gazigash in the Smithing process remains a mystery, lost in time to only those within the clan.
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<span style="color:#c0392b;">Red lines:</span>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<span style="color:#c0392b;">- one may only forge bloodsteel when they have gone through the ritual (a shaman of Tier2 is required to summon Gazigash, the spirit may be represented by ET,MT,LT and designated Shaman's that know how spirits work).</span>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<br><span style="color:#c0392b;">- Once 'connected' and deemed a child of blood (dâr ob griish) the orc of red skin must  collect a sizable amount of blood from either descendants or animals (obtained through roleplay). Creation of tools and weapons cost 'units'. One unit of blood being defined as a single descendant worth of drained blood or 2 small animals, 1 large animal.</span>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<span style="color:#c0392b;">- Weapon&amp;Armor costs: Any tool/weapon uses about 1 unit of blood to be created. A full set of armor should cost about 7-10 depending on the amount of plated steel that's required.</span>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<span style="color:#c0392b;">- There will be a list of connected individuals.</span>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<span style="color:#c0392b;">- If you were connected before this lore was accepted, you don't need to go through another ritual. That was part of the social aspect of bloodsmiths, now it is made into actual lore.</span>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);">
	<font color="#c0392b">- an MA is required for this Feat, and shall not take up a magic slot. The aforementioned connected individuals may grandfather their applications. </font>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<span style="color:#c0392b;">- Bloodsteel strength modifier: 2x as strong / durable as blacksteel. It's comparable to carbarum/bluesteel in game though bares no magical properties other than it's red coloring and enhanced strength.</span>
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	 
</p>

<p style="background-color:rgba(0,0,0,.35);color:#cdbeb8;font-size:13px;">
	<span style="color:#c0392b;">- only (raguk) orcs of pure red blood may be Dâr ob Griish.</span>
</p>]]></description><guid isPermaLink="false">165345</guid><pubDate>Sun, 03 Sep 2017 09:32:24 +0000</pubDate></item><item><title><![CDATA[[✓] Kadarsi Ore & Qalashi Steel (Idea Updated)]]></title><link>https://www.lordofthecraft.net/forums/topic/151970-%E2%9C%93-kadarsi-ore-qalashi-steel-idea-updated/</link><description><![CDATA[<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;text-align:center;">
	<u><span style="color:#daa520;"><span style="font-size:24px;"><b style="font-weight:normal;"><span style="font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Qalashi Steel</span></b></span></span></u>
</p>

<p dir="ltr" style="line-height:1.8;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	 
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;text-align:center;">
	<span style="color:#ffffff;"><font face="Times New Roman"><span style="font-size:18px;white-space:pre-wrap;">OOC:</span></font></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<span style="font-size:16px;"><span style="color:#ffffff;"><font face="Times New Roman"><span style="white-space:pre-wrap;">Before reading , I would like to say that this is my first attempt at writing lore like this for LoTC and it is an ambitious one because I think it could be mechanically implemented into the game with some coding magic. I tried making it simple so it doesn't mess with any other lore and <u>I am looking for feedback</u> as I hope this can be worked on instead of denied immediately. I also know nothing at all about metallurgy so sorry if this made you cringe. Also I would love to be contacted by some of you folks from the lore and dev team so we can possibly work on this together if you guys are interested in seeing this in LoTC!</span></font></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-size:16px;"><span style="color:#ffffff;"><span style="font-family:'Times New Roman', Times, serif;">This is my fantasy version of Damascus steel; some also equated it with GoT's Valyrian steel. The objective for this project is to perhaps go more in-depth with blacksmithing while also producing a new ore into LoTC. </span></span></span>
		</p>
	</div>
</div>

<hr><p>
	 
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;text-align:center;">
	 
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;text-align:center;">
	 
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;text-align:center;">
	<span style="color:#ffffff;"><span style="color:#daa520;"><b style="font-weight:normal;"><span style="font-size:18.6667px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Introduction</span></b></span></span>
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	<span style="color:#ffffff;"><b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">For decades the Qalasheen people have lived peaceful and simple lives, enjoying a time of peace. The world around them appeared to be unraveling its true dark nature, yet The Sultanate flourished as local merchants peddled their wares across the Isles. Miners took to the stone with pick in hand, exploring new depths and returning with rare minerals and ores. Encrusted with a strangely beautiful pattern, Qalasheen metallurgists have discovered what at first appeared to be an ore with properties similar to aurum (it had both a low yield strength and fracture point). When they discovered the true potential, it became known as </span><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:italic;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">“Kadarsi ((meaning powerful in Arabic))."</span></b></span>
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	 
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;text-align:center;">
	<span style="color:#ffffff;"><b style="font-weight:normal;"><span style="font-size:18.6667px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"><img alt="_TXZA3hRQo5B7DMqjsYlxmbouUWzuRJn54CyjDIjkcrt-9DQxV87vAUXWuS5pQsMRQfsLwro--LNtoCudRb_DIhmEiptY9kClgLy08jCe5MLHm4aHdN0711jRpuDGjzIRBrbBdYf" height="564" src="https://lh4.googleusercontent.com/_TXZA3hRQo5B7DMqjsYlxmbouUWzuRJn54CyjDIjkcrt-9DQxV87vAUXWuS5pQsMRQfsLwro--LNtoCudRb_DIhmEiptY9kClgLy08jCe5MLHm4aHdN0711jRpuDGjzIRBrbBdYf" style="border:none;" width="624"></span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;text-align:center;">
	<span style="color:#ffffff;"><span style="color:#daa520;"><b style="font-weight:normal;"><span style="font-size:18.6667px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Kadarsi</span></b></span></span>
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	<span style="color:#ffffff;"><b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Kadarsi ore itself looks more similar to a darkened, less transparent crystal, that by itself is weak, making the harvesting process more difficult. It would require a steady hand and careful precision to chip away at the edges of the ore without having it crack. Once acquired, and forged with other elements such as carbon, however, the steel product will have a higher yield strength and higher fracture point. If cracked, the Kadarsi will allow the steel to spring back into shape and allow it to be easily repaired through forge welding.</span></b></span>
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	 
</p>

<p style="text-align:center;">
	<b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"><img alt="PTgmhOPXzwKnAMfPLHBAJe5LzH99I9P_KE8e-IF9l8eDzAbYTd3Gp0Eu0-RrltlGKdnxyTh2vSZGECs70CIWNov2Jdev_ALPyRe_YJPyEl0IBM2pm5kCKK1rYCeYhAkdO3ZMhMDG" height="171" src="https://lh3.googleusercontent.com/PTgmhOPXzwKnAMfPLHBAJe5LzH99I9P_KE8e-IF9l8eDzAbYTd3Gp0Eu0-RrltlGKdnxyTh2vSZGECs70CIWNov2Jdev_ALPyRe_YJPyEl0IBM2pm5kCKK1rYCeYhAkdO3ZMhMDG" style="border:none;" width="624"></span></b>
</p>

<p dir="ltr" style="line-height:1.8;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;text-align:center;">
	<em><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ffffff;">Pattern welded steel</span></span></span></em>
</p>

<hr><p dir="ltr" style="line-height:1.8;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;text-align:center;">
	<span style="color:#daa520;"><span style="font-size:18px;"><span style="font-family:'Times New Roman', Times, serif;">History</span></span></span>
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	<span style="color:#ffffff;"><b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">The ore was first used in glassware and pottery, melted and molded together with various minerals and elements to make attractive decorations and furniture, desired by many. What was quickly noticed by this was that the glass and pottery were slightly more durable and resistant to breaking. Metallurgists quickly began testing the affects of Kadarsi with other minerals including gold and ferrum. </span></b></span><span style="color:#ffffff;"><b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Through Kadarscening, it was discovered that the properties of both ferrum and aurum were strengthened, making the two more durable. Striking aurum mixed with Kadarsi repeatedly against solid objects showed that the new welded aurum could take more hits before needing repair. Not only this, but repairing was much easier as the Kadrasi could easily spring back into shape with simple repair methods. The same results were shown with ferrum testing and so Qalashi Steel was born.</span></b></span>
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	 
</p>

<p style="text-align:center;">
	<b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';color:#000000;background-color:transparent;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"><img alt="hkXFhy8zFFwur-DvYXVJFRLF2w7IypGgoFAHzGTwmPEQoVApbCRVxjOXCyuy2mlnNm2Y-gX0UuXjpX4v8UV2kFMhhj7acWFjoS-PDAmSvJXP5uUQ4bccd_SnC5OhVdnF_XT4IkMZ" height="284" src="https://lh4.googleusercontent.com/hkXFhy8zFFwur-DvYXVJFRLF2w7IypGgoFAHzGTwmPEQoVApbCRVxjOXCyuy2mlnNm2Y-gX0UuXjpX4v8UV2kFMhhj7acWFjoS-PDAmSvJXP5uUQ4bccd_SnC5OhVdnF_XT4IkMZ" style="border:none;" width="425"></span></b>
</p>

<p style="text-align:center;">
	<span style="color:#ffffff;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><i>Kadarsi Ferrum BattleAxe</i></span></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#ffffff;"><b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Qalashi Steel consists of Kadarsi ore and Ferrum ore that are both welded and forged together in layers (known as Kardescining), creating a unique pattern, but most importantly it affects the quality of the combined steel to create a new steel which is commonly referred to by Harians as Qalashi Steel. Different kinds of mixed processed steels will produce mere patterns and show little property change, but when ferrum combines with the Qalasheen-discovered </span><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:italic;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Kadarsi ore, </span><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">not only did it have a unique pattern — a beautiful water-patterned steel produced with resilient edges — it was shown to be tougher than the average ferrum blade which was prone to rusting in damp air and becoming dull, making it a high maintenance weapon. </span></b></span>
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	 
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	 
</p>

<hr><p style="text-align:center;">
	<span style="color:#daa520;"><span style="font-size:18px;"><span style="font-family:'Times New Roman', Times, serif;">The Welding Technique</span></span></span>
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	<span style="color:#ffffff;"><b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Through pattern welding of Ferrum and Kadarsi, plus an additional method which consists of layering, Qalashi steel can be forged into weapons and armor. The layering gives the steel unique patterns that one can visually see. Depending on the skill level of a blacksmith, Qalashi steel will become more durable as the blacksmith will be able to use the Kadarscening technique better and add more layered tiers of the melted ferrum and Kadarsi. As they are layered and folded over one another more and more the outcome is a steel that is much tougher and resistant to shattering (though it would not be impossible to break the steel). The tiers are  also noticeable by distinctive patterns of banding and mottling reminiscent of flowing water. The more it is layered (which is a lengthy process), the more durable the steel becomes.</span></b></span>
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	 
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	<span style="color:#ffffff;"><b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Kadarsi ore can be welded together with ferrum, aurum, and bluesteel to produce: <em>Kadarsi ferrum, Kadarsi aurum, and Kadarsi bluesteel.</em> </span></b></span>
</p>

<p>
	 
</p>

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	<span style="color:#ffffff;"><b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"><img alt="mmWkHlHijBWoZ70A06KSx92iw73Nc_FzosyZIRjhYT3FBqTB3F1V4rvX5waJBDyXQgg5oF_NNxQuoinLCOYjoDORuh8gh1K4wbl2abRo8frUDeAf5HGOLFidKtr1_hTgwZK6ABgS" height="468" src="https://lh4.googleusercontent.com/mmWkHlHijBWoZ70A06KSx92iw73Nc_FzosyZIRjhYT3FBqTB3F1V4rvX5waJBDyXQgg5oF_NNxQuoinLCOYjoDORuh8gh1K4wbl2abRo8frUDeAf5HGOLFidKtr1_hTgwZK6ABgS" style="border:none;" width="624"></span></b></span>
</p>

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	<span style="color:#ffffff;"><b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:italic;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Kadarsi Ferrum Sabre</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	<span style="color:#ffffff;"><b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Each tier is based solely on the level of the blacksmith starting from </span><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:italic;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Adept </span><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">which will be referred to as a tier 1 product. The more experience one has in blacksmithing, the higher the tier. Alongside this, Qalashi steel can be enchanted like most weapons, but will have increased durability, making it unique.</span></b></span>
</p>

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	<span style="color:#ffffff;"><b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"><img alt="hplgVvntePyJ1MmTdDi_JEOYbfeT6jC7yvth4NERgIWrQ2zsftp_5JoK8GW7niXSH4nj2x_eAF9FmHfvpfFipSVyzRNcNIaYDvej6tgzbEMoUkT6DO_DKep4JQGb4VJQsADPY3yM" height="338" src="https://lh6.googleusercontent.com/hplgVvntePyJ1MmTdDi_JEOYbfeT6jC7yvth4NERgIWrQ2zsftp_5JoK8GW7niXSH4nj2x_eAF9FmHfvpfFipSVyzRNcNIaYDvej6tgzbEMoUkT6DO_DKep4JQGb4VJQsADPY3yM" style="border:none;" width="300"></span></b></span>
</p>

<p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;text-align:center;">
	<span style="color:#ffffff;"><b style="font-weight:normal;"><span style="font-size:16px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:italic;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Kadarsi Ferrum Chestplate with gauntlets</span></b></span>
</p>

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<hr><p dir="ltr" style="line-height:1.7999999999999998;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;text-align:center;">
	<span style="color:#daa520;"><span style="font-size:18px;"><span style="font-family:'Times New Roman', Times, serif;">Strengths and Weaknesses</span></span></span>
</p>

<p dir="ltr" style="line-height:1.8;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#00ff00;">+</span><span style="color:#008000;"> </span><span style="color:#ffffff;">While this adhesive might only appear to be an alternative to the <em>Unbreaking </em>enchant, it should be known that only at tier 3 ((Masterful blacksmith)) will a Kadarsi-laced piece be equivalent to a single Unbreaking enchant. On top of this, one will be able to add an Unbreaking enchant to their Kadarsi-laced piece and double the affects. </span></span></span>
</p>

<p dir="ltr" style="line-height:1.8;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#00ff00;">+</span><span style="color:#008000;"> </span><span style="color:#808080;">Farfolk are able to produce Kadarsi ferrum gear earlier and slightly faster than other races, but will be subject to the same times when it comes to Kadarsi aurum and Kadarsi bluesteel.</span></span></span>
</p>

<p dir="ltr" style="line-height:1.8;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ff0000;">-</span><span style="color:#ffffff;"> Aurum and bluesteel gear are best used in their whole states and so mixing any aurum or bluesteel with Kadarsi lessens, but does not completely negate the properties. </span></span></span>
</p>

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	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ff0000;">- </span><span style="color:#808080;">The process for making Kadarsi gear is a lengthy one due to how precise one must be.</span></span></span>
</p>

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	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ff0000;">- </span><span style="color:#ffffff;">To be able to harvest this ore, one must have much experience, though it is said that the expert hands of a Farfolk can provide some aid </span></span></span>
</p>

<p dir="ltr" style="line-height:1.8;margin-top:0pt;margin-bottom:0pt;text-indent:18pt;">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#ff0000;">- </span><span style="color:#ffffff;">Kadarsi Aurum and Kadarsi bluesteel will require more experience to craft for other races.</span></span></span>
</p>

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<p>
	<b style="font-weight:normal;"><span style="font-size:14.6667px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Thank you to </span><span style="font-size:14.6667px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:italic;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">bestscarface76</span><span style="font-size:14.6667px;font-family:'Times New Roman';background-color:transparent;font-weight:400;font-style:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"> who provided some good advice for this.</span></b>
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</p>]]></description><guid isPermaLink="false">151970</guid><pubDate>Sun, 23 Oct 2016 20:24:17 +0000</pubDate></item><item><title>[&#x2713;] [Decorative Metal] [Lore] Drealond</title><link>https://www.lordofthecraft.net/forums/topic/143054-%E2%9C%93-decorative-metal-lore-drealond/</link><description><![CDATA[<p>
	 
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<span style="color:#ADD8E6;"><em><strong><u><span style="font-size:36px;">Drealond</span></u></strong></em></span>
</p>

<p style="text-align:center;">
	<span style="color:#ADD8E6;"><strong><em><span style="font-family:'courier new', courier, monospace;"><span style="font-size:26px;">The Night Stone</span></span></em></strong></span>
</p>

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<p style="text-align:center;">
	<img alt="SunkenForest-cave.jpg" class="ipsImage" src="http://images4.wikia.nocookie.net/__cb20100127014808/monsterhunter/images/d/d9/SunkenForest-cave.jpg"></p>

<p style="text-align:center;">
	 
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<p style="text-align:center;">
	<span style="color:#FFFFFF;"><em><span style="font-family:'courier new', courier, monospace;"><span style="font-size:20px;">"There are lands far below, it's a place called home." </span></span></em></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#FFFFFF;"><u><em><span style="font-family:'courier new', courier, monospace;"><span style="font-size:20px;">Origins</span></span></em></u></span>
</p>

<p>
	<span style="color:#FFFFFF;"><em><font face="courier new, courier, monospace"><span style="font-size:20px;">   Found in the lands of late Athera by an 'Ker named Tayui and his crew in a deep, undersea cavern. They had to mine the area around the mineral, because it was too weak, and would be broken into shards easily. It was a thick, aqua color, almost like that of the sea depths. However, Tayui had greed 'greater than that of a dwarf', some would say. </span></font></em></span>
</p>

<p style="text-align:center;">
	<span style="color:#FFFFFF;"><img alt="pirates-of-the-caribbean-burning-ship.jp" class="ipsImage" src="https://myliveactiondisneyproject.files.wordpress.com/2013/11/pirates-of-the-caribbean-burning-ship.jpg"></span>
</p>

<p>
	<span style="color:#FFFFFF;"><em><font face="courier new, courier, monospace"><span style="font-size:20px;">He burned his own ship, killing his </span></font></em><font face="courier new, courier, monospace"><i><span style="font-size:20px;">crew-mates as they slept, while diving into the water. He hung onto a piece of wreckage, unable to find the ore the next morning. Heavily depressed due to the fact that he killed every one of his crew-mates, and lost his wealth, he went into hiding. Though, this ore has </span></i></font></span>
</p>

<p>
	<span style="color:#FFFFFF;"><font face="courier new, courier, monospace"><i><span style="font-size:20px;">recently been found, and it is rumored to be by the island of Laureh'lin. </span></i></font></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#FFFFFF;"><u><em><span style="font-family:'courier new', courier, monospace;"><span style="font-size:20px;">Raw &amp; Processed Forms</span></span></em></u></span>
</p>

<p>
	<span style="color:#FFFFFF;"><font face="courier new, courier, monospace"><span style="font-size:20px;"><i>   </i></span><i><span style="font-family:'courier new', courier, monospace;"><span style="font-size:20px;">There are two conditions, or forms, that Draelond could be in. These are regularly known as 'Raw Draelond' and 'Processed Draelond'. Obviously, raw Draelond is the untampered, natural form found inside the deep sea caverns. Processed Draelond, however, is what the rare ore is named after it has gone through a refining 'process'.</span></span></i></font></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#FFFFFF;"><font face="courier new, courier, monospace"><i><span style="font-family:'courier new', courier, monospace;"><span style="font-size:20px;"><u>Raw</u></span></span></i></font></span>
</p>

<p>
	<span style="color:#FFFFFF;"><em><span style="font-family:'courier new', courier, monospace;"><span style="font-size:20px;"><img alt="bl_br_jenipapo_itanga_q270_1_scl.jpg" class="ipsImage" src="https://threehundredandsixtysix.files.wordpress.com/2014/02/bl_br_jenipapo_itanga_q270_1_scl.jpg"></span></span></em></span>
</p>

<p>
	<span style="color:#FFFFFF;"><em><span style="font-family:'courier new', courier, monospace;"><span style="font-size:20px;"> In it's raw form, it is still in crystalline form. It spreads </span></span></em><font face="courier new, courier, monospace"><span style="font-size:20px;"><i>throughout a cavern, growing in small bunches. They can only grow if small moonlight manages to at least graze a section of the area around a small area of water inside the cavern.</i></span></font><font face="courier new, courier, monospace"><i><span style="font-size:20px;"> Moonlight, and freshwater is required to grow this rare crystal that glows in the night. Even though it is raw, it is actually softer than it's processed form. This is probably because it is only suited to it's fertile soil in the caverns below.</span></i></font></span>
</p>

<p>
	 
</p>

<p>
	<span style="color:#FFFFFF;"><font face="courier new, courier, monospace"><i><span style="font-family:'courier new', courier, monospace;"><span style="font-size:20px;"><u>Processed</u></span></span></i></font></span>
</p>

<p>
	<span style="color:#FFFFFF;"><img alt="blue-topaz-wire-wrapped-teardrop-necklac" class="ipsImage" src="http://static.bootic.com/_pictures/65972/blue-topaz-wire-wrapped-teardrop-necklace_1.jpg"></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="color:#FFFFFF;"><em><font face="courier new, courier, monospace"><span style="font-size:20px;">Processed Draelond becomes a darker color as it is separated from it's natural environment. It ceases growth without it's moonlight, and condenses into a harder state than it's raw form. When first introduced to the sun, it will re-use some of it's heat, and store it inside of itself. After this, it'd give off an near-to-unnoticeable aura of warmth, and become even darker. It is easy to be forged into something else, if heated high enough by lava, and forged correctly. It can be put back into it's raw form, by putting it back in the exact same spot you found it, in it's cavern.</span></font></em></span>
</p>

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<p style="text-align:center;">
	<span style="color:#FFFFFF;"><em><font face="courier new, courier, monospace"><span style="font-size:20px;">((This was more just of a writing experiment that I was working on, to improve my writing skills. I'd be glad to see it implemented into the server, explaining where a new ore Ravondir has had on his necklace. It is also being used in Laureh'lin, it's just that it's has not been </span></font></em><font face="courier new, courier, monospace"><span style="font-size:20px;"><i>publicly announced yet. Remember, it's only for decoration!))</i></span></font></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><i><span style="color:#B22222;"><u>Red Lines</u></span></i></span>
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><i><span style="color:#B22222;"><u>-</u> Draelond cannot be used for combat, as it would break easily against any other type of metal if pressed hard enough.</span></i></span>
</p>

<p style="text-align:center;">
	<span style="font-size:20px;"><i><span style="color:#B22222;">- It grows in the moonlight, and needs a freshwater source to grow bigger.</span></i></span>
</p>

<p style="text-align:center;">
	<i><font color="#b22222"><span style="font-size:20px;">- It actually doesn't shine in the sunlight, the sun stumps growth, and becomes a darker color.</span></font></i>
</p>

<p style="text-align:center;">
	<i><font color="#b22222"><span style="font-size:20px;">- It doesn't become hot to the point that it burns on skin contact.</span></font></i>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
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<p style="text-align:center;">
	 
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<p style="text-align:center;">
	 
</p>]]></description><guid isPermaLink="false">143054</guid><pubDate>Tue, 22 Mar 2016 11:18:35 +0000</pubDate></item><item><title>Gold And Magegold</title><link>https://www.lordofthecraft.net/forums/topic/141627-gold-and-magegold/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-family:georgia, serif;"><em>(Credit to Lagomorphia)</em></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="line-height:2.4;margin-top:0pt;margin-bottom:15pt;">
	<span style="color:#FAEBD7;"><span style="font-family:georgia, serif;"><b style="font-weight:normal;"><span style="font-size:13.3333px;font-weight:700;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Gold / Aurum: </span></b></span></span>
</p>

<p dir="ltr" style="line-height:2.4;margin-top:0pt;margin-bottom:15pt;">
	<span style="color:#FFA07A;"><span style="font-family:georgia, serif;"><b style="font-weight:normal;"><span style="font-size:13.3333px;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Aurum, more commonly known as gold, is a moderately rare mineral found in ore veins all across the world. It holds no immediately obvious special use for it is incredibly brittle and makes for very poor armour and weaponry based on durability alone. Gold is mostly used as a decorative ore more than anything else due to its rarity and naturally gleaming beauty, but that said it remains significantly stronger than Arcarum and use may be made of it in combat, but Iron (Ferrum) will always be the most useful resource in this field.</span></b></span></span>
</p>

<p dir="ltr" style="margin-top:0pt;margin-bottom:15pt;">
	<span><span style="vertical-align:baseline;background-color:transparent;"><span style="color:rgb(255,160,122);font-family:georgia, serif;font-weight:normal;line-height:2.4;font-size:13.3333px;white-space:pre-wrap;">Gold however does hold some interesting properties. For reasons unknown gold acts as a preventative against beings of a spectral nature, and the use from this can be employed in a variety of ways. The most obvious would be to forge swords out of gold as they would cause significant damage to </span><font color="#ffa07a" face="georgia, serif"><span style="font-size:13.3333px;line-height:32px;white-space:pre-wrap;">spectrals</span></font><span style="color:rgb(255,160,122);font-family:georgia, serif;font-weight:normal;line-height:2.4;font-size:13.3333px;white-space:pre-wrap;"> entities while an Iron sword would do very little - it is as if gold acts as an anchor to physicality, and using it against spectral entities like ghosts, gravens, wraiths, harbingers and wights, forces a rapid demanifestation. Often across the world do the descendants lay down gold plates along the ground, as it prevents spectral entities from passing over them. Even if the spectral creature is able to hover over the barrier still they would find themselves unable to pass - the gold shatters their manifestation to the plane, and a forced attempt to breach the gold barrier would cause instant demanifestation, also known as death.</span></span></span>
</p>

<p dir="ltr" style="line-height:2.4;margin-top:0pt;margin-bottom:15pt;">
	<span style="color:#FAEBD7;"><span style="font-family:georgia, serif;"><b style="font-weight:normal;"><span style="font-size:13.3333px;font-weight:700;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Magegold / Arcaurum:</span></b></span></span>
</p>

<p dir="ltr" style="line-height:2.4;margin-top:0pt;margin-bottom:15pt;">
	<span style="color:#FFA07A;"><span style="font-family:georgia, serif;"><b style="font-weight:normal;"><span style="font-size:13.3333px;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Arcaurum, also known as Mage's Gold, Magegold, or Fool's Gold, is a naturally occurring metal nigh indistinguishable from gold to the untrained eye. While those experienced with gold and magegold can tell them apart from Magegold's duller shine, it is the weakness and brittleness of magegold that makes it so useless, being more like glass than metal. Even the slightest impurity gives it this brittle characteristic, but pure magegold, which is so soft it could be bent by a child, is prone to breaking easily, so most do not go to the effort of refining it to purity as it makes it even more useless.</span></b></span></span>
</p>

<p dir="ltr" style="line-height:2.4;margin-top:0pt;margin-bottom:15pt;">
	<span style="color:#FFA07A;"><span style="font-family:georgia, serif;"><b style="font-weight:normal;"><span style="font-size:13.3333px;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Magegold coins can be broken in half by an even slightly strong human. It was originally known as Fool's gold, as it is slightly more common than gold and can easily be used to make counterfeit coins and gold items that break upon use, but which are indistinguishable from true gold to the eye. Such was the extent of counterfeit minas (which broke when people were felled in battle) that the Asulon-wide currency was changed to promissory notes and precious stones.</span></b></span></span>
</p>

<p dir="ltr" style="line-height:2.4;margin-top:0pt;margin-bottom:15pt;">
	<span style="color:#FFA07A;"><span style="font-family:georgia, serif;"><b style="font-weight:normal;"><span style="font-size:13.3333px;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">It was only in late Aegis that Arcaurum's true power was discovered. Most materials resist enchantment, requiring powerful magic or runes. Magegold, however, seems receptive to magic to such an extent that a novice could enchant it and a powerful mage could do great things indeed with it. The potential of magegold is limited only by how fragile it is, even after enchantment.</span></b></span></span>
</p>

<p dir="ltr" style="line-height:2.4;margin-top:0pt;margin-bottom:15pt;">
	<span style="color:#FFA07A;"><span style="font-family:georgia, serif;"><b style="font-weight:normal;"><span style="font-size:13.3333px;font-weight:400;font-style:normal;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;background-color:transparent;">Magegold has a lesser known and less benign use: pure magegold can be used along with ancient rituals, to trap lesser spirits and souls within. This creates an arguably inhumane magical power source, which, when inscribed with the correct runes can be used to animate stone and grant it sentience (golems), and there was one tale of a more powerful spirit resisting and creating an elemental creature. Regardless, magegold is much more valuable today than it was in the past, yet many detest it for its use in counterfeiting and confidence trickery.</span></b></span></span>
</p>]]></description><guid isPermaLink="false">141627</guid><pubDate>Mon, 22 Feb 2016 23:27:17 +0000</pubDate></item><item><title>[&#x2713;] [Feat] Vivification</title><link>https://www.lordofthecraft.net/forums/topic/179493-%E2%9C%93-feat-vivification/</link><description><![CDATA[<p>
	 
</p>

<p style="text-align:center;">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><u><strong><span style="color:#dddddd;">Vivification - The Curse Of True Sight</span></strong></u></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#dddddd;"><b><span style="background-color:transparent;vertical-align:baseline;"><img alt="cfL-NhLOzUR-8FzF5bYKPmjDBhY1YTVyM2XoLEdgwRNQlLDhJiCrwIH-bxeod5LvqiAWMJFdr94HyqOduYwFzSBfFekyXgpOvexUMYcMTnOHy0NmtJuCkI5HQCUC53zFGu7FVr5A" height="440" style="border:none;" width="602" src="https://lh6.googleusercontent.com/cfL-NhLOzUR-8FzF5bYKPmjDBhY1YTVyM2XoLEdgwRNQlLDhJiCrwIH-bxeod5LvqiAWMJFdr94HyqOduYwFzSBfFekyXgpOvexUMYcMTnOHy0NmtJuCkI5HQCUC53zFGu7FVr5A"></span></b></span></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#dddddd;">Foreword</span></strong></span></span>
</p>

<p>
	 
</p>

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		<p>
			<br>
			 <br><br><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#7f8c8d;">This lore is intended to fill the niché of the clairvoyant; the non combative seer, gypsy psychic or even priestly exorcist. It as a concept is something I feel Mysticism currently misses the mark on, something myself and Zarsies tried to capture in</span><a href="https://www.lordofthecraft.net/forums/topic/173614-%E2%9C%97-fourth-generation-necromancy/" rel=""><span style="color:#7f8c8d;"> this unfortunately denied piece</span></a><span style="color:#7f8c8d;"> as a magic slot of the same name. It is intrinsically linked with mysticism, yes, but given its closer ties to hexing (a specific, coveted feat within mysticism) as well as the current state of affairs with mysticism - the broader magic and its associated creatures in desperate need of a rewrite - I have opted to write this ‘magic’ as a feat separate from yet compatible with mysticism rather than an addition to the current lore. The decision was also made to write vivification as a feat rather than a full scale magic with the understanding that it will be more ‘detrimental’ than ‘beneficial’ to have (for want of better words; I’m unfortunately all too familiar with the ‘win or lose’ mindset most people have to roleplay), serving as a worldbuilding addition to the lore surrounding death with the elysian wastes, as well as a flavoursome curse with no combat utility.</span></span></span><br><br>
			 <br>
			 
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#dddddd;">The Elysian Wastes: A Place Caught Between</span></strong></span></span>
</p>

<p>
	 
</p>

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		<p>
			<br>
			 <br><br><span style="color:#7f8c8d;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">When freed from its mortal bonds the soul travels much. Some are fortunate enough to trace the soulstream from this world into the next. The fates be it the seven skies, stargûsh'stroh, ebrietaes or elsewhere are the final rests - or torments - of the soul for most. Some, however, don’t transition so smoothly. The elysian wastes (named so to parody elysian fields, a fabled alternative) are not a ‘location’ in the conventional sense, but a bridge between all the mortal planes and the soulstream. Its geography is nonexistent; the beings caught in the wastes dwelling in the same towns, forests and mountains as those still present in the realm of the living, albeit unable to interact with them. This is the curse of the elysian waste’s permanent residents: to watch the world of the living move around them, screaming at deaf men, trampled by blind horses and squatting beneath crumbling houses until the end of time.</span></span><br><br>
			 </span><br><br><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#7f8c8d;">The elysian wastes are inhabited by all varieties of spectral undeath: </span><a href="https://www.lordofthecraft.net/forums/topic/85379-event-creature-apparitions/" rel=""><span style="color:#7f8c8d;">apparitions</span></a><span style="color:#7f8c8d;">, </span><a href="https://www.lordofthecraft.net/forums/topic/87376-playable-ghosts-and-you/" rel=""><span style="color:#7f8c8d;">ghosts</span></a><span style="color:#7f8c8d;">, </span><a href="https://www.lordofthecraft.net/forums/topic/112277-playable-the-graven-of-the-second-generation/" rel=""><span style="color:#7f8c8d;">gravens</span></a><span style="color:#7f8c8d;">, </span><a href="https://www.lordofthecraft.net/forums/topic/135498-magic-lore-mysticism/" rel=""><span style="color:#7f8c8d;">wights</span></a><span style="color:#7f8c8d;">, geists, </span><a href="https://www.lordofthecraft.net/forums/topic/146815-strigae-children-of-the-unseen/" rel=""><span style="color:#7f8c8d;">strigae spirits</span></a><span style="color:#7f8c8d;"> or simply stagnant souls, though the latter is its only true residents. Whilst apparitions are strong enough to interact with both the mortal realm and the elysian wastes, the lesser spectres [ghosts, gravens and wights] root themselves to the mortal planes firmly enough to interact with them and consequently grow ignorant of the waste’s other inhabitants. Geists are also known to only partially linger in the elysian wastes, being prisoners of ebrietaes (the closest fate geographically to the elysian waste tied to axiom and aerios) they may only escape such torment when called upon by mystics through hexing or in the presence of a clairvoyant, in either circumstances empowered to briefly escape their torture by inflicting it upon others. </span></span></span><br><br><span style="color:#7f8c8d;"> <br><br><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">Stagnant souls then make up the elysian waste’s majority populus; they are the souls of beings not yet willing to pass on through the soulstream for one reason or another, be they clichés with ‘unfinished business’, watchers still attached to the realm of the living or simply those too hesitant or fearful to be carried into their fate (in light of this many atheists, xionists or known sinners in life tend to become stagnant residents of the elysian wastes in death). They are oft known to linger around the site of their death or burial, though in truth are free to roam as they please in line with the mortal laws of travel; for example an unfortunate soul is one who falls down a well, is locked in a mausoleum by an unwitting cemetery master or wanders into a building just before it collapses; being forced in such circumstances to either stay trapped or accept their fate and be carried off by the soulstream. </span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<br><font color="#c0392b" face="Times New Roman, Times, serif"><span style="font-size:16px;">-Souls can only stagnate in the elysian wastes when accepting true death and choosing to delay their inevitable fate. In this regard the souls of characters that are not permanently killed be it through monk revival, kloning, machine spirits, tree lords, blood magic rebirth etc will be immediately plucked into the soulstream and to their method of revival upon death. They can not linger about the elysian wastes until accepting their permadeath.</span></font><br>
			 
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><strong><span style="color:#dddddd;">The Curse Of True Sight</span></strong></span></span>
</p>

<p>
	 
</p>

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			<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#7f8c8d;">To most, the elysian wastes serve as a one way mirror; its inhabitants are forced to watch the realm of the living and remain unseen by all in the realm of the living but the clairvoyant, those cursed with true sight. This curse (oft called vivification) forces its victims to passively see and hear beings trapped in the elysian wastes and live their lives out amongst both the living and the dead. They are able to see not only the stagnant souls with which they share the realm, but also apparitions and ghosts regardless of their desired visibility and are often targeted by geists. </span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Whilst stagnant souls are usually NPCs akin to geists, dead characters will require the consent of their former players to communicate with. Stagnant souls will usually (though aren’t forced to) linger near the site of their death or burial, making battlefields and graveyards traumatic and confusing sites for those cursed with true sight.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#7f8c8d;">It should be noted that in these interactions - with the exception of the monstrous appearances of apparitions and geists - the unliving will always take the appearance of their living selves and are usually at first mistaken for such and ignored by clairvoyants, though through physical contact with a dead man’s belongings a clairvoyant may try to beseech a soul from the elysian wastes intentionally and if they’ve access to a corpse or skeletal remains a clairvoyant may even try to conduct a seance speak with souls that have passed on to fates beyond the soulstream (with the exception of the ebreitaes), at the expense of crippling fatigue. Not only are clairvoyants able to communicate with the elysian waste’s residents but they may also offer (or more often lose) control over their bodies to the unliving through possession.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Whilst otherwise invisible ghosts can be seen by clairvoyants there is no reason for them to be suspected as anything out of the ordinary unless made evident (by walking through someone for example).</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-The ability to see ghosts and apparitions that would usually wish to remain unseen does not extend to other spectres being seen through physical mass, such as apparitions, wights, ghosts or gravens that choose to possess physical bodies or objects. Similarly vivification does not allow one to recognise haunted or hexed objects.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Beseeching a stagnant soul from the elysian wastes will require an item once belonging to the dead individual. </span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Conducting a seance to temporarily call upon dead characters beyond the soulstream (for instance in stargûsh'stroh) will require the character’s corpse or skeletal remains and the OOC consent of the player behind it. Souls doomed to ebrietaes can only be contacted through mysticism’s seances, making them beyond the common clairvoyant’s reach.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-After conducting a seance successfully souls will return to their designated fates and a clairvoyant is left paralysed by exertion for one IRL day.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-A possessed clairvoyant (willing or not) will gain no physical or magical prowess or benefit.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Magics can not be taught by dead characters being spoken with via vivification. </span></span></span>
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Dead player characters that have been killed by other player characters can not name or allude to the identity of their killer (for metagaming concerns). They can however give minor details like the whereabouts of their body or their cause of death, IE “I drowned in &lt;x lake&gt;” but NOT “I was pushed into &lt;x lake&gt; by &lt;y character&gt;”.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#7f8c8d;">The curse of true sight can be bestowed in the three ways. The first being the reading of the grimoire of phantoms by a Mystic who -  having peered into the ebrietaes by the will of Mthyul Tlan itself - will have the Elysian Wastes unveiled to them. Those not practicing Mysticism can still be cursed however, though not by simply reading the grimoire. Barrow-born, as they are known, are product of ghastly experimentation upon a pregnant woman, wherein an apparition (either of its own accord or instructed by a mystic) afflicts the curse upon a child whilst still in the womb, making them ‘barrow-born’; cursed with vivification their entire lives, however unable to conduct seancés and beseech the dead until they come of proper age. The life of a barrow-born is a troubled one, often shrugged off as ‘born mad’ or disowned by their peers, these cursed children live in the cold light of the elysian wastes and will be subject to the dead’s torment their whole lives. The third method of cursing is perhaps the simplest: a mystic or a barrow-born already themselves cursed can smite vivification upon a sleeping individual (without magical protection of some sort) by physical touch, forcing them into a three day coma wherein they are subject to the horrific torment of geists and shall eventually awaken traumatised with true sight.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Vivification is a dark magic feat and requires an application.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Apparitions creating ‘barrow-born’ with vivification require LT approval (as apparitions always do) for their creation and an LT or approved ET to play them, as well as a player mother; barrow-born need to be applied for as new characters following an event. There is no ‘becoming’ barrow-born on a pre-existing character.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Barrow-born or Mystic users of vivification will require a TA to bestow the curse upon another.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-’Magical protection’ referenced above indicates some sort of interfearance with the curse, meaning it can not be bestowed to that individual. This protection could come in the form of a connection with Xan, Aeriel, Tahariae, Yeu Rthulhu or Scorthuz or having some sort of protective enchantment/ ward of the aforementioned deities on their person whilst the cursing is attempted. Mental protection in the form of Shade parasites, Cognatism and Blood Mage-Rogue ‘Lesser Mind Marrow’ also render those individuals immune to cursing. Those without souls and already undead creatures (with the exception of Wights reading the grimoire of phantoms) can not be cursed with vivification either due to their already close bonds with the elysian wastes (or complete lack thereof).</span></span></span>
		</p>

		<p>
			<br><span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-Whilst most people can be cursed, only the barrow-born or the mystics who have read the Grimoire of Phantoms to be cursed can make a TA and spread the curse which in this regard is functionally similar to the spread of Arcane Displacement. </span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-vivification is an optional side effect of hexing, still serving the purpose of a seperate feat rather than just a mysticism addition; any mystic who reads the grimoire of phantoms following this piece’s acceptance CAN be cursed with vivification though this is not mandatory.</span></span></span>
		</p>

		<p>
			<br><span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-There is no cure for the curse, meaning this brings about a permanent change of character and requires OOC consent of whoever is being cursed, either from players lined up to play barrow-born, mystics reading the grimoire of phantoms or regular people being cursed in their sleep.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#7f8c8d;">Most clairvoyants would do well to live as hermits for fear of scrutiny from both the living and dead. If choosing to integrate with society then superstitious tendencies are rife, usually keeping aurum handy to keep the unliving at an arm’s reach at the very least. There are many reasons for a clairvoyant to avoid the dead, for example mistaking a spectre for a mortal man is an easy mistake to make and can prove detrimental to users of vivification either in accusations of insanity or heresy by their fellow living men or in the desperate pursuit from the dead seeking anything from well meaning company and favours to granting the clairvoyant a lifetime of torture as entertainment for a mind dirtied by aeons of stagnation. Geists too prey on those with true sight; foul creatures taking the opportunity of a brief escape ebrietas’ torment by afflicting it upon another similarly to how their influence is used in hexed items by mystics. The full extent this affliction is felt by the sleeping clairvoyant, whose body becomes prime for the taking by any stagnant soul or geist looking to possess it; their resting bodies also become invitations to geists temporarily hoping to leave the ebreitaes, clairvoyants often being startled awake by the same nasty afflictions one might experience from touching a hexed item.</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="color:#c0392b;"><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;">-A clairvoyant must use aurum if they wish to harm to stagnant souls, even then unable to destroy them, only causing the unliving great pain for forcing them to stay at bay. Stagnant souls are otherwise unable to interact with the physical world and will pass through people and objects, though will be stopped by doors and walls (in this sense a clairvoyant couldn’t have an invisible undead NPC walk through walls to spy on someone).</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#7f8c8d;">Vivification has no permanent cure though its effects are most potent when the victim is empty of mind and the terror of constant haunting can briefly be kept at bay in the absence of such. This usually leads clairvoyants that wish to keep their sanity down an unhealthy spiral of zealotry or abuse when pursuing a moment’s respite or a good night’s sleep, usually through drugs and alcohol in excess, risk taking for adrenaline rushes or fanatical religiosity (as a means of honing the curse and almost always misinterpreting it as a divine ‘gift’).</span></span></span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">-A clairvoyant can not opt out of seeing the nearby dead - to suspend the implied mental detriment of vivification - unless by sacrificing their clarity of mind also accepting the consequences of drug and alcohol abuse or physical harm risked by chasing adrenaline rushes. </span></span></span>
		</p>

		<p>
			<br><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#c0392b;">-A religious clairvoyant will be granted similar peace of mind to a clairvoyant in the above circumstances only whilst performing religious duties and rituals. They are by no means immune to the detrimental effects of Vivification. Furthermore, fanatics of religions that condemn the undead will be subject to far more vicious attacks from Geists whilst attempting to sleep, often resting at holy sites in an attempt to hide from them.</span></span></span><br>
			 
		</p>

		<p>
			<br><span style="font-size:16px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#7f8c8d;"> </span></span></span><br><br>
			 
		</p>

		<p>
			 
		</p>
	</div>
</div>]]></description><guid isPermaLink="false">179493</guid><pubDate>Mon, 18 Feb 2019 21:45:41 +0000</pubDate></item><item><title>[&#x2713;] Kani DLC 1 - $6.99 USD</title><link>https://www.lordofthecraft.net/forums/topic/175692-%E2%9C%93-kani-dlc-1-699-usd/</link><description><![CDATA[<p style="text-align:center;">
	<span style="color:#f39c12;"><span style="font-size:20px;"><u><strong><span style="font-family:Georgia, serif;">Teaching rules</span></strong></u></span></span>
</p>

<p style="text-align:center;">
	<strong><span style="font-family:Georgia, serif;"><span style="font-size:12px;">Its implementation was trash, clunky, and subtracts from roleplay instead of adds.<br>
	For replacement: 3 months in the user gains the ability to discover effects through experimentation or peer to peer training without the assistance of their original teacher. 4 months in the user gains the ability to combine effects and thus utilize the art to its maximum effect.</span></span></strong>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#f39c12;"><span style="font-size:20px;"><u><strong><span style="font-family:Georgia, serif;">Blood Magic clarification</span></strong></u></span></span>
</p>

<p style="text-align:center;">
	<strong><span style="font-family:Georgia, serif;"><span style="font-size:12px;">The core function of the resonant effect (taking energy from environment and body) and the core function of blood magic (taking energy from body) overlap. You cannot use utilize blood magic to pull genus from yourself to fuel aggressive resonance as genus is already utilized by default. A blood mage would have to pull genus from another person and similarly, with resonance utilizing every form of energy, if an Oscillit were to lay down in a pool of fresh blood it could be treated the same as laying down in a pool of liquid mana. Additionally the limit breaking of genus enhancement should be roleplayed the same as the limit breaking that can be performed with any other form of energy.</span></span></strong><br>
	 
</p>

<p style="text-align:center;">
	<span style="color:#f39c12;"><span style="font-size:20px;"><u><strong><span style="font-family:Georgia, serif;">Creature balancing and clarifications list</span></strong></u></span></span>
</p>

<p style="text-align:center;">
	<strong><span style="font-family:Georgia, serif;"><span style="font-size:12px;">(I am aware afflicted are not creatures.)<br>
	Zephonim - Resonance may not be incited through any location covered by chitin.<br>
	Frost witch's - Fine<br>
	Nephilim - Cannot incite resonance through anything deemed hard. Through aggressive resonance consuming energy present over usage of such will snuff the inner flame, this putting the Nephilim into its coma like stone state. Conservative usage is required, liberal usage results in consequence.<br>
	Afflicted - Cannot incite resonance at any location that claims to be hard or armored.<br>
	Hou-zi - Fine<br>
	Klones - Fine</span></span></strong><br>
	 
</p>

<p style="text-align:center;">
	<span style="color:#f39c12;"><span style="font-size:20px;"><u><strong><span style="font-family:Georgia, serif;">Continuous resonance revision</span></strong></u></span></span>
</p>

<p style="text-align:center;">
	<span style="font-size:12px;"><strong><span style="font-family:Georgia, serif;"> It requires no teaching to take and may now be taken immediately upon starting Kani. The feat exists solely as a choice of balance for multiclassing characters and needs to be treated as such.</span></strong></span><br>
	 
