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[Lore & Magic Idea, Wip?] The Elemental Aengudaemons


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The Elemental Aengudaemons

Pozhare (Pozhar - Fire, Bulgarian)


Patron of Fire, War, Warriors and Swordsmiths

Pozhare is the patron of the patron of war and flame - though most Daemons may, arguably, be patrons of the latter. A lesser known Daemon, Pozhare is a harsh and brutal force, said to be violent and unempathic to it's followers - though it does not necessarily work towards evil ends.

In certain, largely undocumented accounts, it is said that he appears to the mortal races in a fiery and hellish world, laughing as he swings about a large sword, challenging the dreamer to a duel to the death - sometimes, it is said, the mortal will in fact die in the real world. Due to his nature, he is seen as an ill omen. Other times, however, he is seen hammering out a weapon of some sort, before holding it up before the viewer, coldly but somewhat regretfully regarding you, indicating a great war to be coming.

The Daemon's purpose is simple - change does not come without conflict, and conflict often does not come without war. Daemons are bringers of change - this Daemon seeks to change the world by blood, by steel, by fire. His followers are made to be violent and furious, to seek large-scale change of the world around them, particularly in the evolution of political structures. To create empires and conquerors. The peaceful may find no shelter with Pozhare - only those whom are ready to crush those weaker than them and bend the world to their will may enter into his glory.


Depictions

Pozhare, the Daemon of war and fire, is most often depicted as a Dread Knight or a Paladin, warriors of the highest degree, and warmongers, no matter their cause. Regardless, his followers will often fight on opposing sides of a war - there is no good and evil, only those who are weak and strong. And those whom are strong deserve to take the throne, until someone stronger may wrest it from their grasp.

Effects on the mortal world

The Commands


The Commands of Pozhare are few but simple. They are said to be rules meant to keep war and conflict starting and ending. They are those which make both honour and treachery exist, side-by-side, for both love and hate exist in war.

1. Honour your comrades, for they will aid you in the defeat of the enemy.
2. Show no fear, for fear is weakness. In death, kill as you die.
3. Burn those whom prove themselves weak, for the weak deserve to die, and cannot change.
4. Show no doubt, make no hesitation. Doubt leads to death and second-guessing.
5. Embrace death, your own and others. Those whom do not will always leave in fear.
6. Butcher your enemies, be they combatant or not. All those whom are your opposition must fall like leaves to the wind.
7. Betray all your ideals for the one which you seek the most, for those whom allow their vision to be diluted are limited and weak. There is no friend you will not slay, no enemy to which you may die, whom will stop you,
8. Let those whom fight defend themselves. There is no courage, no strength, in those killed from behind.
9. Burn the remnants of the enemy, for only in the flames of redemption may they be made strong.
10. Do not fallter. Do not fall.


The Burning Lands

The realm of war, those whom die fighting bravely and without fear will find themselves here, waging war for an eternity, seeking true ascension, to be recreated by their god for the honour that they garner. Little is known about this dimension, and it is wholly likely that it does not exist, but what is known is garnered from visions of a deadly, indestructible, Dread Knight reaping the heads of his followers like wheat of a farm.

Fire Deitical Evocation

It is said that Pozhare grants his power to the most deadly of soldiers, the most skilled of craftsmen, the most honourable of knights and the most dishonourable assassins. It is given to a class of combatants and fighters. The flames of war itself - these flames will forge only the sharpest blades, the densest of hammers, the most sturdy of bars, and these flames will blaze a path to glory, leaving in it's wake the charred and broken corpses of the enemy.

It should be noted that Pozhare is the least likely of Daemons to bear children, due to his destructive and violent nature, and that he is the most likely to choose champions - there are always warriors and killers in the land, and to these best, he grants his most might power.


OOC Info

If this lore is accepted:

Pozhare will be counted as a valid deitical source of a magic similar in both strength and use of fire evocation. I know that a person can already learn fire evocation, however, it is rather the manner of how it is learnt, and it's source - those aiming for a more religious/cult-like character would be unable to roleplay a fire mage while in character. In essence, this is to allow for a different take on fire magic, though it will be inherently similar.

Pozhare would be added to the small list of Daemons on the wiki.

Any character would be able to learn of his existence and roleplay that he is the source of their fire magic, able to be affected by the Deitical Branch rather than the Void Branch of Fi magic.

Any character becoming a Deitical fire mage must undergo some sort of IG trial, as well as view Pozhare in a dream, at the discretion of the player, though it must be challenging and fitting with lore. (Win a 2v1 battle, for example, or defeat a powerful monster from the CT bulletin board)

All red lines applying to normal fire evocation will apply to that of Deitical fire evocation. Those wishing to retain a spellsword-like ability to fight must a) train IG regularly, by RPing with others, or b) remain at only a mid-level power of magic.

All deitical mages of Pozhare must adhere to the Commands, and be wholly devoted to their cause, whatever it may be. They must also actively worship Pozhare in IG or forum roleplay.

All deitical mages of Pozhare may learn no other form of magic - they may not access further void nor deity magic.


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Lokdiien (World-soil - Lokdin, Thai)


Patron of Earth, Farmers, Miners, Gardeners, and Labour

Lokdiien is the patron of land and labour. Another Daemon, he is an ancient being whom can be subtle and small, or blunt and powerful. He is said to be a caring, but harsh, fatherly figure, whom believes that true power comes in hard, honest work.

Dreams of him are often direct and down-to-earth - unlike most Aengudaemons, Lokdiien does not speak in riddles, nor hide his meaning in symbolism. Like his element, he imposes what he needs upon his followers directly - there is no secret to his workings. He often appears in a large field, or in a great dwarven mine, before imposing upon the follower some sort of task, often involving great amounts of physical labour - to erect for him a temple, to create and tend a field of wheat in the midst of a drought, or to find him the perfect diamond.

The Daemon's purpose is simple - to sustain change for as long as possible, making minute changes over a long course of time. Like the earth, like stone, true change is slow to come, and must be worked at, as with all things. His followers are flexible but unmoving, like a stalk of grass. They are ready to change and be changed at any given moment, and make small adjustments in their way of life and others, slowly but surely causing change - one person, one trait, at a time.


Depictions

Lokdiien, the Daemon of the earth and labour, is often depicted as a beast of labour, or else, a dwarven miner or farmer, whom are often the most hard-working of labourers. Regardless, he can appear to anyone of any race who works hard at menial tasks connected to the earth, the most common being farmers, miners, alchemists, servants, slaves, and medics. Those whom work hard for themselves and their people deserve the best rewards. So long as one works hard, they can change even the stone around them.

Effects on the mortal world

The Pillars


The Pillars of Lokdiien are many. They are a code of duty, of civility, of strength and backbone, and honesty. They are the rules which make a labourer proud and content. Here are ten of them.


1. Be true to yourself and others. The earth cannot lie, and so, neither shall you. No change may come from dishonesty - deceit was made to maintain.
2. Do not shirk your duties, for those whom do will not see the fruits of their labour. Without fruit, there can be no sustenance. Without sustenance, there is death. With death, comes stillness, and from death, there can come no change.
3. Avoid and fear death, avoid coming into combat. For with death comes stillness and the static.
4. Honour the authorities - the unlawful are dishonest and bring conflict.
5. Share the fruits of your labour with your countrymen, for the fruits of your own will inspire them.
6. Carry out your duty to the best of your ability, for those whom try their hardest cannot be faulted, and they shall produce the greatest of produce.
7. Carry those whom can no longer go on their own, for with time, they will recover, and they may work hard alongside you.
8. Be impassionate about all you see and all you find, for emotion is not becoming of stone.
9. Be cautious - the earth does not charge into battle, but awakens into it. Always check your tools and the conditions.
10. Work for the people around you, for they will carry you into new times of prosperity and fortune.


The Golden Fields

A realm of fulfillment, those who worked with integrity and devotion will find themselves here, to enjoy all the fruits of their labours forever and always, in heavenly peace.

Earth Deitical Evocation

It is said that Lokdiien grants his power to the most devoted craftsmen, the most hard-working of labourers, the most effective servants and slaves. His power is the raw and unbridled force of the peasant. Stone and dirt will fill their hands with the tools to work whenever they need them - a boulder to block a road or use as a stepping stone, soil with which one may smother the flames of an arson, and a diamond to chisel into being a work of art.