</p>]]></description><guid isPermaLink="false">175692</guid><pubDate>Sat, 01 Sep 2018 09:42:29 +0000</pubDate></item><item><title>[&#x2713;] Chi Manipulation</title><link>https://www.lordofthecraft.net/forums/topic/162702-%E2%9C%93-chi-manipulation/</link><description><![CDATA[<p dir="ltr" style="text-align:center;">
	<span style="color:#e67e22;"><b>Chi Manipulation:</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<b><img alt="NjmXuskZaWUyAj9Zt1V9PA741EXab5xhXxvt13F_eHhcRVDsTwasSe-LmxyvWfJoqwrQMBP3bKlAdFxUyubCYPU6X3Vy2ItEKT_G6Byt1JpDESATN_wLohZ2Eo3yy3JlzAdBlOuB" height="420" src="https://lh6.googleusercontent.com/NjmXuskZaWUyAj9Zt1V9PA741EXab5xhXxvt13F_eHhcRVDsTwasSe-LmxyvWfJoqwrQMBP3bKlAdFxUyubCYPU6X3Vy2ItEKT_G6Byt1JpDESATN_wLohZ2Eo3yy3JlzAdBlOuB" width="300"></b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>____________________________________________________________________________</b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>For thousands of years, the Hou-Zi of the isles of Axios have been able to tap into invisible reservoirs of magical residue and utilize their contents to bolster their martial arts and meditation prowess. Whether it be in the jungles of Asul or the mountains of Tahn, the Hou-zi sun-worshipping monks of various orders have been capable of drawing forth the magical remnants within these Chi Streams and performing great feats of strength, agility, healing, and resistance. This innate talent has always been part of Hou-Zi history: when Metzili lifted the primate apes of Asul into the sapient hou-zi, she imbued within Hou-Shen and his kin the ability to draw magic from their environments and use it to aid their efforts in becoming equals to the descendants. The monks dub the energy they recover Chi, and its reservoirs as Chi streams and Chi pools. The art of tapping into these depositories is known as Chi Manipulation.</b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>____________________________________________________________________________</b>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#ecf0f1;"><b>Chi and its Sources:</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<b><img alt="E3xvLZSSpaK8zAeIl9fJ6gahTCLk0bpTp7IdYLzOW0ZJEZAAaNdwCaIStTmiK9Gu0bHRMH-TnjBpZv5mEejVOC5H20-__Z7pf7HhYfq46VHAwqtRLnFhioY82hky8y9Y7_6Y6Jiy" height="386" src="https://lh5.googleusercontent.com/E3xvLZSSpaK8zAeIl9fJ6gahTCLk0bpTp7IdYLzOW0ZJEZAAaNdwCaIStTmiK9Gu0bHRMH-TnjBpZv5mEejVOC5H20-__Z7pf7HhYfq46VHAwqtRLnFhioY82hky8y9Y7_6Y6Jiy" width="325"></b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>Chi Streams are concentrated remnants of mana released by living beings, omnipresent yet invisible to the vast majority of people. They flow throughout Axios from Chi Pools, which are very large concentrations of magical energy. Chi Pools occur in place where mana is or has been in abundance. Chi pools can be found around arcane-utilizing civilizations, the ruins of such civilizations, natural mana fountains, and most commonly forests or other places where life is densely concentrated. </b>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>Chi is distinct from mana in that it is a changed version of the magical compound. Chi is the residue coursing through a world resulting from the existence of life and the use of magic. As it is magical residue, it cannot be used to directly manifest objects or itself into the physical plane unless present in large amounts. Rather, it is channeled by monks into their existing bodies, to aid in mitigating physical damage and increasing strength and agility.</b>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>The Hou-Zi received their knowledge and ability about Chi flows from Hou-Shen, who was given the ability to manipulate these streams by the Deamon Metzili, after it evolved the primates of Asul into the Hou-Zi. With instruction from one already proficient in the art, any person who does not use another primary source of magical energy can learn Chi manipulation. </b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>____________________________________________________________________________</b>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#ff33cc;"><b>Chi Usage:</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<b><img alt="OKJS9wojqs2FWjMXkUkpWyHiZnvqSrOTj6MQmY0nau5VexTthSf8xJNOcCWk9L6mz5MYHWfefLFDaYV10yUmmCI-0AtUz9DJ3GmEaW6lS7Qk-QDemYSQJlnEmncxl0xWeYPNv_TR" height="280" src="https://lh4.googleusercontent.com/OKJS9wojqs2FWjMXkUkpWyHiZnvqSrOTj6MQmY0nau5VexTthSf8xJNOcCWk9L6mz5MYHWfefLFDaYV10yUmmCI-0AtUz9DJ3GmEaW6lS7Qk-QDemYSQJlnEmncxl0xWeYPNv_TR" width="445"></b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>Chi Usage falls into two categories: manipulation and meditation. Chi manipulation is withdrawing of Chi from streams and the implementation of this Chi through physical action. A martial practitioner of this art would use Chi to bolster his physical strikes, jumps, dodges, and so on. The more experienced a practitioner, the more Chi he or she can manipulate: therefore, the longer one has practiced the art, the more significant his implementation of Chi will be. Masterful practitioners of Chi manipulation can muster enough Chi to allow it to physically manifest, often weaponizing it alike fireball spells.</b>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>Chi meditation is the withdrawing of Chi from its reservoirs and the retention of that Chi within the body. Chi meditation allows one to withdraw more Chi from Chi streams, but simultaneously requires the utilizer to remain in a tranquil and static meditative state, disabling him from weaponizing the Chi. When present, Chi can be redirected to certain areas of the body to heal wounds, increase bodily resistance, manipulate metabolism on will and provide nourishment. When in their meditative state, Chi users are often able to resist extreme environmental conditions and physical strains for extended periods of time. Chi servers as a preserving agent, allowing its entranced users to remain unharmed over a long period of time. Unless a Chi practitioner in meditation is murdered through instantly deadly methods such as decapitation, he will retain a large chance of surviving and recovering. </b>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>In order to begin utilizing Chi, one must not be tainted by other magical sources. As Chi is the residue of mana, coexisting knowledge of the arcane, dark, druidic, and deic arts would prevent its usage as channeling such forms of magic prevents Chi from being channeled. A Chi practitioner would first need to be inducted by a more senior practitioner. As a large amount of Chi is needed to do this, groups of practitioners and masters often perform this ritual. The connection ritual involves the channeling of Chi outside of one’s body and into another, opening Chi utilization pathways in the inducted novice. The more the novice develops his skills by channeling Chi regularly, the easier it will become for him to channel Chi and draw larger amounts of Chi into physicality, allowing for greater manipulation and power.</b>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>In time, masterful Chi utilizers also become capable of drawing Chi from living sources of Chi. Although never used casually, this ability can be used to excommunicate lesser Chi practitioners by a conglomerate of adepts. Chi-stream excommunication occurs when one Chi user’s powers are sapped by a more skilled group of Chi users, leading to the closing of their Chi pathways. This closing can be reversed if another conglomerate of skilled users convene to perform a re-initiation. A re-communicated user will not have the same powers as he did before, but in time is able to fully recover his former ability.</b>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>Very adept Chi users are able to manifest Chi by channeling large amounts of it into reality in tangible shapes. If channeled with anger, Chi will manifest as volatile and dangerous, much alike flames. If channeled in a calm state, Chi will appear as a healing energy. Chi cannot be manifested in large sizes and bent as evoked arcane material, but it can be thrown and physically manipulated to a small extent. Masterful practitioners also use their sapping ability to daze their opponents: masters will often hit their attackers and upon contact sap any Chi present in their bodies, leaving voids of energy which often daze the victim into a state of temporary stupor. </b>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>As Chi is magical residue, it is significantly weaker than other sources of magic. Although it can be used to strengthen the physical body, it can never be used to summon forth flames and more material spells. It functions poorly as a source of energy for anything other than sustenance, and disappears quickly. Chi evoked forth from Chi streams must be used instantly, or else it dissipates. However, an advantage of this is that, being a weaker magic, Chi has little effect on the body, having no negative effects on physique, and in some cases, acting as a bodily preservative. </b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>____________________________________________________________________________</b>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#16a085;"><b>General Progression:</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<b><img alt="BJLtGQVFync2zuglc6tjl0qOFayBHxHv2_Oh2DQkNq4M9MPFw8rn5GTHlfzQRglylE8RdwStr1x59LTlybr_YxcuwH9pLHSESFNCKzsZl6MboC_V_6rd_PletpfG131Q6oqEfjB5" height="523" src="https://lh4.googleusercontent.com/BJLtGQVFync2zuglc6tjl0qOFayBHxHv2_Oh2DQkNq4M9MPFw8rn5GTHlfzQRglylE8RdwStr1x59LTlybr_YxcuwH9pLHSESFNCKzsZl6MboC_V_6rd_PletpfG131Q6oqEfjB5" width="326"></b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>Chi manipulation has a static progression pattern, meaning that a student must start from the basest forms of Chi manipulation. This process often begins with the ritual performed on the novice which enables them to become sensitive to Chi and its pools throughout the realm. From there, multiple different techniques and exercises are practiced by the novice in order for them to learn how basic connection and manipulation works. However, the novice would no yet be able to manipulate Chi into their perspective school just yet. </b>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>As the Novice studies tomes and various techniques from their perspective school of instruction on how to harness, connect, and manipulate Chi, the now adept student can begin to learn the basics of their school of teaching. Through this, minor abilities become unlocked to the practitioner very much like beginner spells in other various types of magic. From this point the rigor of Chi manipulation only will increase.</b>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>As the Adept continues to practice their entry level techniques. Their abilities beginning to noticeably change and adapt to the user’s style of manipulation although the amount of Chi able to be manipulated is only slightly higher than that of a novice, more abilities and enhancements become available to the trainee. From here more powerful forms of Chi manipulation can begin to be unlocked through rigorous training as they begin to more freely tap into Chi pools and Chi streams. </b>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>The next step towards mastering the art is that of a Promising Aspirant. Their skills have vastly heightened since they’ve begun to learn of manipulation and further meditation. Tapping into Chi Streams and Chi Pools with more ease than ever, the Aspirant is now able to heighten their abilities from their perspective school to almost a masterful level. Their Chi pathways have become used to the process of handling Chi and the Aspirant is able to harness more Chi because of this. Enabling them to store more Chi than before. The Aspirant is now able to study two forms of Chi manipulation yet only master one.</b>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>Masterful Chi Manipulators or Enlightened Ones sit at the pinnacle of this artform. Able to conjure vast amounts of Chi into their form, their pathways have expanded and developed to allow their body to retain and use more Chi than the average user. They’re able to tap into raw amounts of Chi and use their stored Chi and that Chi within their surroundings to influence their specific form of manipulation. Masterful Chi users are the only ones able to open Chi pathways to prospective students and allow them to begin training through the induction ritual.</b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>____________________________________________________________________________</b>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#8e44ad;"><b>The Four Wayward Paths:</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<b><img alt="Rje34brJE_amQTSSW4F8O8d_k8LqBRhIjFwmoUn0ETyLT-7MAZkgXqYv_z60qRgCFo0KZQ2fWFcT0NN9DTY-zrmYJXhrzMXQXoyILj1aVdYZvjig7La8w5cKB6macDq8Z2Ozt-sl" height="395" src="https://lh6.googleusercontent.com/Rje34brJE_amQTSSW4F8O8d_k8LqBRhIjFwmoUn0ETyLT-7MAZkgXqYv_z60qRgCFo0KZQ2fWFcT0NN9DTY-zrmYJXhrzMXQXoyILj1aVdYZvjig7La8w5cKB6macDq8Z2Ozt-sl" width="280"></b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>The Wayward paths began as experimental forms of manipulation, spawning from different forms of deep meditation practices based from ancient Hou-zi preparatory meditations before the great wars. From this intensive state of meditation came the ability for Chi Feeling. The process of seeking out streams and pools of Chi around the meditative being. Hou-Shen was given the ability to manipulate the streams by the Deamon Metzili but it was not until the beginning of the age of prosperity in Jing-Taiyun that the Four Wayward Paths were created. Their beginnings have been told in many different stories by tell-tale of oral documentation. The most common belief is that the Four Gilded Monks were the first ones to create the paths. These four were a mixture of Fei-Zhu and Laobai-Zhu, whose minds had been tested and strengthened by immense amounts of meditation and focus. Each Hou-zi a different stylist from the other when using their Chi Manipulation. The ways in which they summoned forth and reached into different Chi pools were vastly different yet one in the process of Chi</b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>Feeling.</b>
</p>

<p dir="ltr" style="text-align:center;">
	<b> </b><strong>________________________________________________________________________________</strong>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#ffccff;"><b>The Power of Chi Strikes</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<strong>Chi Strikes are strong due to the Chi's effect on the body, as such a Major Strike which is a fully Chi Forced Strike, can cause injuries like compound fractures and internal bleeding to targets and minor fractures to armored individuals. Lesser strikes can cause things like hairline fractures, nerve damage, and ruptures to targets whom are unarmored and bruising and minor stuns. The power of the Chi remains the same from T2 When strikes can be used, however as the Chi within an individual grows, so does the amount of strikes able to be used before spending all their Chi.</strong>
</p>

<p dir="ltr" style="text-align:center;">
	<b>________________________________________________________________________________</b>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#e67e22;"><b>The Way of Sun </b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<b><img alt="rymBAD9wn4KZDvw0jZ_4w5-llKy3xT9YSI8ZjOyuC7esd7QRf13GkFBz4JCxbWtiQrknpdALuieghmn6tLgTOJUFsglLKbjKqpSKOyoUAZX0xEnCVPtGr7C0U7iGMFNF4S-4OniG" height="396" src="https://lh4.googleusercontent.com/rymBAD9wn4KZDvw0jZ_4w5-llKy3xT9YSI8ZjOyuC7esd7QRf13GkFBz4JCxbWtiQrknpdALuieghmn6tLgTOJUFsglLKbjKqpSKOyoUAZX0xEnCVPtGr7C0U7iGMFNF4S-4OniG" width="243"></b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>The Way of the Sun is based on a form of Chi Manipulation which increases stamina and strength. It is a form of Chi Manipulation based on hatred and anger, the Way of the Sun is regarded as the most combative form of manipulation. As stated above, to channel Chi with anger results in a dangerous and volatile form of Chi. Students who walk the Way of Sun often use Chi to enhance their attacks through a specific form of meditation. The users seemingly begin a dance-like routine where various actions and aggressive movements begin to channel the Chi within them, their movements sharp and intricate. The students often practice hours on perfecting this style of combative Chi manipulation. Students of the Sun can even throw Chi to an extent, sending forces of the energy towards the intended target within a certain radius. (1-5 Blocks: Depending on Tier) The Way of the Sun is viewed as the most arrogant and uncontrollable form of Manipulation due to it using very little meditation which can cause an imbalance within the user, allowing the Chi to begin to slip from the control of the user which threatens the inner balance which is honed through means of meditative exercises.</b>
</p>

<p dir="ltr" style="text-align:center;">
	<b><img alt="GBVWn-CWl8rb2FVAMGOl57nVDKBydUw5ZpY5SkPvi-AfitbDP8Ctia2M45v3-JGpDAFSSQb7taFfZ9oPG7eYfvcPe0ESdENrysO0WHMHXyDi5EL7nQAz-ZMAhhNWZgSCFMeHnLtl" height="317" src="https://lh3.googleusercontent.com/GBVWn-CWl8rb2FVAMGOl57nVDKBydUw5ZpY5SkPvi-AfitbDP8Ctia2M45v3-JGpDAFSSQb7taFfZ9oPG7eYfvcPe0ESdENrysO0WHMHXyDi5EL7nQAz-ZMAhhNWZgSCFMeHnLtl" width="624"></b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>Students of the Sun have been known to develop a lust for further power which can taint the mind and thoughts of the user. The Way of the Sun allows strikes from fists and monk weapons to strike with a much greater force when used by a student of the Sun. Those who follow the Way of Sun can often be distinguished by their form of combat and their Chi, their Chi appears like that of flames which lack little control and follow their movements as they begin their form of manipulation. After using the Way of Sun, users will find that once they’ve finished channeling their Chi, the Chi which once enhanced their stamina would seep back to a controllable state, leaving the user tired and in a diresome need for meditation. However, unlike the Way of Turtle which increases a monk’s ability to protect themselves; The Way of Sun leaves the combatant extremely vulnerable to strikes and their Chi does not allow them to be healed by means of Way of Moon, due to it being a polar opposite to the calm nature of the Way of Moon which is used for healing. </b>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#1abc9c;"><b>TL;DR of Positive Abilities: </b></span>
</p>

<ul><li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#1abc9c;"><b>Increased Speed Upon attack abilities depending on tier.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#1abc9c;"><b>Ability to actively use Chi as a weapon within 6 blocks due to Chi only being able to be in existence for a brief period of time.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#1abc9c;"><b>Strength increased when the area focused on is acted upon by Chi. </b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#1abc9c;"><b>Can Learn Way of Crane techniques and abilities.</b></span>
		</p>
	</li>
</ul><p dir="ltr" style="text-align:center;">
	<u><b>Progression:</b></u>
</p>

<p dir="ltr" style="text-align:center;">
	<b>T1: Chi Feeling is the only ability able to be used by a beginner student who has just recently been exposed to Chi, Chi Streams, and Chi Pools. From this state the Student of Sun practices their channeling through focus and repetition of their combat movements. From this they learn to use their anger to draw from their Chi and manipulate it for combat but can not quite use it to enhance their abilities just yet. They would notice changes in their movement as they practice. Their hands and feet as well as their other limbs would begin to increase in movement speed slightly but not to a very noticeable amount. As of the first week, practicing Chi Feeling is the only ability able to be used by this Wayward Path.</b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T2: Once the Student begins to learn how to seek out and find Chi, alongside of learning basic manipulation through means of Chi Feeling; basic combative skills will begin to be introduced to the student. They’re taught to use hatred to channel forth strikes with a slightly heightened amount of strikes and powerful strikes. They find themselves needing more Chi to be focused to further their abilities but their Chi is restrained due to them still being novices. The student will begin to feel irritable and hostile more often than their normal state once was. They begin to seek out a clique-like mentality and keep to their own group of students which is common due to the ways different forms of Chi interact with one another. </b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T3: The respective student now has become advanced in their practices, learning the different forms of combat used to draw forth Chi using anger and hatred. They would find their Chi being more difficult to control but easier to draw forth from their style of manipulation. The student would find themselves now able to channel their Chi into specific areas of their body, such as hands, arms, legs, and feet causing their strikes to become stronger and faster from that respective area. Although due to the volatile nature of the Chi they run the risk of spells of insanity when contradicted or challenged. When in combat, their strikes although refined and the amount of strikes they can use is heightened it can sometimes be too much and they find themselves attempting to do too more than they can and not giving thought to their movements as they’ve become second nature, yet their anger drives them to be less cautious of their actions. </b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T4: The Student is now approaching the pinnacle. They’re able to use their Chi to a high degree and can fully manipulate it into reality for attacks in close range. (6 blocks) The Student now has all the tools, fighting styles, and training needed to use their Chi to their advantage in combat. Their mental state continues to raise but can be controlled through vast periods of time in deep meditation. The Student is almost towards the peak of where their training has prepared them. They now have a good grasp on how to harness and focus their Chi and Chi Feeling.</b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T5: The Student has mastered the Way of Sun. Their power is now full fledged. They now have heightened physical combative attributes and the amount of strikes they can land has peaked, they are able to fully use Chi against people. They also have the ability to Sap Chi from people and remove the magic from Way of Sun students if they’re selected as a Master. Their preparation now takes a quicker time to summon Chi due to it being already harnessed within the being. </b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f39c12;"><b>Way of Sun Tier Attack Chart:</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f39c12;"><b>T1: No Strikes Can be landed with Chi impact. Chi Feeling.</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f39c12;"><b>T2: 0 Massive Strike | 3 Lesser Strikes</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f39c12;"><b>T3: 1 Massive Strikes | 3 Lesser Strikes</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f39c12;"><b>T4: 3 Massive Strikes | 4 Lesser Strikes</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f39c12;"><b>T5: 5 Massive Strikes | 6 Lesser Strikes</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<strong>____________________________________________________________________________</strong>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#ffccff;"><strong>Minor and Major Heals</strong></span>
</p>

<p dir="ltr" style="text-align:center;">
	<strong>Although Healing from a Deity and using their seemingly plentiful abundance of magic is swell and dandy, Way of Moon students are limited to their heals and how they can use them, thus making the student think tactically about what they are doing. A major heal consists of the mending of ruptured flesh and broken bones where lesser heals are limited to deep cuts and burns.</strong>
</p>

<p dir="ltr" style="text-align:center;">
	<b>____________________________________________________________________________</b>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#3498db;"><b>The Way of Moon</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<b><img alt="Vx7GYrF6a_OQZGg9B3Whi8Y0eqSueQWgTIut7aY-wMgZomAP68fuYGg6gLNdr-PrUGuivp1lV0wbMZAbKXBhMcWSqQeeXIMN0FqeF4GCg8eXnYXeHiPaqUMCMVwsi8tE6CTZopi3" height="523" src="https://lh6.googleusercontent.com/Vx7GYrF6a_OQZGg9B3Whi8Y0eqSueQWgTIut7aY-wMgZomAP68fuYGg6gLNdr-PrUGuivp1lV0wbMZAbKXBhMcWSqQeeXIMN0FqeF4GCg8eXnYXeHiPaqUMCMVwsi8tE6CTZopi3" width="294"></b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>The Way of Moon is a means of Chi Manipulation used to heal using a peaceful style of Chi Feeling and Invoking. The Chi is invoked by peaceful meditation unlike the polar opposite of the Way of Sun where the Chi is brought forth from aggressive and anger filled actions, the Way of the Moon is the manipulation of Chi based from a peaceful and poised form of searching for Chi Streams through intensive meditation. Unlike the Way of Turtle where movement of the arms and hands is used to invoke Chi energy, through meditation the Chi is transferred from the respective Chi Pool or Chi Stream and from there it is harnessed within the Way of Moon student. Unlike their kin of the Sun, who constantly need to invoke Chi through anger and hate, Way of Moon students are taught to remain in a constant state of peace, so that they’re able to hold more dormant Chi than the Way of Sun students. Through intensive meditative methods their ability to hold more and more Chi over time grows as the student progresses down their respective path. </b>
</p>

<p dir="ltr" style="text-align:center;">
	<b><img alt="v25nkPPzp7R7OPSEeiqKxQDuNK0kRe_eRhgfneF7rVu-ctbkEohi1rgvUrO6pOtTZ2Z0X6jN6xTX_G9q_fiC0LjtLaoN8EWySdShaALnCdVEpQjGSK-zbDe4sJ4iUUbne-LfjtQE" height="329" src="https://lh5.googleusercontent.com/v25nkPPzp7R7OPSEeiqKxQDuNK0kRe_eRhgfneF7rVu-ctbkEohi1rgvUrO6pOtTZ2Z0X6jN6xTX_G9q_fiC0LjtLaoN8EWySdShaALnCdVEpQjGSK-zbDe4sJ4iUUbne-LfjtQE" width="247"></b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>Due to the nature of the peaceful form of Chi, the coloration of peaceful Chi would be that of a light blue color. The way Chi Healing and Mending works is through the process of connecting the healers Chi and its properties to that of the Chi that resides within every living being, in this case the victim. The Chi is then used as a catalyst where it connects to that of the being that is injured and uses the remnant magical residue which it is present to mend and seal wounds. However, if concentration is severed whilst healing the victim, then the healing will stop and the Chi surrounding the wound will begin to recede and remove its effects and can only fully heal if the action goes undisturbed. A student of the Moon would be unable to learn contradicting forms of Chi manipulation, less the other form of Chi will begin to manipulate the other if it is an opposite. In this case a Way of Moon student would be unable to learn Way of Sun, but could learn Way of Turtle and Way of Crane and vice versa for Way of Sun students. Way of Moon followers are able to learn to heal themselves by separating part of their Chi so that it can be used to heal rather than using their full expanded personal Chi pool. Way of Moon followers tend to have extended lives beyond their years.</b>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#1abc9c;"><b>Tl;DR of Positive Abilities</b></span>
</p>

<ul><li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#1abc9c;"><b>The Way of Moon follower is able to use their Chi to mend and heal wounds of other beings with Chi within them. (This excludes undead and beings with no Chi present within them.)</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#1abc9c;"><b>The Way of Moon is a new form of diverse healing which allows the user to learn Chi manipulation without having to take a combat-based route within the magic.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#1abc9c;"><b>Way of Moon followers are able to heal themselves as well as other Chi sensitive beings.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#1abc9c;"><b>Can Learn Way of Turtle techniques and abilities.</b></span>
		</p>
	</li>
</ul><p dir="ltr" style="text-align:center;">
	<u><b>Progression: </b></u>
</p>

<p dir="ltr" style="text-align:center;">
	<b>T1: A beginner Moon in the art of Chi Manipulation who has chosen the Way of Moon Wayward Path. Their training begins with learning how to breathe and properly meditate, almost sending their soul into a form of dormant sleep as the mind and body begin to naturally train itself Chi Feeling as time goes on, however proper guidance is needed to instruct the student to the best of their ability.</b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T2: The Student will begin practicing further Chi Feeling as well as the ability of Chi Connecting, which is the process of binding the expanded Chi Pathways of the mender with that of the victim, almost intertwining the Chi of the two in order to heal the body. Only minor cuts, bruises, and abrasions are able to be mended at this state. The healing is effective on the small injuries but the time it takes is still incredibly slow. (5-6 solid emotes at minimum, not including connection and feeling.)</b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T3: The Student is now able to heal medium sized cuts and abrasions. The process of Chi Connection is beginning to feel like second nature due to the rigor of training by the monks. The time it takes to heal hairline fractured bones and medium sized cuts has decreased slightly and becomes more effective and useful to the Way of Moon student. </b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T4: The student now is able to mend broken and fractured bones completely. Their Chi personal Chi pool has expanded to the point where the monk must remain at a constant state of peace and must not disturb the balance of Chi within them less consequences will occur from Chi imbalance. The student now must meditate twice a irl day for full control of their massive Chi pool. This can occur in any free moment of the day in which a player has time. The meditation they delve into is deep and is almost akin to astral projection in the sense that the world around them seems almost malleable yet their body remains upright and in a trance-like state.</b>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T5: The now Masterful student is now referred to as Enlightened, they’ve reached the very top of their abilities and their need to meditate is now controllable and can be done once a day in order to maintain control but the Enlightened Wayward follower would seek to maintain a healthy dose of Chi within them at all times as they’ve become almost reliant on the manipulation of Chi. They have the ability to Sap through Chi connection and can remove Chi forcefully from other beings to either prevent the process of further learning or to fill their own Chi. </b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><b>Way of Moon Heal Chart:</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><b>T1: Chi Feeling</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><b>T2: 0 Major Heal | 2 Minor Heals</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><b>T3: 2 Major Heals | 3 Minor Heals</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><b>T4: 3 Major Heals | 3 Minor Heals</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><b>T5: 4 Major Heals | 3 Minor Heals</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<strong>_________________________________________________________</strong>
</p>

<p dir="ltr" style="text-align:center;">
	<strong><span style="color:#ffccff;">Acrobatic and Evasive Maneuvers</span></strong>
</p>

<p dir="ltr" style="text-align:center;">
	<strong>As all people know, being able to flip forty times in a row is a feat that is not of realistic ability. However The Way of Crane students use their Chi to perform actions such as flips and cartwheels which are classified as Acrobatic Maneuvers, Evasive Maneuvers include doges and redirects of actions. Due to the power of this and the amount of Chi used to do so, their Chi is spent quickly thus they are limited to the amount of maneuvers they can perform.</strong>
</p>

<p dir="ltr" style="text-align:center;">
	<b>__________________________________________________________</b>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><b>The Way of Crane</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<b><img alt="NG2PmtwYBznsoBjqEaC-LtopNik16D-QcWtCbmzD6phFFb2-uBsUgfTyu7Oumo7o74xJEsQwWGxxsSah3iQdCH-53apnD6W4fenmfac79_XYKeoP9UMVqk-DKSl9aayxTr9yX45r" height="411" src="https://lh5.googleusercontent.com/NG2PmtwYBznsoBjqEaC-LtopNik16D-QcWtCbmzD6phFFb2-uBsUgfTyu7Oumo7o74xJEsQwWGxxsSah3iQdCH-53apnD6W4fenmfac79_XYKeoP9UMVqk-DKSl9aayxTr9yX45r" width="290"></b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>The Way of Crane is the most famed artform of Chi manipulation. This allows the user to manipulate Chi in order to further their balance and physical attributes such as climbing and dexterity. The followers of the Way of Crane are often the most agile of the Chi Manipulators who use evasive maneuvers to turn the combat to their advantage. Unlike the other Wayward Paths, the Way of Crane students practice in more unorthodox ways. Often seen running about the rooftops with a purple aura following their motions, these beings can be seen performing flips from high areas and handstands atop of peaks and buildings. The way that these beings manipulate Chi is through specific movement where Chi is focused into specific spots of the body, enabling more agile movement to be executed. Through these movements, the Way of Crane students allow their fluid movements to act as a catalyst for Chi and use such movements as flips and cartwheels to harness and manipulate the substance. This allows the body to relax and become more reliant on the mind rather than body, letting balance take precedence over all else.</b>
</p>

<p dir="ltr" style="text-align:center;">
	<b><img alt="nRJWuCPBYfWfvfhnqt6F4E6S1VocttY8qvFAuBqrlegmAtn9CG2li6Eg_4ZX6cPIgoCF2-vRE3swZeJcs0GTlqDRtZmV_NJxerpqdxEXZg4yjiHfHs2qszIRyqf0AYCiSw5zPkrw" height="500" src="https://lh5.googleusercontent.com/nRJWuCPBYfWfvfhnqt6F4E6S1VocttY8qvFAuBqrlegmAtn9CG2li6Eg_4ZX6cPIgoCF2-vRE3swZeJcs0GTlqDRtZmV_NJxerpqdxEXZg4yjiHfHs2qszIRyqf0AYCiSw5zPkrw" width="281"></b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>The training is rigorous and the most difficult out of all the Wayward paths. The coloration of the Chi would be that of purple, thus why when Way of Crane students are seen practicing or fighting, wisps and streaks of purple follow their movements before quickly dissipating into the air and back into the Chi streams. Through active movement do these students thrive, often the more lighthearted and hearty within the monastery, they begin their training learning Chi Feeling and Chi Harnessing, an ability unique to the followers of the Way of Crane. This enables them to harness their Chi throughout their body and let it flow through them like a fluid force which enables their bodies to withstand the physical toll and tax that such movements take upon the body. Chi harnessing also allows the body to withstand physical feats for a longer time which in turn strengthens the body as well. For example, a Wayward follower of the Crane could spend ten minutes atop a building harnessing his Chi and spreading it throughout his body to maintain balance and strength, from this the body receives quite the workout and as is natural, the body becomes physically fit alongside the constant flow of Chi through the body of the student.</b>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#1abc9c;"><b>Tl;DR of Positive Abilities</b></span>
</p>

<ul><li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#1abc9c;"><b>The Followers of Way of Crane use physical movement such as flips and the like to harness their Chi and keep it at a constant flow within their bodies when acting upon specific Chi Manipulating movements.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#1abc9c;"><b>The Harnessing of Chi allows for the body to retain a better center of balance, allowing these students to perform heightened physical abilities which allow them to manipulate Chi to their advantage.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#1abc9c;"><b>The Chi used also allows for better character health.</b></span>
		</p>
	</li>
</ul><p dir="ltr" style="text-align:center;">
	<u><b>Progression: </b></u>
</p>

<p dir="ltr" style="text-align:center;">
	<b>T1: The beginner Crane begins the study of Chi Feeling but does so through the practice of physically challenging movements such as handstands, cartwheels, and flips. They are told to focus as they do so and let the Chi flow through them. Through this they begin to practice their movements more and more in an attempt to unlock their Chi pathways and expand them. They continue to practice until they can begin intertwining both Chi Feeling and Manipulation at Tier 2.</b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T2: The Crane becomes Adept in their abilities and begins to formulate their own unique way of Chi feeling through different styles of fluid actions. They notice their bodies becoming almost at the whim of the Chi in which they use to perform their actions and abilities. Their movements while still unrefined and unpolished, begin to mold into beautiful motions of manipulation while the body begins to naturally teach itself Harnessing so that it can allow the user to perform such actions. </b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T3: The follower of Way of Crane begins to find themselves with the deep desire to be constantly on the move. Impulsive behavior begins to start as their desire to move and manipulate Chi only grows with the more they use it. The movement asts as their form of meditation but standard meditative practices are still encouraged among the students of Crane. Their bodies begin to adapt to the constant flow of Chi and harnessing and controlling the substance becomes more familiar to the student.  </b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T4: The Prospective Crane is referred to as a Crane at this point due to the poised and graceful nature of their abilities. They often are seen with a purple hue around them whilst they use extreme movements to harness their Chi when training about the rooftops of the monastery. They now have a steady rate of Chi moving from the streams through their pathways and back out into the Chi Streams which allows their bodies to regulate the intake of Chi required to harness the substance.  </b>
</p>

<p dir="ltr" style="text-align:center;">
	<b> </b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>T5: The Crane Masters are the most agile and poised within their craft. Their movements almost seeming to work off each other as they move about whilst using their Chi to their advantage. When fighting their strikes are like that of a regular being but they move in a way which is difficult to strike. They’ve learned to embrace their impulses to move and use that towards their advantage, allowing their Chi to direct their movements. They have the ability to Sap Chi from Students of the Crane by a unique form of a dance-like ritual, involving specific movements and hand motions. </b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><strong>Acrobatic and Evasive Maneuvers Chart:</strong></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><strong>T1: Chi Feeling</strong></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><strong>T2: 1 Acrobatic Maneuver | 1 Evasive M</strong><strong>aneuver</strong></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><strong>T3: 3 Acrobatic | 2 Evasive Maneuver</strong></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><strong>T4: 4 Acrobatic Maneuver | 3 Evasive Maneuvers</strong></span>
</p>

<p dir="ltr" style="text-align:center;">
	<strong><span style="color:#f1c40f;">T5: 5 Acrobatic Maneuver | 5 Basic Maneuvers</span></strong>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<strong>_________________________________________________________</strong>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#ffccff;"><b>Major and Minor Solidifications</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<b>Solidifications allow the Turtle to withstand blows from an enemy mentally by using Chi to redirect pain. Minor Solidifications allow the user to sight through slash wounds and minor burns where Major Solidifications allow the user to fight through puncture wounds or major burns and the like.</b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>__________________________________________________________</b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>The Way of Turtle</b>
</p>

<p dir="ltr" style="text-align:center;">
	<b><img alt="uF5FRw_jpI1-i1HB0hnv_QNFEW9b6n2doF6KWv8YuBgR04crbb-piqWZcJVc9oOweQOHUe15kYOZYe8_sghmLLpkh_k5YTO-e7cdmAlONydG2GecsaHo9jjWhDp9NK2Xg8R13nG9" height="338" src="https://lh3.googleusercontent.com/uF5FRw_jpI1-i1HB0hnv_QNFEW9b6n2doF6KWv8YuBgR04crbb-piqWZcJVc9oOweQOHUe15kYOZYe8_sghmLLpkh_k5YTO-e7cdmAlONydG2GecsaHo9jjWhDp9NK2Xg8R13nG9" width="223"></b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>Possibly the most respected and poised of the Wayward Paths. The followers of the Turtle are refined, intelligent, and wise beyond their years. Often keeping to themselves the true dealings of the School of Turtle are kept behind closed doors. Not much is known by their peers within the monastery about the students. They often keep to certain hidden places of training in order to retain focus and not be distracted by the yelling of the Suns or the boasting and distracting movements of the Cranes from above. Their training locations are often hidden, yet they are not shy about showcasing their abilities to endure physical pain through Chi Solidification. This is the process of building up so much Chi within one area, that it allows physical pain to only register within the body and not the mind. It is a process of blocking out most forms of pain momentarily, which can be used within combat to allow them an extra strike in combat or withstanding a blow more than a usual being. </b>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>Fortitude is a cornerstone of their principles. Their training methods seem unorthodox to most, often sending their fists into walls and other objects to allow physical pain to only be a remnant within the back of their mind. The way they “solidify” Chi is through sharp hand and arm movements which allow the Chi to almost stop and go throughout their body which allows them to focus it within a certain area more easily than a Student of Sun who relies on aggressive combat movements to allow their Chi to move, and unlike a Student of Crane who allows Chi to constantly flow through their bodies. The Students of Way of Turtle are often the more bulky and large students who take a more tank-like role due to their abilities to withstand damage to a slightly higher degree than a normal being. This is not saying a sword can’t cut them, but the Chi acts as adrenaline and allows them to put the pain into the back of their mind. The color of their Chi often appears as a dark green.</b>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#1abc9c;"><b>Tl;DR of Positive Abilities</b></span>
</p>

<ul><li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#1abc9c;"><b>The Students of Turtle use a special form of Chi manipulation referred to as Chi Solidification allows Students to remove the thought of pain momentarily, allowing them to take a more tank-ey role within the Wayward Paths. This does not mean they do not experience pain, rather redirect it and allow it to flourish after their Chi is spent. </b></span>
		</p>
	</li>
</ul><p dir="ltr" style="text-align:center;">
	<b>Progression: </b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>T1: The novice Turtle begins with learning about how Chi works. They begin to develop an understanding for the substance as their pathways have just been recently unlocked. Unlike those above, traditionally the students of the Turtle spend their time reading times in order to understand the true nature of the Way of Turtle. They begin learning basic Chi Feeling like the T1’s of the other schools.</b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T2: The novice grows in strength by the day. They begin to learn to replicate the maneuvers and unique way of manipulating Chi through constant repetition of sharp hand and arm movements. At this point they begin to understand and begin minor Chi manipulation as well as their physical training. </b>
</p>

<p dir="ltr" style="text-align:center;">
	<b>T3: The now Adept student has promise within the Way of Turtle. At this stage, the student is able to use their Chi to a higher degree than before. They can begin to withstand minor blows and cuts but will still require a quick visit to the Moon students after their training is complete. They now are able to solidify Chi in specific areas and direct it through their bodies from spot to spot. </b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T4: The student now is able to manipulate Chi solidification to their desires, and since their Chi has grown, they’re now able to use it over most of their body to withstand blows and cuts from weaponry mentally. Their movements become more unique and each Turtle grows in a different way, their abilities to call forth Chi are all similar yet diverse among the Turtles.</b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b>T5: The Turtle is now a Master, they’ve reached as far as they can go. Their Chi Solidification has become almost second nature to them. They have the ability to sap Chi from their students and withstand great feats of mental fortitude through their direction of Chi. </b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><b>Chi Solidification Chart:</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><b>T1: Chi Feeling</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><b>T2: 1 Major Solidification | 0 Minor Solidification</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><b>T3: 1 Major Solidification | 1 Minor Solidification</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><b>T4: 2 Major Solidification| 3 Minor Solidification</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><b>T5: 4 Major Solidification | 3 Minor Solidification</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<b>____________________________________________________________________________</b>
</p>

<p dir="ltr">
	<b><span style="color:#ff0000;">RED LINES</span></b>
</p>

<ul><li dir="ltr" style="color:#ff0000;">
		<p dir="ltr">
			<b><span style="color:#ff0000;">Those whom seek the magic can not have had or possessed any magic beforehand or presently.</span></b>
		</p>
	</li>
	<li dir="ltr" style="color:#ff0000;">
		<p dir="ltr">
			<b><span style="color:#ff0000;">Learning multiple Wayward Paths is available but contradicting forms Chi will prevent the student from learning other forms of manipulation. (Ex.: Way of Sun uses anger to channel Chi and Way of Moon uses peaceful means, thus the two can not intertwine.)</span></b>
		</p>
	</li>
	<li dir="ltr" style="color:#ff0000;">
		<p dir="ltr">
			<b><span style="color:#ff0000;">Way of Turtle is not immune to injuries, just the pain is hidden away by the Chi, they can break their limbs and tear their skin just like anyone else.</span></b>
		</p>
	</li>
	<li dir="ltr" style="color:#ff0000;">
		<p dir="ltr">
			<b><span style="color:#ff0000;">Way of Moon healers can not break their meditative trance while healing, less the healing fails.</span></b>
		</p>
	</li>
	<li dir="ltr" style="color:#ff0000;">
		<p dir="ltr">
			<b><span style="color:#ff0000;">Way of Moon can by no means be used as an offensive magic.</span></b>
		</p>
	</li>
	<li dir="ltr" style="color:#ff0000;">
		<p dir="ltr">
			<b><span style="color:#ff0000;">Way of moon can not bring people back from the dead or anything like that.</span></b>
		</p>
	</li>
	<li dir="ltr" style="color:#ff0000;">
		<p dir="ltr">
			<b><span style="color:#ff0000;">In order to learn the magic, a student must undergo the ritual and can not use other means to acquire this magic.</span></b>
		</p>
	</li>
	<li dir="ltr" style="color:#ff0000;">
		<p dir="ltr">
			<b><span style="color:#ff0000;">A Way of Moon user can not reconnect body parts that have been removed from the body.</span></b>
		</p>
	</li>
	<li dir="ltr" style="color:#ff0000;">
		<p dir="ltr">
			<b><span style="color:#ff0000;">Chi can not be instantly summoned, the art of feeling and manipulation is a gradual process, not an instant one.</span></b>
		</p>
	</li>
	<li dir="ltr" style="color:#ff0000;">
		<p dir="ltr">
			<b><span style="color:#ff0000;">After disconnection the user must start back from T1 and progress through the magic again.</span></b>
		</p>
	</li>
	<li dir="ltr" style="color:#ff0000;">
		<p dir="ltr">
			<b><span style="color:#ff0000;">This magic can not be self taught.</span></b>
		</p>
	</li>
</ul><p dir="ltr">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#2ecc71;">Interested in learning it? Fear not for this post is not just for the Hou-Zi although the emphasis is to help generate more Hou-Zi Roleplay! However, anyone can learn it if they seek it out in roleplay.</span></b>
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<p>
	 
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<p dir="ltr" style="text-align:center;">
	<span style="color:#9b59b6;"><b>Credit:</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#9b59b6;"><b>Kebab - Original Idea and Writing of the Chi and it’s usage</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#9b59b6;"><b>KBR - Ideas</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#9b59b6;"><b>Eve - Moral Support. (Jk Assisted in the Creation of Way of Turtle.)</b></span>
</p>

<p>
	 
</p>]]></description><guid isPermaLink="false">162702</guid><pubDate>Thu, 29 Jun 2017 05:38:47 +0000</pubDate></item><item><title>Kani - The Art of the Oscillit</title><link>https://www.lordofthecraft.net/forums/topic/161418-kani-the-art-of-the-oscillit/</link><description><![CDATA[<p>
	 
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<p dir="ltr" style="text-align:center;">
	<span style="font-size:72px;"><span style="font-family:Georgia, serif;"><b>KANI</b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:26px;"><span style="font-family:Georgia, serif;"><b>The art of the Oscillit</b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#000000;"><img alt="EjMf_yGhne9mv76EbmNdgz8JijL6frRFAlUa08XxpPjHiZVhXPI1bKAGQcKgRSyWmRSyvfI4FakXY-T-ZhEZaVNzCvVIREJn_X8_67AHHZ4624gWGSQ278gkFDsYEF-lPYqZMYdH" height="368" src="https://lh4.googleusercontent.com/EjMf_yGhne9mv76EbmNdgz8JijL6frRFAlUa08XxpPjHiZVhXPI1bKAGQcKgRSyWmRSyvfI4FakXY-T-ZhEZaVNzCvVIREJn_X8_67AHHZ4624gWGSQ278gkFDsYEF-lPYqZMYdH" width="533"></span></b>
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	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:11px;"><b><span style="color:#5b0f00;">Written by</span></b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:11px;"><b><span style="color:#5b0f00;">Bestscarface76 (Writer)</span></b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:11px;"><b><span style="color:#5b0f00;">&amp;</span></b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:11px;"><b><span style="color:#5b0f00;">Aehab (Proofreader/Editor)</span></b></span></span>
</p>

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	<b> </b>
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<p dir="ltr" style="text-align:center;">
	<b> </b>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:20px;"><span style="font-family:Georgia, serif;"><b>Key vocabulary</b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="color:#ff9900;">Metaphysic</span> - Literally beyond physics. Refers to a universally constant form of physics mostly unknown to both mortal and immortal alike. Its own nature of being beyond causes it to be extremely difficult to be measured by both those on the mortal planes and deific forces.</b></span></span>
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		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="color:#ff9900;">Resonance</span> - The core anomaly that Kani harnesses. If there was a way to measure it, it would <a href="https://upload.wikimedia.org/wikipedia/commons/6/62/Onde_compression_impulsion_1d_30_petit.gif" rel="external nofollow">appear similar to</a> a <a href="https://upload.wikimedia.org/wikipedia/commons/9/9b/Ondes_compression_2d_20_petit.gif" rel="external nofollow">pressure/sound wave</a></b><b>. </b></span></span>
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		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="color:#ff9900;">Oscillit</span> - Any individual who can cause the resonant anomaly.</b></span></span>
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		<p>
			 
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<p dir="ltr" style="text-align:center;">
	<b> </b>
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<p dir="ltr" style="text-align:center;">
	<span style="font-size:20px;"><span style="font-family:Georgia, serif;"><u><b><span style="color:#ff9900;">The One With Tarnished Lungs</span></b></u></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>As with anything known by the descendants their must have been a discovery, a first time and first person to use. Among the Oscillits it is spoken of one with damaged lungs, lungs that were scarred by flame, lungs that created difficulty in the regular act of breathing. This individual's patterns in breath were irregular, taking great amounts of effort to mimic the breath of the average person, a breath that often didn't supply enough air. But what it took was for him to notice a curiosity, his own curiosity to explore said curiosity, and then the determination to push, leading to the birth of what would be later titled Kani.</b></span></span>
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			<b><span style="color:#000000;"><img alt="a95c8c6eeca81cc47bc2e83320c2983b.jpg" height="403" src="https://lh4.googleusercontent.com/iNN23mofHsibH3fX43lE1MK71ZiO8uQXtmVx0oSyLFv3Ypm2ZK4CohcrkjpgmLlsaXWEjLjBC9FeSrAcE7Vvhkyku6ftcqiAOyWaZHETpTCB3INUHV3tGY1uhSumraiRgP-ehtnU" width="403"></span></b>
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		<p>
			 
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	</div>
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<p dir="ltr" style="text-align:center;">
	<b> </b>
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<p dir="ltr" style="text-align:center;">
	<span style="font-size:20px;"><u><span style="font-family:Georgia, serif;"><b><span style="color:#ff9900;">The Resonant Anomaly</span></b></span></u></span>
</p>

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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>Resonance is a curious effect within the metaphysics of the formless engines of reality, in which the energy displaces another and in turn displaces that around it, creating an effect similar to a sound wave. As within everything exists a form of energy it can translate to physical effects on the environment, as well as curious interactions with raw energy based forces. </b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b> </b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>With certain harmonizations of Resonance it leads forth to a control of inertia and friction. Liquids are the most receptive to these effects, while large solids are the least receptive with a rule that can be explained in simplicity. A solid is less receptive to manipulation. If a single particle in its construction moves all other particles must move simultaneously, whereas a liquid does not require this, meaning waves of resonance may more easily form. The less tangibly solid a medium the more it may be manipulated by frequencies, meaning things such as liquids, powders, and fabrics are easy to manipulate while a solid block of hardened steel the least. Naturally this effect isn’t one or two, it's one, two and every decimal in between, meaning every material is affected slightly differently. By following the rule between a hard solid and a soft liquid, it shouldn’t be too difficult to understand how a material would respond.</b></span></span>
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		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b> </b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>The Resonance effects having a basis in energy it can be assumed that there will be effects upon such, and in which there are. With the Resonant effect stemming from a Oscillit’s body, it allows for a form of contact and interaction with energies. Now as with energy’s existence within every factor of reality that which exists in the air, the walls, and the ground won’t be any more tangible than as it already is, it's when energy exists outside of the normal physical forces that this effect comes into play. It isn’t practical to list every single phenomena involving the energies, but the point remains. The Oscillite must also be Resonating in some form to bring forth these effects, meaning interaction is selective and varies in intensities.</b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b> </b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<b><font face="Times New Roman, Times, serif"><span style="font-size:14px;">Resonance happens across a large range of frequencies that can be controlled by the Oscillit. The two main ranges are passive and aggressive, but they do not act in a binary fashion. The distinction between passive and aggressive stems from an effect in the aggressive resonance range where the most common form of energy, mana, begins to act as though it were tasked, thus being considered active and burning away into aura as active mana tends to do. This burning, or consumption, or any synonym persists universally with aggressive resonance causing energy to pass into its relative depleted state. With the ranges not being fully binary, a resonant frequency can slightly enter into aggressive ranges with a slow burn, or delve fully in and create a brightly burning aura with powerful effect while passive ranges fail to burn and produce no aura. The more of an aggressive frequency that is used the faster energy will deplete while creating more intense effects. Less aggressive frequencies will deplete at a slower rate, conserving it while creating less intense effects.</span></font></b>
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		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b> </b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>The Aura produced from an aggressive Resonance frequency regularly deviates from the regular smokes, glows, and wisps of typical aura. Due to the nature of Resonance it tends to manifest in more chaotic patterns such as arcs of electricity or licks of flame. Really it may appear as almost anything imaginable in any combination of color so long as it never produces enough light to interfere with vision. Its respective in intensity to how intense of an aggressive frequency it stems from, and comes from the locations in which the resonance is occurring. Often times more creative examples of Oscillits will purposefully train to tune the shape and color of the aura into their own artform, although this requires active thought and is something that should not be bothered with during combat, but rather reserved for display and demonstration.</b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b> </b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>As the Oscillit’s abilities stem primarily from mana which is already present in the environment the usage of their pool does not tire them like that of a typical mage. The normal mage’s mana pool stems from the soul, while an Oscillit’s pool does not, it stems from the environment. When an Oscillit’s pool runs low, it manifests as energy in either (or both), the body and the environment thinning out until it reaches a point where it simply won't respond to attempts at inciting Resonance. With the natural functions of the world, the mana (and some energies) will eventually restore after extended periods of time, but in extremely rare circumstances it may restore faster. Typically it's an unnatural occurrence caused by something outside of the Oscillit’s control, but the specific details belong to other lores.</b></span></span>
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		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b> </b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>Note: All states of energy are susceptible to the resonance effect except the post burn state. Post burn state counts as aura produced from active mana (or any other form of energy that has been used up) not aura produced by passive energies in excess sweeping itself away (or any other form of enenrgy leaving a host for similar reason).</b></span></span>
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		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>It’s important to note that an Oscillit’s Resonance has range, though it’s very difficult to give exact numbers considering the myriad of materials and elements in the world with varying solidity and toughness, along with the flexible nature of the art. The manipulative range of water tends to push roughly six meters, whereas the manipulative range of hard solids tends to sit around a few millimeters.</b></span></span>
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		<p dir="ltr" style="text-align:center;">
			<b> </b>
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		<p dir="ltr" style="text-align:center;">
			<b><span style="color:#000000;"><img alt="Smasher.jpg" height="442" src="https://lh5.googleusercontent.com/m-C1TPw4pwQi1wUI97JgOSdK12lixmM5WNRjq_mkpXPgPOaOTfeWGLTqzxfShFXv59_qihad3IHHemRZDGLiObqqgomSklFuGXJ8Tc1SdHyYHWXu7GoFxrBlxgcLrzZRXPx_OzUz" width="350"></span></b>
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			<b> </b>
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		<p dir="ltr" style="text-align:center;">
			<b> </b>
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		<p>
			 
		</p>
	</div>
</div>

<p dir="ltr" style="text-align:center;">
	 
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<p dir="ltr" style="text-align:center;">
	<u><span style="font-size:20px;"><span style="font-family:Georgia, serif;"><b><span style="color:#ff9900;">Effects</span></b></span></span></u>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>Effects are not required to be used in solo and are designed with the intention to be used in combination, although still may be useful in solo.</b></span></span>
</p>

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		<p dir="ltr" style="text-align:center;">
			<u><span style="font-size:16px;"><span style="font-family:Georgia, serif;"><b><span style="color:#ff9900;">Delaying of Inertia</span></b></span></span></u>
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		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>Force is delayed for a short period on a striking point, an aggressive aura will engulf the Oscillit’s weapon/fist and a faint aura will begin to grow upon the point that's struck. As more force is channeled into the striking point the aura will become more intense before flashing away when the force is released. Each consecutive strike against a chosen point will essentially reset an unseen timer placed upon it, a timer that scales with the material being struck. Something that is the epitome of solid will maintain a two second timer while a liquid will maintain a ten second timer.</b></span></span>
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		<p dir="ltr" style="text-align:center;">
			<font color="#bdc3c7" face="Times New Roman, Times, serif"><span style="font-size:10px;">The timer resets only when striking the same spot, striking an object in multiple different just sets multiple different delays.</span></font>
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		<p dir="ltr" style="text-align:center;">
			<font color="#bdc3c7" face="Times New Roman, Times, serif"><span style="font-size:10px;">Holding/grappling an object will not continuously add force, but it may delay the timer.</span></font>
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		<p dir="ltr" style="text-align:center;">
			<font color="#bdc3c7" face="Times New Roman, Times, serif"><span style="font-size:10px;">Multiple different Oscillits may contribute to the same delay.</span></font>
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			<font color="#c0392b" face="Times New Roman, Times, serif"><span style="font-size:10px;">This does not permit for "You are already dead." No single strike will ever increase the released power, multiple must be used.</span></font>
		</p>

		<p dir="ltr" style="text-align:center;">
			<font color="#c0392b" face="Times New Roman, Times, serif"><span style="font-size:10px;">Aggressive resonance is required to delay a timer.</span></font>
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		<p dir="ltr" style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:10px;"><span style="color:#c0392b;">A strike will not be felt until the point of release.</span></span></span>
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		<p dir="ltr" style="text-align:center;">
			 
		</p>

		<p dir="ltr" style="text-align:center;">
			<u><span style="font-family:Georgia, serif;"><span style="font-size:16px;"><b><span style="color:#ff9900;">Selective/Penetrative Inertia</span></b></span></span></u>
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			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><b>It is possible to cause force to bypass an object. It's easy to think of this in a similar manner to a Newton’s cradle where a single weight strikes a series of weights who don't move until ejecting the rear weight, except with the manipulation of resonance it may reengage force in the center of a series. This allows for a penetrative effect towards armor, while it won't damage the armor the force passes as if their was no armor. With ultra hard solids, like carbon steel, the force may penetrate up to 3/16th an inch (7 gauge, 4.7mm) and with softer solids, like hardwood, it may pass up to two inches. (50mm) (If you can’t conjure a clear picture in your head, the measurements are well past what could reasonably be worn as armor and exist in the lower ranges of what would be considered structural.) In its own curious manner this effect does not produce the desirable effect when torque is brought into the equation, meaning nothing of importance would happen should one attempt to channel this through a large stick and strike an opponent across the head. Meanwhile, a direct strike from one of the body’s extremities, such as an Oscillit’s fist, carries the effect just fine. The effect is only possible in the aggressive ranges, making the feat impossible to perform without burning off mana.</b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<font color="#bdc3c7" face="Times New Roman, Times, serif"><span style="font-size:10px;">An Oscillit is not required to see or know his target, only make a guess on distance bypassed.</span></font>
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		<p dir="ltr" style="text-align:center;">
			<span style="color:#c0392b;"><span style="font-size:10px;"><span style="font-family:'Times New Roman', Times, serif;">Only unarmed and thrusting attacks.</span></span></span>
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		<p dir="ltr" style="text-align:center;">
			<font color="#c0392b" face="Times New Roman, Times, serif"><span style="font-size:10px;">Aggressive</span></font><span style="color:#c0392b;"><span style="font-size:10px;"><span style="font-family:'Times New Roman', Times, serif;"> resonance is required. </span></span></span>
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		<p dir="ltr" style="text-align:center;">
			 
		</p>

		<p dir="ltr" style="text-align:center;">
			<u><span style="font-size:16px;"><span style="font-family:Georgia, serif;"><b><span style="color:#ff9900;">Hardening</span></b></span></span></u>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>It is possible to cause liquids and softer solid matter to temporarily harden. While creating a durable membrane out of the surface of a pond for easy passage would call for a passive frequency, a fabric fixed to behave as armor would require aggressive resonance. By using more aggressive frequencies it is possible to further the influence of the effect. A good 3 meters could be achieved on fabric while six meters could be achieved in liquid. Hardened matter behaves with plasticity, as in a material that holds a molded shape, not a polymeric material. Piercing and cutting instruments would not bounce off without a mark, they’d cut into the material, but face heavy amounts of resistance. The hardening itself comes on at a tapering rate with properties of moist clay appearing almost instantly and quickly rising with the properties of hot steel being the cap on what's practical. Theoretically it is possible to create a perfectly solid material but doing so would burn energy at an insane rate making it essentially impossible.</b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			 <font color="#bdc3c7" face="Times New Roman, Times, serif"><span style="font-size:10px;">If you create a membrane on the surface of a liquid it persists on both sides of the surface.</span></font>
		</p>

		<p dir="ltr" style="text-align:center;">
			<font color="#bdc3c7" face="Times New Roman, Times, serif"><span style="font-size:10px;">Using the effect on ones own flesh will cause internal tearing around the edges of influence should significant force be applied.</span></font>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:10px;"><span style="color:#c0392b;">A hard and stiff object is both hard and stiff. You cannot force a fabric to behave as armor and have the fabric flex or flow at the same time.</span></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="color:#c0392b;"><span style="font-size:10px;"><span style="font-family:'Times New Roman', Times, serif;">Any effect that could halt a blow would be in the aggressive frequencies.</span></span></span>
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		<p dir="ltr" style="text-align:center;">
			 
		</p>

		<p dir="ltr" style="text-align:center;">
			<u><span style="font-size:16px;"><span style="font-family:Georgia, serif;"><b><span style="color:#ff9900;">Addition of Friction</span></b></span></span></u>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>An amount of friction may be added to a surface, whether this be a martial purpose of planting one's footing or a feat of scaling a waterfall. A simple amount of friction required to prevent one from slipping on a surface may be done within passive resonance while something that carries body weight will require aggressive resonance. It would be impossible to scale a sheer 90 degree stone wall regardless, as the material simply isn’t receptive enough.</b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:10px;"><span style="color:#bdc3c7;">Could be used to assist in climbing a vertical surface that could be climbed normally. Eg, rock climbing.</span></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<font color="#c0392b" face="Times New Roman, Times, serif"><span style="font-size:10px;">Can not be used to climb surfaces spider man style.</span></font>
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			<b> </b>
		</p>

		<p dir="ltr" style="text-align:center;">
			<u><span style="font-size:16px;"><span style="font-family:Georgia, serif;"><b><span style="color:#ff9900;">Subtraction of Friction</span></b></span></span></u>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>A surface may be made more slick, but on your average flooring this effect doesn’t have enough influence to affect any individual other than the Oscillit themselves. While on a surface that consists of a receptive material it may be done to cause something beyond oneself to slip, but doing so would require the usage of an aggressive resonance and more aggressive resonance with the more range required, eventually capping out at six meters.</b></span></span>
		</p>

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			<font color="#c0392b" face="Times New Roman, Times, serif"><span style="font-size:10px;">Aggressive</span></font><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:10px;"><span style="color:#c0392b;"> resonance is required to tamper with another person.</span></span></span>
		</p>

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			<span style="color:#c0392b;"><span style="font-size:10px;"><span style="font-family:'Times New Roman', Times, serif;">The ground must have something notable resonance could be applied to. Eg; wet.</span></span></span>
		</p>

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			<b> </b>
		</p>

		<p dir="ltr" style="text-align:center;">
			<u><span style="font-size:16px;"><span style="font-family:Georgia, serif;"><b><span style="color:#ff9900;">Tangible Energy</span></b></span></span></u>
		</p>

		<p dir="ltr" style="text-align:center;">
			<b><font face="Times New Roman, Times, serif"><span style="font-size:14px;">Tangibility can be created within a formless energy, of course the energies that naturally exist within anything physical and natural will not somehow be more tangible than they already are but it's that which isn't physically bound that gains tangibility. At passive frequencies the response is weak, only able to cause minor distortions with little practical usage. Aggressive frequencies give a much more usable response, allowing the Oscillit to handle energy as if it were physical matter. Naturally energy behaves based upon how it manifests, meaning if you attempted to grasp energy traveling at velocity it may not be the wisest of ideas. Something that's manifesting in a gaseous state is likely to behave as an overfilled water balloon, with it quite simply washing over the appendage used. Something manifesting as a solid is likely to behave as if you were attempting to catch a baseball or knife without any protective hand gear, and any overwhelmingly large moving object is quite simply a bad idea. When the energy in question is at lower relative velocities the effects are quite different. If the resonant source has a higher relative velocity it has the tendency to bludgeon, allowing the Oscillit to strike at the nonphysical in the same way they would strike the physical. When the relative velocities aren't largely different the Oscillit may grab or induce the curious effect of latching. Latching quite simply locks the resonant source onto a body of energy, allowing the ability to grab something that's too large or too smooth, as well with force that varies depending on the way energy is manifest. Something that isn't manifesting to be a strong force may be pushed and pulled while something that is might lead to time consuming acts of physical savagery.</span></font></b>
		</p>

		<p dir="ltr" style="text-align:center;">
			<b> </b><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:10px;"><span style="color:#bdc3c7;">Latching works both ways, if the energy suddenly pulls away the Oscillit will be dragged along with it, should they refuse to release.</span></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:10px;"><span style="color:#bdc3c7;">Latching does not lock onto an entire body of energy, only whats in close proximity to a resonant source.</span></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:10px;"><span style="color:#c0392b;">Cannot be used to catch spells projectile spells, at least not without consequence.</span></span></span>
		</p>

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		<p dir="ltr" style="text-align:center;">
			<u><span style="font-size:16px;"><span style="font-family:Georgia, serif;"><b><span style="color:#ff9900;">Condensing</span></b></span></span></u>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>It is possible to cause particulate matter to condense together. This isn't condensing in a traditional sense of a gas turning to a liquid, but rather a mimicry where particles are drawn together as though they were condensing. The condensing effect works against vapors, powders, liquids, gasses, and essentially anything that can be described matter that can move past its self. Anything atmospheric maintains a mostly consistent range of six meters while settled solids have a six foot range and a ten pound limit. Already condensed liquids maintain a two gallon limit. Interestingly the effect holds substances around an inch off the skin, allowing it to be used in defense of chemical attacks.</b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			 <span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:10px;"><span style="color:#bdc3c7;">Nothing being condensed will ever directly touch the Oscillit.</span></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<font color="#bdc3c7" face="Times New Roman, Times, serif"><span style="font-size:10px;">If something like rain is under the effect and is being forced together into a ball it will eventually be subject to the gallon limit.</span></font>
		</p>

		<p dir="ltr" style="text-align:center;">
			<font color="#bdc3c7" face="Times New Roman, Times, serif"><span style="font-size:10px;">Solids that are forced together will eventually become subject to the ten pound limit.</span></font>
		</p>

		<p dir="ltr" style="text-align:center;">
			<b> </b><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:10px;"><span style="color:#c0392b;">You cannot flick the ground or anybody of water into the air on a whim, you must physically interact with it.</span></span></span>
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			<b><span style="color:#000000;"><img alt="Half-orc.jpg" height="576" src="https://lh6.googleusercontent.com/obzA-m5UAblDfyktYPhh9l9jC2o9VE2Kc4ibU4jl0QRgJzzqgsZkR-D2fMITgdreLkD2PmiILOxbuiaghDNb72XWj3vutEbWaTs4b-sQqAvJM0IesqJ6y-W7KPY6bzCcoOx3_xHi" width="260"></span></b>
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		<p>
			 
		</p>
	</div>
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	<u><span style="font-size:20px;"><span style="font-family:Georgia, serif;"><b><span style="color:#ff9900;">Quirks</span></b></span></span></u>
</p>

<p dir="ltr" style="text-align:center;">
	<font face="Times New Roman, Times, serif"><b><span style="font-size:14px;">Factors that cannot be controlled in character. Mostly notable things pertaining to, and caused by the functions of meta physics.</span></b></font>
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			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:8px;">hidden contents why must you do this?</span></span>
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		<p style="text-align:center;">
			<u><strong><span style="font-family:Georgia, serif;"><span style="font-size:16px;"><span style="color:#f39c12;">Enchantment Interference</span></span></span></strong></u>
		</p>

		<p style="text-align:center;">
			<strong><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Due to the Oscillit's energy pool stemming from whats naturally existing energy in their physical body and what exists around them, enchanted objects will drain at an accelerated rate or face a diminished return. Items that have a finite pool of energy will not last as long and items that have a regenerating pool, or infinite pool, will have a diminished potency. Should an Oscillit refuse to use their powers then this will not be in effect, but as soon as an aggressive resonant frequency is hit anything in their possession will be effected. On the other side, should an Oscillit attempt to abuse the natural drain of aggressive resonance to nullify an enchanted object, while it may work, it will also drain their own pool.</span></span></strong>
		</p>

		<p style="text-align:center;">
			 
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		<p style="text-align:center;">
			<u><strong><span style="font-family:Georgia, serif;"><span style="font-size:16px;"><span style="color:#f39c12;">No Connection</span></span></span></strong></u>
		</p>

		<p style="text-align:center;">
			<strong><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Metaphysical magics do not use a traditional connection. It stems from something physical and no souls are involved.</span></span></strong>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<u><strong><span style="font-family:Georgia, serif;"><span style="font-size:16px;"><span style="color:#f39c12;">Ignorance of Deities</span></span></span></strong></u>
		</p>

		<p style="text-align:center;">
			<strong><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Unless a deity explicitly is dedicated to studying a portion of metaphysics its unlikely for one to be aware of metaphysics. A deity has the power to simply will something to happen within their own realm, meaning that the tedium of setting up the conditions for a metaphysical reaction to manifest then carefully learning to manipulate these conditions is extremely impractical.</span></span></strong>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<u><strong><span style="font-family:Georgia, serif;"><span style="font-size:16px;"><span style="color:#f39c12;">Environmentally Based Energy Pool</span></span></span></strong></u>
		</p>

		<p style="text-align:center;">
			<strong><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Nothing that adds energy will be able to undermine resonance as that is similar to putting out a fire with gasoline. Additionally it would be unwise to lead an Oscillit into the rare area where energy is explicitly more abundant or to set up a condition where energy is more abundant. When the environment explicitly has more energy for whatever reason this does count towards the energy an Oscillit is able to utilize.</span></span></strong>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<u><strong><span style="font-family:Georgia, serif;"><span style="font-size:16px;"><span style="color:#f39c12;">Requirement of Organs</span></span></span></strong></u>
		</p>

		<p style="text-align:center;">
			<strong><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Internal organs are required to become an Oscillit, more specifically respiratory organs. Anything with the ability to breath could possibly use Kani. Due to the potential any balance may be violently skewed or destroyed by certain creatures Kani may not be taught to any creature until an amendment is passed. The amendment is to establish balancing factors or create balancing factors, ham handedly if need be. </span></span></strong>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<u><strong><span style="font-family:Georgia, serif;"><span style="font-size:16px;"><span style="color:#f39c12;">Energy Based Creatures</span></span></span></strong></u>
		</p>

		<p style="text-align:center;">
			<strong><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Energy based creatures will be able to perceive the drain from aggressive resonance. This is not to say aggressive resonance will give the scorching agony of holy magics as no two Energy Based Creatures will feel the same thing as a result of resonance. How something will perceive and respond to this is up to the player of the creature.</span></span></strong>
		</p>
	</div>
</div>

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<p dir="ltr" style="text-align:center;">
	<u><span style="font-size:20px;"><span style="font-family:Georgia, serif;"><b><span style="color:#ff9900;">Armor and Weaponry</span></b></span></span></u>
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			<b><font face="Times New Roman, Times, serif"><span style="font-size:14px;">Large amounts of heavy solid armor inhibits resonance by being both a non-receptive material and increasing the complexity in which the Resonance frequency must travel through. The interference of strong solids vastly cuts down upon potency and range of Resonance while also cutting into the control the Oscillit has as the common shapes of armor begins to distort frequency.</span></font></b>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>Light gear and non-solids provide less interference than heavy solids. Varying levels of rigidity and density will have various levels of interference but in simplicity less direct protection means less interference.</b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<b><span style="color:#000000;"><img alt="MdvhpEOgpOF9V0QnIp21So-Sukmsy1DtAYu7MI9Y2tiENlatd_ebPaxo8LeeLtaAfel0UiWpqGT9Zuo0gKZmF3Fgn3zFianhIPguDVJUXyeOd8dKDW_ni43pNoW6ugXnTTE7yEhV" height="449" src="https://lh4.googleusercontent.com/MdvhpEOgpOF9V0QnIp21So-Sukmsy1DtAYu7MI9Y2tiENlatd_ebPaxo8LeeLtaAfel0UiWpqGT9Zuo0gKZmF3Fgn3zFianhIPguDVJUXyeOd8dKDW_ni43pNoW6ugXnTTE7yEhV" width="321"></span></b>
		</p>

		<p dir="ltr" style="text-align:center;">
			<b> </b>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><b> </b></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>In addition, it is easiest to incite Resonance within an object through physical contact with the Oscillit’s extremities. Though they may use weaponry, attempting to incite Resonance through a wooden club (Just as an example) into something else would dampen the effects.</b></span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:10px;"><span style="color:#c0392b;">No metal weapon will work with resonance.</span></span></span>
		</p>
	</div>
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	<b> </b>
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	<b> </b>
</p>

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	<b> </b>
</p>

<p dir="ltr" style="text-align:center;">
	<strong><u><span style="font-size:20px;"><span style="font-family:Georgia, serif;"><span style="color:#ff9900;">Progression</span></span></span></u></strong>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><b>Since learning Kani is an experience of learning how to create and use Resonance, as well learning an unarmed martial art, it’s difficult to give a learning time. The floor limit would be three months, but in most cases it would be much longer. To make progress, a student must roleplay training, on top of that they’d need to train with other Oscillits.</b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<font color="#bdc3c7" face="Times New Roman, Times, serif"><span style="font-size:10px;">Floor limit assumes the student already fully understands and has already overcome the learning curve. Learning will take longer for any other individual.</span></font><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><b> </b></span></span>
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			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><b>T1- The soon-to-be Oscillit is just learning proper breathing techniques, along with how to incite Resonance.</b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><b>T2- The Oscillit is able to create and manipulate the more passive ranges of Resonance, but not without an active effort and full concentration.</b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><b>T3- The user has gotten the basics of manipulating Passive-range Resonance down, able to perform passive tasks with only mild difficulty, and is now taking their first steps into more aggressive ranges of Resonance. This tier would be spent learning the proper breathing techniques, along with optimal movements.</b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><b>T4- The user is able to harness and manipulate Passive-range Resonance near effortlessly, commonly performing tasks subconsciously with muscle memory (Without direct thought and effort). They have learned to create and properly utilize Aggressive-range reverberation, though by no means have perfect form. Reverberation may be used too lightly or heavily in some areas, producing potentially erratic results. Creating and roleplaying your own flaws is encouraged.</b></span></span>
		</p>

		<p dir="ltr" style="text-align:center;">
			<span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:14px;"><b>T5- The user, now a master of both Passive and Aggressive-range Resonance, they can harness and manipulate any range of Resonance with ease.</b></span></span>
		</p>

		<p>
			 
		</p>
	</div>
</div>

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	<b> </b>
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	<b> </b>
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<p dir="ltr" style="text-align:center;">
	<u><span style="font-size:20px;"><span style="font-family:Georgia, serif;"><b><span style="color:#ff0000;">Red Lines</span></b></span></span></u><b> </b>
</p>

<ul><li dir="ltr" style="color:#000000;">
		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#cdbeb8;"><b>Being physically unable to breathe would prevent you from being able to learn Kani.</b></span></span></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#cdbeb8;"><b>An Oscillit cannot create resonance in the air past a short distance. (In other words no, you cannot shoot Ki Blasts)</b></span></span></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#cdbeb8;"><b>An Oscillit cannot use Resonance to ‘bend’ elements. They may influence an object, but not to such a refined point that they could manipulate it as though they were using transfiguration or elementalism.</b></span></span></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#cdbeb8;"><b>Touching back on the previous red line about air, Resonance cannot be directly used for ranged attacks. Indirect methods are possible by using Resonance to interact with certain objects in the environment, though you’d have to get quite creative.</b></span></span></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#cdbeb8;"><b>As the magic relies heavily on breathing, speaking will upset your breathing rhythm, preventing you from inciting Resonance.</b></span></span></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr" style="text-align:center;">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#cdbeb8;"><b>Resonance does not scale the strength of your strikes.</b></span></span></span>
		</p>
	</li>
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</p>

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<p dir="ltr" style="text-align:center;">
	<b> </b>
</p>

<p dir="ltr" style="text-align:center;">
	<u><span style="font-size:20px;"><span style="font-family:Georgia, serif;"><b><span style="color:#ff9900;">Continuous Resonance</span></b></span></span></u>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>Note: This is a feat that may be taken after reaching T5 in Kani</b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b> </b></span></span>
</p>

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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b>Continuous resonance is a technique that may be taken upon by someone who is skilled with Kani, but still wishes to study the arts of the void in their full extent. By training oneself to maintain a minor state of passive Resonance in the body through daily life it is possible to resist the corruptive forces of a strong voidal connection while bolstering one's physical condition, effectively negating the typical mage weakness. This does not fully nullify any down sides but merely shifts the downsides into another factor. With a state of constant resonance you begin to develop a constriction on your own ability to pull from the void while the continuous frequency causes mana leaving from the regular mage pool to burn. This provides the effect that resonant aura accompanies casting, casting times are doubled (three emote becomes six), and mana pool is halved. (If you could do it four times you now can only do it twice, round down on odd numbers.)</b></span></span>
		</p>

		<p style="text-align:center;">
			<font color="#bdc3c7" face="Times New Roman, Times, serif"><span style="font-size:10px;">The rebalance of Continuous Resonance is explicitly designed that should halfing ones magical potency prove not harsh enough, or to harsh, the numbers may be changed with minimal effect towards written lore.</span></font>
		</p>
	</div>
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	<b> </b>
</p>

<p style="text-align:center;">
	<font face="Times New Roman, Times, serif"><b>Changelog</b></font>
</p>

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			<strong><span style="font-family:'Times New Roman', Times, serif;">-Added changelog.</span></strong>
		</p>

		<p>
			<strong><span style="font-family:'Times New Roman', Times, serif;">-Removed Players guide/writers dump box AKA: Place where I jammed all my rants.</span></strong>
		</p>

		<p>
			<strong><span style="font-family:'Times New Roman', Times, serif;">-Added quirks category</span></strong>
		</p>

		<p>
			<strong><span style="font-family:'Times New Roman', Times, serif;">-Dissociated metaphysics from mana and the void. It is now a flat, constant, and simple; energy.</span></strong>
		</p>

		<p>
			<strong><font face="Times New Roman, Times, serif">-Abilities re-titled to effects, changed the note about usage.</font></strong>
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		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong>-Greylines and Redlines added throughout ability page.</strong></span>
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		<p>
			<strong><span style="font-family:'Times New Roman', Times, serif;">-Quirks category filled out.</span></strong>
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		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong>-Redline added to weaponry.</strong></span>
		</p>

		<p>
			<span style="font-family:'Times New Roman', Times, serif;"><strong>-Grey line added as explanation to floor learning time.</strong></span>
		</p>

		<p>
			<strong><font face="Times New Roman, Times, serif">-Grey line added to Continuous Resonance as explanation to its design and permission to change its rebalance.</font></strong>
		</p>
	</div>
</div>

<p style="text-align:center;">
	<strong><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Johnny the dull boy finally did it again.</span></span></strong>
</p>

<div class="ipsEmbeddedVideo">
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		<iframe allowfullscreen="true" frameborder="0" height="344" src="https://www.youtube.com/embed/9TgoF-ccdGM?feature=oembed" width="459"></iframe>
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<p>
	 
</p>]]></description><guid isPermaLink="false">161418</guid><pubDate>Tue, 30 May 2017 11:36:30 +0000</pubDate></item><item><title>[&#x2713;] Shades</title><link>https://www.lordofthecraft.net/forums/topic/167947-%E2%9C%93-shades/</link><description><![CDATA[<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="cooltext255760412817644.png" height="56" src="https://lh5.googleusercontent.com/HK4k83HJ0ZI4k3ryHfmM-6nbeRL2A8KV4AXKjPxos4cCKnbD565-I5DwNWdGtu66m2UMtBc8xLgGuD9amBItx3ys5IZuJin8Ck2IfgeQ6miMFTx9wx8N_RcBfaBC3AEl7f5ApW0" style="border:none;" width="139"></span></b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="31" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="298"></span></b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="the_bleeding_rose_by_chriscold-d84riop.jpg" height="317" src="https://lh6.googleusercontent.com/Fvzr8JB5LSwGnSRxwx5vDrTImKro6CrEUAIzvZYLygx-K7V9q4x9YmYvTpiL3C5Q_KgS8FLYyMvtHNXlhjwgCCe0m9HXL0veE5tsVjGNNoH07ISEBNuUGBSkWKkhxOWJURPjbp0" style="border:none;" width="624"></span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><a href="https://youtu.be/mIrt5MkGpy0" rel="external nofollow"><span style="background-color:transparent;color:rgb(17,85,204);vertical-align:baseline;">https://youtu.be/mIrt5MkGpy0</span></a><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"> </span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><a href="https://www.youtube.com/watch?v=7Mt8kuqPmFI" rel="external nofollow"><span style="background-color:transparent;color:rgb(17,85,204);vertical-align:baseline;">https://www.youtube.com/watch?v=7Mt8kuqPmFI</span></a></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="51" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="498"></span></b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">**</span></b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Quick little note. Yes, it's long. Don't torture yourself reading it all at once if you want to read it. Think of it like a lore piece conglomerate as opposed to one big piece.**</span></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="cooltext255872688740830.png" height="49" src="https://lh4.googleusercontent.com/AL9d9sycOejkLdT1H3QaRCkcDhYNuQcY__aKbTEBW2yOhMC07C5hzkdQoTehXzoRY85UKQ5iGFFZFriHjPL2tn1oh_TErxlXFPaf4N88CAAP7DYgcf-AGJw5Mz4AB6JTlmNifdc" style="border:none;" width="191"></span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#7a1d1c;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Corrupted:</span><span style="background-color:transparent;color:rgb(102,0,0);vertical-align:baseline;"> </span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The aspect of the Soul which has been made darker by the Shade Parasite.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#7a1d1c;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Host: </span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Original Soul.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#7a1d1c;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Shade: </span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The undivine Parasite which latched upon the Original Soul.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#7a1d1c;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Amber:</span><span style="background-color:transparent;color:rgb(204,65,37);vertical-align:baseline;"> </span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">A state of Corrupted Mana which is utilised and created by the Parasite.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#7a1d1c;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Aknu’gul: </span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The sentient force within the Shade Gem.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#7a1d1c;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Arun’Asna:</span><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;"> </span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The anarchic force that empowers and binds the curse of a Shade.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Shade Father:</span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"> A Shade that has learned how to manipulate and poorly replicate their own parasite within.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#7a1d1c;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Foretaker: </span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The pinnacle of darkness. A being entirely suppressed by their Shade Parasite.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#7a1d1c;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Manipulation:</span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"> The process of using Amber to create manifestations of objects.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#7a1d1c;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Imbuement:</span><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;"> </span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The process of infusing Amber into something in a non-physical form (spells, mana pools).</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#7a1d1c;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Imbued Object: </span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">An object which has been imbued by the corrupted state of mana.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="38" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="367"></span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="fading_by_chriscold-d7yaizl.jpg" height="317" src="https://lh6.googleusercontent.com/OoypAUkE3V7t13gDl1J1Ora7ucNRRiW2_CG1N56uHXynymMOtr8D37Ye9MrBAXOY_h5eRYnTfWfXJxln1LjJxpLRjIz3lZTnfkw2GQgdhizYx9CGgahhJwFnU71QJZ0fRLpTn_c" style="border:none;" width="588"></span></b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="cooltext255872642663090.png" height="54" src="https://lh4.googleusercontent.com/3LXY3o55ZeowPwwcRmBN5nIHmvh9gfDtsTTh2-etCqwJnbD3b5umpnSj-NgBv_LJxssak_Q9yyxbIe_yD6knL-trC_PVhYphRjYZLSavu6VBHyWqP9sWcR-vHFL20ib3vBZ9gXE" style="border:none;" width="366"></span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The dark parasite birthed from Aegis; the corrupted, twisted souls which feature in both bedtime stories and the horrors which send shivers down the spines of mortal men. </span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Iblees the Daemon; the chief purveyor of chaos in Aegis, bringing about doom and destruction where he willed it. As most of the Descendants were despised by the Daemon, some were kept as Iblees’ tools as the Undead. However, only one was cursed by Iblees to become the first Shade, Rilath Ilwindor. The Elf was taken into Iblees’ grasp, and his soul corrupted and converted from its original state into a bastardization of what it once was. However he was unlike all of those that would descend from him, as his soul was not its true form with the venerable demon leeching off of it. Rather Rilath’s very essence was corrupted and overtaken entirely by the Shade, making him by far one of Iblees’ most influential creations, or rather corruptions, in the world.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Despite the disorder presented from the new abilities bestowed upon Rilath Ilwindor, he sought to spread the gift, and in turn the curse, to more than just himself. To achieve this, he used the Shade Gem, a black crystal imbued with the very essence of  manipuation and birth of the Shade curse. It gave him the ability to birth new Shade parasites into the souls of the other descendants, continuing the line of the Shades. As a result, Iblees’ grasp over the Shades waned. Although he was the progenitor to the fiends, the mantle was passed on down from Rilath and then to those that succeeded the original Shade. Thus came the birth of the modern Shade parasite, as well as Aknu’gul.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="38" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="367"></span></b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="beyond_time_by_chriscold.jpg" height="312" src="https://lh4.googleusercontent.com/cOQMNnul2JdzO_QFTj4H9TLVYlmEaibRNQjxsg1s29MFMKAhxTMbjMeZUzJJDdZW1uP-B_DmH8uyp34Rf6EHE9uYrVsuuAv41Idt-kOHW1cFHs_VuIp0zLG6GBzydEwzXy8BtJw" style="border:none;" width="624"></span></b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="cooltext255872629055885.png" height="53" src="https://lh5.googleusercontent.com/g09HbNw9vmF9OAzfzKiWjWy-PwOaw9-yxoXpl7m8PhkULtK87dTfOREOBGsTcPuhr12npY6QBWVjVPSXu2WR58M_g2TZu6xnIq9bxnulg81Yjoc-d1wCo6YeVejAq30AmdEVvaw" style="border:none;" width="377"></span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The endless clock of time drew on, its hands unwavering in their steady tick as the years went by. The daughter, Aknu’gul lay trapped within the Shade Gem, the source of all Shades’ power emanating within her crystalline cage. Tumult occurred beneath her reins, her children’s growth near stagnant and slowed. She was born with a gift of sentience that no other Shade Gem before her had held, and she ought to use her gift for the betterment of her beloved kin. So, she did… Thus Aknu’gul beckoned forth her first, the one known by many names. He was summoned to her, and she called him by his name, Calledos The Warlock… He came, and as was done in the past, an unholy ritual was performed. He took the sister of his, the woman Itiireae. The two went to the Mother Aknu’gul, and blood was shed from their forms -- not enough to kill, but enough to count. As it was in the birth, it was in the ascension. Aknu’gul’s form was imbued with an eldritch and cruel mixture of the boon of a Shade and Blood magic, and thus Aknu’gul became Arun’Asna, the Child of Tumult. The Shade Gem no longer suitable to hold the raw essence of Arun’Asna, she ascended beyond the physical plane. The birth of Arun’Asna however meant the death of Aknu’gul, the sentience known by the Mother lost to the world. In its place rose a greater means of power and growth for the Shades, as well as a change in the essence of the Parasitic Kin.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Arun’Asna is differentiated from the current Shade Gem in which the physical presence of a gem matters less than the new non-tangible presence. While the Shade Gem and any possible other Shade Gems forged will remain within the world, their importance has been mitigated for two main purposes: preventing a monopolistic forbearance over all Shades, and to allow for a more centralized source of power that can not be uniquely replicated for Shades. Currently the Shade Gem technically hosts not only Aknu’gul, but also the connections of the Daeva to Aknu’gul, and the connections of all Shade parasites in existence. To create a new one would mean to provide ambiguity to the Gems, as the exact effects and descriptions of the purpose and connections of each Shade Gem aren’t fully outlined. In this case though, Arun’Asna remains a distinct entity as Aknu’gul is, being not an Aengudaemon but also beyond mortality and physical presence. Rather Arun’Asna is partially anomalous in existence, simply being at all times, but by no means sentient or godly. The Shade Gem, as well as any other created Shade Gems, now act merely as a conduit to Arun’Asna. Arun’Asna, as Aknu’gul has, bestows the Shade parasite’s Amber connection upon those afflicted with it. If a new Shade Gem were to be created, it would not mean the duplication of Arun’Asna’s presence, nor would it mean any division or multiplication of power. Instead it’d simply act as another possible tool for the Shades acquainted with it to interact with. Additionally, if a Shade Gem were destroyed, it would not mean the death or disconnection of all of the Shades, Shade Fathers, and Foretakers linked to that particular gem, but simply a severation of the specific abilities and interactions granted with the possession of a Shade Gem. So, the Shade Gem and any newly formed Gems still remain important, but the being of Aknu’gul has evolved into Arun’Asna, a less physically vital, less limited source for Shade magic.</span></b></span></span>
</p>

<p>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="38" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="367"></span></b></span></span>
</p>

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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="bleeding_for_nothing_by_chriscold.jpg" height="312" src="https://lh4.googleusercontent.com/afZ2nZKzcXcf6LliYjqnRTLQbxe7iAyjB2CmLImfa1koHMpMnh2zMn0Hs_Ki8edz89qVQnlgSgwyf7nSq4LYWTyNXbFDzX_FpusNYHmBczSa-OuKsKnmBT_Bsodgwv9cdDF72fI" style="border:none;" width="624"></span></b></span></span>
</p>

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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="cooltext255872499968739.png" height="54" src="https://lh6.googleusercontent.com/8XsISDSQ_1dxqlTsQIJqXTxzM7SAF_iRutmXZGND_M-o2k2kZB_63Wu_mAME0P9ELRDeOxQN9ESNVsglcFE40W44gDk9GTcnnlhScuZHBpktFuIYIAx1aBFq_6-POxJnBlQ3JK8" style="border:none;" width="384"></span></b></span></span>
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<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Arun’Asna, the Mother of Tumult --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The “death” of Aknu’gul brought about new unholy life, the death of one leading to the birth of another. The Mother of Tumult,  Harbinger of Tenebrous, came into existence to become the disembodied source of power and desolation of the Shade parasite. As the Shade Gems linked those corrupted in the days of yore, Arun’Asna purloined such responsibility and power into herself, beyond physical form, yet by no means all powerful. The Shade Gem - as well as any additional gems formed - would still hold purpose, acting as the conduit through which Arun’Asna beckons and acts. However if a Shade Gem was destroyed, it would not mean the end of those connected to Arun’Asna, nor would it mean a debilitation of a Shade’s ability to utilize the boon. Any created Shade Gem now allows for the full fledged connection of a new Shade to Arun’Asna, as well as the removal of a Shade parasite from the soul. Other than that, the Shade Gems are not as vital to the existence of the Shade curse and only also serve the purpose of “broadcasting” to those afflicted with the Shade curse, an ability reserved for the Foretakers that effectively lets a message resonate within the minds of the Shades.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">A Shade Gem is finite in its capabilities, being difficult to make and only able to be in one place at once. However, Arun’Asna is not bound by such restrictions that the Shade Gems of the past were, nor the restrictions that Aknu’Gul was bound to. As in the past the Shades were bound to the physical presence of a Shade Gem to empower their parasites and to communicate with the Host, now Arun’Asna reserves that ability in a non-physical form that the Shade Gems are used to communicate with. However despite this distancing from the physical form, Arun’Asna is stronger than Aknu’gul, not to say that she will necessarily bestow such strength upon her children. Instead, this newfound power allows for a minor new array of abilities to be bestowed upon a Shade to be learned and discovered, as it also removes the limit held by Aknu’gul on the ones known as the Foretakers.</span></b></span></span>
</p>

<p>
	<br>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Aknu’gul effectively “died” in a sense, removing the higher level of sentience from the Shade Gem and existence within it in place of a non-physical, non-sentient source for Shade magic.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Any formed Shade Gem will no longer house an “Aknu’gul” of the sorts, but now act as a conduit to the disembodied power source, referred to as Arun’Asna.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The cap on Shade Fathers and Foretakers is removed, although a soft cap will be implemented after some time has passed.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Arun’Asna is not a sentient entity aside from basic instinctual action. If a player is removed or temporarily stripped of Shade magic OOCly, such as due to a blacklist, ban, or inactivity, Arun’Asna acts as the lore reason for their temporary or permanent disconnection or Amber connection removal.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Arun’Asna is not housed within the current, nor within any Shade Gem that exists. Instead they are like air. You can’t see it, but it’s there.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

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</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="38" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="367"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Shade Gems --</span></b></span></span>
</p>

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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">While not the booming source of power as they were before, a Shade Gem is still vital to the long-term well being of a Shade Coven. While the destruction of one will not surely spell out doom for those connected through it, it will hamper some of its benefits. The main purpose of a Shade Gem is connecting newly formed or Half-Formed Shades to Arun’Asna entirely, with the Half-Formed Shade parasite acting as a “trial” of the sorts with a neutered growth and skillset of a regular Shade. Furthermore, a Shade Gem can be used to send a message to all Shades, but only if the one doing so is a Foretaker. Aside from that, a Shade Father can use a gem if taught how to send a message to just their children. A Shade Gem cannot be moved unless done by a Foretaker in their tenebrific, dark form, as the Shade Gem automatically corrupts mana en masse around itself in a spherical radius into Amber, and rends control of this to protect itself if need be. If a Shade, Shade Father, or Foretaker is close to a Gem, the effects can be either beneficial or counterproductive. Any distance less than five meters in any direction results in the Shade’s Amber slowly seeping to the Gem, weakening the Shade’s control and ability to manipulate Amber. Additionally, within this range Amber cannot be claimed to be controlled. However, past this distance up to twenty-five meters away the Shade, Shade Father, or Foretaker experiences slightly more ease in controlling and converting Amber, with the closest and furthest expanses of this distance having a ten percent increase in efficiency, while right in the middle of this “sweet spot” the Shade will experience up to double the usual ability and ease when casting Shade magic. However this is not an excuse to carry a Shade Gem around constantly to buff magic, but rather to make protecting one of these rare objects significantly easier given the heavy implications it holds in the magic. Finally, Shade Gems are formed when an imploded void node forms a substance known as ‘Ore’, which then must be corrupted with Amber by at least two Foretakers or four Shade Fathers. Given the rarity of the substance, this process may be difficult to complete if not near impossible.</span></b></span></span>
</p>

<p>
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</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shade Gems can be formed by at least two Foretakers, four Shade Fathers, or a Foretaker and two Shade Fathers.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shade Gems are used to fully connect a Shade that is “Half-Formed” to Arun’Asna, letting the parasite grow to its full potential.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shade Gems corrupt mana around them into Amber passively.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shade Gems can be used as mass messaging systems, although this is not to be abused.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shade Gems can be used to connect and disconnect new Foretakers.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">A Shade Gem needs an MArt made to prove proof of knowledge on them, proof of creation, and documentation purposes. The current Shade Gem in existence that functions at time of this lore passing will have one made for it, and no other Shade Gem can currently be used as described.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Shade Gems cannot be carried around to act as magic buffers, as it’d weaken the magic if too close and harms almost all beings that stay too close for too long. Only Foretakers can touch a Shade Gem for a long time, and even then it still pains them and is only to be done in their dark form.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">A Shade Gem’s destruction, while troublesome, is not to be immediately met with the disconnection of all connected Shades and Foretakers. Instead, only new fully fledged Shades can not be produced, nor can the messaging aspect of the magic occur.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">If a Shade Gem is destroyed, the connected Shades, Shade Fathers, and Foretakers will be automatically bound to the Shade Gem made most recent to the destroyed one.</span></b></span></span>
		</p>

		<ul><li style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">If no Gem exists, then a new one must be forged by the remaining Shade Fathers and Foretakers.</span></b></span></span>
				</p>
			</li>
			<li style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">If all Shade Gems are destroyed, then a Foretaker will not be able to revive after death until a new one is forged. This doesn't PK the character, but it does render it unusable until a new gem is made.</span></b></span></span>
				</p>
			</li>
		</ul></li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Only three (3) Shade Gems can exist at once that function. However, spare gems can be prepared in case one of the preceding three is destroyed. Think of it like a pipe system where the water pressure runs too low if too many pipes are opened.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="38" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="367"></span></b></span></span>
</p>

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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="day_of_the_worm_by_chriscold-d594l7t.jpg" height="312" src="https://lh4.googleusercontent.com/-6oTbA2wJRbhcGEZtgxcRdN08k5KbLjZQkqlcfdOuQRwcL4hPPqWeU66c6QI9AgHukBe9QxDvOfuLdzqTlHmsYLTxAHuQ8ndDhsxL9-DvOte2g9ZXOL2fQ_DXA3HhaZ_3VvdBLM" style="border:none;" width="624"></span></b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="cooltext255873883730373.png" height="54" src="https://lh6.googleusercontent.com/5jnXzb1lnA_T04lrWyK3CqQ7cySNSUorghD765vX-tcijAh-UUdJqG8x2KVXxrI9XjoGPtLrs7IYcJU53ESfCVUfky8E6Sg6KlBfXlWAkeTI52id7l1Zmr1HgKZMLoSKW454QDo" style="border:none;" width="437"></span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Parasite of Rancour is a being of raw Amber essence which comes to life within the soul and body of one afflicted with the Shade curse when one is bound to Arun’Asna. In almost all respects the same as the affliction upon the soul, the key difference lies in an innate physical presence within the host, not one that can be quantified, but one that can be qualified. Blood courses through a man’s veins, yet the drops cannot be counted; such is the existence of the Parasite of Rancour. Comparing where this existence of Amber within a host begins and ends is akin to marking where the oceans meet the shores. It has end, yet to determine such is foolishness. Rather it is understood and agreed upon that while marking this spot is nigh impossible, it exists all the same. Such is the Parasite of Rancour, the physical embodiment of a Shade within the form of its host. It is this being that allows for Amber to be materialized from a mere concept of mana into a physical tenebrific substance, and it is this substance that gives birth to almost all of the abilities that one afflicted with a Shade may come to bear, but all things have its beginnings, and all things must first be raised…</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Due to the parasite being attached to the host, the creature was able to feast upon the man or woman’s mana pool, letting its Amber convert the natural substance into more of the black potent ichor-like material. This allowed the host to use the Amber to their benefit and for the Shade to remain healthy. Yet, at the same time the Parasite latches its being to the soul of the host, corrupting the inherent nature of the man or woman and uses the host’s soul to influence the being in different ways. </span></b></span></span>
</p>