OOC Info

If this lore is accepted:

Lokdiien will be counted as a valid deitical source of a magic similar in both power and use of earth evocation. The reasons are the same as that of Pozhare.

Lokdiien would be added to the small list of Daemons on the wiki.

Any character would be able to learn of his existence and roleplay that he is the source of their earth magic, able to be affected by the Deitical Branch rather than the Void Branch of Fi magic.

All red lines applying to normal earth evocation will apply to that of Deitical earth evocation, with the exceptions being that a master deitical mage would not feel the weakening effects of void magic, and will be able to combat as well as before, with no loss in strength or stamina.

All deitical mages of Lokdiien must adhere to the Pillars, and be wholly devoted to their cause, whatever it may be. They must also actively worship Lokdiien in IG or forum roleplay, or risk losing growth of magic.

All deitical mages of Lokdiien may learn no other form of magic - they may no longer access other void or deity magicks.

Any character becoming a Deitical earth mage must undergo some sort of IG trial, as well as view Lokdiien in a dream, at the discretion of the player, though it must be challenging and fitting with lore. (Mine 32 diamonds, fill an entire inventory with stone or produce, 200 blocks of iron, single-handedly supply a war with the cost of battle, etc)


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Nymphea (Water/Nymph - Nympha, Latin)


Patron of Water, Sailors, Fishermen, Storms, and Mystery and the Unknown

Nymphea is the patron of Water, Storms, and Mystery and the Unknown. She is as mysterious as the sea, calm one moment and raging the next. Cold and uncaring to any and all mortals, this unempathic Aengul moves them as though pawns, granting one her blessing and smiting them the next. No one knows her true intentions, but she is a keeper of secrets, and appears to hold the key to all manner of mysteries. Thus, her current sphere.

In the few dreams and visions she deems necessary to provide mortals, it is said that she appears in the reflection of the moon in dark, still, waters, or in the crest of the waves in a storm. The dreamer will often awake drenched, sometimes deemed to be their sweat, and otherwise deemed to be saltwater. She gives them a single symbol or sign, and they must decipher it's meaning for themselves, before venturing forth to complete their holy task.

Her purpose is to hide away the best and worst of the world. Some secrets are better off unknown, and some are not meant for mortal eyes and ears, reserved for the Gods. As such, her followers are secretive and cold. They are mentally strong and clever, and are often scholars and historians of a sort. They keep the treasures of the world from mortal hands, and safeguard the demons of their past.


Depictions

Nymphea, the Aengul of the oceans and the unknown, is often depicted as a female elf composed entirely of crystal clear water, impossibly pure and radiating power. She appears full of both peace and fury, and is entirely unpredictable.

Effects on the mortal world

The Tenets


The Tenets of Nymphea are varied - there is no true list of tenets universal to all of her followers. Her mysterious nature makes it difficult to truly grasp her being. However, some which are almost entirely universal to them include the following.

1. Keep your secrets drowned, for knowledge is our power.
2. Hide what is best and what is worst - for what is best is not for our hands, and what is worst will endanger us all.
3. Leave no witness. Safeguard your knowledge.


The Bottomless Deep

The realm of the hidden, there are no followers that come here in death, though it is said that it may be visited in dreams. Followers whom suffer true death ((permadeath, not just normal death)) in the service of Nymphea, simply cease to exist - no trace of a soul is left, bar those trapped amongst the living. Here is a realm filled with the abstract symbols and concepts of humanity. One so abstract that none may confirm it's existence.

Water Deitical Evocation

It is said that Nymphea grants her power to the most knowledgeable scholars, the most wise of wise men, to the most dedicated keepers of dark secrets. Her water washes away the sins of the worthy. and hides them where none may find them, and her water carries away the artifacts of the Gods, stolen from them by the Descendants.

It should be noted that Nymphea would be the least likely of Aenguls to bear children, due to her secretive nature, as well as the least likely of the Elemental Aengudaemons to choose champions.


OOC Info

If this lore is accepted:

Nymphea will be counted as a valid deitical source of a magic similar in both strength and use of water evocation. Reasons are the same as the above.

Nymphea would be added to the small list of Aenguls on the wiki.