<p>
	<br>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Parasite of Rancour is not a fully separate entity from the Shade parasite, but rather just a name to label the existence of physically manifested Amber within a Host afflicted with the curse.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">This existence of Amber is what allows a Shade to corrupt more mana into Amber, and what allows a Shade to determine the quantity of Amber which will be physically manifested,</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">This semi-physical presence of the Shade within the host also allows for abilities such as Remedial Healing and Ambercrafting to be possible, as it effectively links a Host and a Host’s Amber supply.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">To clarify, the Parasite of Rancour is not its own unique entity with an agenda separate from that of the Shade parasite and the host. Rather it is a clarifying term to describe a Shade parasite’s physical presence within a body as opposed to non-tangible presence within a soul.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">The parasite does not begin fully grown, rather taking time to grow and acclimate to the host’s body. As a result, one with the Shade curse can not use any of the abilities whatsoever at first, and must not only learn but also be eligible to learn certain abilities over time.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Hatchling --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Throughout a Shade’s life, it grows through multiple stages of power. In the beginning of its life, the Shade is referred to as a hatchling. The hatchling is but a small parasite which has begun to grow on the soul itself of the Host, and the body begins to physically manifest small quantities of mana into Amber latent within the body, but none of this can be manipulated or used yet. The hatchling stage is considered the most painful stage of the process of shadedom. Due to the discomfort and pain the hatchling causes to the host, the person affected by the hatchling could experience multiple different issues with their body. Seizures, vomiting, mood swings, fainting, and minor hallucinations are not uncommon when a hatchling begins its growth process within a user. The hatchling has begun to grow and harness the users mana to create more amber, yet this amber is unuseable, only able to be drawn forth but not shaped into objects or used for the abilities of a common Shade.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Shade Child --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Shade has begun to vastly expand and grow within the host, yet it’s still a novice at learning how to cooperate with the body it resides within. The host will become more tolerant of the parasite within, yet every so often the side effects of a growing parasite will occur. However, the continual growth will expand until the child has reached its full growth. The user is able to manipulate Amber with the proper training and practice until they’ve mastered the usage of Amber and all of its uses. It is also at this stage that the host becomes mentally unstable and all the negative effects come into full force once the Shade has grown to its maximum size upon the soul.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Shade Father --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Shade Fathers are the ones whom have studied and learned about their parasite to the fullest extent. They’re able to instruct and transfuse new, growing Hosts and Shades. Their influence over those Shades beneath them holds great power, yet they are still not quite at the pinnacle of their nature. While the presence upon the soul is no stronger than a fully grown Shade, the ability for the host to utilize the parasite itself is greatly improved for those that have achieved this stage. As a result, this is not a stage naturally achieved over time, but also one achieved with great practice. Finally, one that has reached this stage can make a bastardized version of a Shade parasite on another’s soul.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Foretakers --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Daeva, or Foretakers, are entities who have undergone a transformation that yields the very fabric of their essence to the parasite. Their mortal body remains the same when not in their dark, tenebris form. However, when in their tenebrific form the Daeva is consumed by the parasite entirely. The Daeva are the pinnacle of both a Shade and its abilities. They can easily manipulate Amber at will and can convert new Shades through the transference of a parasite into a new host, which allows it to spread and grow within the host’s body. </span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Physical and Mental Alterations --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">When the parasite manifests within the body, its draw upon one’s mana pool causes the body to be impacted severely in many different ways. Physical weakness’ begin to develop, not to an extremely noticeable extent but the body does fall to fatigue every so often due to the Amber manipulating the mana within the host. Their movements become more jaded and sharp almost like they’re always on edge. Their mental state is quite similar, the parasite creates an uneasy and agitated persona within the host. A constant yet faint battle will always reside within the body of the Shade. In early hatchling stages, vomiting, nausea, and other similar side effects are common, yet the effects will begin to fade as the body and mind becomes attuned to the Amber developing within. Mental strain and similar attributes develop with the being who is cursed and takeovers still occur. However the occurrence is next to never in a public or crowded space, as even the parasite has some common decency to avoid ousting their true nature. Instead when in private the host may experience these effects where they are not at risk of being spotted or aided.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="38" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="367"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- The Shade Parasite &amp; Unique Circumstances --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">As with all things, there are usually exceptions or outliers to most rules or guidelines. For the Shade curse, a number of creatures or beings may not be affected in the same exact way as one another, and the abilities gained may manifest in varying ways as well, or in some cases not at all. Be it an inferior soul, or a soul entrapped within an object far from the conscious body, a Shade parasite can live, but with many stipulations and considerations to be kept in account.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Inferior Souls  --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Due to the intricate nature of the mind and spirit, the Shade curse does not affect all creatures equally or similarly. When the question of inferior souls - the souls of wolves, cats, parrots, or even snails - comes into play, the Shade curse affects such creatures and their souls differently. </span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">First, creatures with inferior souls are able to be afflicted with the Shade curse. Despite this, this does not make the animal a hyper intelligent killing machine, but rather causes various behavioral and mental issues for the animal. Due to the chaotic nature of the Shade parasite most if not all animals will begin to suffer from the most horrendous effects of the curse, experiencing seizures, hallucinations, and other maladies. After the gestation period however, the parasite would be able to easily purloin command from the beast, effectively replacing the beast’s animalistic instincts with its own. This will make once loyal pet dogs quick to disobey their masters or tamed horses to buck and kick at their riders. However one ought to not misinterpret this significantly more violent nature to be newfound intelligence or understanding, as the Shade infected animal would still be limited to its significantly instinctual mental capacity. Because of the relatively weak willed spirit of the animal, it is very unlikely that once the Shade parasite domineers the being’s mind that the original soul will ever muster the strength to rise against and reclaim control of its form, not that the animal would know any better of what has transpired anyhow. The effects would be similar for animals that have their mana pools corrupted into Amber but not their souls. Unlike fully cursed animals though, the animal will not remain in such a state as the impure corrupted mana flakes away and is replenished quickly over time. As a result, a dog for instance may suffer a seizure and whimper in fear for an hour but then just as quickly return to normal.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">As simple as it sounds, the challenge itself arrives when infesting an animal with a Shade parasite. While small animals are incredibly easy to contaminate with the curse, it gets significantly harder with larger animals. Horses and deer may struggle and try to flee, their instincts kicking in and sensing something is wrong with the corruption entering them. Even larger beasts, such as drakes and whales,  would most likely flee or fight back resiliently against either being infected with a Shade parasite or even having their mana pools corrupted. This makes any effort to wreak havoc with larger animals hardly worth the effort, especially given that the animal would soon act sporadically and may just as easily seek to kill the one that cursed them even more than before they were tainted. So this renders it pointless to purposely curse larger animals for the sake of havoc and destruction - unless the source of this in question quickly flees - as it’d be a challenging task with little reward. </span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">In terms of abilities, an animal bearing the Shade curse does not exhibit anything remarkable as one with a superior soul may exhibit, such as forming tendrils with edged tips. However the animal does benefit minorly, as they will gain a minor form of remedial healing from any sickness or wounds they suffer. An example would be if a cat were to cut itself while fighting with another cat, the one burdened with the venerable demon would have faint traces of Amber close its wounds and begin to heal to a greater effect than if it were to heal naturally. However this ability is only so limited, as it is automatic and intrinsic to the creature when it is injured and can not be shut off for any purpose, giving away its true nature if the beast were to be injured. Furthermore, it will not stave off death, for most lethal wounds will be far too much for the parasite to remedy on its own. </span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">For simplicity’s sake, plants are unable to bear a Shade parasite. Furthermore, corrupting the latent mana in a plant will not produce any ill effects for the plant aside from any Druii attempting to commune with it. If a Druid attempted to commune with an animal with a corrupted mana pool, they’d be able to notice the animal was in a great deal of distress and suffering, the effect only increasing depending on how much of the beast’s mana is corrupted. If it were the case where the animal was infected with the Shade parasite entirely, then the Druid would be unable to commune effectively with the beast given the disruptive nature of the parasite upon the soul. Instead, akin to a mind mage entering the mind of a Shade, the Druid would almost if not always be met with horrid visions and screams the animal was enduring. Deeper levels of communion would cause nightmarish inflections upon the Druid, the chance for reprieve slim if at all possible for the animal and attuned Druid during the Communion.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Animals can have their mana pools corrupted, giving them effects akin to that of a Descendant with corrupted mana, but more fitting to the nature of animals.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Animals can be infected with a Shade parasite, although this parasite will as a result be significantly less intelligent and powerful than a Shade within a superior soul.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Beasts infected with a Shade curse will gain a limited, minor form of Remedial Healing from the abilities of a Shade..</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">An animal with Remedial Healing can only survive marginally larger wounds than normal and not die. A slit throat will still kill a dog, but a punctured abdomen may not.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Shaded animals cannot be tamed, trained, or otherwise utilized, making these mostly an ET tools.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Cursed an corrupted animals can be aided by any holy mage or blight healing druid.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Souls Housed Outside of the Body   --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">For Liches and Wights, there are some minor differentiations for how a Shade parasite affects the creature. Given that the parasite is a blemish upon the soul, and the soul is not encased within the actual form of the being, but rather externally in phylacteries. As a result, any attempts to purge the Shade parasite from the soul can not be done on the moving form, but rather only on the phylactery. Additionally due to the already corrupt nature of these objects and the souls they hold, holy magics would first destroy and damage them rather than purge the Shade parasite. Thus, purging the parasite of a Lich or Wight is nigh impossible, as the creature would first be killed, then  be “saved” from the curse. When the phylactery of one of these creatures is destroyed or otherwise ceases to exist, so does the Shade parasite appended to the soul of the victim due to the severely limited state of the Soul following the destruction of its home. Furthermore, Liches and Wights are unable to achieve any transition into another creature from Shade magic, such as becoming an Aeshma.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Liches will also experience one minor difference, which is that when in immediate danger of death or injury, the Shade parasite will not take over to ensure the wellbeing of the Host no matter what unless the skull has already taken some form of damage, as long as the damage is a crack larger than an inch or greater. Additionally, the ability of Remedial Healing is limited to defending just the lich’s skull, as a lich lacks other vital organs or parts that would be essential to survival. Wights suffer from a similar disposition, where they will not gain any benefit from remedial healing due to the non-mortal nature of a wight’s physical form. When husked however, they can choose to replicate this ability if they actively will it, but it is more exerting as it is less innate in the Shade parasite’s nature since it will not default to this behavior. Finally, as for the residual physical Amber in these beings bodies it is ingrained within their form, be it draughted, husked, or their regular selves.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Liches and Wights can both be made Shades as well as use Shade magic, but with different effects than non-liches and non-wights.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Liches will have their Amber innately resting within their skull primarily, and a Wight with it indiscernible spread throughout their form or husk. </span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Liches and Wights still have the Remedial Healing ability at its basic state, but in a limited form.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Liches and Wights must have their phylacteries present in order to be fully afflicted with a Shade parasite, not just the mobile incarnate of the being.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Shaded Liches will only have Remedial Healing apply to their skull, other bones can be broken with no “threat” as far as the Shade parasite is concerned.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Wights can only use Remedial Healing when husked, and must do so actively which diverts focus from other casting. Thus this is much less effective than a non-Wight Shade’s ability to use this passive ability.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">To turn a Lich or Wight into a Shade, the Foretaker or Shade Father must have the phylactery present to imbue the parasite upon the soul. Furthermore, for those that have died, then have been resurrected and become either a Lich or Wight, they must be re-Shaded as the parasite would not survive when the soul’s home dies.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="38" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="367"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="karnaki_by_chriscold-d540wqp.jpg" height="312" src="https://lh5.googleusercontent.com/6JXyDJCddKgFR9Z3ztI5erA2OO8ZnDTz0Zdptvb78hP37Ct_LcFkqMvmKRcKEa7onYquw7EGp1R-CVInW3OlKw3B6SSwQipXKgzeh8WG6-Qdgb9u--BRQhVonnv4yqFkkvkM_I0" style="border:none;" width="624"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="cooltext255874790635976.png" height="54" src="https://lh6.googleusercontent.com/rnFI-Ub3ZSbw87uu4_iBrhgf6kbWah5DC1rZ_QbywmTQPX_0CDLoRW8WqicTsQjIOm_TrJnHpl1yriOhKWWM5fZI7By6Nn2_kwmzWmjnZKWQBuZX1gALpeNByJdcTsvJ7K1Ahd8" style="border:none;" width="326"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">With great power over the malignant creatures known as the Shades, the parasitical hosts are permitted; Gifted with the corrupted effect of the soul. The Shades, the creatures of the old dark, are granted the ability to manipulate, generate, and mutate their twisted Amber. - Known to scholars as corrupted Mana, Amber is funneled from the parasitical creature which has latched itself to the body, mind, and soul of its victim. As the host draws from this corrupted reflection, they bring the capabilities of the Shade itself to the surface.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Conversion of Mana --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Perhaps the most fundamental ability of the malign creatures, the conversion of Mana is the process of corrupting the mana inside, and outside, of one’s own mana pool to convert into Amber. The Parasitical Creature ensures that the corruption of the internal pool is a constant, and passive ability which enables the Host to draw from the power within; However, the corruption of Mana occurs when Amber comes into contact with it. Like a virus, the corruption spreads and infects. If this comes into contact with another entity, the organism of conversion will feel an impending sense of doom, dread, and fear, as their mana finds itself corrupted.  - With the organism suffering from the latent Mana Corruption, the Amber produced may be further utilised by the Parasite, or the Host, as an extension of their preexisting pool of Amber. </span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Should the malign creature corrupt another entity, their mana pool will also begin to taint and change into that of Amber; a further resource for the Shade to draw from. As the Parasite ceases in its corruption of another’s mana, the corrupted essence may remain within the target, however the clean soul will simply reject the tainted Amber and burn it away into dark flakes over time to replenish its harmless, normal mana. - Manifested markings of darkness may remain on the skin, though this is purely aesthetic. For inanimate objects, or inorganic sources of mana, Amber will remain within or upon the object, leaving darkened patterns, protrusions, or other aesthetic alterations to the object in question.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Shade can corrupt the Mana of others into Amber, and then use this newly formed Amber for their own benefit. </span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Shade passively internally converts their own Mana Pool, this enables them to innately draw from this in spells listed below.</span></b></span></span>
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		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Mana Gems, Obelisks, and other inorganic sources of mana can be corrupted and converted into Amber to draw from.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Anyone who comes into contact with Amber will feel a sensation of dread. - This includes other Shades.</span></b></span></span>
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	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Due to the Shade innately converting Mana the Amber touches, Spectral beings are susceptible to Manipulated Amber, albeit to a lesser capacity as Aurum or their other weaknesses. </span></b></span></span>
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	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">It takes times to convert mana. More Mana = Lengthier time to convert.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">The same goes for rejection; More Amber in an organic creature = Lengthier time to dispel.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">The organic target of mana conversion does not gain or inherit Shadedom.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Blemishes on the skin, or on objects, following corruption are purely aesthetic and cannot be used for anything of a practical purpose.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Due to the corrupted mana pool, any spell cast from The Shade, or the corrupted organism, will be innately chaotic and difficult to control. (Note: Not impossible to control, but very difficult.)</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Also due to the corrupted mana pool, a non-Shade’s spells can possibly come out imbued with Amber as if a Shade were casting the spell. However this is situational, and will only last for the duration of the mana corrupted within them remains present.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Corrupted spells are </span><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">not </span><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">inherently more powerful, and cannot go beyond the effects or redlines of that particular magic.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">A sense of dread and horror will settle in on anyone that is not a Shade that has their mana pool corrupted. This will last as long as Amber remains within their system.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Amber Manipulation --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">In order to aptly control the converted Amber within their pools, the Shades possess the ability to manipulate the corrupted mana within them. Manipulation of Amber may come in many forms, though in it’s more rudimentary and basic form allows the Host to create shapes, objects, and  limb-like extensions which serve as a tool, or a weapon for the malignant creature. Through practice, the nature of Amber Manipulation can become almost like second nature, as though the corrupted Mana is part of their very body and are simply controlling it through muscle memory. Akin to the Voidal Art of Arcane Evocation, the Manipulation of Amber can very much be maintained in much the same way, albeit it holds a specific caveat; The controlled Amber </span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">must </span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">be connected to the Host in some physical fashion. Manipulated Amber can take on three physical states:  Solid, Liquid, and Gas, and can be controlled in many imaginative ways. Left freeform to the user, the blackened substance’s density and temperature may also be manipulated. </span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">While the Amber may be manipulated with second nature, this does not inherently make it easy or quick to do so. Manipulating corrupted Mana takes time and focus. Controlling Amber from a distance will prove physically strenuous to the Host, and should their focus be lost or physical connection to the Amber be severed,  the corrupted essence will simply flake away into black flakes unless it is quickly reclaimed through physical contact. - While its density may be altered, manifestations of Amber are not indestructible and are weak and susceptible to any material which affects spectral beings. Due to this, Aurum or any similar material will simply slice through crafts of Amber like a heated knife to butter - Additionally, due to the limb-like nature of Manipulated Amber, any damage sustained to the Ambercraft will cause physical pain and injury to the Caster if done by holy magic. Any Amber which finds itself affected by any form of Holy Magic or Fi’ will find itself limp and at a loss of control, the Host being unable to Manipulate the specific strand of Amber which has been affected. </span></b></span></span>
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<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Shade/Host is able to manipulate corrupted Mana in the form of Amber in a freeform method akin to how Arcanists manipulate Arcane Wisps.</span></b></span></span>
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	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Formations such as tools, weapons, or objects are able to be created from this abhorrent corruption.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Due to the Manipulated Amber being an extension of the Host’s body, line of sight and mobility are not required to cast.</span></b></span></span>
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	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shades are able to create an interesting array of objects from furniture, tools, sharpened points at the ends of their arms, or slippery surface on the floor which holds hardly any friction.</span></b></span></span>
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	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">A Shade may manipulate Amber in a Solid, Gaseous, and Liquid state.</span></b></span></span>
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	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Host may alter the temperature, density, and shape of their Manipulated Amber. </span></b></span></span>
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	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">While being injured and losing focus may lessen their control over the caster’s Amber, it will not cause it to disappear or cease control entirely.</span></b></span></span>
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	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">A Shade must emote a ‘tell’ when manipulating Amber. This can be anything from blackening of the skin, sullen eyes, darkened veins, or the typical ‘black eyes’.</span></b></span></span>
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	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Any creation of Amber must be connected physically to the Shade, lest they simply flake into blackness unless control is seized. (First redline in Conversion of Mana).</span></b></span></span>
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	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="background-color:transparent;vertical-align:baseline;"><b style="color:rgb(175,32,32);font-family:'Times New Roman', Times, serif;font-size:14px;">While Amber has no </b><font color="#af2020" face="Times New Roman, Times, serif"><span style="font-size:14px;"><b>theoretical</b></span></font><b style="color:rgb(175,32,32);font-family:'Times New Roman', Times, serif;font-size:14px;"> limit on how dense it can be made, mana is needed to manipulate Amber. As a result, while constructs denser than iron are possible, they are not feasibly done in large amounts as the amount of Amber needed to form such a dense construct and mana required becomes increasingly more difficult.</b></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Any Manipulated Solid Amber may only go up to 55°C and down to -65°C and can cause second degree burns/frostbite after a minute of direct contact. This is enough to cause damage from sheer exposure but not enough to cause lasting damage instantly, and making the Amber this temperature takes a fair bit of energy and time. Additionally, maintaining these temperatures grows increasingly difficult, making it practically impossible to do for more than a minute and a half.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Any Manipulated Liquid/Gas may cause second degree burns/frostbite faster if at this temperature.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Due to the Manipulated Amber being an extension of the Host’s body, usage of Amber is akin to physical exercise and can grow exhausting. </span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Manipulated Amber may only be as malleable as it’s properties allow; A craft as dense as iron may not be flexed like rubber.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">It takes time and energy to funnel Amber into a more dense creation, and more corrupted mana will be used in the process.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Amber is weak to the following: Aurum, Aurum-based Arcanium, Fi’ Magic, Alteration (Should one know how to ward Shade Magic), Holy Magic.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">When Amber is affected by the above, it simply goes limp and loses all control. If severed, it will flake away slowly.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">When Amber is damaged or severed by Holy Magic, the Host will suffer proportional pain in the section of their body in which the Amber originated. (Ex. One small amber craft originating from the palm being severed would harm just as much as a cut over the flesh).</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">When manipulating Amber in it’s Gaseous and Liquid forms, it will only contain the same amount of mass it would in it’s Solid state. It’s properties may be manipulated in the same way. </span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Amber can not be effectively manipulated past 20 meters.</span></b></span></span>
		</p>

		<ul><li style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">While these are general guidelines, they are not the final law for Amber manipulation. Other factors can affect the limits here, including proximity to a Shade Gem, a takeover, or some other external factor. In general, an “Is This Okay?” rule will be in place. If you have to think if you’re powergaming, you probably are.</span></b></span></span>
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		</ul></li>
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</p>

<p>
	<br>
	 
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<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Amber Imbuement --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Manipulating Amber has its benefits of course, but the true horrors of a Shade can only be experienced in slight by others when Imbuement is done. Imbuement takes place in three scenarios, each with their own unique effects. The three scenarios that Imbuement occurs in are imbuing Amber into objects, imbuing Amber into other living organisms’ mana pools, and imbuing Amber into spells.</span></b></span></span>
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<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The first case of Imbuement deals with the injection of Amber into objects and items, such as a sword, a glass sphere, or a stone pillar. When this is done, the object in question may take on more ominous appearances, such as tiny ebon fingers grasping back at a hand holding a sword’s hilt, or ghastly pitch-black faces reflecting out towards onlookers from a glass sphere. However, all of these effects are purely aesthetic and provide no actual benefits or downsides to the object, except in the cases outlined below. The Amber would have to be replenished every now and then as well, or it'd slowly flake away over time.</span></b></span></span>
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<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The second case of Imbuement is the injection of Amber into magical spells, be them voidal or not. Imbuement is not forced whatsoever upon the Host, and the Host can cast perfectly normal, untainted spells if they so desire. However this is rendered null if the only remaining mana left in the mage’s mana pool is corrupted by Amber, be it one afflicted with a Shade or not. For example, a Host may willingly convert all of their regular mana to Amber, which will result in all of their spells cast to be imbued as well and bear the effects of imbuement. These effects are outlined below.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The final case in which Imbuement occurs is when a Host utilizes their gift to corrupt another’s mana pool into Amber, just as the Shade passively does to their own. In order to do this, physical contact between either the Host and the victim, or the Host’s physically manifested Amber and the victim must be maintained, larger amounts of mana converted taking a longer time to convert. As the Host converts the victim’s mana pool, the Host can either draw forth and utilize this Amber in physical manifestation as their own tendrils, or can let this tainted mana settle and lay latent within the victim. When this corrupted mana is left within though, the victim would feel a sense of dread, growing more or less depending on the amount of mana converted. Additionally, the victim would automatically have the next few spells he or she casts be imbued with Amber, regardless of if they are infected with a Shade parasite or not. For instance, if a High Elf infected with a Shade converts the mana of a Wood Elf into Amber, and the Wood Elf casted an illusion spell later, the illusion spell would automatically act as it would when imbued. This effect will last as long as Amber remains in the mana pool of the victim, naturally replenishing with fresh mana over time. A fully corrupted mana pool would take a week OOCly to replenish with no additional casting performed. As a result, the only way to remove this corrupted Amber would be to either expel it by draining one’s mana pool willingly, or to wait for the corrupted mana to cycle out and be replaced by fresh, untainted mana, much akin to the digestive system passing on food. Do keep in mind this does not infect one with a Shade parasite, nor does it grant control or the ability to physically manifest this Amber, nor does it any other benefit of the Shade curse. This is merely a result of their mana being corrupted and left within as opposed to being extracted by the attacking Host.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The following effects are caused when Amber is imbued into a spell of the respective magic type.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Amber Imbuement In Spells --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Arcane Alteration:</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Transfiguration: Objects altered with the magic will hold a stygian, black hue to them for a while, such as staining a stone black or a stick emitting a faint dark aura. Wards and abjurations would visibly hold a dark grey or black shimmer, akin to powder floating in the air. Enchantments imbued with Amber are unchanged, but rather any mana gems that have their mana corrupted will hold Amber-imbued effects on the spells.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Translocation: Objects that have been imbued with Amber become easier to store, can be stored for longer and can be withdrawn more easily. Additionally for half-translocation spells the visible distortion formed would be altered to be a black smog. In turn, these objects would cause a sense of dread due to the Amber imbued in the objects, varying dependant on how much of the mana is corrupted. So while casting may be marginally more effective, the caster must cope with any adverse effects from the Amber.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Voidal Shifting: Shades are able to carry their manifested Amber with them as they shift, due to it being counted as ‘part’ of them. Additionally, shifting causes a black aura to permeate where the Shade has left.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Telekinesis: Controlled objects gain a darkened shimmer around them, with black hues trailing the object.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Arcane Illusion:</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Sensory Illusion: Capable of pressing darker and more dreadful illusions, the Shade can draw upon their reams of realistic Nightmares to create horrendous tricks of the senses. Additionally, as in the case of mental magic, the Shade parasite has a resistance to the magic due to the parasite’s constant presence in the host’s mind, and the parasite will attempt to ward off any effort beyond its own to affect the host’s mind.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Mental Magic: When entering the mind of another, the host can at times be aided by the Shade parasite itself, resulting in a doubled attack from both the host’s abilities in conjunction with the horrors of the Shade joining in, notably the ones the host faces constantly. This can result in a Shade entering another’s mind easier, and can result in a greater defense when the magic is used on them. As in the case of attacking another mind, when defending from a mental intrusion the Shade parasite will prevent ease of access to the host’s mind. So, to invade the mind of a Shade, one must bypass any mental barriers or wards in addition to the horrors the Shade parasite inflicts on the intruder’s mind as well.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Cognatism: The host suffers from a horrid trinity of minds: their own, the voidal horror within, and the cruel demonic parasite. When utilizing the magic, the voidal horror may have its gifts blocked out by the parasite at times in an effort to further weaken the host’s mental ability.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Arcane Evocation:</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Fire: Evoked fire imbued with Amber will appear ebon and viscous, the flames flickering less quickly than usual. Additionally any evoked fire will no longer give off light, rather emitting a dense black smoke above where it forms. Alongside this, the hiss and crackle of a flame would be gone, in its place an austere silence formed as if sound was dampened near the flame. However this will not affect the fire in any other adverse or positive ways.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Water: Ice, water and vapour are all darker in colour, appearing ink-like. Oddly enough, this evoked water is unable to conduct electricity, nor do things dissolve particularly well in it.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Air: Evoked air will hold a dark hue about it, akin to coal dust floating in the wind.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Earth: The created earth is dark and dry, and black crystals similar to the Shade Gem in appearance can be formed.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Electrical: Evoked electricity is jet black, the cracks and hisses of heat emitting from the electricity removed in place of an eerie, unnatural silence in its place.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Conjuration: Conjured creatures are stygian black even if they never were when studied. They bleed a dark ichor, and their bites send waves of dread through their victims with every mouthful. A terrible aura of black follows their movements, and they seem to hold a bizarre disobedience in them. An order to safely pick a infant up off of the ground may be ignored, the conjured beast opting instead to maim or maul the infant instead.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Arcanism: Arcanism is made darker and more opaque, looking more like stone than it would glass.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Celestialism: Incompatible.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Soul Puppetry: Incompatible.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Holy/Deity:</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shamanism: Spirits can see the darkness in the Shade’s spirit, and thus normal spirits will avoid them like the plague. The older and larger the corruption on the soul, the greater the blemish on the Shaman's spirit.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Xan Paladins: Incompatible.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Ascended: Incompatible.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tahariae Clerics: Incompatible.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Druidism: Incompatible to be made Shades. However if a Druid’s mana pool is corrupted for any purpose, then when they try to cast any druidic spell the various forces of nature would actively try to defend itself, ranging from vines lashing out at the druid to nearby animals attacking the druid. However this will quickly subside as a Druid’s mana pool would rapidly refresh the corrupted mana back into untainted mana.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Runesmithing: Elements created may have the same effects applied to them as Evocation elements.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Dark Magics:</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Necromancy: Lifeforce may be imbued with Amber to give its typical, dread-causing effects. Risen creations leave a flaking, dark trail in their wake, and they cause the same, fear-inducing effect on the targets they touch.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Frost Witches: Manipulated ice may grow dark and ominous in appearance.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Mysticism: Ectoplasm imbued with Amber becomes darker than usual, and all things that deal with this darkened Amber release the same, dread-causing effect.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Blood Magic: Magics enhanced by blood magic are also affected by the Shade effects (if Amber is imbued).</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Thallassos: Brine controlled and imbued with Amber would appear more inky and stygian.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Naz’Therak: Malflame imbued with Amber would add an additional dread-inducing effect on top of any abilities already caused by Malflame, as well as bearing a black, flickering outline around the neon colored flame.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Strength of the Abyss: Incompatible.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Voidal Feats &amp; Artificery:</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Voidal Feeling: Using Voidal Feeling on Amber-imbued objects is slightly easier, as the Amber within the object slightly alters its physical makeup in terms of appearance and structure. However feeling with Amber-imbued mana will only prevent the caster from gaining proper knowledge, instead having their thoughts and information of the object being obscured or distorted.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Voidal Displacement: Portals created with Amber-imbued mana would produce an overwhelming sense of horror and dread when used, regardless of who enters. In addition, the location of the portal would take on a more grim, unholy appearance. If the area is not kept clean, misfiring portals may deposit the victim in either much worse areas than normal, such as thousands of feet underwater, or stranded in the middle of a scorching desert, or much better, such as a few feet away, fitting the chaotic nature of Amber and a Shade.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Atronach Forging: Atronachs created with Amber-imbued mana will take on the effects of their evocation’s alteration due to Amber. Additionally, any orders given may be slightly modified such as a Conjuration’s may be.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Creatures:</span></b></span></span>
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		<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Liches &amp; Wights: See Above.</span></b></span></span>
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		<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Strigae: Can be a Shade, no benefits/magic.</span></b></span></span>
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		<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Archon: Incompatible.</span></b></span></span>
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		<font face="Times New Roman, Times, serif"><span style="font-size:14px;"><b>Soulless Creatures: Incompatible.</b></span></font>
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		<font face="Times New Roman, Times, serif"><span style="font-size:14px;"><b>Soul Tree Druii: Incompatible.</b></span></font>
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		<font face="Times New Roman, Times, serif"><span style="font-size:14px;"><b>Frost Witches: Able to use Shade normally. Limited to 4 slot abilities.</b></span></font>
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	<font face="Times New Roman, Times, serif"><span style="font-size:14px;"><b>*Amber imbuement can be purged and cleansed with holy magics.</b></span></font>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Ambercrafting  --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">For those more well versed in corrupting mana and imbuing objects with Amber, a skill known as Ambercrafting becomes available to prospecting Shades. Put simply, Ambercrafting is materializing Amber and forming structures with it, whether it is something small like a stool, or something of more considerable size like a table or wall. In order to make abnormally large structures though, the additional effort of more Shades or corrupted mana from an obelisk for instance is required. Furthermore, these structures will provide no other benefit to a Shade, as they will no longer be moldable or reclaimable into their Amber pool after they are formed, making these structures slightly anomalous in their existence and creation. In short, Ambercrafting allows Shades to produce structures, furniture, and other similar things with a very literal dark and dreary aesthetic with not much other practical use, unless the intention is to scare.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shades can create Ambrific structures assuming they have enough Amber or assistance to do so.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Structures can be small like stools and benches, or large like walls and bridges.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Larger structures MUST have an appropriate “fuel source” such as a mana obelisk or close proximity to a Shade Gem.</span></b></span></span>
		</p>
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	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Ambercrafted terrain will not provide any combat or utilitarian benefit, such as attacking foes or performing household tasks.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">If the source of Amber for a structure is from a mana obelisk or gem, then if the corrupted mana in the source runs out the Ambercraft will begin to wither and flake away.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Caliginous Healing: Remedial  --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">When one is afflicted with the parasite, the Shade does its best to ensure the physical well being of the Host. The Amber within the Host wards off disease and other biological miasmas, rendering the Host difficult to strike ill. Furthermore, the Shade and Amber will do its best to ensure the Host’s life is not jeopardized, be it either from another or the Host themselves seeking death. If the Host is harmed, the Shade will offer a very minor healing factor, albeit this is not done through ordinary healing and regrowth where needed, but rather done by Amber attempting to clot off and seal any wounds. For example, if the Host were to be stabbed in the leg, they would bleed regularly and heal regularly, nothing extraordinary occurring to stop such. However, Amber will flow to the wounded area and do its best to fill in any gaps in the flesh and body, not healing it but rather preventing further blood loss and damage. Furthermore, this healing factor is not going to save somebody that is going to die unless the Host immediately seeks further medical assistance, such as a trained surgeon or skilled alchemist that has some sort of healing salve. So if a Host is stabbed in the neck, the Shade will not be able to save them alone, but instead only ward off the inevitable for some time. In turn, one afflicted with a Shade is unable to be healed efficiently by various holy mages due to the unholy, dark nature of the Shade parasite. If a wounded person afflicted with the parasite sought out a cleric to heal a stab wound to their leg, not only would the process be much more slow and inefficient, taking at least three times as long to heal, but it’d also be horribly painful to the Host, to the point they might as well just let the wound heal on their own, assuming it is a non-lethal injury. Finally, the Host will automatically heal unless willed otherwise as to avoid exposing their curse. However if a Host chooses to negate their ability and dies as a result, such as a stab wound to the neck that could be saved if the ability is allowed, death in this case would constitute a willing one, and either the Shade will take over and force the ability to enable, or the Host would technically die of suicide.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">In addition to this ability, the Host will also be automatically taken over by the Shade parasite if they were to fall unconscious, although this wouldn’t be a takeover in the usual use of the word. Rather this is done as a security measure, in which the Shade parasite can speed up the process of regaining consciousness and will act to ensure the Host’s safety following this scenario. Upon ending whatever dangerous scenario they were in, the Host can easily resume control over the body, often with little resistance from the Shade in these cases. This is one of the few times a Host and Shade will ever truly cooperate, as it is a matter of best interests for the parasite and host.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Shade/Host will passively have Amber go to protect the Host from suffering from illness or blood loss, acting like a bandaging system of the sorts.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Shade will provide the Amber for this ability from the mana pool of the host, meaning if the Host’s mana were expended or none was converted to Amber this ability would be either weakened or entirely unusable.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">This ability can be useful to a Shade if they receive less severe injuries, as in and out of combat they’d effectively have a self-defense system of the sorts.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">If a Shade is rendered unconscious for whatever reason, and the host knew they were in danger last before passing out, the parasite can brute-force the body into awakening in order to do what it deems best for survival.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Over time, a Shade can begin to fine tune the use of this ability more, either letting it act freely or not occur at will.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">This will not save the life of a Shade that would die from wounds of a severe nature, such as damage to the brain, heart, lungs, or other vital organs. If anything it will stave death off for a bit, making the process more torturous.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">This will also not save the life of a Shade with wounds that could be healed with intense care and skill, but will still rather simply stave death off to perhaps allow the Shade to find one that can heal them. Examples of these injuries are massive blood loss or other severe wounds of a lethal, yet non-immediate nature.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">A Shade rendered unconscious will not instantly regain consciousness, but rather will have an expedited time when doing so.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Holy magics healing the Shade would be three times less effective, needing either three times as much energy from the healer or one-third the efficiency of healing.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Holy magic healing would cause immense pain to the Shade.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">At first, a Shade is unable to prevent this ability from automatically occurring, making the first few injuries for a newly formed Shade dangerous to have occuring in a public setting, as it could reveal their true nature.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Caliginous Healing: Active  --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">When a Shade further acclimates to its host, and the host begins to learn how to further manipulate Amber, the Shade can then begin to do a form of healing upon others, although not in the traditional sense. Instead of holy lights closing wounds or needles sewing flesh shut, an experienced Shade can force their Amber into another’s flesh to clot wounds, seal up holes in the flesh, or do other rudimentary surgical procedures without the need of tools, potions, or other medical devices. This is done by corrupting a small portion of the victim’s mana, but leaving the Amber the Shade formed severed off onto the victim’s wound or wounds, effectively sealing off the wounds and giving it a small pool of Amber to draw from as the wound heals. While it can not be used to prevent death, such as from a decapitated head, it can be used to shut wounds, hold broken bones in place, and other similar aspects. However this is offset mostly by two things: One, the Shade must know how to manipulate one’s own Amber to a fine extent to achieve this, including knowledge of controlling Remedial Healing, and two, the victim will have a dark, twisted discoloration around where the applied Amber is, as well as suffering from the maladies of a Shade curse to a much lesser degree. So while it is definitely by no means a replacement for a holy mage’s healing or a skilled surgeon, those of dark afflictions can go to those with a Shade for rudimentary medical care.</span></b></span></span>
</p>

<p>
	<br><br>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">This gives Shades an ability to use their Amber as more than just a tool to kill and more of a tool to either genuinely help another or perhaps goad them into a false sense of trust and reliance.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">While not able to stave off death and fix serious injuries such as damaged organs, things like bandaging and setting bones can be replicated with this ability.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">A Shade must fully understand how to control the ability Remedial Healing listed above before being able to perform this on themselves or others.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">It is practically impossible to ignore the downsides of this healing, being the discoloration, the minor version of the downsides of having a Shade parasite, and that the Amber will begin to flake away over time if a portion of the mana pool isn’t converted to “fuel” these basic remedies.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Any holy mages seeking to heal somebody already “treated” with this method would first have to purge the Amber, then deal with any other injuries, adding to the difficulty of later adjustments to treatment.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Those besides the Shade do not benefit from things such as resistance to illness or staving off unconsciousness as listed in Remedial Healing.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Due to the unnatural method of “Healing,” this causes a fair bit of pain at the area this is used on. Akin to being stitched up by a needle and thread, the Amber effectively does a similar thing to this, causing the pain.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
</p>

<p>
	<br><br>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">--Strength of Night--</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">With the combination of Amber coursing through a Shade’s blood and body comes the added benefit of limited durations of increased strength. Just as Shades can manipulate their Amber to certain degrees to an extent, or as they can have their Amber heal wounds, so does this benefit the skilled Shades’ muscles and physical prowess. This is done passively, or subconsciously on an on demand basis. This is moreso limited to the ‘purists’ who have an uncanny knowledge when it comes to Amber manipulation. However just as wielding Amber comes with downsides so too does this boon. After its use it will weaken the Shade depending on the amount of increased strength and duration thus leaving the host more vulnerable to the horrid parasite. In some cases it can even damage the host’s physical body, as Amber forces its way en masse into the muscle, around bone, and beneath flesh. As a result, this increased physical prowess comes at the cost of physical pain and possible bodily harm.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shades can manipulate Amber in their bodies to bolster their strength to some extent.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The more the parasite is allowed to envelop the host’s magical abilities, the greater these limits come.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">At the absolute most, the strength of a Shade can be doubled for short periods of time at high risk.</span></b></span></span>
		</p>

		<ul><li style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">To avoid changing strength of a character, a general guideline exists where small/weak races/players such as halflings and void mages can only be as strong as a human. Humans, Elves, and Dwarves can be somewhere between an orc and olog at most, and orcs and ologs can go just a slight bit beyond the strength of an average olog. Additionally, the "Rule of Stupid" applies. If you have to ask if it sounds unfair, it probably is.</span></b></span></span>
				</p>
			</li>
		</ul></li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">A Shade performing this ability risks tearing the flesh, muscle, tendons, ligaments, or other bodily parts around the area if pushed too far.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">The more Amber used in a specific area in concentration causes more pain as Amber forces its way into the area.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">At an absolute max, strength can be doubled with extreme risk for damage and injury.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Generally strength can be bolstered by about a third of the host’s regular strength without causing any damage whatsoever.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">The ability can be maintained for around three to four emotes before the risk of damage increases, with each additional emote adding a 10% chance for damage occuring. (E.G. after 13 emotes severe damage would be impossible to avoid, at 7 it'd be a coin flip, et cetera).</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Any other physical weakness a Shade possesses, be it voidally sourced or otherwise, will not be removed. This ability will counteract it though, dependent on the intensity of the buff and malady.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
</p>

<p>
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</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">--Resistance to Mental Intrusion --</span></b></span></span>
</p>

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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">As the parasite ravages at the mind and soul of its Host, there rests a light amongst the darkness -- of course in a purely metaphorical sense. If a Mental mage were to attempt to enter the mind of one afflicted with a Shade parasite, the intruding mage would near instantly be overwhelmed by the torment occurring in the mind of the Shade, if not worse for the fact the individual can not acclimate to the parasite’s horrors over time as the Host has. While this will not hold back every single last mentalist, many can rely safely on just the Shade’s counterattack on the mental mage to ward off intruders of the mind. However, if this safeguard were to fail then the job of protecting one’s mind would fall entirely upon the shoulders of the Host, having to rely on other techniques to fend off the mentalist.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shades have an automatic defense against Mental mages trying to enter their minds, with near impenetrability for Mental Mages practicing for small amounts of time and at the beginning of their practice.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Even higher tiered Mental mages will have considerable struggle entering the Shade’s mind, as not only must they cope with the normal harrows of the parasite but as well the parasite’s own desire to hamper the invader.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">This is not a one-hundred percent safeguard from mental magic, it will only hamper mental attacks to around half efficiency, assuming both the mentalist and Shade share similar developmental skill and time.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">This is not a toggleable ability, so even friendly minds attempting to enter will face these obstacles, although the Host may attempt to make this process slightly easier.</span></b></span></span>
		</p>
	</li>
</ul><p>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
</p>

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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">--Ambered Weaponry --</span></b></span></span>
</p>

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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Ambered weaponry is the art of manifesting a weapon into reality through the process of manipulating one’s Amber into an object of his/her choosing. Amber itself is at its pinnacle of strength when connected directly to the Shade manipulating it, and this is the extreme of controlling shape and density of Amber. As a result, the ability to shape Ambered weaponry is only available when the weapon is in direct contact with the Shade that is using the skill. Amber weaponry is a more structured form of Amber manipulation and is more taxing on the user due to the concentration and amount of amber being brought forth from the individual manifesting the weapon. In order for a Shade to shape and control their Amber in such a fine way, two things must first be achieved. First, the Shade parasite must be fairly matured, as the level of manipulation would be too strenuous on the parasite and host. Second, the Shade must also sacrifice the ability to learn and utilize a few other various arts in place of this ability. As a result of both the dedication to mastering one’s gifts granted by the Shade in tandem with the limitations of distance from the caster, weapons and other objects formed from Amber are able to surpass the regular limitation of Amber being as dense as Ferrum. Instead, Amber formed from this ability can in this exception be as dense as steel. However, making Amber this dense makes changing the physical structure of the Amber more difficult, resulting in longer times needed to alter the structure from that of a sword to that of an axe for instance.</span></b></span></span>
</p>

<p>
	 
</p>

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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shades can manipulate Amber in direct or near direct contact to their own flesh to go slightly past the density limits of the magic regularly held.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shades can make Amber as dense as steel if directly connected to themselves, and this over dense area cannot go further than 1 meter from the Shade or it’ll decondense to about the strength of iron.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">This uses more mana and effort than regular limitations of Amber.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">This is only to be used to make stronger weapons such as swords or knives of Amber, not to make the whole tendril or formation of Amber inherently stronger.</span></b></span></span>
		</p>
	</li>
</ul><p>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
</p>

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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Blanket of Darkness  --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Among the many abilities of a fully developed Shade, there is one ability which is a coveted skill learned for protection or utility that Shades use to their advantage in situations where light and visibility would be better off gone for the Shade. While it may not be effective in all cases, this ability may be used well if done with careful consideration and deliberation. The Shade would draw forth from a large portion of their Amber and expel it from their own form with force, making a radius of up to four meters around the Shade completely enveloped in an ersatz darkness akin to a night with neither a full nor a new moon in the sky. In exchange for relinquishing a large portion of their own Amber that can no longer be controlled or reclaimed for use, the Shade creates a dyad of benefits. The first and most obvious is that within the sudden darkness, the Shade can obscure their actions and presence from those around them, including those within the unnatural folds of darkness. The second benefit of this is that this darkness can not be blotted out by fire or sunshine, instead requiring either holy arts or the degradation of Amber over time to remove this crepuscule. However, this ability can not be possessed by all bound to a Shade parasite, but only by those that dedicate a significant portion of their knowledge, time, and effort to understanding the Shade, Amber, and their limitations to near its fullest extent in not just the height of its power, but as well as its breadth.</span></b></span></span>
</p>

<p>
	 
</p>

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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shades can create a small sphere of unnatural darkness, unable to be blotted by sunlight or other natural light sources. Instead it must be removed either by an applicable holy magic, or naturally over time as Amber flakes away.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Within this sphere those aside from the Shade are unable to see clearly, as if it were an almost pitch black night.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">If in a tight or constricted area, such as a hallway that is two meters wide, the excess distance that’d normally be covered in a sphere will instead travel down the length of the corridor or area.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Dark Form of the Foretakers would be accesssible in the Blanket of Darkness, even if done in daylight.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Only the Shade that made the Blanket of Darkness will have clear enough vision within the area or outside of it looking into it, as only they are acclimated to their own Amber in such an intimate way.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">This ability is very draining on a Shade, meaning it is not to be used in all situations as a mere buff to hide their actions from their foes. At its greatest extent, up to one third of a Shade’s Amber would be used in this spell.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Not all Shades can inherently learn this ability. Instead, those that sacrifice the benefit and gain of other magics are able to learn it as they utilize the parasite’s boons to a fuller extent.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">The Amber used in this spell does not form any walls, shields, or other impermeable structures. Instead it is effectively a veil from light and nothing else.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Caliginous Flame  --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">A true nightmare for those of holy alignment that seek to combat a fully indoctrinated Shade Father or Foretaker, the ability to form a flamelike substance not quite unlike true fire, yet not quite the same either, the Caliginous Flame is a gift possessed by only those of the utmost skill, dedication, respect, and tutelage with utilizing the boons of the Parasite of Rancour. Composed of Amber and an ever so slight segmented portion of the Shade parasite itself within the caster, this fire formed holds no colorful hues and produces no light. Those that touched this ‘fire’ would not begin to have their body smoulder and burn, but rather the mana within their being would slowly begin to burn away, depleting it until just the faintest presence of mana remained in the person’s reserves. Regardless of whether the person afflicted by this spell is a mage or not, their mana would steadily flake away into nothingness as the combination of the parasite failing to burrow itself within the soul of the victim mixed with its own supply of Amber effectively converts the mana within into Amber, which just as quickly flakes away. While this will not expressly cause physical pain, a fair level of discomfort may occur as this process is an unnatural one. However, this ability alone will never kill as it will never fully deplete a being of mana, nor will it cause any level of physical harm that can even come close to killing. Instead, this ought to be used to severely hinder the target.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shades that are either a Shade Father or Foretaker can learn this ability, assuming they also meet the Tier requirements detailed below.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Caliginous Flame will burn at any potent mana source, including people, animals, mana obelisks, and similar concentrations of mana. It will not affect plants, rocks, unfilled mana gems, or other things, akin to how a fire with too little fuel will not burn for much longer.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:10.5pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Caliginous Flame will not produce light and heat, but rather will produce an eerie effect contrary to how regular fire works. Light seems to fail to reflect off of it by any means, and the area around it would have the sounds dampened, as if in a vacuum.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:10.5pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">This spell only lasts as long as mana is present in the victim's mana pool, meaning recovery begins the instant the last portions of mana drain away.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Due to this ability sending off a small, yet regrowable, portion of their Shade parasite, only Shade Fathers and Foretakers can learn this ability, assuming other restrictions are met.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Additionally due to the mixture of Amber and the fraction of a parasite, each time this ability is done a counter of one day is added to the caster, with five days being the most possible without causing permanent damage to one’s own soul and Shade. Each day that passes is equivalent to the cast off part of the Shade parasite regrowing.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Using this ability will cause a bit of pain to the Shade, especially when done more than once.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">The Caliginous Flames can not be used to light anything on fire in the traditional sense, as the ‘flame’ only burns at mana sources, not the physical objects themselves.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:10.5pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Holy magics can effectively stave off this ability.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:10.5pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">While this ability can burn away at mana rapidly, it will not convert it into Amber that can be utilized, nor will it occur instantly. It would most likely take a number of seconds to burn away the majority of a regular sized mana pool.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:10.5pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">This ability will never kill on its own. At most it will leave a foe unable to cast or feeling less good than usual.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="38" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="367"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="imp001_by_chriscold-d5bqyt7.jpg" height="312" src="https://lh5.googleusercontent.com/qOYCBOcP3i3Kpa5Bvi69VQTpJYSzu2sICSv2zSsYSE9flvM_0t2FQ3XJzWSo4ARSwTTjltByvi0aMtB1ztl_vsxz0fPFWuJfSqVBzBUb9YvehiBjtPWf4bhdC90kxmPBhtFv1CE" style="border:none;" width="624"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="cooltext255875390977073.png" height="55" src="https://lh6.googleusercontent.com/MMdk5Hcizglfk5jnH0q5bANyKGVGIvzcWJufRXWhosuxrTA68BlnbBuo53GF0ZTGiFG71WWy9As5xaicIW7IhAhoOqi-4UxFa-Ht7Cbkj-mFQbh7AHXErVWUErzEyR8WyVs-aUM" style="border:none;" width="428"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Shade Magic &amp; Its “Tiers” --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">A unique aspect of Shades is that the abilities and limits of what one can do with the magic are reliant on not just time passed and abilities learned, but now as well how many of a character’s magic slots are available. When learning to master their abilities, the Shade must first be checked for how much time has passed, as an underdeveloped Shade parasite would be unable to perform the more powerful aspects and feats offered through the curse. The second question considered is if the Shade parasite itself has the capacity to learn a new ability, which is dependant on how many other magics the Host has taken up in learning and practicing. For instance, a Shade practicing four other magics would be able to learn less of its parasite’s capabilities than a Shade practicing no magic aside from the fullest extent the curse offers. This effectively presents a tradeoff to those afflicted with the curse, whether to learn about the Parasite and cultivate it to its fullest potential, or to effectively neuter it of some of its more advanced gifts in exchange for other knowledge and utility. Below is listed a Shade’s Time-based abilities and development and the Slot-based abilities and development.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Time Based, Tiers  --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tier “Zero” - The development stage of a Shade parasite. At this stage there are no abilities, only the growing presence of the being on the host’s soul. During this stage the Host’s mana begins to convert to Amber in trace amounts, and the presence of the parasite will cause maladies such as seizures, fatigue, vomiting, or nausea as the body acclimates to the Parasite of Rancour. This stage lasts one week from the birth of the Shade parasite.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tier One - The first time the Parasite will be able to do anything of considerable consequence. At this stage the Host will begin to be able to actually manipulate Amber to a poor extent. Alongside this, the Shade can corrupt mana into Amber, although this process is very inefficient even on themselves, let alone other objects and beings. Additionally, the Shade will receive the most basic of passive boons from the Shade parasite, including the resistance to disease, the difficulty of invading their mind, and the so-called “early awakening” from unconsciousness. The host’s mana pool at this stage will also automatically be at least one twentieth (1/20th) converted into Amber for use in Caliginous Healing and staving off illness. Finally, the Shade parasite is no longer considered a “Hatchling” anymore. This stage lasts two weeks until hitting Tier Two.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tier Two - The Shade at this point is now more matured, and the victim can now manipulate and corrupt Amber to a finer extent, albeit still with a fair level of inefficiency. Furthermore, this is the stage where a “Half-Formed” Shade is capped time-wise and skill-wise, requiring full connection from a Shade Gem to continue growing and progressing. A Shade can also imbue objects and spells with Amber at this stage. This stage lasts three weeks until hitting Tier Three.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tier Three - The Shade can begin to learn stronger abilities, namely being able to toggle the passive version of Caliginous Healing. Strength of Night can be learned now as well. Furthermore, Ambercrafting becomes possible, and weak forms of Ambered Weaponry are available as well. Entering the mind of the Shade at this point for a mentalist becomes significantly more difficult at this stage, and at minimum one fifth (1/5th) of the Shade’s mana pool at this point is automatically converted to Amber. This stage lasts six weeks until hitting Tier Four.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tier Four - The Shade is practically fully grown at this stage, and the host experiences a constant tug at their very soul from the parasite, be it positive or negative in nature. The Shade can begin to learn abilities such as Active Caliginous Healing and Caliginous Flame. Finally, the Shade can at this stage become a Shade Father, given understandment of their parasite to a deep level. This stage lasts eight weeks until hitting Tier Five.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tier Five - Truly an agent of darkness and tenebrific horror, a Shade at this stage is practically irrevocably attached to the soul of the host. Fully grown, the Shade can learn all of its abilities, and can be made a Foretaker if so willed upon the Shade. Manipulation of Amber comes significantly easier, as do the other gifts of Shadedom. There is no further progression for a Shade at this stage, aside from becoming a Shade Father or Foretaker if the opportunity arises and they take it.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">* These abilities are NOT gained automatically unless taught to the character or designated as not needing teaching.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Slots &amp; Abilities  --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Unlike most magics, Shade magic can hold different abilities available to those that practice the boons granted by the Shade depending on how many other magics they practice. Akin to how Druidism has subtypes within itself, Shade magic has subskills that can be learned only at the cost of other beneficial arts, be them voidal or dark. While an independent application is not needed for these skills, they must be learned all the same and some can not be learned depending on how many magic slots are left “free” to use. For instance, a Shade that practices only Shade magic will be able to use all of the abilities below, assuming they meet the time requirements as well. However, a Shade that is also a Fire Evocationist, Water Evocationist, and Transfigurationist may only be able to learn some of the abilities below.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">One Slot - Shade, 4 Other Magics - Mana Corruption, Amber Manipulation, Mental Intrusion Resistance, Resistance to Illness, Caliginous Healing Passive (Weak), Amber Imbuement, Ambercrafting.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Two Slot - Shade, 3 Other Magics - Mana Corruption, Amber Manipulation, Mental Intrusion Resistance, Resistance to Illness, Caliginous Healing Passive (Regular), Amber Imbuement, Ambercrafting, Non-fully fledged Shade parasite ability cap.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Three Slot - Shade, 2 Other Magics - Mana Corruption, Amber Manipulation, Mental Intrusion Resistance, Resistance to Illness, Caliginous Healing Passive (Regular), Amber Imbuement, Ambercrafting, Strength of Night (Weak), Ambered Weaponry (Weak), Mana Pool → Amber Minimum 1/5th,  Blanket of Darkness.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Four Slot - Shade, 1 Other Magic - Mana Corruption, Amber Manipulation, Mental Intrusion Resistance, Resistance to Illness, Caliginous Healing Passive (Regular), Amber Imbuement, Ambercrafting, Strength of Night, Ambered Weaponry (Regular), Mana Pool → Amber Minimum 1/3rd,  Blanket of Darkness, Caliginous Healing Active, Caliginous Flame.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Five Slot - Shade, 0 Other Magics - Mana Corruption, Amber Manipulation, Mental Intrusion Resistance, Resistance to Illness, Caliginous Healing Passive (Regular), Amber Imbuement, Ambercrafting, Strength of Night, Ambered Weaponry (Regular), Mana Pool → Amber Minimum 1/2th,  Blanket of Darkness, Caliginous Healing Active, Caliginous Flame, Foretaker**.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">*Note - To achieve any of the above, the time-based tier requirements must still be met.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">**Note - Foretakers must meet these requirements and those outlined in the section marked "Foretakers"</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Allows Shades to either practice many magics alongside Shadedom, only some magics alongside Shadedom, or be a “purist” that utilizes Shade to its fullest extent.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Other magics are traded off for more powerful variants or additional abilities instead.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">No player is forced to take all five magic slots as Shade, nor are they forced to learn other magics.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">These abilities are NOT gained automatically unless taught to the character or designated as not needing teaching.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Roleplaying the abilities unavailable to a character due to having other magics will be akin to roleplaying without a magic application accepted for the character in those abilities, additionally it will be considered powergaming as well.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">A MA is NOT needed to learn these abilities, aside from the regular Shade MA. However, they still must all be learned in roleplay, and can only be done so at the appropriate time restrictions and magic slot restrictions.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">A Shade with a TA can not teach an ability that they do not know. So, a “One Slot” Shade would have a tough time teaching a “Five Slot” Shade.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">The (Weak) denotations of an ability mean the ability or boon will at best be half as efficient as its best case scenario.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="38" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="367"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- A Curse Unimaginable: The Costs of Shadedom --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">As all things are, the Shade curse is not just a basket of roses and sunshine for those afflicted with it. In exchange for the boon that can be extracted from the veritable demon, those afflicted with the Shade curse must live with the following maladies.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Mental --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">When the Shade parasite burrows into the soul of the host, it also burrows into the consciousness by extension. As a result, every living moment, be it waking or resting, the Shade parasite will be nagging and pestering at the host’s mind. At first, this pestilence is minor and can be compared to spending a day with someone you greatly dislike, but over time the irritation grows and becomes more intense and unignorable. What at first may start as faint whispers every now and then of words that may upset the host will turn more cruel and relentless, becoming a constant stream of negative thoughts. Minor frights when sleeping, be it dreaming of being chased or another thing feared, will eventually turn into night long terror. The faint sight of a shadowy being in the corner of one’s eyes will turn into full on hallucinations as the mind fails to distinguish the false from the real, slowly whittling at the mental integrity of the host. While some precautions can be taken to hamper these ailments, true cessation can never be done, leaving always at least the slightest whispers in the mind of those affected by the Shade. </span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">These effects get worse over time, starting off as minor annoyances and becoming full fledged life changers later on.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Conversely, as time goes on the host can adapt to some extent in dealing with the parasite. The result is a lack of things such as permanent debilitation of the host due to the encroaching mental strain, or other side effects that would result for bland RP.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">After “Tier 3” or so, the downsides grow from whispers and some nightmares to include all of the maladies listed here.</span></b></span></span>
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	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">While help can at times be received, be it from a mental mage or cognatist’s enchant, the downsides can never fully be blocked out.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Physical  --</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The physical changes in a Shade tend to be less encompassing, but are still noticeable and considered with those afflicted by the veritable demon. The most obvious is that those cursed will exhibit more gaunt, tired features such as bags beneath the eyes or sunken expressions, in addition to having growing jerky, erratic movements due to a mixture of the parasite’s harassment of the mind, and usual lack of sleep. While those are the most obvious, there are at times physical effects due to the Amber within a Shade affecting the body. Despite how much a Shade acclimates to Amber, Amber is an unnatural, twisted substance, and its presence within the host causes negative side effects at times. Some of these effects include nausea due to a mixture of the Shade parasite’s attack on the mind and Amber within, vomiting, seizures, or other maladies akin to the incredibly sick. While these consequences can never be fully avoided, the ever so often manipulation of a Shade’s Amber pool and expulsion of the sickly black substance can ease these symptoms off for a while if done in careful consideration. A Shade that does this must take care not to relinquish too much of their Amber too often, nor too little, as the body acclimates and adjusts to having Amber within it to the point where having too much will result in the ill effects listed before due to mass amounts, and too little resting within too often will result in the body and parasite’s intrinsic instincts gained from the presence of Amber, such as Caliginous Healing, to react poorly on the host, causing issues such as fatigue, weakness, and poor healing. So, one afflicted with the curse will experience a mixture of adverse consequences from both the toll the parasite itself takes on the mind and body indirectly, and a direct effect from the presence, or overdone lack of, Amber within the body.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Furthermore, due to the inherently corrupt nature of Amber, if a Shade frequents around one or more persons for extended periods of time with little relapses of time in between being near them, then the Amber within a Shade can give a minor, nearly negligible effect of dread and irritability to those nearby. However, this would take extensive amounts of time with a Shade to begin to even be noticed.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Those with the Shade parasite will experience downsides such as seizures, erratic motions, and tiredness.</span></b></span></span>
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	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">People that stay around Shades for long, extended periods of time may experience faint sensations of dread, irritability, or other weak versions of the maladies of a Shade and Amber. At the earliest, this would take around a month in RP. At the absolute most, around a year would have to pass before the effects are unignorable.</span></b></span></span>
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		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">While Amber can be expelled every now and then to mitigate these issues, they can never be fully preventable, and expelling Amber too much and too often can cause other issues.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Magical  --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Aside from the effects of imbuement listed above, those afflicted with a Shade parasite will always experience some level of difficulty in controlling their magical arts, be it voidal or not. This is due to the mental strain caused by the parasite, and the effect on the mage’s magic can be ranging from minor loss of control of their casting to greater issues, such as full out voidal disconnection, spell failure, or unintended results from the magic, such as forming a larger blob of ice intended for a water evocationist, or causing worse effects to a soul puppetry victim than desired. While these effects will never cause direct harm to the host, they can be devastating if they occur at the wrong time.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shades’ magics may be adversely affected, albeit not required to be in a damaging way to the host.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">These downsides can not be ignored, as they are often minor and inconsequential nine out of ten times.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">A Shade casting, say fire evocation, is not required, and is in fact advised against, doing things such as burning themselves or purposely doing what one may call idiotic or unreasonable things with the magic and claiming it is an effect of the Shade. The parasite is cruel, not idiotic. It won’t get the host killed for a quick laugh.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Takeovers  --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The most important thing that a Shade will do to is not only the above, but also the result of doing this constantly to the host. When the host’s mind is numb from sleepless nights, and their heart shattered from the overwhelming negative emotions, the parasite can strike at the mind with the intent to wrench control away from the host in favor of their own control. If successful, which can occur much easier when the host is emotionally or mentally vulnerable, the Shade will do two things: the first being whatever it so pleases depending on the personality of the Shade itself, and the second being whatever may further undermine the host’s core integrity, also dependant on the personality of the Shade and host. A Shade’s conception of the world is reflected as a corrupt version of the host’s, so a Shade parasite within the mind of a blundering, gentle hearted giant may use the large man’s body to crush the flowers the man so carefully grew, or kick a puppy that stops by the man’s house every morning, as while these things may not be seen as horrendous as say, murder, they fundamentally undermine what the host believes to be of value and of importance. So, a taken over Shade need not to be a stark raving mad lunatic that kills everyone they come across, and may very well be the opposite, especially if being the aforementioned lunatic would put the Shade at jeopardy. Additionally, one of these takeovers of the malicious nature will not happen in a public setting, say if the host was surrounded by a group of holy mages, or a public courthouse while on trial, as despite the ease the Shade parasite may have to take over, it would not bode well for the parasite to easily mark its presence within the host, as it may lead to future complications or issues arising. Instead, the parasite will do its best to perform these takeovers out of public sight, be it in the privacy of one’s own home, in an alleyway as opposed to the square in a city, or out in the mountains while the host enjoys a lovely hike.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Furthermore, while most takeovers are malicious and harmful in intent and nature, there are times where a takeover can be beneficial, not in the sense that the Shade will go around handing out roses and hugs, but in the sense that it will be done for the preservation and wellbeing of the host and parasite alike. For example, if one afflicted with a Shade is rendered unconscious in combat, the parasite will perform a takeover to force the host to come to consciousness slightly quicker than if it didn’t interfere, or if the host is in mortal condition the Shade will take over to get the host out of danger and deal with any possible threats. The reason for this is double, one being that the parasite when not in control does not need to worry about things such as sleep and the downsides that it causes upon the host, and two that the parasite’s natural instinct gives it a slight edge in these situations as it tries to keep itself alive. However following one of these situations, the parasite can take over with malicious intent much easier, as it often will try to keep control past the situation.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">When a takeover occurs, the “tell” of a Shade will not occur unless the magic itself is actively being used. So, one that is taken over will not always have blackened eyes or veins, unless they are using or manipulating Amber. Furthermore, unlike in the past a Shade parasite will not have innate knowledge of all of the abilities available to the Shade, but only access to manipulating and converting mana into Amber without prior knowledge or tutelage on the matter. So, a Shade that never received a lesson can never cast, say, Blanket of Darkness, but is able to make tendrils and corrupt another’s mana into Amber. Furthermore, the ability of a Shade during a takeover is limited to the same restrictions that the host is, aside from being slightly more efficient in casting the known abilities due to the innate connection between Shades and Amber.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Finally, when a Shade parasite takes over not all is lost. While troublesome, the host can do as the Shade did to them, and vie to regain control of their mind once more. This can be through something simple, such as getting the aid of many mentalists and cognats to relieve the strain and effort exerted by the parasite on the host’s mind so the host may once again take control, or long and arduous such as slowly rebuilding emotional and mental stability, then fighting back against the rancorous being within. However, this can only be done when the host actually possesses control of the body, making this significantly more challenging if not impossible to be done during a takeover. For the duration of this, however, the host will lack control of their body’s actual movements and actions, and will effectively be watching their body act without the ability to alter these actions unless they take control once more.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Allows Shades to have either malicious or “beneficial” takeovers, the latter of which may lead to the former.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">A taken over Shade will have access to Amber manipulation and mana corruption even with no prior lessons in addition to the already present ability of Caliginous Healing.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shades that take over are minorly more efficient (5 to 10%) when controlling and converting Amber. This is not enough to turn a fight around entirely, but just a minor boost to encourage a Shade’s survival when in peril.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Takeovers do not result in stant acquisition of “Tier 5” in the magic anymore, as many of the abilities still have to be learned. This is to prevent someone from having a takeover just to become stronger.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">A takeover won’t result in the Shade going “Grr, I’m going to stab a baby!” as this is not necessarily the intent of the parasite or the best way to undermine the host’s integrity. Instead, varied approaches can come to takeovers, be it subtle things such as the parasite slowly ruining the host’s relationships with abrasive attitudes, or more obvious such as kicking a puppy. Anything that underwhelms the values of the host will suffice.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Masking  --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Shade parasite constantly seeks its own preservation, and as a result it will sacrifice its own short-term desires in favor of long-term survival. If the Shade or Host is aware that they would face doom from a holy mage, the parasite can mitigate its own presence within the soul to a minimal state, making the Host undetectable via holy magics, while at the same time giving up all benefits the magic has to offer, regardless of skill with the magic. This acts as a double-edged sword though, for a Shade cannot simply awaken and recess instantly, but rather are stuck in this recessive state for one week of OOC time, with an additional day required for the parasite to “reawaken” and unmask itself within the presence of the soul.</span></b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Allows Shades to avoid effect from holy magic, akin to an Abyss Seed or draught of incite afflicted beings. This comes at the cost of any benefits Shade provides and is not to be used liberally.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">When masked, the Shade cannot unmask for one week minimum, with a small period of time required afterwards for the Shade to reawaken during which they’ll once more be vulnerable to holy magic.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:10.5pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">The downsides of the parasite remain, albeit slightly mitigated due to the Shade’s slightly weakened presence.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:10.5pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">If holy magics that would normally purge a Shade parasite are used on the Shade during this state, instead the timeframe for “awakening” would be doubled to two weeks from the original date, lengthening the time they’re in this state.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:10.5pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">For moderation purposes, a Shade performing masking must edit their description to include notice of the date of Masking and when Unmasking can be done. This is to prevent lying OOCly about being able to cast or not, with suspiscion being able to be checked by Game Moderators.</span></b></span></span>
		</p>
	</li>
</ul><p>
	<br><br>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Weaknesses to Other Magic &amp; Things --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Holy Magics  --</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Due to the inherently corrupt nature of the Shade parasite on the soul, Shades are often weak to the holy arts, namely the arts of the Ascended, Paladins, and Clerics. Regardless, a holy mage’s magic will disrupt a Shade’s control over their Amber if surrounding the Amber produced, and will even sever and deplenish it if continuous contact is made between the holy magic and physically manifested Amber. If a Shade is struck by anything that harms a dark being, such as Aengul Fire, it will act regularly as it would on any other dark creature.</span></b></span></span>
</p>

<p dir="ltr" style="text-align:right;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><img alt="cftPGWos__epNi-iJr9mNQjwopPBNRJTMR3MhWYHCWYrG-79yJk3f5zn19M-lDaNTg30zWzcSZM52_OZ_udmW5rlSgxDIuGuFuqGd0nQc_KbTFrKTzlRUcTAue6dlfC8SZEWoTA" height="357" src="https://lh3.googleusercontent.com/cftPGWos__epNi-iJr9mNQjwopPBNRJTMR3MhWYHCWYrG-79yJk3f5zn19M-lDaNTg30zWzcSZM52_OZ_udmW5rlSgxDIuGuFuqGd0nQc_KbTFrKTzlRUcTAue6dlfC8SZEWoTA" style="border:none;" width="250"></b></span></span>
</p>

<p>
	<br>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Regular Druidic magic will not affect a Shade, unless in the presence of powerful artifacts such as the Aspect Stones.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Shades are weak to holy magics, as they often deal with purging and cleansing of unnatural things, which the parasite and Amber both are.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Holy magic will harm a Shade if it makes contact with them, and will sever or remove control over their Amber as well if contacted.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Aurum  --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">While any living being that is stabbed by a golden knife is in for a bad time, Shades also face the maladies of gold affecting their Amber. While gold is not an instant destroyer of Amber, it is a material that is able to cut through Amber with much more ease than any other object, such as iron or steel. While more dense Amber structures and formations will cut with more difficulty, instead of it being akin to cutting through iron, it’d be more akin to cutting through flesh and bone, given that gold has a natural advantage over corrupted mana.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Aurum is also a weakness to Shades, although it moreso applies to Amber than the Shade themselves, as regardless of whether the Shade is a dark being or not, a golden knife is still a knife. However, a brick of gold pressed onto a Shade’s flesh won’t cause harm.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Aurum, especially Aurum weapons, can pierce, cut, and damage Amber much better than non-Aurum or non-Holy items. While Amber as dense as iron won’t be pierced by an iron-tipped arrow or cut by an iron blade, Aurum would do so, albeit not akin to a hot knife melting through butter. Instead, it’d be akin to cutting through flesh and bone as opposed to iron or steel. If the object of Aurum is not sharp, such as a brick or rod, it’d be like pressing an ice cube against hot metal, where it can melt quickly but not instantly.</span></b></span></span>
		</p>
	</li>
</ul><p>
	<br>
	 
</p>

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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
</p>

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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Curing The Parasite --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">While it is incredibly difficult to cure a Shade parasite, it is possible. To keep things simple, the requirements for the number of holy mages will be listed below if the parasite is not being removed by the Foretaker that connected the Shade to the soul initially.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tier “Zero” - 1 T4+.</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tier One - 1 T5 OR 2 T4.</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tier Two - 2 T5.</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tier Three - 2 T5 &amp; 1 T4.</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tier Four - Incurable by Holy Mages.</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tier Five - Incurable by Holy Mages.</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Druids - Incompatible.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">A Foretaker can not cleanse the parasite of the host as well instantly, unless in special circumstances. The circumstances for this are either if the one afflicted wants the Shade purged and the Foretaker is willing, or if irreparable cause has occurred rendering the removal of the parasite pertinent (OOC blacklists/bans). Aside from this, one afflicted with a Shade is forced to bear the curse for the entirety of their life, given extremely rare exception.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Finally, a being that has a Shade and then has their soul altered or damaged to certain levels will lose the parasite, as the parasite cannot survive on soul shadows or other temporary stages of a soul.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Put simply, the Shade curse is not meant to be easily cured, if at all. This outlines the exact strength of how many Holy Mages would need to be present and casting to cure the Shade parasite, with restrictions later on as the veritable being takes root on the soul of the host too much to be removed with conventional methods anymore. While the Shade parasite is still a Hatchling, it can be purged with ease.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Shade parasite can NOT be removed by a Foretaker unless the player themselves wants the Shade purged OOCly, or the player has faced OOC punishment, such as a ban from the server or a magic blacklist, both of which must be long enough to warrant removal of the parasite.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Druids can’t cure Shade parasites.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">If the player being cured does not give OOC consent and/or the character does not give IC consent, then the character will die instead of being purged of their Shade.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">After the Shade hits “Incurable” stages, only rare exceptions can purge somebody of the parasite, such as an event or other similar effect.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">If a character is permanently killed, then is revived, such as a Shade turned into a lich, then the Shade parasite on the soul is removed and the player must be re-shaded and restart learning the magic. The exception to this is direct change, such as if a player turned from a Shade into a Wight with no “PK” in between.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="38" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="367"></span></b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="monarchal_chambers_by_chriscold-db4jms6.jpg" height="316" src="https://lh5.googleusercontent.com/YXJG_wu3cocAVNngqEngAdvIrlfg3HHWT-d3-kyTjFyUGDk2XHqIxMFu39WrqiJoPoHG9LLDdP0SXJpSMwVwL3Ozvz9_2nu5mLXnRiD5qYdF57zzmW2hDBB4LhnemG00wLUVGc4" style="border:none;" width="624"></span></b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="cooltext255876857037474.png" height="55" src="https://lh4.googleusercontent.com/L8X08IR4826fJ0jy_exKchBoQHkhU_Vr7I48A1e6fMxwMvH7vqVP8Nr-JeotMzPxB0BpMZOpn4LiN8--U1tyHW2b1awfzOkOkg9JutbSrtSRE_LN7ePiPlBnJQ5VI5IEMaIA1gg" style="border:none;" width="439"></span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Foretakers of Tenebrous are the pinnacle of Shadedom. Long gone is the possibility of a cure for the parasite, as those that become a Foretaker surrender themselves entirely to the Shade parasite and serving the will of Arun’Asna, bound to ensure the continued existence of the tenebrific parasite within the world. However before one can even be considered for becoming a Foretaker, one must first become a Shade Father.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Shade Fathers --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The Shade Father is one that has ascended beyond regular understanding of the Shade parasite into the realm of being able to manipulate the parasite itself to very minor extents. To become a Shade Father, one must be a Shade for a long while and learn from a Foretaker or another Shade Father how to manipulate the parasite within their soul, as well as how to section off small portions of their own parasite to bestow unto another. While this replica parasite will not be as strong as a true Shade parasite, the “Half-Formed” Shade will still be able to grow and progress until properly connected to the Shade Gems and Arun’Asna by a Foretaker. This renders the role of the Shade Father -- Or Shadow Mother for the women -- existent once more, yet not all-powerful in being able to create and forge new Shade parasites indefinitely. Additionally, as a Shade Father presumably takes on some higher level of responsibility within the Shade commune, those that become a Shade Father can also create Caliginous Flames as the ability requires a Shade to thoroughly understand the parasite. So, a Shade Father is anyone that learns to either create new “Half-Formed” Shades by replicating their own parasite through sectioning their own.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Reintroduces Shade Fathers into the lore aside from just being mentioned with no explicit explanation as to what they do or what the role of one is.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shade Fathers can either become a Shade Father to cast Caliginous Flame, create new “Half-Formed” Shades, or both.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shade Fathers have no limit on how many can exist, aside from any limit set in RP by the Shade community if any at all.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Shade Fathers aren’t inherently more powerful or necessarily able to control their Shade parasite. They can only manipulate the most basic aspects of the parasite for Caliginous Flame or creating new “Half-Formed” Shades. They do not have the ability to create fully formed Shades connected to the Shade Gems and Arun’Asna, nor are they inherently more powerful than other Shades aside from these two abilities.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Shades can only become Shade Fathers if taught how to section their own Shade parasite, a challenging and slightly painful process as it requires intricate knowledge and practice with almost all aspects of the magic.</span></b></span></span>
		</p>

		<ul><li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">This can only be taught by either a Foretaker or another Shade Father.</span></b></span></span>
				</p>
			</li>
		</ul></li>
</ul><p>
	<br>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="22" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="217"></span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(122,29,28);vertical-align:baseline;">-- Foretakers --</span></b></span></span>
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Also known to some as a Daeva, the Foretaker is one that has fully rendered unto Arun’Asna and the inherent will of force inflicted by the Shade’s existence as a whole. While not a conscious force, the inherent force of Arun’Asna is what overwhelms and drives a Foretaker’s abilities and purpose, and is not something that can be achieved by just any Shade. In exchange for mastery over the Shade parasite and Shade Gems, the Foretaker makes a sacrifice of varying impact, depending on the individual. While some may see it as an honor and blessing, others may see it as sacrificing a sense of humanity, as a Foretaker is bound to act as a guiding force of progress and growth amongst the Shades.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Upon the surrender of the soul to Arun’Asna, the Foretaker’s soul will no longer reside within the host’s body, but instead taking residence within a Shade Gem, notably the one that was used to originally make the person a Shade. While the soul will be within the Gem, the Shade parasite itself shall have a much closer link to the intangible force Arun’Asna itself, causing a multitude of changes within the Foretaker. The most notable is the possibility for a Foretaker to enter something known aptly as the Dark Form, a form that the Descendant can take that quite literally turns their physical body of flesh and blood into an Amber-like substance in place of flesh, bone, and organ. While in this form, the Foretaker is not immune to all damage, but can still be harmed by holy magic, aurum, and other similar things that would effect Amber. If the Foretaker were to be injured by something not of that nature, such as a steel sword piercing flesh, or a mace cracking against them, then the Foretaker would still feel pain, albeit incredibly diluted and preventive from causing actual lasting harm, such as a broken bone or ruptured organ. Furthermore, a Foretaker in their dark form is able to manipulate the composition of their Ambrific self, akin to manipulating Amber that is external from themselves. While their dark forms can be manipulated like Amber, there are still restrictions on how they can manipulate their bodies. While the Dark Form has its uses, it also comes with its share of drawbacks as well. For one, a Foretaker in the tenebrific form will revert back to their mortal form if exposed to bright lights, such as that of a campfire or daylight. The exception to this is unnaturally formed light, such as that formed through fire evocation or sensory illusion for example. If a Foretaker had a blade embedded into where their heart would be, and then a bright enough light was shone upon the area, then the previously unwounded area would revert to flesh and blood, and the Foretaker could take damage as any other mortal may. So, one main disadvantage of the Foretaker is light. Even when not in their dark form, a Foretaker will be adverse to sunlight, as if it nauseated and sickened them due to the inherent aversion within when becoming a Foretaker. Another weakness suffered is Aurum, and the effects of this are similar to Aurum’s effects on Amber listed above. While a steel blade may pierce the dark form and cause minimal pain or damage, Aurum doing the same would result in not only immense pain, but also a faint burning sensation and the relapse of that particular area around the wound to exit its dark form, making mortal injury possible. </span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Foretakers are only able to be made from a Shade Father.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Foretakers can enter a “Dark Form,” quite literally a physical transformation from their regular selves into a being made of pure Amber-like substance, able to be manipulated to the same extent of Amber with a few minor restrictions.</span></b></span></span>
		</p>

		<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Foretakers can only change their physical size in Dark Form to be either half to double their regular size.</span></b></span></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">In Dark Form, Daeva lack blood or organs. So, removing one part is not necessarily a death for a Foretaker, but it will still cause pain.</span></b></span></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">While severely mitigated, other forces such as a mace or falling from a great height still injure a Foretaker in Dark Form, albeit considerably less and not with permanent damage.</span></b></span></span>
				</p>

				<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
						<p dir="ltr">
							<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">As a fairness clause, unlikely colossal amounts of damage, such as a building collapsing on a Foretaker, or a thanhic explosion occurring next to one, when in their Dark Form will result in at least total immobilization and control of the body due to severe force and effort, or at most “death” and remanifestation at the Shade Gem.</span></b></span></span>
						</p>
					</li>
					<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
						<p dir="ltr">
							<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">This means where ridiculously large amounts of damage occur to a Foretaker, despite it technically not killing them they will be forced to allow their Dark Form to demanifest and reform at the Shade Gem. This would not count as a suicide, but rather keeps the lore consistent with other spectral or similar beings while not making them immune to cataclysmic force.</span></b></span></span>
						</p>
					</li>
				</ul></li>
			<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Density must be taken into account, so a larger manifestation in Dark Form results in less density.</span></b></span></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The density of the form is limited to either half as dense as water, or the density of iron.</span></b></span></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Liquid and Gaseous manifestations cannot be done in the Dark Form.</span></b></span></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Light touching the Dark Form causes it to revert back to the regular form of the person, but only wherever light hits it. So, a torch light may only revert the face and torso while sunlight would revert it all.</span></b></span></span>
				</p>
			</li>
			<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
				<p dir="ltr">
					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Only natural light or Holy Magic light can revert the form, not unnatural light such as voidally evoked flame.</span></b></span></span>
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					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Dark Form must be utilized to move a Shade Gem from one location to another, lest the Gem overwhelm the Foretaker in question.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">For the sake of sense in RP, the time of day that it is when RP begins with a Foretaker is how the time will stay until both parties agree to progress time. This is due to the short length of time in a MC day an night.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Aurum affects a Foretaker as regular objects would, so an Aurum blade will still cut and harm, even if in Dark Form.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Holy magic also dispels and damages Foretakers, even in Dark Form.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Foretakers have a natural aversion to sunlight and bright light sources, nauseated and pained when in its presence for too long, even when not in Dark Form.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">It takes time to enter and exit Dark Form, except in the case of light reverting a Foretaker back into their regular form.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">The Dark Form is not invincible or invulnerable, but it does have a fair resistance to most physical and some magical abilities and attacks.</span></b></span></span>
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					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">While a stab from an iron sword or blow from a wood club won’t kill or damage a Foretaker that much, large or catastrophic blows such as a building’s collapse or a fall from a cliff will incapacitate a Foretaker indefinitely. In these cases, a Foretaker is allowed to purposely demanifest and reform at the Shade Gem. This is to prevent unreasonable survival while being consistent with other aspects of lore.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Darkness for the Dark Form must not be brighter than a moonlit night on a full moon, nor can it be achieved through methods such as going beneath the shade of a tree or wearing a suit of armor.</span></b></span></span>
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					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">In the brighest light a Foretaker can be in, being a fully moonlit night, then the ability to manipulate their Dark Form is severely limited.</span></b></span></span>
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					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">In the darkest of places, namely pitch black rooms that lack light, a Foretaker’s ability to manipulate their body is limited to as dense as iron.</span></b></span></span>
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					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">In cases that are somewhere in between, a general common sense limitation is in place, where the limit is somewhere in between the two outlined above.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Aurum barriers or holy wards cannot be crossed in the Dark Form.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">If a Foretaker were to be “killed”, then their form would dispel into a black smog that would eventually disperse before reforming back at the Shade Gem they were originally connected to. As a result, a Foretaker can never truly be killed unless the soul were to be destroyed, which can only be done through the Shade Gems themselves, or through external unavoidable means that most likely will never occur. Furthermore, a Foretaker lacks a presence of lifeforce and mana within their own physical form, the lifeforce or mana needed to perform magics being granted and funneled to them on a need-by basis through the Shade Gems. In its place, Amber lays within the Foretaker en masse, with a half of their mana pool always converted into the sickly substance regardless of intent or desire to do so. So, a Foretaker would only be able to use half of their mana pool whatsoever before any spells casted would come out as imbued, while the other half would instantly be available for manipulation without delay. Furthermore, a Foretaker’s ability with manipulating Amber is unmatched by those that have not transcended regular Shadedom to this level. While the difference is not staggering and unfathomable, it is noticeable enough that if  a Foretaker and Shade Father made battle, the Foretaker would win most times given all other things being equal.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Upon death, a Foretaker remanifests at the Shade Gem that was originally used to bind the Shade Parasite to their soul.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">A Foretaker lacks lifeforce or pure mana naturally within their bodies, and this is granted to them through the Shade Gem connecting them to Arun’Asna on an on-demand basis.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Foretakers are slightly better at manipulating and converting Amber than other Shades, to the point where there is a noticeable difference between a Foretaker and a fully grown, fully taught Shade.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">A Foretaker will cast non-Shade magics slower, due to the effort expended in the journey mana and lifeforce must make to reach them for utilization.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">A Foretaker will not remember the events of their death aside from the sensation, meaning a Foretaker that was beheaded won’t remember where, the executioner, or the crime, but they will remember the feeling of having their head removed.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">In addition to the benefits listed above, another key feature of a Foretaker is that they do not experience the continuous, endless onslaught of the horrors wrought upon those bound to a Shade parasite. The nights are sleepable, the days clear of whispers, and their will and body not in peril to the veritable force within. Instead, as the parasite and host’s beings unify in unholy dominion, the host will begin to take on more aspects of the parasite’s personality themselves. So, the gentle hearted giant mentioned before in the downsides of the Shade curse may no longer care for the fluffy animals he once loved, nor will the parasite necessarily drive him to harm the animals for its own benefit either. Instead, a varying, bastardized version of the two halves’ ideals, wishes, pleasures, and pains forms within the Foretaker, in essence replacing what they once were for the duration of their existence as a Foretaker. However, while significantly more comfortable with Amber and its presence, a Foretaker is still at some level who they once were, and they still experience the physical downsides not related to mental downsides of the parasite to a severely lessened extent. What may have occurred once every two months now occurs at most once a year, and even then may not be nearly as bad as it once was. </span></b></span></span>
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		<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Furthermore, while the Descendant form does not need to be maintained as rigorously as before their conversion into a Foretaker, when not in their Dark Form things such as sleep, food, and water are still needed, lest the Foretaker be weakened even when in the Dark Form.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Foretakers no longer suffer the presence of the Shade parasite’s mental downsides within their mind, nor are takeovers a threat.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The personality of the host and Shade combine to an extent, mixing various aspects of what the Foretaker will believe, enjoy, dislike, et cetera.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">While not nearly as pertinent, food, sleep, water, and other necessities of life are required infrequently by a Foretaker. If their regular body is not maintained, then they will still succumb to malnutrition.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Finally, the process of making a Foretaker itself is arduous, as it can not simply be done at whim or quickly. First, the requirements to become a Foretaker are to be a Shade Father, as a mastery of manipulating the parasite is required -- although not a mastery over it entirely. Then, the preceding, already existing Foretakers must connect the newly inducted one. If there is a disagreement amongst the existing Foretakers, then a priority vote will occur, with a majority required in order to act further. The exact details of this “vote” will be detailed below. From this point, the one to be risen must be taken by the performing Foretakers to the Shade Gem that originally bound the Shade to the source of a Shade’s power, Arun’Asna. Then, utilizing Amber to channel forth the raw energy within the parasite and existent within the world beyond physicality, a connection is formed from the performing Foretakers, the Host, the Shade, the Shade Gem, and Arun’Asna’s metaphysical being through the Shade Gem, altering the soul of the Shade to encompass a hellish blend of the soul of the original, the parasite, and a more direct connection to the Shade Gem in question. After performing the unholy sacrament, which can easily take up to a day’s time, the newly anointed Foretaker of Tenebrous would have a month’s refractory period, in which they will be rendered ghastly ill and exhausted, as if their will to even exist slipped away from themselves. After adjusting, and slowly at first turning into their Dark Form for the first time, the Foretaker would then be able to resume life as it was, now transcendent to something greater than just the Shade parasite, assuming nothing went wrong during the ritual. In the rare case where there is no Foretaker in existence, then a combined effort of the existing Shade Fathers and Arun’Asna would be made to select one amongst the ranks of the Shades. </span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Adds a more ritualistic approach to creating Foretakers, with the chance for failure.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Allows for more than just one Foretaker to decide who becomes one, removing the effective monopoly on the role.</span></b></span></span>
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					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The “Voting system” for this goes as follows. Each Foretaker is designated a position, being 1st, 2nd, 3rd… and so on, with each one having a “point” for themselves and each Foretaker below them. So, if there were three Foretakers, the 1st would have “4 points,” the 2nd “3 points,” and so on. When making a new Foretaker, the “vote” must be a majority number, so while not all preceding Foretakers are needed to make a new one, one cannot be made by one alone (unless there is only one in existence).</span></b></span></span>
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					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Concerning how many Foretakers can exist at once, the existing cap of three is removed in place of greater restrictions on creating and removing those from this role. A soft cap will be determined, however, up to the general judgement of the Shade playerbase, the Lore and Magic teams, and those that interact with these creatures.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">If the ritual in creating a Foretaker fails, be it for any reason at any stage, then the attempted Shade Father to be ascended would be unable to utilize their Shade or its abilities for up to one week of real life time, depending on how far along in the process the ritual was when disrupted. This can range from being just a day, such as one acting Foretaker disconnecting themselves from the connection group, or up to a week in the cases such as the dark room where the Shade Father is first entering the Dark Form in being lit up.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">If no Foretaker exists on the server, be it due to the resignation of all existing ones with no replacement chosen, or a series of bans and blacklists, the existing Shade Fathers in consultation with the Lore Team can request that one is transcended to this role.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">The “heirarchy” formed when a Foretaker is connected can not be usurped unless a position is “switched” from one Foretaker to another, which can only be done with IC and OOC consent. However, this heirarchy is less rigid in its dominion over the Foretakers and Shades now.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">If a Foretaker were to be questioned in their loyalty to the Shades, ability to guide them, or any other stipulation, they can be removed from their power, reverting back to the role of a Shade Father. In order to do so, the connecting Foretakers, or equally numerous and established counterparts, must go to the Shade Gem used to link the Shade Father to Arun’Asna previously and reform the link of Amber and parasites, willing to purge the direct link between Arun’Asna and the Foretaker being stripped of their rank. Assuming similar time as creating one, success of this ritual would result in an incredibly painful severance of the entirely melded parts of the host’s original soul and Shade parasite, rendering them unable to use a Shade’s ability for a day of real time. From then, they will be put back to the abilities, benefits, and downsides of a Shade Father.</span></b></span></span>
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	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Allows removal of inactive or other Foretakers that the general consensus is to remove of them.</span></b></span></span>
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			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">The “Voting system” for this is slightly different than creating a Foretaker, as stripping it should not be something entirely preventable by those that originally connected the Foretaker.</span></b></span></span>
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					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">As with creation, removal also requires a majority “vote” with the same weighted system described above.</span></b></span></span>
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					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Removal must consist of all creating, or earlier formed Foretakers, meaning that the second cannot be removed by the third, nor the third by the fourth and fifth as acting members.</span></b></span></span>
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					<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">While slightly more complicated, this prevents one Foretaker from stripping all of those below them of the rank, while also preventing a group of colluding ones from stripping those above them to purloin the roles for themselves.</span></b></span></span>
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	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Removal requires the acting Foretakers to be in the presence of the same Gem used to link the degifted Shade Father.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">The process can be interrupted, as it requires a day in game to achieve.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">When the process begins, the player in question would have their character feel a deep disturbance within their very essence, although it cannot be ascertained directly as to what it is.</span></b></span></span>
		</p>
	</li>
</ul><p dir="ltr">
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<p>
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><strong>    While a Foretaker enjoys the liberty of being able to indoctrinate their own Shades at will, as well as the benefits of the Dark Form, they must adhere to certain guidelines, lest they face retribution. The ultimate purpose of the Foretaker is to aid and serve the Shade conglomerate, and appropriately they must act in such a manner that does so. While they do not need to bend over backwards to unreasonable requests, or do as they are told as if they were a slave, a Foretaker’s greater purpose is to ensure the continued survival, well being, and protection of the Shades as a whole. So, if a sufficient amount of action contrary to this occurs, a Foretaker may be stripped of their greater gift, being reverted to the role of a Shade Father.</strong></span></span>
</p>

<p>
	 
</p>

<p>
	<strong><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></span></span></strong>
</p>

<ul><li>
		<strong>Foretakers are obligated to help any requesting Shade every now and then, assuming the request is related to the survival and well being of the Shade or Shades.</strong>

		<ul><li>
				<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><strong>An example of an acceptable request would be providing methods to guise oneself from a holy mage that recognizes the Shade, or intimidating somebody that knows of the Shades to stay quiet on the matter instead of informing the local guard force. </strong></span></span>
			</li>
			<li>
				<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><strong>An example of a deniable request would be killing an Ascended at a political meeting just because they're an Ascended, or helping to find their lost sibling.</strong></span></span>
			</li>
		</ul></li>
</ul><ul><li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Foretakers are expressly prohibited from actively, consciously making decisions that would cause misfortune to befall the Shades. This is not to say a bad </span></b></span></span><b><span style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">judgement</span></span></span></b><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;"> call every now and then would be unallowed, but doing something such as revealing the identities of their kin, giving a Shade Gem to a Cleric, or acting purely in spite of another Shade can fall along these lines.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">If this code is violated, the other Foretakers are instinctively urged to hunt down and strip the other Foretaker of their gift. If they simply neglect to do so, then they themselves may face similar punishment as their target.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">This does not prevent a Foretaker from ever acting against an individual Shade, although this is a very rare exception. For instance, if one Shade is being attacked or revealed by another, the Foretaker is completely within bounds to incapacitate or kill the Shade infringing on this. </span></b></span></span><b><span style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;"><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">However</span></span></span></b><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;"> this does not mean a Foretaker can simply reveal a Shade’s identity for the fun of it, or kill another Shade for insulting them, or anything along those lines.</span></b></span></span>
		</p>
	</li>
</ul><p>
	 
</p>

<p dir="ltr">
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Given all of the above, the last key piece of information of a Foretaker is the ability to fully indoctrinate a Shade parasite attached to somebody’s soul, be it their own child or another Shade Father’s kin. Without the presence of a Shade Gem, any Shade parasites formed on the souls of another will only be “Half-Formed,” being limited in ability, growth, benefit, and malady. When a Foretaker comes across one such Shade, they must bring them to a Shade Gem and bind them to Arun’Asna through the Gem. After this, they can progress as normal. If a Shade were to be removed for some reason, such as unfathomable actions (anything warranting an OOC punishment) then this can be done with the same Shade Gem used to connect the Shade.</span></b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(153,153,153);vertical-align:baseline;">Guides and Redlines</span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Shades can be connected without a Shade Gem, but are limited in their development.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#cdbeb8;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Any “Half-Formed” parasite can be made fully fledged with a Foretaker and Shade Gem.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#af2020;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Removal of a parasite without OOC consent can only be done in the cases of extreme punishment, such as a permanent or indefinite ban, relevant magic blacklist, et cetera. This is not to be used as a tool to remove Shades someone dislikes.</span></b></span></span>
		</p>
	</li>
</ul><p dir="ltr" style="text-align:center;">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="divider.png" height="38" src="https://lh4.googleusercontent.com/0uR51ZNV_6nrPnLURZpQisZmiPB60YirP3CCvTEDVakzDo1fTcL-tFplGO-HyevbELKIdelAsfLbyG_VBe6JoWh_0_DbYGw88Ewxp9RDTe2Nd9QrOg6yHsUZW4WuDVtyZk2FtkY" style="border:none;" width="367"></span></b></span></span>
</p>

<p>
	<br>
	 
</p>

<p dir="ltr">
	<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"><img alt="cooltext255879018506514.png" height="53" src="https://lh5.googleusercontent.com/n3XHgJiVXK4I7tk9EuvOaXZIa0Dwb5e2nMMhzCK4xg88BK85RAKTJGVrqu0EYAmBxl7pDSuK3oetADqYd7dspDhR-s8c5KP-0TLuRPwBkXgiKGEPm0ahNM3MsicAfEm81coQzq0" style="border:none;" width="143"></span></b></span></span>
</p>

<ul><li dir="ltr" style="background-color:transparent;color:#7a1d1c;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Writers:</span><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;"> </span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Tahmas, _Sug, &amp; Fitermon.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#7a1d1c;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Previous Lore Writers:</span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;"> Tsuyose, Mephistophelian,  ShadowGunX, &amp; various others over time.</span></b></span></span>
		</p>
	</li>
	<li dir="ltr" style="background-color:transparent;color:#7a1d1c;font-size:11pt;vertical-align:baseline;">
		<p dir="ltr">
			<span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;color:rgb(175,32,32);vertical-align:baseline;">Drafts and Aid: </span><span style="background-color:transparent;color:rgb(205,190,184);vertical-align:baseline;">Fitermon, Tahmas, Shades. Cleric Input - Creete, Lynxy.</span></b></span></span>
		</p>
	</li>
</ul><p dir="ltr">
	 
</p>

<p dir="ltr">
	<font color="#cdbeb8" face="Times New Roman, Times, serif"><b>MAGIC UPDATE 12/4/2018: Shades with TAs can now teach their students up to tier 5. </b></font>
</p>]]></description><guid isPermaLink="false">167947</guid><pubDate>Fri, 24 Nov 2017 22:23:17 +0000</pubDate></item><item><title>[&#x2713;] [Druid Clarification] Herblore</title><link>https://www.lordofthecraft.net/forums/topic/159999-%E2%9C%93-druid-clarification-herblore/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-size:28px;"><b><span style="color:#38761d;">Herblore</span></b></span>
</p>

<p style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#808080;"><img alt="Herblore_cape.png" class="ipsImage" src="http://vignette3.wikia.nocookie.net/dreamscape317/images/f/f7/Herblore_cape.png" style="width:296px;height:auto;"></span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="color:#b6d7a8;">Druid’s are well known for their healing prowess with natural herbs, be it from a leafy patch-up or reattaching a freshly removed limb, it is said that in terms of medicinal herb work that the druid’s abilities go unmatched. This art is incredibly interesting as it works hand-in-hand with the knowledge of herbalist alchemy and the druids natural magic.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="color:#b6d7a8;">Whilst the druids are best known within the realm of healing with their unparalleled usage of herbs, even those who are not adept at performing the magic are able to use the wonderful remedies that are created by other druid to astounding effects. It is common for the druids to build clinics nearby herb gardens to house their bandages, poultices, salves and potions, that others are able to benefit from in emergencies.</span></b>
</p>

<p dir="ltr">
	 
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:16px;"><b><span style="color:#ffffff;">Tier 1:</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="color:#ffffff;">The druid has learned much of herbology and has begun to use this knowledge to enhance herbs in the creation of salves and poultices, however due to their lack of experience not only is it very exhausting for them but whenever they attempt to enhance new herbs, the chance of it becoming enhanced incorrectly is quite high and while the augmentations only last barely an hour, their side-effects can be quite disastrous when the herb is enhanced incorrectly.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:16px;"><b><span style="color:#ffffff;">Tier 2:</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="color:#ffffff;">The druid finds themselves able to utilize their gift of enhancement for much longer than before, allowing the druid to be able to practice upon herbs they have yet to actively use and able to keep the augmentations to last up to two days,  however their chance of enhancing a herb incorrectly has barely decreased. </span></b>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:16px;"><b><span style="color:#ffffff;">Tier 3:</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="color:#ffffff;">The druid’s knowledge on the art of herbology has increased to the point that they would find all simple herbs a breeze to enhance and turn into salve at a whim, the augmentation lasting up to a week and their chances of enhancing herbs incorrectly drastically drops and would have the rare amount of trouble with simple herbs, however still having some trouble with the more rare herbs.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:16px;"><b><span style="color:#e6e6fa;">Tier 4:</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="color:#e6e6fa;">The druid is able to enhance poultices without meditating with the plants, and are able to pass on their knowledge to other druids as to learn. At this point, the chances of the druid incorrectly enhancing a herb has all but left them, and their ability to enhance even the most rare of herbs has begun to shine through as the druids training has clearly paid off. Most if not all augmentations lasting up to a month at most.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:16px;"><b><span style="color:#e6e6fa;">Tier 5:</span></b></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<b><span style="color:#e6e6fa;">The druid has mastered the art of herblore and is able to enhance most all herbs with a very rare chance of it going wrong, and their augmentations lasting nearly indefinitely as they have mastered their potential. Some druid spend their entire lives creating remedies for other druids to use, and when something bad happens, it is these druids salves that everyone tries to get their hands on. Their knowledge of herbs and on how to enhance them has become a lasting legacy.</span></b>
</p>

<p>
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="font-size:16px;"><b><span style="color:#e06666;">Points and Red Lines:</span></b></span><br>
	 
</p>

<ul><li dir="ltr" style="color:#e06666;">
		<p dir="ltr">
			<b><span style="color:#e06666;">Direct healing has never fit with the theme of how druid’s rely purely upon nature around them, and as such has been officially removed in this ‘rework’.</span></b><br>
			 
		</p>
	</li>
	<li dir="ltr" style="color:#e06666;">
		<p dir="ltr">
			<b><span style="color:#e06666;">Since the magic is able to be used in both a positive way and a negative way, changing the name officialy from ‘Natures Healing’ to ‘Herblore’ seems much more appropriate considering that it revolves all around herbs and enhancing them.</span></b><br>
			 
		</p>
	</li>
	<li dir="ltr" style="color:#e06666;">
		<p dir="ltr">
			<b><span style="color:#e06666;">Wooden replacement limbs are created through blight healing (bringing the wood alive) and nature’s control (growing the limb into the druid), the only part herblore comes into place is to stop the bleeding which can be done by other magical and non-magical medics.</span></b><br>
			 
		</p>
	</li>
	<li dir="ltr" style="color:#e06666;">
		<p dir="ltr">
			<b><span style="color:#e06666;">For tier 1 and 2, when trying to figure out whether a herb was correctly enhanced or not, a roll out of twenty decides and if the roll ends up being lower than fifteen, then the enhancement is done incorrectly and the herbs side-effect is instead enhanced.</span></b><br>
			 
		</p>
	</li>
	<li dir="ltr" style="color:#e06666;">
		<p dir="ltr">
			<b><span style="color:#e06666;">For tier 3 and 4, when using a herb that has never been used before and when trying to figure out whether a herb was correctly enhanced or not, a roll out of twenty decides and if the roll ends up being lower than ten, then the enhancement is done incorrectly and the herbs side-effect is instead enhanced.</span></b>
		</p>
	</li>
</ul>]]></description><guid isPermaLink="false">159999</guid><pubDate>Thu, 27 Apr 2017 13:34:35 +0000</pubDate></item><item><title>Ilzg&#xFB;l Udalgum ~ The Spirit Connection (Reworking Proposition/New Sub-Type Proposal)</title><link>https://www.lordofthecraft.net/forums/topic/150019-ilzg%C3%BBl-udalgum-~-the-spirit-connection-reworking-propositionnew-sub-type-proposal/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-size:14px;"><strong> Ilzgûl Udalgum ~ The Spirit Connection</strong></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	A Note: This is a rework on the lore proposed by Hedgehug, which can be seen here:<br><br><a href="https://www.lordofthecraft.net/forums/topic/147691-ilzg%C3%BBl-udalgum-~-the-spirit-connection/" rel="">https://www.lordofthecraft.net/forums/topic/147691-ilzgûl-udalgum-~-the-spirit-connection/</a>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	It in my intention in this work to explain the process by which such enchanting could be performed, and what possibilities lie therein.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="34544f6aa5c1a8bedbe2ea13ac9a4375.jpg" src="https://lh6.googleusercontent.com/agnDIviE_EpLtOWnJ3gWxdXRf8YLPs6saUMb64SvfO3NhOlVo0fNEuearJ7xE_My0NMFLVUhqdJ8NFyK9-A00AlwWnwVpy-NbXcphvujuC5n11_B6l3fc2-iCiANwpCmrdK-L_RV"></p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p>
	 
</p>

<p>
	<strong>Conception:</strong>
</p>

<p>
	 
</p>

<p>
	In the smoldering depths of the Immortal Spirit realm, Gentharuz watched impatiently as the mortals of Axios hammered their weapons and fashioned their armours, discontented with their blind arrogance toward his dominion.
</p>

<p>
	 
</p>

<p>
	Even the Orcs of Krugmar had lost focus on him in their efforts to mass produce tools of War. Indeed, Gentharuz, the Immortal Spirit of Smithing, Smelting, Industry and Forgery grew in influence as these items were made, but it was simply not enough.
</p>

<p>
	 
</p>

<p>
	He watched with irritation as his rival, Enrohk, the Immortal Spirit of Warfare, grew more powerful with every mortal felled by the weapons of War. Gentharuz was furious that these tools were not blessed with his power, and that other Spirits were gaining more influence than him from the vast production of everything he existed to represent.
</p>

<p>
	 
</p>

<p>
	And so, mustering his initiative, he sought out a Shaman to forge a new path from which he could be revered. In his tongue, it would come to be known as Ilzgûl Udalgum; the Spirit Connection.
</p>

<p>
	 
</p>

<p>
	However, Gentharuz found that while he could enhance the power of an items smithing process, the mortals of the realm yearned for far more than the blessings he could provide.
</p>

<p>
	 
</p>

<p>
	In an attempt to maintain and expand his reverence, he offered Spirits the ability to bless or curse items, funneling their power through a conduit of Gentharuz' own creation. Because he reigns over forgery, he is the only spirit capable of creating this funnel of power.
</p>

<p>
	 
</p>

<p>
	Making pacts with a plethora of spirits, Gentharuz set to work to create the conduit through which he and his brothers could expand their influence upon the mortal realm.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>Story:</strong>
</p>

<p>
	 
</p>

<p>
	An unwitting Shaman, exploring the Immortal Realm on his daily search for Enlightenment, would stumble upon the Immortal Spirit, sat as he always was, in an open field of bountiful grass.
</p>

<p>
	 
</p>

<p>
	An anvil lay before him, standing defiantly against the near incessant hammering that Gentharuz wrought upon it. Small glimmers of orange light began to emanate from each blow as the Spirit continued to strike at the unusual item that sat on the anvil.
</p>

<p>
	 
</p>

<p>
	The Shaman approached, questioning the process. Gentharuz ignored him for a time, attempting to complete his work in silence, and when he was done, he presented the final product to the Shaman.
</p>

<p>
	 
</p>

<p>
	It was a glowing amber orb, with a sea of power crashing within. The Shaman grasped it with bewilderment as Gentharuz spoke to him.
</p>

<p>
	 
</p>

<p>
	He explained that this stone, the Shakgriig'Gund, would enable the Shaman to invoke his blessings or curses into tools that others of the mortal realm could use, through the will of Gentharuz and those Spirits that agreed to work alongside him.
</p>

<p>
	<br>
	But the Shaman would have to make his own stone, for this was the progenitor stone, the one from which all mortal stones would be connected. And so, left with the departing Shaman, was the knowledge Gentharuz offered him. The process of how to make the Matûrz’Gundh, or, Mortal Stone.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="3b0a7ac5010d882e1249549d823a4aeb.png" src="https://i.gyazo.com/3b0a7ac5010d882e1249549d823a4aeb.png"></p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>The Forging Process:</strong>
</p>

<p>
	 
</p>

<p>
	<strong>The</strong> process of creating the Mortal Stone is long and strenuous, and requires the Shaman in question to understand the complexities of forging, and have an extensive knowledge of Old Blah.
</p>

<p>
	 
</p>

<p>
	The Smith must first collect the basic ingredients from which the stone is made. The Smith must decide upon which Spirit he wishes to use, and must then find ingredients that relate to the Spirit in question. This is much like the process by which a Witch Doctor works. For this reason, it is in a Smiths best interest to ask a Witch Doctor for guidance in this regard.
</p>

<p>
	 
</p>

<p>
	The Witch Doctor will proceed to blend the ingredients into a potion/hex that the Smith may use within the creation process.
</p>

<p>
	 
</p>

<p>
	Likewise, if a Smith wishes to use the power of those Elemental Spirits that have agreed to work with Gentharuz, they must consult them in order to assist in producing a substance relating to the Spirit, once that can be molded into the Mortal Stone.
</p>

<p>
	 
</p>

<p>
	Once this is achieved, a Smith must receive the blessing/curse they wish to imbue upon the stone by a Farseer or Witch Doctor, so that they may come to understand it.
</p>

<p>
	 
</p>

<p>
	Once the required steps have been taken, the Smith must also gather the basic ingredients from which the stone in made.
</p>

<p>
	<br>
	He will require:
</p>

<p>
	 
</p>

<ul><li>
		3 Handfuls (blocks) of Red sand; said to be blessed with the blood of Krug himself
	</li>
	<li>
		Whichever items he has received from the other sub-types
	</li>
	<li>
		His own blood
	</li>
	<li>
		A parchment that has the spirits name written upon it
	</li>
	<li>
		3 handfuls of andesite (blocks)
	</li>
	<li>
		A bar of iron
	</li>
	<li>
		A mold with which all items can be placed inside
	</li>
</ul><p>
	 
</p>

<p>
	<strong>When</strong> the forge is lit and the items are placed into the mold, the Smith must call upon Gentharuz, for it is his own power and influence that shapes the mortal stone. The work of the Smith at this point, is to audibly seal the connection made between spirit and stone, by ways of a chant. The chant itself consists of Four parts. The first part is evoking the attention of spirit, the second one specifying the augmentation that the connection will bring, and the third is the command that is to be spoken for its activation.
</p>

<p>
	<br>
	The workings of this craft will then offer an augmentation upon command. This way only the creator and owner of this tool have the ability to activate and use the spirit’s power. Upon activation the stone will emit the color that is most likely to appear with the spirit connected.
</p>

<p>
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<img alt="3ea446d10ccbe9f3da3b37d4c1944d00.png" src="https://i.gyazo.com/3ea446d10ccbe9f3da3b37d4c1944d00.png"></p>

<p style="text-align:center;">
	 
</p>

<p>
	 
</p>

<p>
	<strong>How does it work?/Why?/Can I turn it into a Lich?:</strong><br><br>
	Thanks for asking, Swgr. Let me explain.
</p>

<p>
	 
</p>

<p>
	<strong>Alongside</strong> Gentharuz, the progenitor stone, Shakgriig'Gund, exists with him in his realm. It is the font from which all of the Matûrz’Gundh, or Mortal Stones, draw their power and are made during the forging process. The end result is an amber sphere that serves as a containment area for one of Gentharuz' minor Spirits.
</p>

<p>
	 
</p>

<p>
	These are Spirits that are materialised into the orb during its creation, and exist as conduits through which the Spirits that have agreed to work with Gentharuz can influence the world. The other Spirits are incapable of doing this themselves, for they lack the understanding and inherent ability to create such a conduit of power.
</p>

<p>
	 
</p>

<p>
	When a Spirit is in one of these Orbs, it may exude the blessing/curse assigned to it during the creation process. For instance, if one were made with the blessing of Ublulhar in mind, and created into a necklace, it would instill feelings of hope into the wearer.
</p>

<p>
	 
</p>

<p>
	Likewise, a trinket of Orgon would cause the wearer to succumb to disease. 
</p>

<p>
	 
</p>

<p>
	If a Mortal Stone is broken, the Spirit inside is unleashed, and immediately returns to Gentharuz' Realm. The stones themselves are no stronger than marble, holding little defensive ability against those that would wish to damage them.
</p>

<p>
	 
</p>

<p>
	In terms of the power latent within these items, it is not more powerful that any blessing or curse another sub-type could create, but has the ability to act as a constant. It emits a lower level of power that can be utilised by normal individuals to feel courage in times of need, and so on.
</p>

<p>
	 
</p>

<p>
	In order to generate some abilities, a wielder will need to know the Old Tongue calling that will awaken the dormant Spirit, for those that provide exceptional abilities will need to rest and generate power. For this reason, such capabilities come with cooldowns.
</p>

<p>
	 
</p>

<p>
	<strong>Examples of Abilities, Dormant and Active:</strong>
</p>

<p>
	(Spirt Reference: <a href="https://www.lordofthecraft.net/forums/topic/112681-the-spirits/" rel="">https://www.lordofthecraft.net/forums/topic/112681-the-spirits/</a>)
</p>

<p>
	 
</p>

<p>
	<strong>Dormant:</strong>
</p>

<p>
	 
</p>

<p>
	Ghorza: Fortune both good and bad
</p>

<p>
	Orgon: Disease/Fatigue
</p>

<p>
	Akezo - Mental Health
</p>

<p>
	Ikuras - Mental Instability
</p>

<p>
	 
</p>

<p>
	<strong>Active:</strong>
</p>

<p>
	 
</p>

<p>
	Kulthark - Changes the shape of an item into another, and can only be used once per hour/once in combat.
</p>