Any character would be able to learn of his existence and roleplay that she is the source of their water/illusion magic, able to be affected by the Deitical Branch rather than the Void Branch of Fi magic.

All red lines applying to normal water evocation will apply to that of Deitical water evocation, and in this case, the weakening remains, due to the grand majority of her followers being scholars.

All deitical mages of Nymphea must adhere to the Tenets listed in the post, as well as come up with some of their own, and be wholly devoted to the keeping of secrets and the hiding of powerful artifacts. They must also actively worship Nymphea in IG or forum roleplay.

All deitical mages of Nymphea may learn no other form of magic, void or deity.


+++

Fhenghe (Feng - Wind, Chinese)


Patron of Air, Prisoners, Monks, and Free Will and Freedom

Fhenghe is the patron of air and free will. An Aengul, Fhenghe is said to be free and wilful, peaceful but at the same time, forceful as needed. Whereas Eshtael sought balance and control of the descendant races, Fhenghe is said to be the one to gift mortals with free thought and will - the ability to take matters into their own hands, regardless of the fate they are destined to receive. Fhenghe believes that nothing can be achieved when one takes their beliefs at face value - he challenges the descendant races to think for themselves, to decide what they believe is right and true.

Fhenghe is said to exist in every thought and every dream - that anyone can follow him, if they take the time. He is said to be the bird that flies in circles in your dream, your final breath in the throes of a nightmare, the words that you say. They say that the first step is to let go of your preconceptions and rejudge everything you have ever experienced without the influence of others.

The Aengul's purpose is altogether simple. Make the descendant races think for themselves, to make themselves autonomous. To grow and learn. To free themselves of the chains that other Aenguls have forced upon them, and to give themselves their own roles. To cease being pawns in a big game, and instead, become the players themselves. His followers are content and peaceful, often living remotely from others, or else travelling constantly to see things from everyone's point of view.


Depictions

Fhenghe, the Aengul of air and free will, is often depicted as a bird, unbeholden to none but itself, free to go wherever it wishes. Other times, he is depicted as a cloud, a gust of wind, a tornado, or a wandering beggar. He often appears to those in need of freedom and free will, such as slaves and prisoners, or to a monk, priest, or other kind of clergymen whom has begun the process of freeing themselves spiritually.

Effects on the mortal world.

The Seven Maxims


The Seven Maxims of Fhenghe are few, but important in the process of spiritual relief and freedom.

1. Do not take what is told for granted - there are always two sides in a story, and often many more. To take something for granted is binding, for someone else dictates your actions.
2. Listen, for freedom comes in wisdom and not action.
3. Do not kill except for on pain of death, for the blood on one's hands will never wash away.
4. Give as you receive, and give more than you receive, for material possessions are binding.
5. Live life chaste, for a bond to a family is bonding.
6. Emulate the birds - be willing to spread your wings and fly, for fear of trying new things will bind you to the nest.
7. Do not leave the dead to rot - those whom die deserve respect. A final freedom.


The Seven Skies

This is a realm known to any human - the Seven Skies are the realm of the Creator, and the afterlife for Fhenghe's followers - for Fhenghe himself serves under the Creator, as with all his other Gods.

Air Deitical Evocation

It is said that Fhenghe grants his power to those truly bound by the chains of oppression, and to those whom have already begun the long journey to true freedom. His power is the whisper of life, and the gust of motivation which pushes the sails onwards. Those whom follow him will never need to fear imprisonment ever again - not by themselves, and not by those around them.

OOC Info

If this lore is accepted:

Fhenghe will be counted as a valid deitical source of a magic similar in both power and use of air evocation. The reasons are the same as that of Pozhare.

Fhenghe would be added to the small list of Daemons on the wiki.

Any character would be able to learn of his existence and roleplay that he is the source of their air magic, able to be affected by the Deitical Branch rather than the Void Branch of Fi magic.

All red lines applying to normal air evocation will apply to that of Deitical air evocation, with the exceptions being that a master deitical mage would not feel the weakening effects of void magic, and will be able to combat as well as before, with no loss in strength or stamina.

All deitical mages of Fhenghe must adhere to the Seven Maxims, and be wholly devoted to their spiritual freedom, and to the conversion of others. They must also actively worship Fhenghe in IG or forum roleplay, or risk losing growth of magic.