<p>
	Aztran - Emits a strong glow from an item that lights up a dark area.
</p>

<p>
	 
</p>

<p>
	<strong>Due</strong> to the nature of Gentharuz' proposal to the Spirits, not all have agreed to assist, and restrictions will be placed on what can be done, within reason. Elemental Spirits in particular will be prevented from use, apart from Kulthark, who reigns over metal. Other elements do not follow the logic of their lore, since they cannot produce materials within the world, only shape existing ones.
</p>

<p>
	 
</p>

<p>
	<strong><span style="color:#a52a2a;">Red Lines:</span></strong><br><br>
	-Can never be more powerful that the Blessings or Curses the other sub-types can provide.
</p>

<p>
	-The Stone can be destroyed.
</p>

<p>
	-The Stone has a cooldown of an hour for any activation.
</p>

<p>
	-Activations can only be used once in combat, regardless of duration.
</p>

<p>
	-Can only be activated with Old Blah speech.
</p>

<p>
	-Once used ten times, must be recharged by Smith.
</p>

<p>
	-Creations must be verified by Smawton or Hellfiazz.
</p>]]></description><guid isPermaLink="false">150019</guid><pubDate>Mon, 29 Aug 2016 15:53:08 +0000</pubDate></item><item><title>[&#x2713;] [Clarification] [Druidism] Herblore/Nature's Healing, and Blight Healing</title><link>https://www.lordofthecraft.net/forums/topic/178641-%E2%9C%93-clarification-druidism-herblorenatures-healing-and-blight-healing/</link><description><![CDATA[<p style="text-align:center;">
	Overview
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	For some time these Druidic Gifts have had no clarified limits to their capabilities, which for the most part hasn’t been abused.
</p>

<p style="text-align:center;">
	In light of a few incidents and the generally lacking guidance for lower-tier users of these Gifts, a few of us volunteered to help write a clarification. Our general aims were to firstly establish sensible upper caps to the range of Blight Healing, and to the enhancement of herbs offered by Herblore, then to outline where each tier sat within those boundaries. Several TA holders were involved in this process, and it was then brought to a majority of the Druid community for thoughts and suggestions. The feedback was mostly positive, so here we are.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	Blight Healing Ranges
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	The following ranges are given as a maximum. Performing Blight Healing at the max range of your tier is enough to physically exhaust you and will likely result in blacking out and other symptoms of extreme exhaustion, requiring extensive rest.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	Radius and area are used as an example, but a creative user could guide mists in a number of ways.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	T1: 4 metres/blocks; 8x8 area
</p>

<p style="text-align:center;">
	T2: 8 metres/blocks; 16x16 area
</p>

<p style="text-align:center;">
	T3: 12 metres/blocks; 24x24 area
</p>

<p style="text-align:center;">
	T4: 16 metres/blocks; 32x32 area
</p>

<p style="text-align:center;">
	T5: 20 metres/blocks; 40x40 area
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	Additionally, corruption cannot be cleansed until T3 and must be taught, as it requires more complex manipulation of Blight Healing energies.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	Herblore Ranges
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	This also assumes someone is using this Gift to its maximum potential, rather than making a lesser enhancement. It’s difficult to conceptualise the huge variety of effects into numerical values, thus the following examples are provided to indicate the capabilities of each tier.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	T1: Effect receives a minor boost, barely noticeable. High chance of failure. Enhancement lasts 1 irl hour.
</p>

<p style="text-align:center;">
	T2: Effect receives a minor improvement, which is noticeable. Slight reduction in chance to fail in familiar herbs. Enhancement lasts 2 irl days.
</p>

<p style="text-align:center;">
	T3: Effect is moderately improved. Failure very unlikely in familiar herbs, unfamiliar herbs less so. Enhancement lasts 1 irl week.<br>
	T4: Effect is markedly improved. Chance to fail is almost entirely muted. Enhancement lasts 1 irl month.
</p>

<p style="text-align:center;">
	T5: Effect is improved to the greatest one could reasonably expect. Enhancement lasts virtually indefinitely.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	Remember that if a herb is processed immediately after enhancement, the resulting remedy, poison etc., keeps the alteration until it has expired. When an irl week is a year, solutions, potions etc. will expire unless kept in adequate conditions. Use your common sense, expiration dates shouldn’t be necessary.
</p>

<p style="text-align:center;">
	<br>
	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	Increasing potency
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	The spores of a blistering toad mushroom cause corrosion of the throat and airways by default. In this example, it’s assumed that the intensity of the spores is the target of enhancement.
</p>

<p style="text-align:center;">
	These are what one would expect to occur should someone inhale the enhanced spores:
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	T1: Painful to breathe
</p>

<p style="text-align:center;">
	T2: Infrequent coughing, in addition to pain
</p>

<p style="text-align:center;">
	T3: Severe pain, which provokes coughing fits
</p>

<p style="text-align:center;">
	T4: Coughing fits sufficient enough that the victim is likely to vomit and will struggle to breathe
</p>

<p style="text-align:center;">
	T5: The soft tissues of the throat and airways melt painfully, likely leading to asphyxia
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	Crouching feather may be smoked or brewed into a tea, which calms and clears the mind. Assume in this example, that the herb is infused into hot water as a tea, that by default its effects last for 2 iRP hours, and that the duration of its effects were the area enhanced using Herblore.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	T1: Effects last for 2 and a half iRP hours<br>
	T2: Effects last for 3 iRP hours
</p>

<p style="text-align:center;">
	T3: Effects last for 5 iRP hours<br>
	T4: Effects last for 6 iRP hours<br>
	T5: Effects last for 8 iRP hours
</p>

<p style="text-align:center;">
	<br>
	 
</p>

<p style="text-align:center;">
	Habgobsnit is a grass which can be dried, ground and smoked for a clarity high, or pressed for its numbing juices. In this example, assume the potency of the clarity high has been enhanced with Herblore and that by default, the high begins about ten minutes after smoking.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	T1: The minor loss of potency from the drying process is mitigated
</p>

<p style="text-align:center;">
	T2: Moderate anxieties are assuaged, cognitive processes un-hindered by minor stressors
</p>

<p style="text-align:center;">
	T3: Clarity is such that the user feels more aware of themselves
</p>

<p style="text-align:center;">
	T4: The high comes on more quickly
</p>

<p style="text-align:center;">
	T5: Severe anxieties are soothed with a smaller quantity. Marked calmness in stressful situations
</p>

<p style="text-align:center;">
	<br>
	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	Decreasing potency
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	Remember that lessening the quality/effect of a herb is more difficult, more draining and is less efficient than increasing potency.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	Night sap is a golden sap, which induces sensations of calm, relaxation, safety and sleepiness. It’s sometimes used as a sleep aid, though it causes splitting headaches or even paralysis upon waking. It’s also highly addictive, so in this example assume it is the addictive quality which is being lowered with Herblore.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	T1: Minor decrease in the chance for addiction. Users still highly likely to become addicted
</p>

<p style="text-align:center;">
	T2: Further decrease in chance for addiction, the addiction is still akin to that of opiates
</p>

<p style="text-align:center;">
	T3: ‘Moderately’ addictive. Addiction is more like that of nicotine, meaning some will escape it
</p>

<p style="text-align:center;">
	T4: Those who become addicted will experience less severe withdrawal
</p>

<p style="text-align:center;">
	T5: Addiction has reduced to the level of alcohol. This does not mean that it is no longer addictive, but that the majority of people are able to use it without developing an immediate addiction. Repeated use will still pose a risk
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	Flash fruit is an orange-like fruit with yellow streaks upon the skin, which can be consumed to quench thirst. The flesh of the fruit however, will numb the throat. In this example, it’s this numbing quality which is being reduced with Herblore.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	T1: Eating small amounts of the flesh will not immediately numb the throat. There is still some loss of sensation
</p>

<p style="text-align:center;">
	T2: About a quarter of an orange-sized fruit can be consumed with only some numbing taking place
</p>

<p style="text-align:center;">
	T3: The majority of an orange-sized fruit can be eaten, before the throat becomes entirely numb
</p>

<p style="text-align:center;">
	T4: Eating the whole fruit is now possible, though will leave moderate numbing in the throat
</p>

<p style="text-align:center;">
	T5: Upon eating a whole orange-sized fruit, the numbing effect is much less severe and retention of feeling is possible
</p>

<p style="text-align:center;">
	<br>
	 
</p>

<p style="text-align:center;">
	Yarrow can be used to enhance the medicinal effects of other herbs, but alone it can reduce blood pressure and inflammation. A side-effect is that it can lead to fainting and dizziness from low blood-pressure, so in this example assume it’s this blood-pressure reducing quality which is targeted by Herblore.
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	T1: Fainting is slightly less common in strong doses and overdosing. Dizziness may cause nausea
</p>

<p style="text-align:center;">
	T2: In concentrated doses, fainting is most common in those of a fragile constitution. Most users are likely to experience nauseating dizziness instead
</p>

<p style="text-align:center;">
	T3: Fainting is much less likely, even when overdosing. Dizziness is still uncomfortable. Has a decreased ability to lower blood pressure, thus much less useful in treating high blood pressure if one were to use it
</p>

<p style="text-align:center;">
	T4: Fainting is acutely found in overdoses with those already weakened. Dizziness is much less nauseating, allowing for fairly normal day-to-day functioning
</p>

<p style="text-align:center;">
	T5: Fainting is highly unlikely unless extremely concentrated doses are consumed. Dizziness is reduced enough that someone could continue daily life largely uninhabited, but combat or casting would still suffer some. At this point, the ability to treat high blood pressure is largely muted, requiring a healer to obtain a fresh sample of yarrow
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Credits
</p>

<p>
	A_Keefy and Archipelego as our lovely LT points of contact, also making some good criticisms and suggestions.<br>
	Darksoundwave, ThatGuy_777, ShadowedOblivion and Eranikus for their writing assistance and scrutiny.
</p>

<p>
	Wytchlings for providing feedback.
</p>

<p>
	The Druid Community for some encouraging feedback.
</p>

<p>
	 
</p>

<p>
	 
</p>]]></description><guid isPermaLink="false">178641</guid><pubDate>Thu, 03 Jan 2019 04:02:32 +0000</pubDate></item><item><title>[&#x2713;] [ Druidism Shapeshifting Amendment] Removal of the Tome</title><link>https://www.lordofthecraft.net/forums/topic/171881-%E2%9C%93-druidism-shapeshifting-amendment-removal-of-the-tome/</link><description><![CDATA[<p style="text-align:center;">
	<br></p>

<p style="text-align:center;">
	<span style="font-size:14px;"><span style="color:#009900;"><strong><em><span style="font-family:'Times New Roman', Times, serif;">Forenote: Credit to Arik and the other shifters for coming together and making this proposal.</span></em></strong></span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<em><strong><span style="font-size:26px;"><span style="font-family:'Times New Roman', Times, serif;">The Removal of the Shapeshifting Tome</span></span></strong></em>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<b><span style="background-color:#ffffff;color:#737f8d;font-size:11.5pt;vertical-align:baseline;"><img height="369" src="https://lh5.googleusercontent.com/s7_iNWhnzSnoylq7XWA3yG9FjOwenaD4ZGcnkChev5HXWfG7q3a0-Fc-jae_RsxKh5AV5abyV-UCBz6sOVVU87qJH_cvfCOmgbpaBgo_ul_uEmOUjfKbifK-vo7nhynL2yLUsNts" style="border:none;" width="493" alt="s7_iNWhnzSnoylq7XWA3yG9FjOwenaD4ZGcnkChev5HXWfG7q3a0-Fc-jae_RsxKh5AV5abyV-UCBz6sOVVU87qJH_cvfCOmgbpaBgo_ul_uEmOUjfKbifK-vo7nhynL2yLUsNts"></span></b><br>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;">Pic from Billybones-DeviantArt</span>
</p>

<p style="text-align:center;">
	<br>
	 
</p>

<p style="text-align:center;">
	<em><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:16px;"><u><span style="color:#009900;"><strong>Shapeshifting Amendment Proposal, for the LT/MT</strong></span></u></span><br>
	This is a proposal seeking  approval from the LT to change/retcon certain lore Aspects of Shapeshifting. This allows for certain IC events to proceed unhindered but eliminate some lore inconsistencies that dog down the tome.<br><br><span style="color:#009900;"><strong><span style="font-size:14px;">1- Remove the tome's status as a deific artifact.</span></strong></span><br>
	As far as Druidic lore is concerned and the lore of the Aspects, it actually would be inconsistent of the Aspects to directly distribute instructions for mortals to utilize.  More likely ancient Druids discovered the technique, and documented the rituals for it.</span></em>
</p>

<p style="text-align:center;">
	<br><em><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#009900;"><strong>2- Remove protection, unique status, or invincibility associated with the tome.</strong></span><br>
	Allow the tome to be copied, torn or destroyed.  If the tome is destroyed, Teachers are able to write back down the steps for the rituals like they would other secret things such as Soul trees, from experience and wisdom from teaching others.</span></em>
</p>

<p style="text-align:center;">
	<br><em><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#009900;"><strong>3- The trials/ritual associated with and outlined in the shapeshifting tome are required, NOT the tome.</strong></span><br>
	In consistency with lore, this means that the tome is no longer necessary for others to read directly from.  Instead, the steps taken are what matter. This also aligns with the Druidic mythos. The Grotto however is still required.</span></em>
</p>

<p style="text-align:center;">
	<br><em><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#009900;"><strong>4- Teaching can continue unhindered</strong></span><br>
	As stated above, teachers can continue teaching current trials either from their own knowledge of the trials or from a copy of the book.  No training should be impacted as a result. Those that seek out TAs still need to be trained on how to teach the trials.<br><br>
	I strongly believe the above falls in line with the mythology, theme, and overall lore that has existed with the Druids.  Now we have an IC catalyst to help eliminate the inconsistency that has plagued the lore for years.</span></em>
</p>]]></description><guid isPermaLink="false">171881</guid><pubDate>Tue, 10 Apr 2018 21:52:26 +0000</pubDate></item><item><title>Druidism Addition [Feat] Druidic Transcendence</title><link>https://www.lordofthecraft.net/forums/topic/167446-druidism-addition-feat-druidic-transcendence/</link><description><![CDATA[<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="color:#336600;"><strong><span style="font-size:26px;"><em><span style="font-family:'Times New Roman', Times, serif;">Feat: Druidic Transcendence</span></em></span></strong></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-size:14px;"><em><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#999999;">Forenote: Given the revisions for this lore, Hedge has shifted full lore rights over to Delmodan with it’s creation and execution. Credit still goes to Hedge for the idea and aid with creating this lore which is found below in the credits.</span></span></em></span>
</p>

<p dir="ltr">
	 
</p>

<hr><p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b><span style="background-color:transparent;color:#000000;font-size:10pt;vertical-align:baseline;"><img alt="a5H0s-fPLt9JmpYCCtj_UgZp1W9UrXbmIY_ZcgN6O_9pOPSOGtAlwT06qIeDXa4GcFF7bY2xfe31AsTUYrG0OqtdJ8vLs4vl_wlEeQDWiBIVGVaB1oWm6ytgkpK_Wv1AXhM1n9JO" height="452" src="https://lh3.googleusercontent.com/a5H0s-fPLt9JmpYCCtj_UgZp1W9UrXbmIY_ZcgN6O_9pOPSOGtAlwT06qIeDXa4GcFF7bY2xfe31AsTUYrG0OqtdJ8vLs4vl_wlEeQDWiBIVGVaB1oWm6ytgkpK_Wv1AXhM1n9JO" style="border:none;" width="602"></span></b>
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	<span style="color:#336600;"><span style="font-size:14px;"><em><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">“</span><span style="background-color:transparent;vertical-align:baseline;">Though it is a great lost feeling those brothers and sisters that depart this realm, we know they only return to that of nature and wander eternally within the realm of the Aspects.” ~Arinislia, the Owl Druid</span></b></span></em></span></span>
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	<em><span><span style="background-color:transparent;vertical-align:baseline;"><b style="color:rgb(153,153,153);font-family:'Times New Roman', Times, serif;font-size:14px;">Stories held within the old tomes of druidic lore tell of the legends and myths that hold the vast secret knowledge of nature and the realm of the Aspects. Visions caught within the dreams of the Elders speak of the </b><font color="#999999" face="Times New Roman, Times, serif"><span style="font-size:14px;"><b>brilliant</b></span></font><b style="color:rgb(153,153,153);font-family:'Times New Roman', Times, serif;font-size:14px;"> majesty that is the realm parallel to our own yet entirely different in its own right. The feeling within a druid’s connection as one of their brothers or sisters perishes from this world is indescribable at the lost yet also known deep within there is a certain peace and unspoken truth that they now rest within the Eternal Forest. The Demi-Aspects of old carved in stone and displayed in various shrines of druid groves gives a hint to this very thing that perhaps those druids that have departed may eternally wander there. </b></span></span></em>
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	<span style="color:#999999;"><span style="font-size:14px;"><em><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">Communion being more than just speaking to flora and fauna, it’s step above that which the eye merely sees and opens up to many possibilities. As such, a druid has attempted to study and find a means acceptable in the deities eyes to transverse and commune with those departed. Without the approval of such, one could never truly transverse such a realm without feeling the absolute wrath of such divines. Thus an acceptance was sought and found through the hints and studies of the Fae creatures, but most notability the mysterious Fae Rings. </span></b></span></em></span></span>
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	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><img alt="ygoiS1TekwWsTJP9btakwRcVoqRr9r9HphfADxY0J0rLYXOHRpHABvXRbcEuJZEckTBLF-y8AiRVAEW8U-eo5W7_gl1JW60NprNlwd8sWCFutBXH1jBeI1LubnFfxNxJ8Skw968Z" height="327" src="https://lh3.googleusercontent.com/ygoiS1TekwWsTJP9btakwRcVoqRr9r9HphfADxY0J0rLYXOHRpHABvXRbcEuJZEckTBLF-y8AiRVAEW8U-eo5W7_gl1JW60NprNlwd8sWCFutBXH1jBeI1LubnFfxNxJ8Skw968Z" style="border:none;" width="602"></span></b>
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	<span style="color:#999999;"><span style="font-size:14px;"><em><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">The connection made uses the existing tether between the Eternal Forest and the Mortal Plane - empowered by a full moon. Similar to how a shaman's spirit departs from their body, leaving but an anchor behind, so will the druids soul exit their body and leave behind an anchor. Their body will be left behind in a state of meditation and connection whilst their mind enters the Fae Realm. When here they shall be disguised as an animal. Which one will be left to the creativity of the player. In this disguised form they are free to exit the Fae Ring in the Fae Realm and roam freely in this divine garden.</span></b></span></em></span></span>
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	<span style="color:#999999;"><span style="font-size:14px;"><em><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">When wandering around they are able to encounter many a kind of Fae that naturally live there. Though more interesting are encounters with passed Druii - who have lived in the Fae Realm ever since their departure from the Mortal Plane. These ancestral druids are capable of communion with the wandering, disguised, druid. This is done through nature's communion, much like how this is performed on the Mortal Plane. A logical way of communication - for the Fae Realm or Eternal Forest is considered a mirror dimension of the Mortal Plane. One where nature prevails above all through the Aspect’s influence and Fae rule. </span></b></span></em></span></span>
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	<span style="color:#999999;"><span style="font-size:14px;"><em><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">A connection can never last too long, for the longer it lasts, as by nature the Fae Realm: the druid shall be persuaded to stay there. No active actions are taken by the realm or the Fae that reside within, but there will be a strong influence that will warp the mind of the visiting druid - encouraging them to stay.</span></b></span></em></span></span>
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	<span style="color:#999999;"><span style="font-size:14px;"><em><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">They will be tempted, by this influence, to cross the line and exit the Fae Ring in which their body resides. This all whilst still having an established connection. This will render the anchorpoint useless and will ‘trap’ the Soul in Limbo between the Mortal Plane and the Fae Realm.</span></b></span></em></span></span>
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	<span style="color:#999999;"><span style="font-size:14px;"><em><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">(to people around them it will look as if they are sleepwalking, as soon as the body reaches outside of the Fae Ring - they will pass out). </span></b></span></em></span></span>
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	<span style="color:#999999;"><span style="font-size:14px;"><em><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">If body and soul are reunited in the Fae Ring they will fuse once more. But not without heavy mental damage. If in an elven days time (24 hours) no one has come to the trapped druids aid, their Soul will forever remain in the Fae Realm. (PK Clause)</span></b></span></em></span></span>
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	<span style="color:#999999;"><span style="font-size:14px;"><em><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">It is noted that during this state of limbo the druid appears in the Fae Ring in the Mortal Realm as a ghastly near-spectral entity. Incapable of stepping out of the Fae Ring, speaking or influencing the realm around them. All they can at this point is appear there in the hopes that someone sees them before time has ran out and their Soul is forever severed from its body.</span></b></span></em></span></span>
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	<span style="font-size:11px;"><span style="color:#777777;"><span style="font-family:Georgia, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">Red lines:</span></b></span></span></span>
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		<span style="color:#c0392b;"><em><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">2 months of holding the Feat before one can make a TA. </span></b></span></span></em></span>
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	<li style="background-color:transparent;color:rgb(0,0,0);font-size:11pt;vertical-align:baseline;">
		<span style="color:#c0392b;"><em><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">A soultree druid can practise this in their husked form yet even then the Soul is capable of slipping from the Soultree and therefore has the same risks a normal druid has.</span></b></span></span></em></span>
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	<li style="background-color:transparent;color:rgb(0,0,0);font-size:11pt;vertical-align:baseline;">
		<span style="color:#c0392b;"><em><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">A connection can only be made when the Fae may travel from realm to realm: during a full moon. (once every day - assuming a day irl is a month ingame and there is one full moon a month)</span></b></span></span></em></span>
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	<li style="background-color:transparent;color:rgb(0,0,0);font-size:11pt;vertical-align:baseline;">
		<span style="color:#c0392b;"><em><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">Must be Tier 5 to be able to learn this Feat. </span></b></span></span></em></span>
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	<li style="background-color:transparent;color:rgb(0,0,0);font-size:11pt;vertical-align:baseline;">
		<span style="color:#c0392b;"><em><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">No more than three could perform this feat within the same ritual at any given time. </span></b></span></span></em></span>
	</li>
	<li style="background-color:transparent;color:rgb(0,0,0);font-size:11pt;vertical-align:baseline;">
		<span style="color:#c0392b;"><em><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">A connection cannot take too long - for else the Fae Realm will try to keep the visitor in.</span></b></span></span></em></span>
	</li>
	<li style="background-color:transparent;color:rgb(0,0,0);font-size:11pt;vertical-align:baseline;">
		<span style="color:#c0392b;"><em><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">Since time is relative we are to keep the maximum time limited to a decent encounter with an individual inside this realm. A conversation lasting no longer than an hour will be harmless. Any longer and effects are to be roleplayed.</span></b></span></span></em></span>
	</li>
	<li style="background-color:transparent;color:rgb(0,0,0);font-size:11pt;vertical-align:baseline;">
		<span style="color:#c0392b;"><em><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">This influence by the Fae Realm is to be roleplayed by the player themselves. Up to their creativity.</span></b></span></span></em></span>
	</li>
	<li style="background-color:transparent;color:rgb(0,0,0);font-size:11pt;vertical-align:baseline;">
		<span style="color:#c0392b;"><em><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">A druid with shapeshifting does not have to appear as their assigned animal in the Fae Realm.</span></b></span></span></em></span>
	</li>
	<li style="background-color:transparent;color:rgb(0,0,0);font-size:11pt;vertical-align:baseline;">
		<span style="color:#c0392b;"><em><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">Fading to Black in this Fae Realm is prohibited as that breaks all rules bestiality related - and is outright disgusting.</span></b></span></span></em></span>
	</li>
	<li style="background-color:transparent;color:rgb(0,0,0);font-size:11pt;vertical-align:baseline;">
		<span style="color:#c0392b;"><em><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">You may only roleplay yourself disguised as an animal in the Fae Realm. In the Mortal Realm you will simply remain as a still body that’s in meditation in side a Fae Ring.</span></b></span></span></em></span>
	</li>
	<li style="background-color:transparent;color:rgb(0,0,0);font-size:11pt;vertical-align:baseline;">
		<span style="color:#c0392b;"><em><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">When been in Limbo for quite some time, mental damage is to be roleplayed as a consequence of this.</span></b></span></span></em></span>
	</li>
	<li style="background-color:transparent;color:rgb(0,0,0);font-size:11pt;vertical-align:baseline;">
		<span style="color:#c0392b;"><em><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">Must have OOC consent to speak with the past PK druid characters from the player.</span></b></span></span></em></span>
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<p dir="ltr">
	<span style="font-size:11px;"><span style="color:#777777;"><span style="font-family:Georgia, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">Credits:</span></b></span></span></span>
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	<span style="color:#7f8c8d;"><span style="font-size:12px;"><em><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">Delmodan - Prime Druid MT help &amp; writing (thnx so much)</span></b></span></em></span></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-size:12px;"><em><span style="font-family:'Times New Roman', Times, serif;"><b><span style="background-color:transparent;vertical-align:baseline;">Hedgehug - Ideas &amp; writing</span></b></span></em></span></span>
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<p dir="ltr">
	<em><span style="font-size:12px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#777777;"><b><span style="background-color:transparent;vertical-align:baseline;">Leowarrior14 - <a href="https://www.lordofthecraft.net/forums/topic/161000-%E2%9C%93-the-fae-realm/?tab=comments#comment-1522329" rel="">Original Fae Realm lore</a></span></b></span></span></span></em>
</p>

<p dir="ltr">
	<em><span style="font-size:12px;"><span style="font-family:'Times New Roman', Times, serif;"><span style="color:#777777;"><b><span style="background-color:transparent;vertical-align:baseline;">Delmodan - <a href="https://www.lordofthecraft.net/forums/topic/163263-%E2%9C%93-lore-the-origins-of-druidism/" rel="">Origins of Druidism lore</a></span></b></span></span></span></em>
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<p>
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</p>]]></description><guid isPermaLink="false">167446</guid><pubDate>Sun, 05 Nov 2017 17:51:43 +0000</pubDate></item><item><title>[&#x2713;] Seers - Eyes of Vaasek</title><link>https://www.lordofthecraft.net/forums/topic/166723-%E2%9C%93-seers-eyes-of-vaasek/</link><description><![CDATA[<p style="text-align:center;">
	<b><span style="background-color:transparent;color:#000000;font-size:11pt;vertical-align:baseline;"><img alt="e724d3080799782ed07fe7a2369bbc6c.jpg" height="456" src="https://lh6.googleusercontent.com/DhmPFLxNSOe_XsOchW_o7OVNfbX00FhPrsavpnWmKKhc5Ri4SzJQywhzcde6gxwXUP1rxFQUNeaMgKa9AsR2SCZsGKORaD-TH8knaaa4o-IuwLyOwTmB9_aM0TRvn8kW_IZSInJP" style="border:none;" width="235"></span></b>
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<p style="text-align:center;">
	<em><span style="color:#999999;"><span style="font-family:'Times New Roman', Times, serif;">A kabalee watching over a scholar’s work.</span></span></em>
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<p style="text-align:center;">
	<span style="font-size:26px;"><span style="color:#999999;"><span style="font-family:'Times New Roman', Times, serif;"><strong>Seers, Eyes of Vaasek</strong></span></span></span>
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<p style="text-align:center;">
	<span style="color:#999999;"><span style="font-family:'Times New Roman', Times, serif;"><em>“Ignorance is bliss, they say,<br>
	to only know darkness; pray, <br>
	to never be sobered by truth;<br>
	Stay blind, never sleuth;<br>
	Yet I open my eyes and look,<br>
	to see but cannot be mistook,<br>
	that I gaze into my eyelids.</em></span></span>
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<p style="text-align:center;">
	<span style="color:#999999;"><span style="font-family:'Times New Roman', Times, serif;"><em>I live a dark, fever dream;<br>
	An onyx and unseen sunbeam;<br>
	Light felt but not observed,<br>
	a cruel fate undeserved;<br>
	Where I see black they see white,<br>
	they see dawn but I, midnight;<br>
	Sight is my enlightenment.”</em></span></span>
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	<span style="color:#999999;"><span style="font-family:'Times New Roman', Times, serif;">-The sad ravings of a blindman.</span></span>
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<p style="text-align:center;">
	<span style="color:#999999;"><span style="font-family:'Times New Roman', Times, serif;">Where an opportunity presents itself, the swift and keen take it. Thus the most observant of the Daemons did so; Vaasek, Daemon of Manipulation and herald of the clandestine, took either pity upon or advantage of  a vulnerable man. He wept into the shadows of his waking world, mourned the fate which stole his vision, and called into the abyss that stared back; his white eyes, blind and clouded, gazing into the mere darkness outside his cabin window. He knew not what stared back, what evils his mind used to conjure when he’d look into shadow and dark alleys, but he remembered the fear, the anxiety, and the paranoia of what now surrounded him. He was broken. Desperate. To know sight for a lifetime and then go bereft left him forlorn. Weak. Vulnerable; an opportunity for what gazed back from beyond.</span></span>
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	<span style="color:#999999;"><span style="font-family:'Times New Roman', Times, serif;">Seen through the eyes of an alien observer, an agent of the invisible and obscure Vaasek, the Daemon saw and was ready to strike. The man wept to himself as he crawled into his bed of dilapidated linens and broken spring and promptly slept, a rare thing to a distraught mind. There, Vaasek came and placed a semblance of kabalee eyes within the man, lenses to view through, and it faded back. </span></span>
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<p style="text-align:center;">
	<span style="color:#999999;"><span style="font-family:'Times New Roman', Times, serif;">A fever dream struck the man, sick with mania and depression. Wild and twisting, the final key struck a chord deep in his heart; a jet black raven with too many feathers whispered to him, “Cov’r your eyes.”</span></span>
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<p style="text-align:center;">
	<span style="color:#999999;"><span style="font-family:'Times New Roman', Times, serif;">He awoke with a stir, a dreary moan bleeding from him as reality slowly set in where his sight was lost. Pearly marbles strained, he sat up, and with nothing but a sense of hopeless desperation and self defeating apathy he sighed. He tore a strip of cloth from his arm; what had he to lose? He held it flat in both hands; the dream was fresh, he best do it before he forgot. He lifted it; was he a fool? And, when the brown cloth laid over his blanched and strained eyes, he gulped.</span></span>
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	<span style="font-size:20px;"><strong><span style="color:#999999;"><span style="font-family:'Times New Roman', Times, serif;">Seers</span></span></strong></span>
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<p style="text-align:center;">
	<span style="color:#999999;"><span style="font-family:'Times New Roman', Times, serif;">As a method of gaining additional screens wherein Vaasek may see through, the Daemon granted ethereal eyes and the knowledge to replicate them. These individuals are known as seers and, in many cultures, are thought to be clairvoyants or oracles but they are little more than disadvantaged folk. Seers possess vision analogous to a usual mortal’s 20/20 sight but their sight fades and blurs into unintelligible fuzz and static past twenty meters in any direction, however they can only ‘see’ if their eyes or eye sockets are covered. Their vision is another lens for Vaasek to scry through like its many kabalees, thus its allowance of their sight.</span></span>
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<p style="text-align:center;">
	<font color="#999999" face="Times New Roman, Times, serif">The return of their sight is but a semblance, an illusion of reality and thus it is flawed. Seers are prone to experiencing episodes of lack of focus in vision, eye floaters, black spots, nearsightedness, farsightedness, double-vision, and other such visual anomalies.</font>
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<p style="text-align:center;">
	<span style="color:#999999;"><span style="font-family:'Times New Roman', Times, serif;">Seers need not be magic users, a specific race, or even worshippers of this reclusive Daemon. Anyone may become a seer through a simple ritual wherein a seer may shed a tear into the eye or eye socket of another to mark them for a visitation by Vaasek to grant them eyes or, as the first man did, become so vulnerable and hopeless over their loss of sight that Vaasek may glimpse their misery and grant them eyes.</span></span>
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	<span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;"><span style="font-size:20px;">Redlines:</span></span></span><br><span style="color:#e74c3c;"><span style="font-family:'Times New Roman', Times, serif;">-Cannot see past 20 blocks in any direction. <br>
	-Cannot see better or more than a normal person.<br>
	-To have the covering removed from a seer is to return them to blindness. To go without a covering is to be returned to blindness until a covering is worn.<br>
	-Only those who have no level of vision at all may become seers.<br>
	-No seer or individual otherwise knows of Vaasek’s involvement.</span></span>
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	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#999999;">Lore References<br><a href="https://www.lordofthecraft.net/forums/topic/150682-daemon-vaasek/" rel="">https://www.lordofthecraft.net/forums/topic/150682-daemon-vaasek/</a></span></span>
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	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#999999;">Inspirational Artwork</span></span>
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		<p>
			<br>
			 <br><br><br><br><b><span style="background-color:transparent;color:#666666;font-size:11pt;vertical-align:baseline;"><img alt="09da711d0e2207c5972373fd51249152.jpg" height="300" src="https://lh4.googleusercontent.com/j9_zwLzbnliwfWI9Rchh96PoR-qp0pp2bSZtAEgKD5iZdbvTLXw-YL70PNNhtIjsDK5S07Y66z3hz5jH0JHoEEYqUWmkUukmvbvp7HKtVnz9MGqF2RqqdCsw5ohYiNohBYZfmTd6" style="border:none;" width="214"></span><span style="background-color:transparent;color:#666666;font-size:11pt;vertical-align:baseline;"><img alt="ee4e16ee16f7d2a4ceccbdfb1ac0ed78.jpg" height="299" src="https://lh3.googleusercontent.com/PBXdCn_yfFMCRgYhcJ7WD6P0-jy0MdDKDt0l4MxukEACnXpQE9mkoU8CWNtgiKSZ8O6OUDSGyJ3mPJUuHeBK5P2EyWBDbJxUNXEDQ2rofQF3w24DH55NymU5W-QHPBrPnv3_GyGZ" style="border:none;" width="177"></span></b><br><br><b><span style="background-color:transparent;color:#666666;font-size:11pt;vertical-align:baseline;"><img alt="b068296e80ec9d3410bc1943fe15a424.jpg" height="299" src="https://lh5.googleusercontent.com/4dki8m37OenrgASSsi3of43vh6h1Tu6eZwDJiOyGugx-4evIwqhtjtDih6Hm-ipRE029EvQjtpwfi_wmiNE0M1pbQ5VVtDHilPv1wiuUut9D9j1__ccijGO9-wk2MmrWKv1v0zxr" style="border:none;" width="236"></span><span style="background-color:transparent;color:#666666;font-size:11pt;vertical-align:baseline;"><img alt="theresaseer_3999.jpg" height="300" src="https://lh6.googleusercontent.com/nc46jL3yisMMPBBlwmGofX2JwWZOnVNUcwsolXTXA0UaA6fUGV95Wh2VQf-VogSH5bgKelCQlvB8QDUXNeba58oUyrIqftQDIf8f_rQC77Y00z1hE3Hneq4_C6lhZcTF-iqNYc49" style="border:none;" width="217"></span></b><br><br><b><span style="background-color:transparent;color:#666666;font-size:11pt;vertical-align:baseline;"><img alt="tumblr_o0fwn1VQdB1s6f6ljo1_500.jpg" height="396" src="https://lh4.googleusercontent.com/-WlRNxrdlfuqD99fLieWbpTJtEkEYM_dKNRc-7UAuO_sWTjWYa3Zsk--2oXGz1aEhWf4foGwB37aan4vcAl-Nr5bZpjBSHRzQA9aOmt7iswNcrrYXZFtkoe7rDD9PGFZ-aYVSMtw" style="border:none;" width="263"></span><span style="background-color:transparent;color:#666666;font-size:11pt;vertical-align:baseline;"><img alt="c9138f73d928d19e51efbe4440b76403.jpg" height="395" src="https://lh6.googleusercontent.com/wU_lmSMdygzdQMxUuwmKzIFTyjIpUxnoXFzTA3AkpMutBs1Y2pj_j-W06khC3PkpAeSyCxbCqMgTyxC1csEZDNlxxeyG5VKmXsS2Qpnieh-K-ncFwiLHqFtMlL_jdA5O8bh9gwBE" style="border:none;" width="278"></span></b><br>
			 
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#999999;">Thank you to Phil, Aelesh, and Ambduscias for allowing me to bounce ideas off of them.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:'Times New Roman', Times, serif;"><span style="color:#999999;">The idea behind this lore is twofold; to allow an inclusive piece of lore that involves an underappreciated Daemon, and a method for characters to gain that mystical seer aesthetic fantasy so dearly loves without crippling roleplay through a life altering disability. There is no advantage to being a seer, although I am interested in perhaps writing some kind of possible oracle / clairvoyance lore to replace the Erythian Stars of Anthos that may allow characters to perceive interpretations of future events (for the sake of storytelling). This is intended to act as a Feat that any character, no matter their circumstance, may use.</span></span><br>
	 
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	 
</p>]]></description><guid isPermaLink="false">166723</guid><pubDate>Wed, 11 Oct 2017 00:50:57 +0000</pubDate></item><item><title>[&#x2713;] The Shamanic Codex</title><link>https://www.lordofthecraft.net/forums/topic/162799-%E2%9C%93-the-shamanic-codex/</link><description><![CDATA[<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	A note upfront:
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr">
	Hello there! Yes, it is I, Hedgehug. I'm not dead, not yet. Over the course of the last month or so me and others have occupied ourselves with the task of clarifying shamanism as a whole to both the LT, MT and community. The following product is given: 74 pages of written shaman lore, divided by some google documents and this general codex. Upon acceptance this very thread will serve as a guideline for future shamans. The holy ooc book for shamanism within LotC.
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	Please treat this work, that has taken a large quantity of time and effort, with the respect it deserves. As well as its authors. I shall personally open up a second thread that will serve as a shaman q&amp;a where questions regarding shamanism, spirituality and this newly made codex will be answered by both me and the shaman playerbase.
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	Edit registor:
</p>

<p dir="ltr">
	15-7-2017 ~ Removed google doc links, replaced with referal link to newly made forum post + added farssing in the codex instead of a seperate doc.
</p>

<p dir="ltr">
	7-9-2017 ~ Removed the odd links and added actual link lines referring to other threads
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	With pride I present to you:
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f1c40f;"><span style="font-size:36px;"><b>The Shamanic Codex</b></span></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#f39c12;"><em><span style="font-size:26px;"><b>The capabilities and limitations of Shamans and the Spirits</b></span></em></span>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#000000;"><img alt="d0qQ5i5LCJapqxIgNPNjTI_VRpmdCB6q-aB-KujBbQNio5mabrbnM5iPcLPbZ8SQNhDShnXziF5XCuYV95QXEFCVHBSidWgM6geKUl8BukKBYEK8i0WN9ee7vmwDd0SdQtztc_5L" height="726" src="https://lh3.googleusercontent.com/d0qQ5i5LCJapqxIgNPNjTI_VRpmdCB6q-aB-KujBbQNio5mabrbnM5iPcLPbZ8SQNhDShnXziF5XCuYV95QXEFCVHBSidWgM6geKUl8BukKBYEK8i0WN9ee7vmwDd0SdQtztc_5L" width="435"></span></b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#7f8c8d;"><b>Executive compiler: Hedgehug</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#7f8c8d;"><b>Contributors (according to relevancy): Smawton, Divinejustice, Pandasan, KBR, Lhindir, Ilikefooddude, Catarrh </b></span>
</p>

<h1 dir="ltr">
	 
</h1>

<h1 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Table of contents</b></span>
</h1>

<hr><ol><li dir="ltr">
		<p dir="ltr">
			<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.cfjpkajfn7xv" rel="external nofollow">Introduction </a>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.qmiyu7fkxu7d" rel="external nofollow">The Spirit Realms &amp; The Spirits </a>
		</p>

		<ol><li dir="ltr">
				<p dir="ltr">
					<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.lwi35krgo0td" rel="external nofollow">Spiritual Psychology </a>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.j0yixl25vrpe" rel="external nofollow">Spiritual Influence </a>
				</p>
			</li>
		</ol></li>
	<li dir="ltr">
		<p dir="ltr">
			<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.ewb65eifng0h" rel="external nofollow">Blackspeech </a>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.f1cz7s7cqqem" rel="external nofollow">Totems </a>
		</p>
	</li>
	<li dir="ltr">
		<p dir="ltr">
			<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.3xts4e3yr8g3" rel="external nofollow">Subtypes </a>
		</p>

		<ol><li dir="ltr">
				<p dir="ltr">
					<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.g8xu1dmtrg6y" rel="external nofollow">Elementalism </a>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.uwoipyaouzg3" rel="external nofollow">Lutaumancy </a>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.lgudeds6sjlj" rel="external nofollow">Farseer </a>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.dm8qxo3tefwd" rel="external nofollow">Witch Doctor </a>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.3bp81i1r44jo" rel="external nofollow">Spirit Smithing </a>
				</p>
			</li>
		</ol></li>
	<li dir="ltr">
		<p dir="ltr">
			<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.viavwnqxk2w0" rel="external nofollow">Other Shamanic Abilities </a>
		</p>

		<ol><li dir="ltr">
				<p dir="ltr">
					<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.nvt8ejwiq5l1" rel="external nofollow">Voodoo Dolls </a>
				</p>
			</li>
			<li dir="ltr">
				<p dir="ltr">
					<a href="https://docs.google.com/document/d/1A827Q_277aFWsPcSpzWxWyiNGQgUlsM3Wv7PwtJiJ0U/edit#heading=h.whq5b3oa3xtg" rel="external nofollow">Muyakelg </a>
				</p>
			</li>
		</ol></li>
</ol><p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<h1 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Introduction</b></span>
</h1>

<hr><p dir="ltr" style="text-align:center;">
	<b><span style="color:#7f8c8d;">Schematic representation of what shamanism entails: </span></b>
</p>

<div class="ipsEmbeddedOther" style="text-align:center;">
	<a href="http://imgur.com/QufWmgq%C2%A0" rel="external nofollow">http://imgur.com/QufWmgq</a>
</div>

<div class="ipsEmbeddedOther" style="text-align:center;">
	 
</div>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>To begin, it is important to note that all Shamans utilise the energies of the Spirits in order to influence the world, and work directly with them in order to allow the Spirits to enforce their will. A Shaman allows the Spirit to use his or her mana pool, and from this the extent of the Spirit’s influence is put into constraint; as the mana pool of any Mortal has a limitation.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The way in which the Shaman interacts with the Spirits, and how he or she uses his or her powers varies from person to person. For this reason, sub-types of Shamanism were made where Shaman focus on a specific way in which to reach out to the Spirits.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Spirits vary from each other in their power by how prevalent the thing they reign over is. For instance, the Spirits of Time and Space are the most powerful Spirits in existence, because Time and Space extends to the furthest reaches of the Universe, and the way in which they can use time and space also allows them to gain a significant advantage.</b></span>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	 
</p>

<h1 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>The Spirit Realms &amp; The Spirits</b></span>
</h1>

<hr><p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#000000;"><img alt="90E58k-Pdd4IDCKg5S5HF0HdybOF2IU3Kz9AtCYZlIDVabf4w4HL9d93HYZ4oU_fikfr-zADUq8m-Owpyv4adhyFUL88mtTV-rbF3BuOhxx4eJG31ICxO9aa5Bm3RwHDepMaOP2a" height="727" src="https://lh4.googleusercontent.com/90E58k-Pdd4IDCKg5S5HF0HdybOF2IU3Kz9AtCYZlIDVabf4w4HL9d93HYZ4oU_fikfr-zADUq8m-Owpyv4adhyFUL88mtTV-rbF3BuOhxx4eJG31ICxO9aa5Bm3RwHDepMaOP2a" width="470"></span></b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#7f8c8d;"><b>A listing of all current existing spirits:</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<a href="https://www.lordofthecraft.net/forums/topic/153791-the-spirits-grand-list/%C2%A0" rel="">https://www.lordofthecraft.net/forums/topic/153791-the-spirits-grand-list/ </a>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Typically, Spirits are split into three categories because their powers are so drastic as to warrant differing realms within which to contain them. All Spirits exist in these Spiritual Planes, created by the Daemon, Apohet. These are as follows:</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The Elemental Realm - Housing all Elemental Spirits; these are the most powerful of all Spirits. These spirits represent material elements of various kinds, and only touch on that what is material in the Mortal Realm.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The Immortal Realm - This realm houses the Spirits that reign over concepts, ideas, emotions and more specific things spread across the Universe. For instance, a house may be made of stone, and as such tied to the Elemental of Stone, yet an Immortal Spirits will exist to reign over the concept of what a house is, and can influence it in such a way as to improve or weaken the structure.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<b><span style="color:#7f8c8d;">The Ancestral Realm || Stargush’Stroh - This is where those devoted to the Spirits go when they have died on the Mortal Realm. Therein exist two types of Ancestors; Lesser and Greater. In order to become a Greater Ancestral, a player must have achieved an exceptional feat within their lifetime. For more information heed to the following post: </span></b>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<a href="https://www.lordofthecraft.net/forums/topic/152380-the-starg%C3%BBshstroh-apohets-realm-of-ancestors%C2%A0" rel="">https://www.lordofthecraft.net/forums/topic/152380-the-stargûshstroh-apohets-realm-of-ancestors </a>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The Mortal Realm - While this is not a Spiritual realm, everything that exists across the Universe contains smaller portions of Spiritual energy, entities that are referred to as stagnant Spirits. These smaller Spirits are directly tied to the Spiritual Realms, and are how a more </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>powerful Spirit in the Spirit Realms may influence the Mortal realm. </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>They use the mana of the Shaman in question in order to infuse their own energy into the Stagnant Spirit, awakening it for the Shaman to them control or otherwise allow to take action of its own will.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#7f8c8d;"><b>All Immortal Spirits can materialise within the Mortal Realm when they have accumulated enough power and influence, but if they were to die it would be a permanent death. For this reason, Greater Immortals do not usually summon themselves into the Mortal Realm and instead allow their Lesser Immortals, their servants, to act on their behalf:<br><br>
	ET Only:</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<a href="https://www.lordofthecraft.net/forums/topic/147946-the-avatars-of-the-spirits%C2%A0" rel="">https://www.lordofthecraft.net/forums/topic/147946-the-avatars-of-the-spirits </a>
</p>

<p dir="ltr">
	<b> </b>
</p>

<h2 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Spiritual Psychology</b></span>
</h2>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>As formations of a Daemon, the overarching design behind each Spirit is their desire and need for worship and control, because being revered, and having the thing they represent be more prevalent across the Universe allows them to grow more powerful and gain further control in the Spirit Realm.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Each Spirit tries to overpower one another, which is a scenario we saw very clearly with the Orgonic Plague. Despite the Orcs assisting in the summoning of Orgon, the Spirit decided to attack them when he considered himself powerful enough to do so, as plaguing the Orcs would have empowered him further than allowing them to live healthily on a landmass that could no further be corrupted.</b></span>
</p>

<p dir="ltr">
	<b> </b>
</p>

<h2 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Spiritual Influence</b></span>
</h2>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Regardless of the shamans specific subtype and business, they all share one key ability: that of communion with the spirits. A shaman can go to the Spirit's realm and converge with it in the old tongue. Here the Shaman can bargain and trade. The boons that can be granted by the Spirits have long been unclear and without boundary. It is therefore that the following is stated:</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>In the event of a shaman contacting a spirit in order to converge, bargain, or trade for material boons, immaterial boons, or knowledge, a dedicated ET, MT, LM, or approved Shaman player must represent the spirit. As for the obtainable: this is strictly limited to what is directly affiliated to the spirit in question. The tradeoffs are mostly unfair, as they must be both within the spirits better interest as follow their instinct to obtain power and significance. </b></span>
</p>

<p dir="ltr">
	<b> </b>
</p>

<h1 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Old Blah/Blackspeech</b></span>
</h1>

<hr><p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Additionally, in order to call upon and communicate with the Spirits, Shamans must learn the Ancient Tongue which is passed down from teacher to teacher; which must be a lore-approved item given to the prospective teacher when their application is accepted. This item is a so called codex or tome and contains the teacher's established knowledge on the language.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#000000;"><img alt="2WXzv6cE_ugQko_QM0_2p6jZ_-w6sTzSI1gA5HiVFYwxl8X_cCVY8fiNekLbd5FjZacL5ssPMAE0B8TTMLcRZ3M6ATQMw47b5hwkhHhTdsKDgZOJCw68p1XJy8Zd_r8mZTNFahas" height="485" src="https://lh4.googleusercontent.com/2WXzv6cE_ugQko_QM0_2p6jZ_-w6sTzSI1gA5HiVFYwxl8X_cCVY8fiNekLbd5FjZacL5ssPMAE0B8TTMLcRZ3M6ATQMw47b5hwkhHhTdsKDgZOJCw68p1XJy8Zd_r8mZTNFahas" width="564"></span></b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	 
</p>

<h1 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Totems</b></span>
</h1>

<hr><p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Totems are akin to shrines to specific Spirits that have been blessed by the shaman. By ‘upgrading’ a shrine to a totem it makes for a stronger tether to the spirit it is dedicated to. This makes for easier contacting of the spirit. However, the totem also makes it so that contacting other spirits within its vicinity is more complicated to do. More details below:</b></span>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr" style="text-align:center;">
	<a href="https://www.lordofthecraft.net/forums/topic/145253-totems/" rel="">https://www.lordofthecraft.net/forums/topic/145253-totems/</a>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#000000;"><img alt="Lc0rook-AGq15bEpCxaBfoPyLg4_riUrNxGoZsZO9I8oulcYS5vhevuKaM4x-j16hAgWb_jdHFUt_bXt5MGEXasdK5CQYEtHW9xkeuPf3gDC73sWPx6kZvg78dzMgSXSWBAW8WlX" height="515" src="https://lh6.googleusercontent.com/Lc0rook-AGq15bEpCxaBfoPyLg4_riUrNxGoZsZO9I8oulcYS5vhevuKaM4x-j16hAgWb_jdHFUt_bXt5MGEXasdK5CQYEtHW9xkeuPf3gDC73sWPx6kZvg78dzMgSXSWBAW8WlX" width="374"></span></b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<h1 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Subtypes</b></span>
</h1>