All deitical mages of Fhenghe may learn no other form of magic - they may no longer access other void or deity magicks.

Any character becoming a Deitical air mage must undergo some sort of IG trial, as well as view Fhenghe in a dream, at the discretion of the player, though it must be challenging and fitting with lore. (Climb the highest mountain in Athera, survive the highest fall possible, a pilgrimage to known holy sites, or a longer, more personal journey, etc)

 

+++

 

Please note that a good deal of these details are subject to change, not the least of which being their status as aengudaemon may be changed. If possible to do this without Aengul/Daemon status and be something more like Ikuras' not-daemon status, and still be able to grant the suggested magical powers to followers, I would also be happy with that, and in fact, would likely prefer that, due to their less hassling rules and what not. I would also be happy to make it so that one must still understand and study their element as void mages do. The primary objective of this lore is to provide would-be mages with the ability to RP a religious character whom draws their power from a worshipped deity. Don't talk to me about something like, "you can say in RP that it comes from a deity, even though it comes from the void," when both myself and my character knows that's not true, thus undermining the character's faith, and barring potential RP.

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ORCISH SPIRITS MUCH??? (Spirits are basically this. Btw, Ikuras is a greater spirit, just an fyi)

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ORCISH SPIRITS MUCH??? (Spirits are basically this)

 

Not quite - they (orcish spirits) can't summon elements. They can only control them. Plus, they're only available to those in the orcish culture.

 

The ideas are similar, but not quite the same.

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Not quite - they (orcish spirits) can't summon elements. They can only control them. Plus, they're only available to those in the orcish culture.

 

The ideas are similar, but not quite the same.

 

Actually, you are mistaken. It is not restricted to Orcish culture. The spirits merely favor the Orcs over other races. Orcs are more honorable then other races, in lore. It would be a better idea if just spirits were praised. It's hard to get aengudaemon lore accepted, and if this is accepted and put as an elemental spirit, it'd be pointless. You'd technically just change the names of four spirits. Would make more sense if a character was to praise a spirit that already has lore than-- well basically the same thing only with Daemon or Aengul stamped on it.

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I didn't read ALL of that. So I'm going to ask a question that may already be answered in the lore, will diety versions of evocationists be more powerful? Or have more benefits? Mixing arcane with diety seems touchy to me too.

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Apart from the fact that this comes awfully close to what the evocations do, and shamanism but just saying you have a bunch of aengudaemons do it instead, I see a couple issues with this lore.

What roleplay does this provide but to just crush pre-existing IC religions?

Why do we need the addition of these aengudaemons? Why should we stuff out a bunch of elements with dieties that can potentially just squash stuff like the OTF?

To my view on this there is no need for this lore, it would be a sweeping addition to the lore that would almost minipulate and change the entire setting we reside with.

It changes our knowledge of how the elements work for the most part and I feel this has nothing to benefit for the server except further dividing the community's player base and turn everything into a pantheon race.  The scale of ET action to  actually introduce it to the server is just too much.

While its a nice piece of writing I am sure, its not fitting on this server.

 

-1 

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Actually, you are mistaken. It is not restricted to Orcish culture. The spirits merely favor the Orcs over other races. Orcs are more honorable then other races, in lore. It would be a better idea if just spirits were praised. It's hard to get aengudaemon lore accepted, and if this is accepted and put as an elemental spirit, it'd be pointless. You'd technically just change the names of four spirits. Would make more sense if a character was to praise a spirit that already has lore than-- well basically the same thing only with Daemon or Aengul stamped on it.

It's an essential guildlock to orc culture, whether it can or can't be in the end. And as I've said, shamans can't create the element - only control it. Lastly, I really just want an alternative deity source for void magic. I realize Aengudaemons are hard to accept - doesn't matter, I'll try anyways.

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I like this. As an earth evocationist it's nice to see another source of the magic. Although my character already fulfils many of the requirements...I like see loads of Sonn running around.

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I'm fairly certain that Aenguls that resonate with the elements already exist somewhere in the lore. Though that might not be the case if they got wiped with the rest of the Manthic Age lore.

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I didn't read ALL of that. So I'm going to ask a question that may already be answered in the lore, will diety versions of evocationists be more powerful? Or have more benefits? Mixing arcane with diety seems touchy to me too.

 

Alright, so here's your answer. At the moment, there is the ability to keep original strength/stamina with constant IG training and practise (let's face it, with the new mage nerfs, most mages are spellswords anyways), so there's that. Other than that, actual scale of the magic is not touched, and all elements fade just like void summons. Though I might remove that particular one, Iif there gets to be a huge uproar about it.

 

However, they have more drawbacks than not - a pure mage will usually try to go for other magicks, but these guys get barred from ALL other kinds, and have to adhere to strict codes etc to keep their power growing.

 

Apart from the fact that this comes awfully close to what the evocations do, and shamanism but just saying you have a bunch of aengudaemons do it instead, I see a couple issues with this lore.

What roleplay does this provide but to just crush pre-existing IC religions?

Why do we need the addition of these aengudaemons? Why should we stuff out a bunch of elements with dieties that can potentially just squash stuff like the OTF?

To my view on this there is no need for this lore, it would be a sweeping addition to the lore that would almost minipulate and change the entire setting we reside with.

It changes our knowledge of how the elements work for the most part and I feel this has nothing to benefit for the server except further dividing the community's player base and turn everything into a pantheon race.  The scale of ET action to  actually introduce it to the server is just too much.

While its a nice piece of writing I am sure, its not fitting on this server.

 

-1 

 

Except that it doesn't crush pre-existing religions. They can be incorporated, under different names and guises, particularly for the main religion of the Creator. And the lore changes nothing about how the elements work - READ. These can co-exist side by side with void magic, and if you want, I'll even attach the same learning about their properties from void magic into this thing. I don't see how it crushes existing lore any more than Ikuras does, or spirits do, or anything else. I just want an ALTERNATE SOURCE OF EVOCATION MAGIC. Almost all of these deities can be worshipped alongside OTHER ONES - they just can't draw from those other deities.

 

Lastly,about the ET action - does it really need an event? Or can it not just be done at the discretion of the players? And if it does need an event, then GOOD.

 

WE NEED MORE NON-WAR/BATTLE EVENTS.

 

 

I like this. As an earth evocationist it's nice to see another source of the magic. Although my character already fulfils many of the requirements...I like see loads of Sonn running around.

 

Thanks. :) Glad you liked it.

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They don't have to be Angudaemon's. They can just be the personification of Elemental Aspects.

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I'm fairly certain that Aenguls that resonate with the elements already exist somewhere in the lore. Though that might not be the case if they got wiped with the rest of the Manthic Age lore.

 

Forgive me for the double post, I have no idea how to edit a new quote onto an existing post. They got wiped, if I'm not mistaken - they DID exist not even 3 months ago. I remember, when I went to check for already corresponding lore.

 

They don't have to be Angudaemon's. They can just be the personification of Elemental Aspects.

 

Please explain. I'd like to use this as an alternative if it would fit better. :)

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Isn't this similar how Evocation worked in Aegis? Not really sure how it worked just was told it was similiar by a few though this shouldn't really require aengul lore. What Elindor said seems pretty cool just having aspects in a way to personify them. 

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Angudaemons tends to get some people's asses pretty tight. There used to be some different religious systems that gave personalities to the Elements and called them Aspects (maybe, I don't remember). Quite simply this could become a religious belief that is complementary to existing magic types, or could become its own magic types (though I would say let's first make the step of laying down the religion).

 

Naturally it rubs up against evocation and Latauman in terms of trying to create a separate form of magic. But, depending on how the Lore Masters are feeling about keeping everything in tight little butcheek boxes, an elemental magic system could bridge the two. Or, just to keep people less butt hurt, once a religion is in place the magic could be identical to Latauman, only using these Elemental Aspects (or another name, whatever) instead of the Spirits. So the same magic has two sources.

 

 

I want more fun and less Lore restrictions. Don't just stick to the system because that is what 'works'. Use the system to guide you to what is much more exciting. That's my $0.02. Nestle these guys in between Druidism and Shamanism. A religious type system where you connect to the Elements in a way that transcends the abilities of mortal man.

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