<p dir="ltr" style="text-align:center;">
	 
</p>

<hr><p dir="ltr" style="text-align:center;">
	<b> </b>
</p>

<h2 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Elementalism</b></span>
</h2>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#000000;"><img alt="KOIt92GXduDwd4-l3bBxEyv7nF2nO0OjSFVOzPc60tTxVkqSg_cVnY5YgXTGmXQDjRhJeDcbQ88G9iZ43UaGpLTzMn2eGcXpz4-ReNsnQ60U6BbYSJBeuZb-L9QoKL9h78V-aQ8K" height="457" src="https://lh4.googleusercontent.com/KOIt92GXduDwd4-l3bBxEyv7nF2nO0OjSFVOzPc60tTxVkqSg_cVnY5YgXTGmXQDjRhJeDcbQ88G9iZ43UaGpLTzMn2eGcXpz4-ReNsnQ60U6BbYSJBeuZb-L9QoKL9h78V-aQ8K" width="318"></span></b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Arguably the oldest of all Shaman sub-types, it is also one of the more basic in concept; yet takes incredible patience and endurance to achieve in reality. An Elementalist cannot conjure an Element, and must instead work with existing material.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Currently, Elementalists may only use the following Elements: </b></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Electricity and Metal require more complex understandings, and I suggest making these available when a Shaman has mastered an Element at T3.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>When a Shaman makes a pact with a Lesser Spirit of an Element, they may begin to influence the world around them in one of two ways.The first is more fast-paced, and typically these stages of progression correlate almost entirely with those of Evocation, and the progression of tier allows an Elementalism to control more of the Element they are using. </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The difference with Shamanism lies in a slower approach, in which an Elementalist may continuously re-visit a region in order to influence it further over time; in this instance, it is determined by the region owner or moderator what may be achieved, as theoretically an Earth Elementalism may open up a ravine after many rituals.</b></span>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr" style="text-align:center;">
	<a href="https://www.lordofthecraft.net/forums/topic/134759-elementalist-clarifications-and-spirits/%C2%A0" rel="">https://www.lordofthecraft.net/forums/topic/134759-elementalist-clarifications-and-spirits/ </a>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>To begin a pact with a Spirit, an elementalist must abandon their mortal,physical self and ascend into the Elemental Realm. At first, this travel is taken through intense psychedelics, or a copious amount of drugs, often damaging the elementalist’s mind and causing them to have horrific visions that corrupt and sway their mind. Due to the powerful nature of their magics, spirits of mental instability seek to attack them as they try to connect to the Realm.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Once there, the shaman again is bombarded by the nexus of the Elemental Realm, a nexus  of twisting and ever-changing elements crafted by Elemental spirits. Lightning flickers throughout the sky, fire dances about the air like dragons, and mountains rise and fall to the whim of the beings within it. To a new shaman, the experience would be mind-shattering, and usually the teacher accompanies them. Once here, they must venture around the nexus, following paths and calling out to the seek out the elemental spirit of choice. </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>When the Spirit itself can be roleplayed by the following: The Teacher, the MT, or an ET knowledgeable in the Spirits. Once arriving upon the spirit, the pact is given by the spirit which essentially boils down to a quest relating to the element of choice. A fire elemental may ask for lava placed upon the highest part of a mountain, climbed by hand and still hot as daybreak approaches, or the death of a dragon or some fiery beast. A storm elemental may want the shaman to climb to the highest peaks and shock themselves in a test of durability and strength. The quests to the discretion of those giving the test, and they do not need to be feasible. A shaman may fail their test, and potentially seek out another spirit. If not completed in 2 irl weeks, it is assumed that the pact has failed, and that the shaman may seek out another pact for a simpler test. </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Once the pact has been made, the work of an elementalist is not finished. Far from. Once a month, the pact must be renewed through a similar quest. Though not as great as the original pact, a shaman must go out and commit works in the name of the spirit they worship. This may be converting others to the faith, erecting shrines and totems, or performing great sacrifices akin to the original pact. These acts are preserved through screenshots or OOC confirmation by those present, before being sent to the teacher,MT, or ET. If a shaman does not commit these tasks for a whole month, their tier, regardless of placement goes down by one. </b></span>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<h3 dir="ltr">
	<span style="color:#95a5a6;"><b>EVENT TEAM NOTES</b></span>
</h3>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>If any Event Team is bored/seeking new roleplay or things to interact within the realm of spirits, I would suggest a Spirit War or struggle of power. Within </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>both the Elemental and Immortal realms,  spirits wage war on each other-- for power is all they seek. Some may seek alliances and work together, while others may exist as puppetmasters to push greater means. The politics of the Spiritual Realms work nearly identical to those of the Mortal Realm.  These battles are heard and felt by all shamans, and can involve orcs via the manifestation of these battles upon the Mortal Realm, or by shamans and various groups worshiping spirits to empower them. It is quite obvious that this grants ET a lot of space to work on events and ideas; however, there things to take account for. </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Battles upon elemental spirits are often the most common, as their various forms act as anathema to each other (water to fire, air to earth, etc), and so elementalists may find themselves at war battling each other.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>If a Spirit Manifests in the Mortal Realm and is killed, they are dead for good.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Do not touch any of the Greater Elemental, Immortal, or even Ancestral Spirits without MT supervision.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Avoid giving Spiritual Items/Tools, for the various forms of shamanism do this. </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>DivineJustice’s little blurb about Elementalist Changes: </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>“With great power comes great responsibility”. Previous elementalists got the perks of a magic stronger than evocation at the cost of literally nothing. The pact was almost immediately, and the work done for it was banged out in a matter of days.  I loathed  the fact that an elementalist basically served  as an rp combat magic with little purpose behind it save for squishing people with the elements.  Moreover, elementalists hold  in little in means of roleplay save for the combat they serve in, so I hope with these interactions, elementalists have a greater purpose within the shamanistic community. </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>I will explain how the Shamans may utilise Elementalism using the… household appliance scaling system.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 1 - Minor Influence - Cannot control Shape</b></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Fire - May influence a Flame no larger than that produced by a torch.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Earth - May influence crumbled earth (gravel, sand, et cetera) to the extent of that which could be contained within a bucket.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Water - May influence pure water to the extent of that which could be contained within a bucket.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Air - May influence standard Air to the extent of that which could be contained within a… bucket.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 2 - Considerable Influence - Can Alter Shape Slightly</b></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Fire - May influence a Flame no larger than that of a camp fire.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Earth - May influence both crumbled and solid material to the extent of that which could be contained within a bath.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Water - May influence both normal water and swampy/murky water to the extent of that which could be contained within a bath.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Air - May influence both normal air and smoke to the extent of that which could be contained within a… bath.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 3 - Basic Mastery of the Element - Can Alter Shape Completely</b></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>This Tier follows the same retrains to size as Tier 2, but with complete mastery over the shape and direction it takes.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Metal - Can influence Metal to move but cannot alter the shape; limited to that which could be contained in a bucket.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Electricity - Can influence Electricity and Static Energy to move but cannot alter the shape or direction in which shoots along its journey; limited to that which could be contained within a… bucket.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 4 - Complete Mastery of the Basic Elements</b></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Fire - May now influence flames to the extent of a funeral pyre, and can shape it or snuff it out entirely.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Earth - May now influence Earth to the extent of being able to shape completely; to the extent of that which could be contained within a van.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Water - May influence Water to such extremes that they may now influence Ice and Steam, as well as all forms; swamp, bog, beer, et cetera; to the extent of that which could be contained within a van.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Air - May influence Air to such extremes that they may now influence temperature, as well as poisonous air, smoke and may carry air into regions where it does otherwise not exist.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Metal - May slightly influence the shape of Metal; to the extent of that which can be contained within a bath.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Electricity - May influence Electricity and Static Energy to the degree of being able to completely direct it and keep it on course; to the extent of that which could be contained within a… bath.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 5 - Complete Mastery of All Elements and their States</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>All may be shaped, directed and altered completely at this stage; to the extent of that which may be contained within a living room.  Creation of Elemental Muyakelgs are also possible at this stage. </b></span>
</p>

<p dir="ltr">
	<b> </b>
</p>

<h3 dir="ltr">
	<span style="color:#c0392b;"><b>Red Lines</b></span>
</h3>

<ul><li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>A connection is VITAL to be role-played before manipulating any element of choice.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>A T5 Elementalist in 2 varieties of Elements may manipulate them at the same time, but will be done at the rate of a T3 Shaman for both elements by either combining the elements or using them separately.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>A Shaman must role-play any interference of concentration as well as fatigue from connecting to the Spirit Realm.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>The Elementalist will find that the opposite Elements becomes harder to control, as the Elemental Spirit is displeased with the shaman for choosing it’s rival. </b></span>
		</p>
	</li>
</ul><p dir="ltr">
	<span style="color:#c0392b;"><b>(Fire-Water, Earth-Air, Metal-Water, Lightning-Earth)</b></span>
</p>

<ul><li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>Elementalism is purely altering said element, you can neither add or subtract that of a substance, only alter what is present.</b></span>
		</p>
	</li>
</ul><p dir="ltr">
	<span style="color:#c0392b;"><b> </b></span>
</p>

<p dir="ltr">
	<b> </b>
</p>

<h2 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Lutaumancy</b></span>
</h2>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#000000;"><img alt="wCA-ME4Y5vvgy0AADpOpEF6tvMdh-46BFnFQfRuWSp9l9FqB1WVIWpsmA41c5Mszyuml6Rx2ua_hYAKk2JiZUqR-a1gzgj1OGdbjYjkB-wByLwhfqTEaVIzAXASG-0A71-3OMolk" height="261" src="https://lh3.googleusercontent.com/wCA-ME4Y5vvgy0AADpOpEF6tvMdh-46BFnFQfRuWSp9l9FqB1WVIWpsmA41c5Mszyuml6Rx2ua_hYAKk2JiZUqR-a1gzgj1OGdbjYjkB-wByLwhfqTEaVIzAXASG-0A71-3OMolk" width="602"></span></b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Clarification of Lutaumancy for each existing spirit</b></span>
</p>

<p dir="ltr">
	<a href="https://www.lordofthecraft.net/forums/topic/163363-%E2%9C%93-an-addition-to-the-shaman-codex-limitations-and-capabilities/" rel="">https://www.lordofthecraft.net/forums/topic/163363-✓-an-addition-to-the-shaman-codex-limitations-and-capabilities/</a>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The Lutaumen are shamans capable of communing with the long past ancestors of the Uruk race. They do this by connecting to the ancestral realm, using the ancestor on which they focus on as a tether. Objects in the Mortal Realm may contribute if they bear significance to the ancestral spirit in question.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>This communion is what makes most of their roleplay: contacting ancestors of either the long past, or even closer past. They have the ability of taking up to two other individuals with them on these so called ‘spirit walks’ to the Stargush’Stroh.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Aside from communion they are, similar to Elementalists, able to summon the power of Greater Ancestral spirits within themselves. These powers often granted by Spirits that the Lutauman has bonded with, similar to Elementalism. </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 1 - Minor Influence - </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The Lutauman learns the old tongue and the basic principle of entering and exiting the Stargush’Stroh. Here they can encounter ancestral spirits but remain unable to directly contact a specific one. Even with a tether in the mortal realm.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 2 - Considerable Influence -</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The Lutauman enters and exits the Stargush’Stroh with less and less trouble and can stay longer in said realm. Upon attempting to contact a specific ancestor they shall see improvement to locating and contacting them. The usage of a tether greatly improves this.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 3 - Basic Mastery of the Ancestral Communion - </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The Lutauman has mastered the art of Communion with ancestors and can travel to any ancestor at will with little effort. The usage of tethers is still preferred but no longer a necessity. Two other individuals may be brought into the spirit realm. It is at around this tier that the Lutauman is taught how to summon the powers of an ancestor within them and may experiment with self-blessing.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 4 - Basic Mastery of Self-Blessing - </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The Lutauman Masters the summoning of blessings upon themselves. The bonds between Shaman and spirit improve leading to the experimentation of stronger blessings such as Power (Rax) or maybe even the Kurak blessing.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 5 - Complete Mastery of Ancestral Communion &amp; Self-Blessing - </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The Lutauman has mastered and perfected the arts of Ancestral Communion and Self-Blessing. They can call upon the strength of a large variety of Greater Ancestrals. On top of this they can, with relative ease, take up to five other individuals with them on spirit walks to the Stargush’Stroh.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Additionally, the Lutauman may create a Muyakelg with the help of a T5 Witch Doctor.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Regarding ghosts and other ghostly / spectral creatures the Lutauman has the following ability:</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>As is established: Kor, spirit of the dead is a Greater Immortal spirit with the slight bonus that he is capable of traveling between the Stargush’Stroh and the Immortal Realm. He is perceived the ‘Gatekeeper’ of the Stargush’Stroh. Therefore the Lutauman, upon encountering the creature in question, can summon within him: Kor. This is done in a similar fashion as obtaining a self-blessing from a Greater Ancestral. Upon successfully summoning Kor the Shaman can then begin to ‘consume’ the Ghost until it is fully purged. The soul then travels back with Kor and is left in the Soulstream. This event may be considered a suggested PK for ghosts and similar spectral creatures.</b></span>
</p>

<h3 dir="ltr">
	<span style="color:#c0392b;"><b>Red Lines</b></span>
</h3>

<ul><li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>A tier 5 lutauman can take up to 5 others at maximum with them to the stargush’stroh.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>The self-blessings, though made to empower the shaman, do have their limits. Namely the Strength and Kurak blessings are to be undergamed at all times to prevent powergaming. The power does not reach above that of a matured olog, the kurak blessing, including it’s drawback of potential friendly-fire, is limited to the physical power of an actual lur-wolf.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>A shaman cannot spend too long a time in the stargush’stroh. Length is dependant on tier. Tier 1 would make for about a half hour visit where a tier 5 can reach up to about 24 hours (as in-realm time).</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>If the body of a spirit-walking shaman or traveler is killed during their walk, the shaman and or travelers spirit shall remain locked in the stargush’stroh. Though not enforced, this would make for a convincing PK. Should the player not wish to PK after this, it can be assumed that Kor bails them out and sends their spirits back to the soulstream after they’ve spoken to him. (which can actually be roleplayed out should one wish so). This could, if roleplayed properly, end up in a bargain. One with a cost.</b></span>
		</p>
	</li>
</ul><p dir="ltr">
	<span style="color:#c0392b;"><b> </b></span>
</p>

<p dir="ltr">
	<b> </b>
</p>

<h2 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Farseer</b></span>
</h2>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#000000;"><img alt="yp_vxOupXtO4JLNwLcEyTWQz_OrN55koS8WeqicR2USq_p0hzlpznFiOL0dfkT_m6UjO1fQzL27-7QDv8K1jVwW6X24Nt07ATRBmRiO0FWaAAnnDsMeopNohjKVEO-mkuCe7t_ns" height="468" src="https://lh3.googleusercontent.com/yp_vxOupXtO4JLNwLcEyTWQz_OrN55koS8WeqicR2USq_p0hzlpznFiOL0dfkT_m6UjO1fQzL27-7QDv8K1jVwW6X24Nt07ATRBmRiO0FWaAAnnDsMeopNohjKVEO-mkuCe7t_ns" width="304"></span></b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b> </b><span style="color:#7f8c8d;"><b>Clarification of Farseeing for each existing spirit</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<a href="https://www.lordofthecraft.net/forums/topic/163363-%E2%9C%93-an-addition-to-the-shaman-codex-limitations-and-capabilities/" rel="">https://www.lordofthecraft.net/forums/topic/163363-✓-an-addition-to-the-shaman-codex-limitations-and-capabilities/</a>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Overview</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Farseers are spiritual seers of nations and clans. Farseers are gifted individuals that can travel into the plane of spirits and speak with spirits invisible to the eyes of normal descendants. Farseers are troubled by visions of the future and use their insight to guide their people through troubled times. Although Farseers may seem wise and peaceful at first, they are formidable foes; when angered, their wrath is fierce.</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Immortal Spirits</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Immortal Spirits began long ago as the creations of Elementals; Deemed to watch over specific aspects or domains of the world, and empowered only by the increase of worship or said domain; Such as how the Spirit of the Hunt is empowered for every kill a Predatory being makes.</b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Cast into their own planes, and considered lesser, by the Elementals, Immortal Spirits seek constantly to gain power, ruling over vast domains featuring prominent features of their Aspects, such as the Spirit of the Sea having a vast watery section of the Realm, with Lesser Spirits of these constantly moving about their planes, all the while plotting and seeking to gain their own powers as well, with the eventual hopes to become Greater themselves.</b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>All the Greater Immortal Spirits began possessing only a single aspect, for example Enrohk has three aspects- Bloodlust, Savagery, and War; Enrohk started as the Greater Spirit of Bloodlust and the rest he gained, by either consuming other spirits entirely or by subjugating another spirit that has more than one aspect. When a Greater Spirit is consumed it does not die, the spirit is forced to join in a Union with the other Spirit, much like the union a Spirit is forced into when consumed by a Dark Shaman, meaning it can regain its freedom through the defeat of its overlord; However, due to the nature of Spirits seeking more power, a Spirits freeing one another would be unheard of. Greater Spirits weaken when they gain many aspects because even though they hold many aspects that are powerful, they may weaken because the others are on the same level: In this, one Spirit will never be allowed to gain to many, as other spirits will combine efforts to release and spread aspects from that spirit elsewhere, as there is a delicate balance. Due to the weakness of Spirits holding many aspects, Lesser Spirits are formed to hold superior strength in these fields - Such as Orgon.</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Greater Spirits in the Spirit World rule vast domains and have countless minor spirits under their control, they wage war, make peace and plot against and with each other. </b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>An example of how Greater spirits interact with Descendants, mainly Orcs, is seen before the great revival of the Orcish race by Rex Mogroka. Mogroka was contacted by Enrohk, at the time a weak spirit that only held domain over bloodlust. The former Orcish government suppressed bloodlust and tried to control it. It is said that Enrohk gave Mogroka powers, a mighty blessing to enrage the Berserker-Shaman fit for the Champion of Enrohk, and with Mogroka’s ascent to power bloodlust was made free and with it, Enrohk gained power. </b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Elemental Spirits</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>The Elementals interact directly with the physical, mortal plane. They live in the Elemental Plane, and here, they view our world as the pure elements it is made up of.</b></span></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>The most common (and primary) elements are Water, Fire, Earth, and Wind. Other elements, like Space and Time, are more complex to understand, and are ultimately more powerful than those before them. For ease, The elemental spirits are separated into four different categories: Primary, Secondary, Advanced, and Master spirits.</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Primary: Earth, Air, Fire, Water</b></span></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Secondary: Light, Dark, Storm, Metal</b></span></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Advanced: Life, Death, Order, Chaos</b></span></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Master: Space, Time</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>The elements mentioned above are the ones understood and recognized by the Shamanic culture, but it is entirely possible that there are dozens (if not hundreds) of other elements that haven’t been discovered.</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Spirit-Walking</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>A journey by ritualistic actions and behaviours hidden and protected by Farseers throughout the ages, experienced Farseers hold the innate ability to travel in a manner in which their Soul breaks from their physical form, able to travel directly to the Immortal and Elemental planes; However, this ritual is different from that to travel to Kor’s dominion and speak to the Ancestrals.</b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Whilst the origins of the rituals are as mysterious as the Spirits themselves, Farseers have a strong tradition of secrecy in their teachings, acting as elders in their communities and passing down their trade by word of mouth, with the only known writings to be the Or’Gok Scrolls, lost with Mogroka’Gorkil.</b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>While in these planes, the Farseer is most vulnerable, his mortal self idle in his own realm, whilst his soul traverses the realm of the Spirits, in which fatal wounds in either would result in death. Due to this, Spirit Guides are often employed, being that of Lesser Spirits that have a direct pact with a Farseer, much like Elementalists have with their elemental lessers, or that of other Farseers who have incredible knowledge on the domains; However, pacted Lesser Spirits are only able to guide the Farseer through the domain of his own aspect, the guides most commonly seeking something in return for their assistance and appearing like that of their domain, most commonly in an animal-like form.</b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Ultimately, the purpose of Spirit Walking is that of conversing directly with the Spirits themselves. Due to this, and the dangers of traveling about the Elemental or Immortal planes without a guide, inexperienced Farseers find themselves unable to find and converse with the most powerful of the Spirits, the Greaters, by disheartening, getting lost, or threat of death by Lesser Spirits protecting the domain.</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Far Sight</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Granting these wise Shamans their names, the purpose of a Farseer, while to act as a mediator between the Mortal Realm and Spirit Realms, is primarily their gift to receive visions of the future itself, the wisest of Farseers commonly coming together to discuss and plan the best course of action to heed warning or take action to fulfil or prevent these prophecies.</b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Far Sight, while being the most basic level of Farseeing, is the most difficult to master, with visions often including vague messages and half-truths that are unclear to even the most experienced Shamans. Far Sight is used mainly for providing hints and information in eventlines, though a Farseer with permission from MT could use it to ‘read’ the future of other characters.  </b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Visions</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Once a Farseer reaches T3, they are able to strike someone with visions, allowing them to infect someone’s mind with any sort of imagery the shaman wishes to evoke. This begins with first an emote of focus, and then an emote of striking the targets mind before the vision commences. Akin to illusory magic, eye contact must be made. However, once a farseer reaches T5, they are granted the ability of long-range visions, however require things such as blood and hair to maintain the connection akin to a Soul Puppeteer or Witchdoctor</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Blessings</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Taking upon the successes of rituals leading to Spirit Walking, Farseers can seek blessings of the Spirits in a multitude of ways; With the most successful blessings being that of Spirits the Farseer has actually spoken to, or their lessers, to get a full grasp of rituals and tasks needed to prove oneself worthy.</b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>An example being that a Farseer attempting to bless a hunt would require previous successful hunts and ritualistic sacrifices to be made by the Farseer in order to allow such blessings to persist.</b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>While the blessings of a Farseer occur most often in that of Immortal Spirits, the most experienced Farseers have been rumored to not only converse with Elementals to gain knowledge, but to be blessed by them, receiving imbuements to Artifacts or totems that allow the Farseer to Champion the elemental, unlike that of an elementalists bond with such.</b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>These blessings are extremely rare, often leading to that of great fame for the Farseer, with the most notable being that of the Farseer Mogroka’Gorkil and his ability to call down Lightning from the sky in the name of Neizdark. Other capabilities include that of an imbued weapon by the the Elemental of Fire, Skathach, allowing the weapon to shimmer in flames that burn until sheathed. While these powerful blessings may border on Elementalism, it is notable that Farseers do not have the bond as they do, and such, the blessing only being granted when the Farseer has the favor of the Spirit, as well as the energy to do such.</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Ritual-Blessings</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Farseers seeking the blessings of certain Spirits may require more suitable preparations, often requiring more than a single Farseer. While these blessings persist over a period of time, or a large area, they are mostly RP-only by nature. Some of these rituals include things such as Rain Dances, or things as complicated as attempts to draw out and combat spirits tainting body, mind, or land.</b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Rain Dances are conducted by three of more Farseers in order to attempt to seek the blessings of both Arwa and Urin, often used in times of drought or famine in order to prevent further spread of such. This ritual normally lasts over a period of an entire day (30 minutes), and includes chanting and calling to the Spirits, as well as the use of different Farseer tools.</b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Land Healing Rituals are the most complex ritual a Farseer can undergo. These rituals require three Farseers, with at least one of them having journeyed through the domain of Akezo, the Spirit of Health, Vitality, and Healing. This ritual requires multiple complex steps in order to draw out the corrupting Spirit. Beginning with a form of sacrifice, involving chanting to Akezo in the form of mending that which is broken, often a totem or trinket to represent the Spirit from which the Shamans are seeking aid. Following this, totems and incense must be burned around the area in order to draw the corrupted Spirit out with the assistance of the blessing. Following this, the Spirit will either flee or attempt to fight the Farseer, most commonly ending with the Farseers having to quite-literally beat the Spirit out of the lands. (ET required; Event-based Blight Healing)</b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Rituals involving healing of the Mind and Body often act much as those of healing the land; However, due to the scale and weakness of the corrupting Spirits, only a single, experienced Farseer is required; However, while the corruption is removed, it often comes at the price of physical pain brought to release such. This is not always the case, as certain Farseers can, with the favor of the Spirit, convince it to leave by its own will, often by sacrifice, deals, or worship of the Spirit, much like that seen in the early stages of Orgon Worship.</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Tools of a Farseer</b></span></span>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Blessings granted onto that of a material object are common, yet highly protected. While not like that of so-called “Spirit Smithing”, blessed objects include that of ritualistic purpose, such as drums and weapons of sacrifice.</b></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Drum – The drum is often used by Farseers as the beating of the drum assists the Farseer to achieve an altered state of consciousness, aiding them in their travel to pass on their journey between the physical and spiritual worlds. Farseer drums are generally constructed of an animal-skin stretched over a bent wooden hoop, with a handle across the hoop.</b></span></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Feathers –  Feathers are often used in ceremonies and in individual healing rituals.</b></span></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Rattle –  Rattles are used in ceremonies in traditional ways, often included to help invoke a specific Spirit in the Farseers ceremonies. These rattles are typically made with things representing the Spirit in question.</b></span></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><span style="font-family:Georgia, serif;"><b>Smoking Pipe – Used for smoking various tobaccos and psychoactive herbs.</b></span></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Below I will detail a couple of these examples, along with their standard tier progression system:</b></span>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 1 - Small Scale, Slow Acting Influence</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Healing Corruption - To the extent of healing 5 blocks of corruption, which will take an entire IRL day to effect the land entirely;requires ward.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Bestowing Strength - May impart strength in someone to give them slightly above average ability, but will not last any longer than 15 IRL minutes.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 2 - Larger Scale, Slow Acting Influence</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Healing Corruption - To the extent of healing 10 blocks of corruption, which will take half an IRL day to effect the land entirely; requires ward.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Bestowing Strength - May impart strength in someone to give them significantly above average strength, but will not last any longer than 20 IRL minutes.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 3 - Larger Scale, Faster Acting Influence</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Healing Corruption - To the extent of healing 15 blocks of corruption, which will take 2 IRL hours in order to effect the land entirely; requires ward.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Bestowing Strength - May impart strength in someone to give them super-human qualities, which will not last any longer than 45 IRL minutes.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 4 - Large Scale, Fast Acting Influence</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Healing Corruption - To the extent of healing 25 blocks of corruption, which will take 30 minutes in order to effect the land entirely; requires ward.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Bestowing Strength - May impart strength in someone to give them super-human qualities, which will not last any longer than an hour IRL.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 5 - Mastery of Healing and Booning</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Healing Corruption - To the extent of healing 40 blocks of corruption, which can be done instantly without the use of a ward; however there will be a cooldown period of one IRL day.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Warded - To the extent of healing 40 blocks of corruption, which will take 30 IRL minutes and can be done twice a day in different regions.</b></span>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<h3 dir="ltr">
	<span style="color:#c0392b;"><b>Red Lines</b></span>
</h3>

<p dir="ltr">
	<span style="color:#c0392b;"><b> </b></span>
</p>

<ul><li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>Blessing are only applied on three people, until an increase to 5 once reaching T5. </b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>Repeated blessing of one’s self causes degradation of the mind. More powerful spirits such as elemental spirits may goad farseers into spreading their aspect.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>Wodanaz, Spirit of Purity, one of farseer’s most useful spirits only works against dark shaman and general undead till T4, able to deal significant damage to aberrant/unholy beings. </b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>A farseer must make offerings and tidings to the spirits they request power from as an elementalist would.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>When imbuing a weapon with memories, a player’s own death cannot be viewed, for if one were to witness such, they would only see darkness. </b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>Moreover, the blessing does not act as a camera. It is only able to take bits and pieces</b></span>
		</p>
	</li>
</ul><p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	 
</p>

<h2 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Witch Doctor</b></span>
</h2>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#000000;"><img alt="_cDsQ6pqVhEf0m2N0TZVJ8_4dQGwC9oxIAOLpmM4zZLa3xXQj1hO6hQjw28bcWAj0juHSxe6G01a7IJcxIlpRuaNF6rJTrRP7SaBttaiKx1yXeP7GlWly7rVfbV92N2h3ufgRhom" height="449" src="https://lh4.googleusercontent.com/_cDsQ6pqVhEf0m2N0TZVJ8_4dQGwC9oxIAOLpmM4zZLa3xXQj1hO6hQjw28bcWAj0juHSxe6G01a7IJcxIlpRuaNF6rJTrRP7SaBttaiKx1yXeP7GlWly7rVfbV92N2h3ufgRhom" width="318"></span></b>
</p>

<p dir="ltr" style="text-align:center;">
	<b> </b>
</p>

<p dir="ltr" style="text-align:center;">
	<b> </b><span style="color:#7f8c8d;"><b>Clarification of Witchdoctory for each existing spirit</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<a href="https://www.lordofthecraft.net/forums/topic/163363-%E2%9C%93-an-addition-to-the-shaman-codex-limitations-and-capabilities/" rel="">https://www.lordofthecraft.net/forums/topic/163363-✓-an-addition-to-the-shaman-codex-limitations-and-capabilities/</a>
</p>

<p dir="ltr">
	 
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The Witch Doctor, essentially the Antithesis of the Farseer, focuses his or her intent on causing misery and damage through the Curses of the more corruptive of the Spirits. Witch Doctors may use Immortal and Elemental Spirits..</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>In order for the Witch Doctor to call upon the Spirits, they must perform a ritual to express the domain the Spirits represent. For instance, if a Witch Doctor wanted to call upon the Spirit of Disease, he would hunch over and dance (or other such movements/postures which may please a disease spirit) in such a way as to look tired, while chanting in a weakened voice. He would also incorporate items or ingredients which a disease spirit would find attractive, such as rotten flesh or a jar of vomit. </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>For example, we'll say a witch doctor wishes to brew a bottled fire hex. This would be a potion imbued with the power of a fire spirit, and intended to place a curse upon the imbiber. In order to create this concoction, the shaman would first need to gather the appropriate ingredients. As the witch doctor is attempting to gain the attention of a fire spirit, he needs to make use of ingredients which are reminiscent of fire. Usually, red flowers are a good start. Maybe he could grind up some smoldering coals. In witch doctory, it's less about whatever alchemical properties the ingredient may or may not possess (as witch doctory is NOT alchemy), and more about the symbolic nature of the ingredients. The shaman would begin mixing the ingredients in boiling water, whilst chanting in such a way as to attract a fire spirit. The chant is in Old Blah or True Blah as some prefer to say, and must (in both word and tone) reflect the nature of fire. The chant I would use in such a situation typically goes along the lines of "Ilszgûlu ghaashob, dushnûl ghaashugob!" meaning, "Spirits of fire, cast pain of burning!" Maybe I'd throw in a few more words regarding fire, but the point is the same. Furthermore, the tone would need to be correct. In the case of a fire hex, a harsh, guttural, perhaps even angry tone would be recommended. </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The same curse could be cast directly on a target (which may include any living organism) without the use of a potion through means of a ritual. In this case, the witch doctor would also gather items to represent fire. He may even choose to perform the ritual near a fire or surrounded by fire. As in the brewing process, the shaman must chant in such a way which would be pleasing to a fire spirit (or whatever kind of spirit he wishes to attract for whichever ritual). His movements play an even larger role in this sort of ritual, since he is not required to stir a pot. For a fire ritual, barbaric, chaotic dancing is usually preferred, often around a bonfire. Not all rituals call for dancing necessarily, of course. Some spirits, such as certain earth spirits, may prefer stability or even a stone-like stillness. Should the ritual attract the desired type of spirit, the curse will take effect on the intended target, causing said target (in the case of a fire ritual) to feel as though he is on fire.  Witchdoctors do possess the ability to bless as well, the downside to this is that any positive effect or influence must be countered by an (often funny/ridiculous) counter. For example if one's legs are numbed by injury they can be healed and the person can feel again, the ironic backlash being that the legs then appear immovable. These side-effects will be balanced out and will be better controlled throughout the tiers. Small edit because Hedge does not let me do anything (smh): These applies for all blessings of a Witch Doctor. There will still be unintended ironic side effects or no blessings at all and completely a curse. Of course, all blessings must be in form of a potion/elixir/hex.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>It is important to note at this point that a Hex of fire cannot be used to directly set someone alight, but instead causes a psychological state in which they believe (and feel) they are on fire, without having the actual, physical repercussions; this applies to all Elemental Spirits.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>In terms of the Immortal Spirits, it can be a more direct result, and Witch Doctors can cause curses at higher tiers without the use of bottled curses.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 1 - Small Scale Hexes</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Able to produce Hexes that can cause small scale damage to regions, such as corrupting a 5 block radius, which will take the same duration as a Farseer; an entire IRL day to set in. This time too applies when used on Mortals, and will last for one IRL day; The player being cursed may choose to extend this for as long as they wish, which applies to all tiers.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 2 - Larger Scale Hexes</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Able to produce Hexes that can cause larger scale damage to region, such as taining a 10 block radius at half a day’s duration. When using a Hex to curse a mortal, it will last one full IRL day. </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 3 - Direct Cursing</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Aside from the more powerful Hexes and their corruption being set to 15 blocks at two IRL hours; (when the Hex is used to curse a mortal, this will last for one day IRL. The Witch Doctors at this tier can also more directly curse individuals which will last one full IRL day.  </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 4 Potent Curses</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>At this stage, Hexes can influence 25 blocks at 30 minutes; when a Hex is used on a Mortal, it will last for one and a half IRL days. Curses will be more potent and will last no longer than an hour IRL. </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Tier 5 - Strongest Version of Hexing and Cursing, as well as the Creation of Muyakelg</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>At this level, Hexes and Curses are at the heights of what can be accomplished, with hexing being more potent and instantaneous, following the same progression of the Farseer at this stage. Hexing a Mortal will cause the curse to last for two IRL days, or even longer with the OOC consent of another player (maximum of 7 IRL days)</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Since all witch doctors face a chance at spell failure, all witch doctors are to roll to determine success. The window of success varies depending on the tier of the witch doctor in question. A /roll 6 is recommended, and is typically what witch doctors are taught to use. At T1 (apprentice level) a witch doctor must roll a perfect 6 for success, and even then the curse will be weak. 1-5 are failures for a T1. A T2 (Journeyman level) must roll a 5 or a 6 for success. Anything less is a failure. At T3, the witch doctor is considered a full-fledged, independent shaman. A T3 is still, however, not a master, and must roll a 4, 5, or 6 for success. A T4 (Elder shaman) must roll a 3 or higher; 1 or 2 are failures. Finally, a T5 (Master of the magic) must roll a 2, 3, 4, 5, or 6 to succeed. A roll of 1 is the only failure for a master witch doctor.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Additionally, the Witch Doctor may create a Muyakelg with the help of a T5 Lutauman.</b></span>
</p>

<p dir="ltr">
	<b> </b>
</p>

<h3 dir="ltr">
	<span style="color:#c0392b;"><b>Red Lines</b></span>
</h3>

<ul><li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>Curses have their respective times connected to the tier of the shaman. Should a Tier 5 shaman wish to curse another for LONGER than this given time: OOC consent of the victim player is required. As well as MT permission or supervision.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>Curses are mostly mental and not physical. An elemental curse of fire cannot set one aflame. Though it can bring about the mental pain of a burning body upon the victim.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>There is a strict prohibition on LOVE and LUST curses. As is seen in the spirit-to-spirit clarification document. This all in connection to the non-rape ruling on the lotc server.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>A curse is the temporary corruption of the soul and can be healed by magics that affect such.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>Usage of hexes, bottled curses, is permitted once the creation of such is to be roleplayed out. Seeing the creation roleplay itself is quite significant to the shaman, it is recommended to involve others in such during dancing and chanting - create rp for not yourself, but others too. (hedgehugs note)</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>To make a Muyakelg you must be taught how to.</b></span>
		</p>
	</li>
</ul><p dir="ltr">
	<b>  </b>
</p>

<p dir="ltr">
	 
</p>

<h2 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Spirit Smithing</b></span>
</h2>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#000000;"><img alt="FFxgYXv9ip9vi431X2FCwzCwOmhWycDoHTMaE8s0hQ2vO4uDpPbX8zM-efuRIVFMI7wKmriL-9LRzi0uhi5M1SRhv0N9fQ8Yl-7M-2giEf-gsu0v7X3QbiZ9nn_DLlvzBQ9koW58" height="383" src="https://lh3.googleusercontent.com/FFxgYXv9ip9vi431X2FCwzCwOmhWycDoHTMaE8s0hQ2vO4uDpPbX8zM-efuRIVFMI7wKmriL-9LRzi0uhi5M1SRhv0N9fQ8Yl-7M-2giEf-gsu0v7X3QbiZ9nn_DLlvzBQ9koW58" width="409"></span></b>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<b> </b><span style="color:#7f8c8d;"><b>Clarification of Spirit Smithing for each existing spirit</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<a href="https://www.lordofthecraft.net/forums/topic/163363-%E2%9C%93-an-addition-to-the-shaman-codex-limitations-and-capabilities/" rel="">https://www.lordofthecraft.net/forums/topic/163363-✓-an-addition-to-the-shaman-codex-limitations-and-capabilities/</a>
</p>

<p dir="ltr">
	<b> </b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#7f8c8d;"><b>No further amend is to be given to Spirit Smithing || Ilzgul Udalgum</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<a href="https://www.lordofthecraft.net/forums/topic/150019-ilzg%C3%BBl-udalgum-~-the-spirit-connection-reworking-propositionnew-sub-type-proposal/" rel="">https://www.lordofthecraft.net/forums/topic/150019-ilzgûl-udalgum-~-the-spirit-connection-reworking-propositionnew-sub-type-proposal/</a>
</p>

<p dir="ltr">
	<b> </b>
</p>

<h3 dir="ltr">
	<span style="color:#c0392b;"><b>Red Lines</b></span>
</h3>

<ul><li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>Each and every item a smith with an MA wishes to create must go through proper authentication/verification via either a designated MT or LT. The following players will also suffice as viable sources of confirmation: Hedgehug, Smawton, Divinejustice, MobyHug.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>Can never be more powerful that the Blessings or Curses the other sub-types can provide.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>The Mortal Stone can be destroyed.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>The Stone has a cooldown of an hour for any activation.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>Activations can only be used once in combat, regardless of duration.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>Can only be activated with Old Blah speech.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#c0392b;"><b>Once used, must be recharged by Smith.</b></span>
		</p>
	</li>
</ul><p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<h1 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Other shamanic Abilities</b></span>
</h1>

<hr><h2 dir="ltr" style="text-align:center;">
	 
</h2>

<h2 dir="ltr" style="text-align:center;">
	<span style="color:#7f8c8d;"><b>Voodoo Dolls</b></span>
</h2>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#000000;"><img alt="incGDL-yyESosRgwkPRaltJN9io-aTk1hKmdrPegU6HGwqniI0HIodVuCsa_ZtqEGKHiVlncoauRY0v8leLICF-2xqIC7ZpLBwgIJPoiF5kLwAJTXiLptQ2lIhaSXIZLgsYCnRGQ" height="445" src="https://lh6.googleusercontent.com/incGDL-yyESosRgwkPRaltJN9io-aTk1hKmdrPegU6HGwqniI0HIodVuCsa_ZtqEGKHiVlncoauRY0v8leLICF-2xqIC7ZpLBwgIJPoiF5kLwAJTXiLptQ2lIhaSXIZLgsYCnRGQ" width="271"></span></b>
</p>

<p dir="ltr" style="text-align:center;">
	 
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The creation of Voodoo dolls for the use of long range cursing is considered a more taboo quirk that the Witch Doctor has. The creation involves obtaining dna that’s linked to the soul of the victim. Suggested are things as blood, urine, or even tears. Hair and nails can be considered, but will make for a weaker connection.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>After the creation, through ritual, the doll shall act as a tether. The spirit that’s summoned when cursing this doll shall then use this as a tether to direct the curse to the victim. However, the strength of the curse depends on two factors:</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<ul><li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#7f8c8d;"><b>The quality of the doll</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#7f8c8d;"><b>The quality of the connection</b></span>
		</p>
	</li>
</ul><p dir="ltr">
	<br><span style="color:#7f8c8d;"><b>The quality of the doll matters in regards to how strong a tether it can be. A well-made representation of the victim paired with plenty of knowledge on his/her looks, voice and further appearance matters greatly in the strength of the doll. As mentioned earlier the strength of the different obtainable pieces of DNA matter.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The quality of the connection is influenced by the bond the shaman has with the victim. If this is a strong one the curse is more potent. If the victim is a random, however, it can be safely said the curse shall be considerably less potent and shall not last long.</b></span>
</p>

<p dir="ltr">
	<b> </b>
</p>

<h3 dir="ltr">
	<span style="color:#7f8c8d;"><b>Soul Puppetry vs. Shamanic Dolls</b></span>
</h3>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>There seems to be quite the controversy that Shamans also have a similar ability that SP’s have. The following explanation is given:</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Where soul puppeteering requires a voidal connection from doll to victim, the shamanic doll merely acts as a tether for the spirit. Instead of a direct curse that lasts for as long the anchor is connected to the victim, the shamanic doll allows for the summoned spiritual energy to corrupt the victim's soul as a Witchdoctors curse does - and shall remain for a slightly lesser time than an equal yet direct curse from the same Witchdoctor.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Therefore a curse inflicted by a Soul Puppeteer can be revoked by use of Fi, whereas a shamanic curse shall have to be purged by soul-cleansing magics such as Xanism.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>The main difference to a shamanic curse and a Soul Puppeter type curses are not only the methods they can be done but soul puppetry can be quite limited by comparison.  <br><br>
	A shaman has a possibility to have lasting curses on an individual without them knowing whereas a SP'er has a direct influence on the person making them aware they are being cursed.<br><br>
	Curses from a WD might be similar to a Sp'er but they won't have a lasting effect.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>Another notable difference is the degree of cursing. Both magics have their unique curses but it would seem that those of the SP can be quite more effective or rather more ‘extravagant’ whereas the WD is limited to the spirits and their effective curses.</b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b> </b></span>
</p>

<p dir="ltr">
	<span style="color:#7f8c8d;"><b>An example:</b></span>
</p>

<ul><li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#7f8c8d;"><b>An SP may curse a victim in a manner where they shall completely turn into cake and can be consumed until they are no more and thusly die.</b></span>
		</p>
	</li>
	<li dir="ltr" style="color:#000000;">
		<p dir="ltr">
			<span style="color:#7f8c8d;"><b>A WD may curse a victim in a manner where they shall consume cake until their stomach rips and they die. (Spirit: Glutroz)</b></span>
		</p>
	</li>
</ul><p dir="ltr">
	 
</p>

<p dir="ltr">
	 
</p>

<h2 dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Muyakelg </b></span>
</h2>

<p dir="ltr" style="text-align:center;">
	<b><span style="color:#000000;"><img alt="2S4Bctc6GKvPv3LIQXZNaM2-7sELXvf3YIojP2l-2-NzLmQcOwUkNVZ8Yq5epQ3RLmZCDyFVrHczTnB8MABz8nlXpKyCsIsF5PyXARDIOFFoFi8eOX7C89wjT7wCdDVEgcRNwux_" height="538" src="https://lh3.googleusercontent.com/2S4Bctc6GKvPv3LIQXZNaM2-7sELXvf3YIojP2l-2-NzLmQcOwUkNVZ8Yq5epQ3RLmZCDyFVrHczTnB8MABz8nlXpKyCsIsF5PyXARDIOFFoFi8eOX7C89wjT7wCdDVEgcRNwux_" width="381"></span></b>
</p>

<p dir="ltr">
	<span style="color:#95a5a6;"><b> </b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<span style="color:#95a5a6;"><b>Lore:</b></span>
</p>

<p dir="ltr" style="text-align:center;">
	<a href="https://www.lordofthecraft.net/forums/topic/164401-additionamendmentmuyakelgs/" rel="">https://www.lordofthecraft.net/forums/topic/164401-additionamendmentmuyakelgs/</a>
</p>

<p dir="ltr">
	 
</p>]]></description><guid isPermaLink="false">162799</guid><pubDate>Sat, 01 Jul 2017 22:19:38 +0000</pubDate></item><item><title>[&#x2713;] [Lore Addition] The Black Books</title><link>https://www.lordofthecraft.net/forums/topic/174136-%E2%9C%93-lore-addition-the-black-books/</link><description><![CDATA[<div class="ipsSpoiler" data-ipsspoiler="">
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			<span style="color:#000000;"><strong><span style="font-family:'Times New Roman', Times, serif;">MOOD MUSIC</span></strong></span>
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<p dir="ltr" style="text-align:center;">
	<span><span style="font-size:18px;"><u><strong><span style="font-family:'Times New Roman', Times, serif;">The Black Books</span></strong></u></span></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="text-align:center;">
	<span><span style="font-family:'Times New Roman', Times, serif;"><img alt="IW-hsk43kmlQ8emMEVM4KsCDI5AL-Pyx-3NvKLbL5F4y7E7az7wzCPOh17unHV55FVfSWp-bpb2NxPsiKsCiC-sDPblzuPHLuNLFVTZCSkWS9Q_e1OCm11eYQxAwiwWpbsIhDdHQ" src="https://lh4.googleusercontent.com/IW-hsk43kmlQ8emMEVM4KsCDI5AL-Pyx-3NvKLbL5F4y7E7az7wzCPOh17unHV55FVfSWp-bpb2NxPsiKsCiC-sDPblzuPHLuNLFVTZCSkWS9Q_e1OCm11eYQxAwiwWpbsIhDdHQ"></span></span>
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	<span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">“﻿﻿﻿The deepest secrets of the sorcerer were replicated by others who were cursed by the horrors he created. Whatever crude writings that lie within those pages, it is not for mortal eyes. They are despicable and all traces of such writings should be ﻿destroyed”</span></span></span>
</p>

<p dir="ltr" style="margin-left:40px;">
	<span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">- Randolf Elgan, Aeldinic Archivist c.﻿ 1421﻿﻿﻿﻿﻿﻿﻿</span></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The Black Books are a collection of manuscripts copied from the original grimoire of </span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Gedym</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">aep</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"> </span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Helgraen</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">, the primogeniture of all Vampire-kind. Each book contains the same set of runes and inscriptions that allow for the successful creation of Greater Strigae. Upon the disappearance of the first, his servants began the tradition of transcribing his discoveries. The rituals by which </span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Helgraen</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"> created his ilk, passed down through an unbroken chain of successive Striga Elders and their respective Covens.</span></span></span>
</p>

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</p>

<p dir="ltr">
	 
</p>

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</p>

<p dir="ltr">
	<span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">C. 1530, </span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Dreylan</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"> and Emrick </span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">aep</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"> Anerhyd are spat from the open sea to settle among the </span><span style="font-family:'Times New Roman', Times, serif;">descendants</span><span style="font-family:'Times New Roman', Times, serif;"> of Vailor. It is said that the pair emerged from Felsen port having docked </span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">their</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"> flimsy dingy to take shelter from a storm brewing out across the Dogger Bay. Both entrepreneurial men, they carried four copies of </span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Helgraen’s</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"> grimoire between them. Each </span><span style="font-family:'Times New Roman', Times, serif;">was</span><span style="font-family:'Times New Roman', Times, serif;"> successful for a brief time, they carved a coven from the domain of the </span><span style="font-family:'Times New Roman', Times, serif;">descendants</span><span style="font-family:'Times New Roman', Times, serif;">. This was brought to a halt with the Felsen fires which ravaged the city and flamed the market district which included </span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">aep</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"> Anerhyd’s own Busty Bruxa. His share of the manuscript lost in the then </span><span style="font-family:'Times New Roman', Times, serif;">smouldering</span><span style="font-family:'Times New Roman', Times, serif;"> flame, his counterpart dissipating in </span><span style="font-family:'Times New Roman', Times, serif;">its</span><span style="font-family:'Times New Roman', Times, serif;"> destruction with his half.</span></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">C. 1635, The Elder Dreylan reappeared in colonized Axios as Herald, entrusting the remaining manuscripts to Sascha van der Linden and Ser Thomas </span></span></span><span style="font-family:'Times New Roman', Times, serif;"><span><span style="font-size:14px;">Wettlock</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">. The two hoarded and hid the knowledge from Iestyn Wold </span></span></span><span style="font-family:'Times New Roman', Times, serif;"><span><span style="font-size:14px;">whom</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"> reigned over the Coven as Elder. A resurgence of vampiric activity is recorded within the city of Metz in Lotharingia. </span></span></span><span style="font-family:'Times New Roman', Times, serif;"><span><span style="font-size:14px;">Dreylan's</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"> progeny</span><span style="font-family:'Times New Roman', Times, serif;"> Ser Henry Horen, known as ‘the Lancer,’ detached himself from the authority of the Coven.</span></span></span>
</p>

<p>
	 
</p>

<p dir="ltr">
	<span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">C. 1632, fledgling Friedrich Augustus proclaimed himself to be Lord over vampire-kind. The Lancer’s progeny, both greater and lesser, began an epidemic from the safety of </span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">Xionist</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"> Devirad. due to lack of learned knowledge, many monstrosities roamed the countryside without heed to the Unseen Code. Those few were declared anathema, once again, the progeny of </span></span></span><span style="font-family:'Times New Roman', Times, serif;"><span><span style="font-size:14px;">aep</span></span></span><span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;"> Anerhyd were left to put down the upstart blood and reassert the tenants of the Unseen over the New World Coven.</span></span></span>
</p>

<p>
	 
</p>

<p dir="ltr" style="margin-left:40px;">
	<span><span style="font-size:14px;"><span style="font-family:'Times New Roman', Times, serif;">The Black Books have been in the hands of the old world coven for centuries now, permitting the eldest of brood unfettered transfusion. Transfusion of the blood without proper knowledge is considered a crude or desperate by those of the Blood </span><span style="font-family:'Times New Roman', Times, serif;">as</span><span style="font-family:'Times New Roman', Times, serif;"> few, if any, survive the process. The meat that rejects the vampiric curse degenerates into madness, becoming a monstrosity. Thus, only an Elder with proper </span><span style="font-family:'Times New Roman', Times, serif;">preparation</span><span style="font-family:'Times New Roman', Times, serif;"> stands to turn their candidates with some assured success.  </span></span></span>
</p>

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</p>

<p dir="ltr">
	<span><font face="Times New Roman, Times, serif">The amendment proposed is that the creation of Striga relic on a simple roll system out of twenty. When one is in possession of one of the four Black Books the result must be 10+. If there is no book present one must obtain a roll of 17+. The role in question must then be posted as evidence within the creature application. If the roll is failed the result is that the character in question dies outright, or degenerates into an Upir.</font></span>
</p>]]></description><guid isPermaLink="false">174136</guid><pubDate>Fri, 29 Jun 2018 05:46:46 +0000</pubDate></item><item><title>The Children of Azdromoth</title><link>https://www.lordofthecraft.net/forums/topic/173422-the-children-of-azdromoth/</link><description><![CDATA[<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">[Change log located at the bottom of post; sorry for the word-heavy lore revision.]</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Originally accepted lore:<br><a href="https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3&amp;tab=comments#comment-1626115" rel="">https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3&amp;tab=comments#comment-1626115</a></span></span>
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:28px;">The Children of Azdromoth</span></span>
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><img alt="flame2.jpg?format=original" data-ratio="55.88" height="348" style="border:none;" width="624" src="https://lh5.googleusercontent.com/A80MIrPB_iNNzOfsqzQ87KIvDLQijzeL_Xo3F-_SYzTUpDDBlIhvcmq9DxAWr9M5k9wq1pCIhp_aSB6ZGmwtVZ3nbGGTWCi5G9ioFrbw6PNW5n0mE9qOK3ohPd3YHO56gt0YbJcJ"><br><span style="font-size:12px;">[Credit: quite simply, Calvin of stormbrush.com]</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:18px;">Brief History</span><br><span style="font-size:12px;">Azdrazi—or Nephilim—are a species of dragonkin created by the dragaar during a time at which they ruled the sky. Following the Titan's venture into the mortal world, during his thoughtful quest for knowledge, Azdromoth and his relatives came upon the line of Horen, the father of Man. They took great interest in their ingenuity and believed them to be capable of astounding feats, forming a pact: promises of eternal guidance in exchange for their longstanding assistance and libraries of knowledge.</span></span>
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Azdromoth and his brothers and sisters offered their blood to those who consistently displayed prowess and reverence, allowing them to transcend to a state beyond man. This amalgam of dragon and descendant was commonly known and recorded as a Nephilim, named as such due to its old and now defunct status as a combination between mortal and god. Azdromoth, however, referred to them as Azdrazi, as they were no longer men but a species of dragons; as the ages went by and descendants grew more educated, this name became the norm, hence its use in contemporary times.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><img alt="VowO4B4.png" data-ratio="77.92" height="487" style="border:none;" width="624" src="https://lh4.googleusercontent.com/i7CWs90AzU7axHBCBIGFyJ2A5IW5eQbPMM9ugxNJ0Vnf18oQQNMgCUpMNq7I1xXwknuBeWO9ma7rtTGfLk9FV7eMeVQDq2aCpHBo18ymN6PxCu-G01iHoNV_sVpFz_I5HNviKAxv"><br><span style="font-size:12px;">[Credit: done by Numirya]</span></span>
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<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:18px;">Creation and Appearance</span><br><span style="font-size:12px;">Mortals who undergo the Transference—the ritual responsible for the transformation of descendant into Azdrazi—will go through two stages of change; these stages are Whelpling and Azdrazi. Both have their own set of prerequisites before partaking in a ritual, lest death upon mutation become certain.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The key to a successful Transference is a wardren: a kind of sphere made of dralachite, capable of fitting in an individual's hand and typically worked by an aspiring apprentice or their mentor. Before proceeding with the rest of the process, the soon-to-be wardren must be blessed with the draan of Atuemi Laas</span></span><span style="font-family:Georgia, serif;"><span style="font-size:12px;">. The object is then bathed in a boiling solution of one part descendant to one part draconic blood, portions respectively from the apprentice and their mentor. Gradually, the gem will absorb the amalgamation of blood before taking on an intense orange glow, indicating the successful creation of a wardren. The wardren is then handed off to the apprentice, and upon taking it into their grasp, dispenses the blazing energy held inside directly into their body. The colorful glow that had previously overwhelmed the wardren rapidly depletes, the flame within now transferred into its wielder, thus transforming them into a Whelpling; this change marks the first of two rituals and grants the descendant their temporarily volatile inner flame. (Note: This is an entirely internal transformation, the growing inner flame being the only notable difference between descendant and Whelpling. Whelplings do NOT change in physical appearance.) After acquiring the inner flame and before becoming an Azdrazi, a Whelpling may expel this draconic energy and revert back to their descendant form, ensuring that they aren’t perpetually stuck as a Whelpling. To do so, their wardren must simply be destroyed—this, however, means that progress can be reset and wiped at any stage of their trials if they prove to be careless. The process is equally as painful as becoming a Whelpling and is typically followed by a momentary feeling of immolation. Thankfully, Whelplings are in control of their own wardrens, meaning failure will almost certainly be brought about by their own shortcomings. </span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The wardren they hold is now primed and bound to their newly kindled flame, ready for the remaining trials of the Transference. The Whelpling will be expected to complete a set of four to six of these trials, each handpicked by their mentor; to set these tasks in motion, the mentor must speak the instructions into the wardren in their native draconic tongue. Upon the Whelpling's completion of one of their designated trials, the dralachite sphere will fill part way, reflecting their immediate progress. The wardren will continue to fill with the formerly mentioned radiance before eventually brimming with it, a state which indicates the conclusion of the trials and stabilization of the inner flame. The Whelpling is now ready for the final stage of the Transference, in which they and their wardren will be cast into a pyre of dragonsflame (following a brief, free form ritual), their skin burning away to make way for the forthcoming Azdrazi. As they emerge and sluggishly come to their senses, they'll find themselves a foot taller and riddled with scales, now possessing a set of horns and reptilian eyes.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Azdrazi share many visible traits with Azdromoth when un-polymorphed. Their skin is rigid and scaly, ranging from deep reds to plain black. Their eyes are serpentine in appearance, round pupils replaced with dark slits; irises and scleras replaced with oranges, yellows, and reds. Their teeth—mainly the canines—grow a little longer and sharper. Nails are replaced with short talons, entirely meek when compared to those of flight-capable dragons, and when Azdrazi emerge from the flame, they’ll find themselves approximately a foot taller than they previously were (this benefit stops out at 7’6”—therefore, if an individual stands at 7’0”, they would only grow six inches rather than the full twelve). Lastly, the horns on Azdrazi vary in appearance but must abide by the same rules as their skin, being that they must remain a variation of red, black or gray, and additionally the familiar milky hue of bones.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;"><span style="color:#2ecc71;">Strengths</span>:</span></span>
</p>

<ul><li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Enrapturement (Dragonflame Conjury, Polymorphing), Draan of Azdromoth</span></span>
	</li>
	<li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Typically physically stronger than descendants, courtesy of their draconic heritage. For reference, in terms of physical strength nearly all Azdrazi are capable of standing their ground against an uruk, yet are generally incapable of overpowering them with muscle alone.</span></span>
	</li>
	<li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Temporal Resistance: Immune to all forms of heat, radioactivity, and poison.</span></span>
	</li>
	<li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Longevity: Exceptionally long-lived, capable of regenerating after death, although death rules still apply.</span></span>
	</li>
	<li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Azdrazi possess a draconic soul after the Transference is complete, and are thus considered draconic beings.</span></span>
	</li>
</ul><p>
	 
</p>

<p>
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;"><span style="color:#e74c3c;">Weaknesses</span>:</span></span>
</p>

<ul><li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Azdrazi are temporarily punished upon revival, unable to use polymorph or any other enrapturement for 1-2 weeks following death.</span></span>
	</li>
	<li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Due to their draconic nature, Azdrazi can oftentimes be coerced and persuaded into carrying out mildly uncharacteristic deeds in exchange for knowledge or material items typically associated with their horde.</span></span>
	</li>
	<li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Being in icy, wintry and gelid climates can kill Azdrazi over time since they are cold-blooded and unable to maintain body heat in low-temperature environments. In these environments, no Enrapturement but Kindling can be performed, unless an Azdrazi devises a means to keep their body temperature up. (i.e an enchanted set of garb, a zone of heat, etc.)</span></span>
	</li>
	<li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Cannot use mana to perform any kind of deific, arcane or dark magic. Exceptions and more specific explanations will be listed at the bottom of this thread. Upon transformation, an Azdrazi’s mana pool is replaced with the inner flame.</span></span>
	</li>
	<li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Paladinism: Extreme susceptibility due to Xan’s desire to genocide Dragons; Paladin magic will wither away an Azdrazi in a manner similar to life-drain, heavily fatiguing them upon first contact and progressing from there.</span></span>
	</li>
</ul><p>
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><img alt="download.jpg.ab7299b76f7df779846a9c7bb25a133f.jpg" data-ratio="161.02" height="285" style="border:none;" width="177" src="https://lh3.googleusercontent.com/hd8yFE9dRqLM_qIr77f4wdTnt62Ji2ndpl44-EwXu6sGw4sHTCr8BLueCQ5ZfkUPyz3wekGrGOlkw0h3Rnavmoik1xcLvyR9qalDvq5Si6Y8mkWM9xvQziiOEvp3rVvQkDTIztZr"><br><span style="font-size:12px;">[Credit: illustrated by Allison Healy]</span></span>
</p>

<p style="text-align:center;">
	 
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<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:18px;">The Inner Flame and Severance</span><br><span style="font-size:12px;">An Azdrazi’s inner flame is a tricky thing, wholly comprised of a metaphysical network of dragonsflame. Said network spans the body in its entirety, beginning in an Azdrazi’s torso and twisting along the otherwise comparatively mundane circulatory system. In a relaxed state, the inner flame will remain static, having no reason to move ichor along the network; if an Azdrazi chooses to manipulate their inner flame, however, then it will seamlessly work to supply its vessel with enough of the substance to carry out desired tasks. That being said, the inner flame only operates as expected in hosts with functional organs, as it consistently transmutes mortal essence into draconic ichor: the substance that flows through the ethereal network of dragonsflame.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">To sever an Azdrazi’s inner flame by force is to strip them of their source of being, killing them indefinitely. Such a thing is improbable, of course, lacking any form of traceable documentation and thus feasibility; Azdrazi, however, know otherwise. There are two ways to divide one's flame from their flesh, the first relatively common compared to the second. It involves willing oneself's flesh and blood into a state of stagnation, turning their own body into stone and rendering them comatose. Few Azdrazi allow themselves to be taken by a fate so tame, but those that choose to smother their flame do so to stave off impending tragedies such as corruption—most would sooner take this form for the coming centuries than be bound by ill afflictions. Additionally, there’s the possibility that an Azdrazi will turn to stone if they become religiously, spiritually or physically inactive, a change represented by 2 months of IRL inactivity—exceptions can, of course, be made.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The only method of severance is valid in its definition, undoubtedly and unforgivingly stripping an Azdrazi of their flame, and thus leaving them hollow. Tales of Azdromoth plucking the fire from excommunicated followers are few and far between, yet exist among those whom could be called his children. This fate takes the form of self-destruction: an unrelenting cancer of the draconic form that leads to the ultimate degradation of one's mind and body. If an Azdrazi chooses to betray their blood and fall out of faith, their flame will retaliate, gradually withering their bodies from the inside-out. In reality, such an illness occurs when an Azdrazi attempts to put their inner flame out entirely. Though one’s desperate attempt at expelling their inner flame may prove successful, the effects of such play out just as explained above. Though the inner flame is gone, the draconic body remains, and since such a transformation is a one-way street, the outcome is always a prolonged and painful death. Death typically comes one week after severance and is entirely irreversible.</span></span>
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<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:14px;">Mechanics of Severance</span></span>
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			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">True Severance - An Azdrazi that smothers their flame is grounds for a PK clause; this is due to the inevitable end they’ve put before themselves. As stated in the previous paragraph, an Azdrazi that successfully suffocates their inner flame is an Azdrazi without any form of proper sustenance. They’ll go through three phases of degradation, detailed below.</span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<ul><li>
				<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The first phase begins as soon as the flame is put out. An Azdrazi will immediately notice the beginning of the end as they fail to cast any enrapturements, their current disguise rapidly deteriorating and thus revealing their true draconic form. For the next three days, their muscles will shrink, leaving them weaker than they’ve been in recent memory—about as weak as a tier 3 voidal magic user—by the end of the third day.</span></span>
			</li>
			<li>
				<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The second phase begins shortly thereafter, on the fourth day. The flameless Azdrazi will find that their blood and lungs carry hints of ash, the ichor and lingering embers beginning to eat at what they deem to be the most expendable parts of the body. The affected Azdrazi will find themselves wheezing and retching on a more and more frequent basis, cold ash replacing heated breath. Additionally, their bones and muscles will grow even weaker, leaving them bedridden or wheelchair bound.</span></span>
			</li>
			<li>
				<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The third and final phase begins on the sixth day. With lungs of ash and bones of glass, an Azdrazi’s mind will begin degeneration, causing the brain to be devoured by the last remaining sparks within the Azdrazi’s body. This persists until their left as vegetables in the final moments of their seventh day.</span></span>
			</li>
		</ul></div>
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<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:18px;">Purpose</span><br><span style="font-size:12px;">Azdrazi are outstandingly prideful creatures, holding themselves, their company and even those without their circle of acquaintanceship to relatively high standards. They’re convinced that greater knowledge should be reserved for greater people, and will consistently take it upon themselves to be these magistrates of tuition and insight, so much so that such judgement becomes nearly dogmatic. To them, for the betterment of mortalkind, those who prove reckless or ill-fit—and thus unworthy—for the knowledge they hold should be punished if not eliminated. Depending on the severity of one’s incompetence when assessed by an Azdrazi, justice can range from a simple branding to an all out hunt. Their mission is no longer strung on solely by a want to preserve the knowledge of years past but is instead a mixture between the aforementioned, and the desire to keep such out of the hands of those undeserving. They believe this will ensure a prosperous future, one in which they both directly and indirectly pave the path for mortalkind, educating and culling all the same.<br>
	 <br>
	Azdromoth also felt that these hybrids were the perfect substitute for children, the Titan incapable of producing his own spawn. As such, he continued to work on the formula up until the infection inflicted upon him by the Archdaemon, Iblees. Azdromoth never truly got the chance to refine his creations—evident by the Azdrazi’s lack of wings—but in the end, the mission was a success, his progeny carrying out their everlasting goal and acting as the intermediary force between dragonkin and mortalkind.<br>
	 <br>
	Unfortunately, however, Azdrazi lack the guidance Azdromoth once provided, his tainted shackles stripping him of his own sight. It's for this reason that Azdromoth's recent run-ins with humanity have been less than desirable, and it's for this reason that his brood long to free him. They actively search for a means to cure him of his illness, believing that with both time and research, the Father will be free to live amongst them and mortal-kind once more—but only if greater obstacles are dealt with on his path to glory. </span></span>
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<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:18px;">Heralds</span><br><span style="font-size:12px;"> Azdrazi are the product of Azdromothian blood creating internal—and essentially irreversible—changes to a descendant’s body. Alternatively, the Titan's blood can also be used to bring about changes that occur externally through an ink. Those who followed closely in the footsteps of Azdrazi were considered living wardrens, capable of storing draan in the ink of their skin. Such a process was relatively simple, involving the formulation of ink and the creation of tattoos.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The ink used to mark Heralds is made of a basic concoction of one part draconic to one part descendant blood, portions respectively from the Azdrazi and their soon-to-be Herald; evidently, this is the same process used in the boiling solution of a basic wardren. The substance is then marked along the skin of at least two limbs before the individual whom bears it is blessed with the draan of nahl-wardren, the blood soaking into and searing their flesh. The process is unpleasant, though once complete, the blood that had previously stained their flesh will be no more, replaced with brazen red tattoos of a draconic origin.</span></span>
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<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Heralds are capable of storing draan within their tattoos—six draan, more specifically. These draan must be obtained from Azdrazi, allowing Heralds to start a draan's cycle on their own accord, or maintain a singular draan at the price of two of their six available slots. Heralds' tattoos will give off a faint glow depending on how many draan are being stored, and how many are being used, similar to wardren; for example, a Herald with a singular draan stored will have tattoos with faint glows, while a Herald with two draan stored and one maintained will have a fuller glow.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">There are limitations when it comes to who can become a Herald, namely brought about by interactions with magic. Becoming a herald takes up a magic slot for fairness sake. Descendants who possess paladin magic will find themselves unable to complete the ritual, the blood remaining stagnant on their skin even throughout the draan of nahl-wardren. Dark and voidal mages can both become Heralds at the price of a magic slot.</span></span>
</p>

<p style="text-align:center;">
	<br><span style="font-family:Georgia, serif;"><span style="font-size:14px;">Herald Redlines and Clarifications</span></span>
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		<ul><li>
				<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Heralds can learn and practice any magic except for Paladinism—every other magic is fair game can be learned without consequence.</span></span>
			</li>
			<li>
				<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Herald magic takes up one magic slot and requires an MA to track and make sure the user understands how the magic works.</span></span>
			</li>
		</ul><p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Though it is encouraged that Heralds and their providing Azdrazi work together to keep track of their draan slots, a system will be put in place that helps teachers and students determine what slots are being used and what draan is taking up those slots. <strong>Draan will be tracked on a Herald’s MA as to maintain consistency and to prevent players from using draan they don’t <em>actually</em> possess</strong>. If a player notices draan rules being ignored then they should feel free to report the player (with screenshots, preferably) to their draan provider or a Lore Team member.</span></span>
		</p>
	</div>
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<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:18px;">Azdromothian Draan</span><br><span style="font-size:12px;">As draconic influence spread throughout the land of Horen in the days of old, Azdromoth and his children found themselves creating lesser gifts for those who pledged allegiance and gave aid to the flight—those most devout in their faith and those most skilled in the mundane. These gifts were less so incentives and more so a token of draconic gratitude, something given in exchanges and trades to show thanks. They came in the form of draan, a word or phrase laced with draconic influence. These phrases are considered words of power to most, yet to Azdrazi, they're much more: prayer.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The reason for such a discrepancy lies in the method in which Azdrazi create draan. They first arrange a proper space for creation, which must include the following: a personally bound dracanium item, at least one precious object from each sect of their horde (for instance, if they horde gems and dinner plates, they'd need one gem and dinner plate with a "high value" relative to the rest of their horde), a nearby source of fire, and their wardren. The way in which these items are incorporated and arranged within the process is up to the conducting Azdrazi, though the idea is the same. With these items arranged in an Azdrazi’s vicinity, they'll find themselves capable of a form of “religious meditation”, essentially freeing their mind of any overly material thoughts and making way for those of faith and heritage. Gradually, an Azdrazi’s wardren will fill with the same hue which overtook it toward the end and at the beginning of their trials, which are at this point a distant memory. Such a process will only prove effective once every 24 IRL hours. </span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">A wardren has two draan slots, meaning two draan can be stored at any given moment until an Azdrazi undergoes the lengthy process of recharging their wardren once more. Though each Azdrazi is allowed the use of exclusively one wardren, there are ways to increase the amount of draan slots available. This is done in a manner similar to the creation of Heralds, wherein an Azdrazi will collect draconic blood—be it from themself or be it from a fellow Azdrazi—and decorate their flesh with it, following up with a draan blessing. To actually function as a working storage for draan, at least half an individual's torso and their appropriate bicep have to be decorated in draconic tattoos, both sides having to undergo this process if the draconic canvas wishes to gain two extra slots. This will ultimately grant an Azdrazi one extra draan slot (or two if both sides are tattooed), with the downside of them being unable to polymorph the tattoos away. With each disguise, they’ll find that the crimson tattoo remains stuck to their flesh, regardless of skin changes or polymorphed markings. Almost needless to say, these slots, too, need to be recharged, and are done so along with wardren. </span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;"> Draan vary in length, some even taking up several slots. To grant Heralds draan, an Azdrazi must elicit the latent energy from the recesses of their wardren and transfer it into the tattoos of a Herald’s skin; it's a fairly open-ended process, though different approaches generally result in the same outcome. The idea is that Azdrazi are able to “fill” Heralds’ empty draan slots by transferring one slot of their own into a Herald’s tattoos, thus allowing the Herald to cast draan with their tattoos as the source. Azdrazi can cast draan at the expense of the listed amount of slots, or fuel their Heralds with a singular draan at the expense of one slot; however, an Azdrazi must be specific in declaring what draan they grant, as that specific draan will be dedicated to one of the Herald’s slots until it is used (unless the Herald chooses to maintain it upon casting, in which case two slots will be consistently spent up until the draan is deactivated).</span></span>
</p>

<p style="text-align:center;">
	<br><span style="font-family:Georgia, serif;"><span style="font-size:14px;">[tl;dr, condensed clarification, and easier to follow hypothetical]</span></span>
</p>

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		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Azdrazi are able to grant themselves and Heralds different effects based on the draan they use. Wardren bound to Azdrazi hold two draan slots. The slots are exhausted in one way or another when an Azdrazi uses draan for whatever reason, be it for personal casting or for transferring to Heralds. Slots will be freed up and ready for use once again when an Azdrazi goes through the meditation process, which can only be carried out once every 24 IRL hours.</span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Think of draan as runes that can be activated by inserting them into slots. After a Herald activates one of these “runes” by putting it in a slot, they are free to reap the listed benefits of the “rune” they activate for the listed time frame. If a Herald activates the “Bel Zahkrii rune”, they are free to take advantage of its benefits as much as they want for the “rune’s” listed timeframe—one week, in this case. Let’s then say that the Herald wants to bypass the timeframe and would rather be allowed to reap the benefits even after its time has run out. They would allow the “rune” to take up two slots rather than one, giving it enough charge to use whenever they want at the cost of two slots.</span></span>
		</p>

		<p style="text-align:center;">
			 
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Let’s then say that these Heralds come to a runesmith (an Azdrazi) because they don’t have any runes for themselves—they have (6) empty slots, but no runes to put in. The runesmith explains that they can only make four runes a day due to their physical limitations, and asks the Herald what sort of rune they’re looking for. The Herald can say that they want a “Bel Zahkrii” rune, and the runesmith can provide such. At this point, the runesmith can make three more runes before the day is up, and the Herald has a rune that they can fit into any one of their slots. The runesmith then explains that once the rune is activated, it can be used as many times as the Herald would like for 1 week. The Herald acknowledges this and activates the rune, seeing that it can, in fact, be used as many time as they would like for one week. However, they get a great idea and decide to let the rune take up two of their slots, meaning they now have 4 out of 6 of their slots available; additionally, they come across something interesting. As long as the rune takes up two slots, the Herald can cast its effect even once its 1 week lifespan has passed.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:14px;">Draan Labeling and Rules</span></span>
</p>

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	<div class="ipsSpoiler_contents">
		<ul><li>
				<span style="font-family:Georgia, serif;"><span style="font-size:12px;">T - The amount of (realistic) time a singular draan can be used for after being activated by a Herald; generally, draan can be used within this specified window with one slot or used indefinitely with two slots. </span></span>
			</li>
			<li>
				<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Draan are not single-use unless otherwise stated.</span></span>
			</li>
			<li>
				<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Draan must fit within the draconic theme in one form or another.</span></span>
			</li>
			<li>
				<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Some draan may be Azdrazi exclusive and will be clearly outlined in the list of draan.</span></span>
			</li>
			<li>
				<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Some draan (though few and far between) must be taught and will be clearly outlined in the list of draan.</span></span>
			</li>
			<li>
				<span style="font-family:Georgia, serif;"><span style="font-size:12px;">If a Herald gives up two slots to have access to a draan indefinitely, they cannot “unslot” it until the minimum time listed has passed. For example, if a Herald decides to let Bel Zahkrii take up two slots to become a maintained draan, they wouldn’t be able to deactivate it until the default time listed (1 week) passes—they would still have to wait out (at least) the default 1 week before unslotting it.</span></span>
			</li>
		</ul></div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:14px;">List of Draan</span><br><span style="font-size:12px;">T - 1 day, maintained<br>
	Mindoraan - Allows a Herald to understand the draconic language in its entirety and grants them the ability to form complex yet muddled sentences, making them capable of brief bouts of draconic conversation. Herald only.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">T - 1 week, maintained<br>
	Bel Zahkrii - Similar to Azdrazi, this draan allows a Herald to summon two draan-bound weapons of their choice; this can be done as many times as one would like, and cannot be used on/moved to a different weapon. Weapons of the Heralds blessed with this draan have an ashy aesthetic versus the fiery one Azdrazi have by default, allowing one to differentiate between a draconic and mock summon. You can not “conjure” weapons with this draan—you can only summon existing bound weapons. This is purely an aesthetic ability, and therefore takes one emote to summon; this is the same amount of emotes as it would take to unsheathe and sheathe a weapon. Herald only.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">T - 1 week, maintained<br>
	Yol-zahkrii - Heralds blessed with this draan will find themselves capable of setting their weapons alight with mundane fire, the metal blades/heads of their weapons temporarily morphing into dracanium and thus preventing them from becoming worn. This draan can be used in conjunction with Bel Zahkrii, and weapons such as bluesteel, boomsteel, or any other sort of metal will take on the properties of dracanium and thus temporarily override properties of the previous material. Herald only. Kindling casting emote time applies. </span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">T - 1 week, maintained<br>
	Rahus Mindah - Grants a Herald the ability to learn and read at a faster pace, their minds temporarily capable of processing information quicker than before. Along with this, they are also able to recall information in a manner similar to Azdrazi. In no way, shape, or form does this dran allow people to climb magic tiers at a quicker pace. Herald only.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">T - maintained<br>
	Yolir - Undoubtedly one of the most powerful draan, Yolir grants a Herald or Azdrazi of whom is already missing a limb with one of draconic make. The only differences between a draconic limb granted by Yolir and a descendant one are appearance and a full resistance to normal fire. This means it has a minor resistance to true dragonsflame and absolutely no resistance against malflame.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">T - non-applicable, single-use<br>
	Nahl Wardren - This draan is used on those who’ve been marked with the draconic ink, turning them into true Heralds. Azdrazi only. Exhausts 2 draan slots.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">T - non-applicable, single-use<br>
	Faalvo-nahl Wardren - This draan is used to eliminate a Herald’s tattoos, stripping them of their Herald status and leaving temporary/permanent scarring where the tattoos once were. Azdrazi only. Exhausts 2 draan slots.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">T - lasts up until a Whelpling succeeds in their trials or their wardren is destroyed (aka up until they become a full-fledged Azdrazi or they are reverted back into a descendant)<br>
	Atumei Laas -  This draan is used to create wardren, and thus, Whelplings. Azdrazi only. Exhausts 4 draan slots. Must be taught.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">T - non-applicable, single-use<br>
	Vahzah Laas - This draan is used in the final ritual, in which an Azdrazi tosses a whelpling into a pyre of dragonsflame, marking their transformation into a full fledged Azdrazi. Azdrazi only. Exhausts 4 draan slots. Must be taught.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:18px;">Death and Revival</span><br><span style="font-size:12px;">Azdrazi death is unlike mortal death, a reality conferred by their draconic souls and inner flames. To destroy an Azdrazi’s body is to temporarily throttle the inner flame's resources, destroying its vessel. Such a sudden lack of vital essence sends the body into a state of degeneration, rapidly breaking it down until its naught but ash. The self-destructive reaction occurs due to the inner flame pulling resources from a body that's no longer producing such—a corpse—thus devouring it in its entirety.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The Azdrazi is not conventionally revived when such a thing happens, and is instead, revived through alternative means. Their body is reconstructed along with their wardren at the place of their religious meditation. This alternative method is necessary due to the vast internal and external differences between Azdrazi and descendants, as well as the inner flame's delicate nature. When an Azdrazi dies, the inner flame doesn't necessarily vanish; instead, it devours the energy left in the body and relocates to the area it's most spiritually and physically acquainted with, hence the reason it reforms at an Azdrazi’s point of prayer.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Upon being fully regenerated, an Azdrazi will find that their inner flame has not yet fully recovered, struggling to evoke enrapturements as it stabalizes. For one week following death, Azdrazi are unable to use any form of enrapturement; this includes but is not limited to polymorph, kindling, and fiery breath. If for one reason or another an Azdrazi’s location of prayer has been destroyed or simply doesn’t exist, they will instead revive at the location of their horde, though this will prevent them from using enrapturements for two weeks rather than one.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:18px;">The Draconic Mind</span><br><span style="font-size:14px;">Hoarding</span><br><span style="font-size:12px;">As previously stated, once a descendant begins the draconic journey they take on a likeness to dragons, hoarding being one of the most prominent mental similarities. As Azdrazi age, they’ll find themselves more and more obliged to collect and hoard items which they valued in their previous life. These items vary from one Azdrazi to the next, but the urge is always present, manifesting as a sort of draconic-itch that they feel compelled to scratch. The significance of the desired items is subjective and can range from swords and axes to bottles of wine; there are ultimately few if any limits to what can be hoarded. If an Azdrazi is to reject this itch it’ll only grow stronger, turning into a constant nagging comparable to that of an unyielding tap against the skull. Once they take up the hobby, however, their thirst for stockpiling is sated, the itch—for the moment—satisfied. </span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:14px;">Eternal Mind</span><br><span style="font-size:12px;">Upon completing the Transference, an Azdrazi’s mind undergoes a transition to become stronger than their previous mortal one. It grants them the ability to store knowledge and information in a fashion similar to the immortal dragaar, and also the advantage of learning and picking up different skills and feats at an increased pace. To complement these abilities, an Azdrazi—just like the aforementioned dragaar—is able to retain and recall information in relatively recent memory with uncanny yet not impeccable precision. </span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:18px;">Dralachite and Dracanium</span><br><span style="font-size:12px;">When a draconic creature’s corpse is left to decompose, the relatively basic process of dralachite formation begins. It starts with the environmental breakdown of their organs, flesh, and scales, decaying until they’ve degraded entirely. From there, a crystalline marrow substitute from within the bones hardens and expands, splitting said bone and exposing the substance to the surrounding environment. In the final stages of this process, the soon-to-be dralachite is now at the mercy of the elements, sitting still and gathering rock and crystal alike until it takes on a more traditional, rough look. This process generally takes anywhere from 250-500 years depending on the location, but if the bone is well kept, it’s entirely possible for the process to span even a thousand years. Once it’s completed, dralachite will be produced in its most basic form.<br>
	 <br>
	Once dralachite has settled, the only way to melt it down is with highly concentrated and high-temperature fire. Dralachite is rarely used by descendants for this reason, as conventional smelting hasn’t produced results. Azdrazi use this material in tandem with steel to create dracanium, an alloy used in both Azdrazi armor and weapons. During the process of weapon and armor creation with dracanium, Azdrazi quench and douse their works in a solution of nine parts water to one part draconic blood, binding their inner flame and granting them the ability to summon various pieces of their arsenal with ease. The alloy also allows for secure kindling, weapons and armor maintaining integrity, unlike conventional metals. Dracanium and dralachite imbued items give no extra benefit aside from this and can be stolen if taken far enough from their creator, the link dissipating in an instant. When a bound weapon is stolen, the Azdrazi it’s linked to will feel overcome with grief and forced to undergo a sort of withdrawal. If an Azdrazi is to die with their ichor-bound arsenal, the pieces will degrade to ash.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p>
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;"><span style="color:#e74c3c;">Redlines</span>:</span></span>
</p>

<ul><li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The weapon, if stolen while the Azdrazi is still alive, shall lose its binding to their body. They will be forced to either forge a new one or go through the painstaking effort of stealing the device back. Most Azdrazi would sooner melt the device down than allow somebody to take it.</span></span>
	</li>
	<li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Only Azdrazi can bind these items because the weapons are bound to their inner flames and not their draconic souls.</span></span>
	</li>
	<li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Any piece of an Azdrazi’s arsenal must be within 5 feet of their person if they wish to will it away unless they’re killed, in which case the object in question will always turn to ash unless the link is broken.</span></span>
	</li>
	<li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Though a descendant could possess dracanium weapons and armor of their own (if they find a way to produce a hot enough fire), due to their lack of an inner flame, it wouldn’t be possible to reap the benefit of summoning.</span></span>
	</li>
	<li>
		<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Willing away and summoning one’s weapon is, in essence, a sort of aesthetic alternative to sheathing and unsheathing, and therefore takes one full emote to do.</span></span>
	</li>
</ul><p style="text-align:center;">
	<br><span style="font-family:Georgia, serif;"><span style="font-size:18px;">Enrapturement</span><br><span style="font-size:12px;">Once the Transference is complete, an Azdrazi is wholly incapable of casting mana-based magic or magic that alters an existing mana-pool, instead relying on dragonsflame: an innate element provided by their inner flame. This fire deals concussive force when coming in contact with any variety of spectral creature, regardless of origin; on top of this, with intense focus and enough time, dragonsflame has the potential to be immensely hotter than fire evoked from the void—true dragonsflame. To acquire such an extreme temperature, an Azdrazi must first allow the inner flame to course equally throughout their entire body, effectively becoming a sort of low draconic lantern; this is to be considered the first phase, known as the enhancing phase, which will become relevant later. From there, the Azdrazi must be willing and able to let their flame rouse within them, allowing their body to become a smokey kiln of dragonsflame; this is to be considered the second phase. In the third and final phase, the Azdrazi will be capable of producing true dragonsflame, able to mold it within the context of listed enrapturements. If an outside force is to disrupt the process at any time beyond phase one—whether it be disorientation, fear, unforeseen collision, etc.—then the Azdrazi will be forced to "stoke" the inner flame once more, meant to continue the process as if they began at phase two.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">To further define what this means, I'll designate emote lengths to the three phases listed. The first phase—to become enhanced—consists of two emotes, the second consists of three, and the third is any emote thereafter. After the first two phases, the conjuring Azdrazi will be capable of producing true dragonsflame in the coming emotes, (emote six, seven, and so forth) unless they're as mentioned above, disrupted. The reason for this change is to discourage and generally prohibit Azdrazi from abusing true dragonsflame in combat, yet in a way that doesn't strip their ability to use it during events or during dracanium molding/smithing roleplay. True dragonsflame is still capable of melting most materials if something, organic or not, is exposed to it for a long enough period of time, while basic Azdrazi dragonsflame acts like hotter normal fire. This means it’s incapable of melting items such as rocks, gems and metal, but could potentially dull/soften them within two to four emotes of continuous exposure.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Enhanced enrapturements are stronger variations of existing spells that require the draconic caster to be in the enhanced state. Upon learning all enrapturements, an Azdrazi will find themself capable of selecting one enhanced enrapturement. This enrapturement is special in the sense that it’s the only enhanced one they can use throughout their lifetime.<br>
	 <br><strong>Polymorph</strong> - A disguise is as named: a concealment of one’s true form. Polymorphing allows Azdrazi to more easily interact and work with descendants, but the ability acts as limiting shackles against one’s potential. As ichor heats and flows from the continued use of flame, an Azdrazi’s disguise will gradually fade. Long and intense breathing of flame will involuntarily reveal draconic fangs, eyes, and horns; kindling and scorching scales will immediately cast away parts of the fleshy costume, baring scales and talons on the hands or whichever part conveys dragonsflame. Protracted conflict will end with an Azdrazi completely free of a familiar disguise, the brilliance of one’s inner flame complemented by the powerful and noble grace an Azdrazi’s unconcealed form bears. Azdrazi are inherently capable of polymorphing due to their relationship with Azdromoth—since he’s a dragaar—but their slightly flawed nature as draconic beings prevents their guise from remaining intact, something evident when casting enrapturements. Emote length varies depending on the severity of one’s disguise.<br><span style="color:#e74c3c;">(Redlines: cannot adjust physical prowess, i.e. increasing strength by gaining larger muscles; can’t regenerate using this spell; cannot polymorph to grow over one-foot from original descendant height.)</span><br>
	 <br>
	Kindling - A simple spell used by all Azdrazi, its draconic caster setting their weapon ablaze with dragonsflame. <br><span style="color:#e74c3c;">(Redlines: the weapon must actively be in an Azdrazi’s grasp to maintain the effect; therefore, things such as arrowheads cannot be kindled.)</span><br>
	[1 focus emote required]<br>
	 <br><strong>Fiery Breath</strong> - When an Azdrazi focuses and pulls from their inner flame, they can lead it through their body and release it in a torrent of fire up to four meters (four blocks) long—this torrent can be sustained at maximum range for a total of two emotes; three and two meters can be sustained for a total of three emotes; one meter can be sustained for four emotes.<br><span style="color:#e74c3c;">(Redlines: insta-casting; sustaining a four meter torrent for over two emotes, a three/two meter torrent for over three emotes, and a one meter torrent for over four emotes.)</span><br>
	[2 focus, 1 preparation emote required]<br>
	 <br><strong>Burning Heat</strong> - Azdrazi are capable of using their dragonsflame on fellow kin and themselves, closing wounds to staunch the flow of blood in other Azdrazi. Additionally, burning heat can expel another Azdrazi’s corruption, though will prove ineffective if one attempts to purge such taint from their own vessel.<br><span style="color:#e74c3c;">(Redlines: treating this spell as if it possesses healing capabilities on par with holy magic; using it on anything other than Azdrazi; cleansing one’s own corruption.)</span><br>
	[2 focus, 1 preparation emote required]</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;"><strong>Enhanced Burning Heat</strong> - Similar to burning heat, enhanced burning heat allows an individual to heal a wounded comrade, but with minor additions. Unlike burning heat, enhanced burning heat grants an Azdrazi the ability to heal any wound of a fellow Azdrazi; this includes bones and internal wounds brought about by physical trauma (ex. crushed or punctured lung, internal bleeding caused by the aforementioned physical trauma, lacerations of one’s liver, etc.).<br><span style="color:#e74c3c;">(Redlines: treating this spell as if it possesses healing capabilities on par with holy magic; using it on anything other than Azdrazi; cleansing one’s own corruption.)</span><br>
	[Enhanced form (2 emotes), 1 focus, 1 preparation emote required]<br>
	 <br><strong>Scorching Scales</strong> - An Azdrazi can cast dragonsflame on their very person, setting certain parts of themselves aflame to make for improvised combat. Setting an arm or leg on fire will take 1 focus emote while setting two arms or two legs (or a combination of the two) will take 2 focus emotes. Setting one’s entire body aflame will take 4 focus emotes. While 1-2 limbs can be sustained for several minutes, a full body cast will only hold for about thirty seconds due to the inner flame requiring what is effectively a “breather.”<br><span style="color:#e74c3c;">(Redlines: using this spell to produce projectiles; using this spell to heal/regenerate your body.)</span><br>
	[1-4 focus, 1 preparation emote required]<br>
	 <br><strong>Dragon’s Spear</strong> - Through outstanding focus, an Azdrazi can draw from their inner flame and produce a tangible rod of draconic fire, one which bears the same weight as a javelin yet lacks its physical properties. When it comes in contact with an individual, said entity will feel the pain associated with being pierced or grazed by a javelin (depending on where they’re struck), yet their flesh won’t bare the wounds of such an attack. The only physical detriment would be that of a severe burn.<br><span style="color:#e74c3c;">(Redlines: chucking the javelin without proper preparation (listed in emote requirements below); treating it as if it can pierce creatures.)</span><br>
	[2 focus, 1 preparation emote required]</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;"><strong>Enhanced Dragon’s Spear</strong> - Similar to dragon’s spear, enhanced dragon’s spear allows an individual to call upon their inner flame to produce a dragonsflame javelin. Unlike dragon’s spear, enhanced dragon’s spear removes the lack of true physical aspects, meaning the spear can interact with any surface or entity. It can be used to block, parry, pierce, strike, etc.. On top of this, the weapon still burns victims just as it states in the basic version of dragon’s spear—the produced flame is by no means true dragonsflame, however, meaning all wounds caused by this enrapturement register in the same manner as fiery breath, kindling, and scorching scales.<br><span style="color:#e74c3c;">(Redlines: once the weapon has been thrown it vanishes a few moments after striking a surface, just like basic dragon’s spear.)</span><br>
	[Enhanced form (2 emotes), 1 focus emote required]</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;"><strong>Draconic Brand</strong> - Azdrazi are capable of branding descendants with heated hands, searing the area of contact—this means such an enrapturement can only be transferred by touch. This brand negatively affects an individual’s mind, crippling their ability to properly function with or recall information pertaining to an Azdrazi’s chosen subject matter. These brands don’t hurt upon being created and are visible to everyone, taking the form of a red hand in the touched space.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">If an Azdrazi deems an individual unfit for a specific craft or activity, they can set out to brand them. Brands will have different effects based on where they’re placed, and what an Azdrazi means for them to affect. If an individual is already affected by a draconic brand, an Azdrazi can not impose a second one upon that same person. They’ll find that their touch does nothing of note, causing no pain and leaving no impact. Additionally, one who is burdened by a draconic brand may get it removed either by an Azdrazi or by a Paladin.  There are three types of draconic brands: tozein, lotgral, and faaz.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;"><em>Tozein</em> - When one is branded with tozein, they’ll find that they unknowingly make glaring mistakes when carrying out tasks relating to an Azdrazi’s chosen subject matter. This lasts for one week following contact with a draconic brand.<br>
	Examples:</span></span>
</p>

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			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">An individual branded at the throat for preaching about Xan may find themselves unknowingly bad mouthing the deity or preaching for a different one altogether.<br>
			An individual branded at the arm for creating and giving weapons to mischievous and dark individuals may find themselves creating jewelry and vases rather than weapons.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;"><em>Lotgral</em> - When one is branded with lotgral, they may find that their general ability to function when carrying out tasks relating to an Azdrazi’s chosen subject matter has become incredibly unreliable. This lasts for one week following contact with a draconic brand.<br>
	Examples:</span></span>
</p>

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			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">An individual branded at the wrists for writing anti-draconic propaganda may find that there writing is entirely illegible when attempting to write such material, their penmanship simple chicken scratch.<br>
			An individual branded at the face for misuse of magic may find their vision impaired upon casting spells, making it difficult to hit targets and get a proper line of sight.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;"><em>Faaz</em> - When one is branded with faaz, they’ll find that associating themselves and partaking in an Azdrazi’s chosen subject matter brings them constant physical pain akin to a burn. Said pain occurs throughout the area around the brand. This lasts for one week following contact with a draconic brand.<br>
	Examples:</span></span>
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			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">An individual branded at the forehead for spreading falsities about Azdromoth may feel a fiery headache whenever they attempt to speak rumors about him.<br>
			An individual branded at the forearm for losing a spar with an Azdrazi due to foolish mistakes may find their arm burning with intensity upon wielding a weapon.</span></span>
		</p>
	</div>
</div>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;"><span style="color:#e74c3c;">(Redlines: forcing players to roleplay the reaction for more than 1 week; branding someone from afar or with a different spell.)</span><br>
	[2 focus, 1 preparation emote required]</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:18px;">Magic Clarification</span><br><span style="font-size:12px;">Azdrazi are capable of learning the following magics with the listed caveats:<br>
	Kani<br>
	Chi Manipulation<br>
	Runesmithing<br>
	All feats are feasible except for cognatism and voidal feeling due to the voidal connection that must be established.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:18px;">Clarifications and General Redlines</span><br><span style="font-size:12px;">A section meant to clarify misconceptions too strange or specific to properly slot into the lore.</span></span>
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:12px;">- Azdrazi blood is warmer than descendant blood courtesy of the inner flame which fuels them but is nowhere near hot enough to melt metal at any given point.<br>
	- Azdrazi do have to eat and drink, as their bodies typically function in a manner similar to descendants; the main difference is that their inner flame transmutes existing mortal essence (which includes blood, food, water, etc.) into draconic ichor, which they need to live.<br>
	- Azdrazi cannot become sick or poisoned in the normal sense. Illnesses and poison are effectively exterminated by the inner flame upon being processed.<br>
	- Azdrazi are incapable of having offspring; they are very sterile.<br>
	- Due to Azdrazi having draconic souls, they can not be kloned nor can they become machine spirits.<br>
	- Azdrazi scales don’t grant any discernible advantage in combat and don’t count as some sort of natural armor. The only situation in which Azdrazi scales may potentially grant a buff against any sort of “damage” would be against things such as small insect bites and stings.</span></span>
</p>

<p style="text-align:center;">
	 
</p>

<p style="text-align:center;">
	<span style="font-family:Georgia, serif;"><span style="font-size:18px;">Citations:</span><br><span style="font-size:12px;"><a href="https://www.lordofthecraft.net/forums/topic/150782-an-excerpt-on-the-archdrakaar-azdromoth/" rel="">https://www.lordofthecraft.net/forums/topic/150782-an-excerpt-on-the-archdrakaar-azdromoth/</a><br><a href="https://www.lordofthecraft.net/forums/topic/152956-%E2%9C%93-into-the-trees/" rel="">https://www.lordofthecraft.net/forums/topic/152956-✓-into-the-trees/</a><br><a href="https://www.lordofthecraft.net/forums/topic/147870-dragonkin/" rel="">https://www.lordofthecraft.net/forums/topic/147870-dragonkin/</a><br><a href="https://www.lordofthecraft.net/forums/topic/160818-%E2%9C%93-lore-addition-world-lore-nephilim-azdrazi-smithing-dralachite-and-vehement-weaponry/" rel="">https://www.lordofthecraft.net/forums/topic/160818-✓-lore-addition-world-lore-nephilim-azdrazi-smithing-dralachite-and-vehement-weaponry/</a><br><a href="https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3" rel="">https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3</a></span></span>
</p>

<p style="text-align:center;">
	<br><span style="font-family:Georgia, serif;"><span style="font-size:18px;">CHANGELOG:</span><br><span style="font-size:12px;"><strong>[6/7/2018 4:10 PM EST]</strong></span></span>
</p>

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		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Added the third and fourth paragraph to elaborate on the Azdrazis’ goal to free Azdromoth; their goal to surpass and actively oppose the Paladin order; their pact with Horen and its significance on a larger scale.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Elaborated on dragonsflame, stating that it's not something to be abused and should generally be RP'd like normal fire in combat scenarios as to not infringe on others’ out-of-character enjoyment.</span></span>
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p style="text-align:center;">
	<br><span style="font-family:Georgia, serif;"><span style="font-size:12px;"><strong>[10/7/2018 6:00 PM EST]</strong></span></span>
</p>

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		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Superior form has been removed in favor of varying levels of personalization, customization, interactivity, and new concepts. New things have also been added to help them carry out their purpose.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Most of the existing lore has been revised and minor tweaks have been made to some of the wording yet again.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Explanation of the inner flame, draconic ichor, death, and revival have all been added and described in varying levels of detail.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Dragonsflame and true dragonsflame have been separated as to avoid the previously discussed issue of narrative detail.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Enhanced polymorph, enhanced burning heat, and enhanced dragon’s spear have all been added to the enrapturement list. They were added along with the addition of the enhanced form, and are variations of the originally listed enrapturements.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Draan, searing memories and Heralds were added to provide both incentive and interactivity between other roleplayers and Azdrazi, opening the doors to a variety of new interactions and scenarios between players.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Dracanium has been added once again, something that wasn’t a part of the last rewrite due to an oversight on my part.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The way Azdrazi are created has been changed to include some of the new systems and concepts that have been added.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Touched on disconnection by breaking of tenets or religious rebelling.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The Immaculate Blade concept has been removed entirely, and there’s currently no way for one Azdrazi to remove another; this will hopefully be self-maintained by the above mentioned disconnection method.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Changed most instances of “Nephilim” to “Azdrazi” as to avoid confusion.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Did away with temporary memory loss as per request.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Probably a few other things, but I can’t remember everything.</span></span>
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p style="text-align:center;">
	<br><span style="font-family:Georgia, serif;"><span style="font-size:12px;"><strong>[1/11/2019 3:00 AM EST]</strong></span></span>
</p>

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		<span>Spoiler</span>
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		<p>
			 
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Spell and ability changes<br>
			Enhanced Polymorph has been removed due to it being the objectively best enhanced choice.<br>
			Searing Memories has been removed, seeing as the concept was difficult to define in its current form.<br>
			Fiery Breath now takes 3 emotes to cast rather than 2 for balance.<br>
			Burning Heat can now purge corruption within other Azdrazi, due to corruption such a large threat.<br>
			Scorching Scales now ranges from 2-5 emotes and has been better defined.<br>
			Dragon’s Spear’s interactions in combat have been better defined.<br>
			Enhanced Dragon Spear now takes 3 emotes to cast rather than 2 for balance.<br>
			Draconic Brand has been added and will allow Azdrazi to better carry out their new main purpose—refer to Enrapturements.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">After a lot of deliberation, main Azdrazi purpose has been changed into something more direct, different, and perhaps even tyrannical—see first paragraph under purpose. Additionally, the last two paragraphs in purpose have been removed and will be left to IRP decisions.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">As per request, Whelplings can now be reverted back to descendant form. This was an oversight on my part, and this will not prevent any Whelplings from being stuck as such.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The idea of disconnection has been removed.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Azdrazi are now temporarily punished upon revival, unable to use enapturements for 1-2 weeks following death (depending on the method of revival—refer to Death and Revival).</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">It’s now stated that Azdrazi can be coerced into carrying out uncharacteristic deeds in exchange for knowledge and items in the weaknesses section.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">The corruption weakness has been expanded upon just slightly in the weakness section.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Purpose section moved to a more relevant place in the lore.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Draan mechanics have been changed as to not be so clunky and require much less micromanaging. In addition to this, wardren now have 2 slots, and more slots can be gained through the use of tattoos. Please refer to Azdromothian Draan for detailed list of changes.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Draan can now only be given to Heralds. </span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Couple draan names have been changed, and Vahzah Laas has been added.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Heralds now have six draan slots.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Conflict of Mortality section beneath The Draconic Mind has been removed due to it no longer being relevant, as Whelplings no longer lose their memories.</span></span>
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p style="text-align:center;">
	<br><span style="font-family:Georgia, serif;"><span style="font-size:12px;"><strong>[4/17/2019 3:40 AM EST]</strong></span></span>
</p>

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	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
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	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">History has been adjusted.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Whelplings and the wardren’s role in their transformation has been further defined and clarified.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Strength and durability has been better defined both in the strengths section and in the clarification section at the bottom of the post.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Weakness to corruption has been removed.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Stoning due to inactivity has been removed.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Death and suppression of the inner flame has been further clarified.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Draan has been better explained in a general sense.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Bel Zahkrii has been better defined to avoid any confusion with how the draan functions—you do not create a weapon, you summon an existing weapon.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Yolir has been better defined to avoid any confusion with how the draan functions.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Clarification that Rahus Mindah does not increase the speed at which an individual learns magic.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Yol Zahkrii has been better defined to avoid any confusion with how the draan functions—weapons take up the properties of dracanium; this draan can be used on weapons summoned by Bel Zahkrii.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Azdrazi interactions with kloning and machine spirits has been added.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Willing away one’s weapon has been given an emote count.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Fiery Breath has been minorly nerfed as well as better defined for its various torrent lengths.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Enhanced Burning Heat has been better defined and can no longer be used to heal descendants.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Scorching Scales has been given more specific time restrictions.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Enhanced Dragon Spear has been minorly edited to explain its burning capabilities.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Draconic Brand has been better defined and now has a means of removal.</span></span>
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p style="text-align:center;">
	<br><span style="font-family:Georgia, serif;"><span style="font-size:12px;"><strong>[5/2/2019 11:45 PM EST]</strong></span></span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Stoning has been removed due to it no longer being a necessary part of the lore while true severance has been better defined.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Heralds has been expanded to describe what magics they cannot use and how exactly they’ll be handled out of character.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Burning Heat redline has been mildly adjusted for clarification.</span></span>
		</p>

		<p style="text-align:center;">
			<span style="font-family:Georgia, serif;"><span style="font-size:12px;">Shade and Blood Magic have been removed from list of learnable magics.</span></span>
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>]]></description><guid isPermaLink="false">173422</guid><pubDate>Thu, 07 Jun 2018 09:26:50 +0000</pubDate></item></channel></rss>
