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[Guide] Enaction of Yeu


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Enaction of Yeu Guide

 

The purpose of this guide is to make clear the intricacies of roleplaying, the now magic, Enaction of Yeu. This is useful as to help guide one whom is taking the self teaching route, and to give future teachers a clearcut guide to assist them. This guide shall explain what the ins and outs of each spell, alongside examples to help one better understand the limits of each.

 

Original Lore

FAQ

 

“What magics are compatible with Enaction of Yeu?”

The better question is what is not compatible with Yeu magic. Yeu magic is compatible with all voidal magics, sans unsound magic. One is able to learn any of the applicable crafting feats such as golemancy or animii, and likewise (atleast to what I’ve been told) able to learn Kani and Chi magics, so long as the use of those magics does not require one to go against the 30 strictures. Diety magics, such as druidism, and paladinism are unavailable to learn, s re dark magics, such as blood magic, necromancy, and shade magic.

 

“Why are all these spells not able to be used even slightly in combat scenarios?”
Enaction of Yeu was made as a magic to utilitarian, with each of its spells made to this mindset. These spells were made intentionally with combat excluded. Enaction of Yeu allows for feats of strength, reaching of previously unprecedented temperatures, and extreme abilities of control, allowed expressly under the condition that it would not be used against other players in combat scenarios. 

 

“Do I have to have my character follow Yeu Rthulu to get this magic? What if I just ‘honor the strictures’ but persay, remain cannonist?”

This is a diety magic, which effectively means you’re getting such provided by a in-universe living, breathing, diety, whose very much interested in the current, or eternal state of one’s soul. As one might imagine, such a being wouldn't be all too pleased to be connected to someone who at random could go ahead and bat for a different team, especially if such a team were on average directly against her own. It is in this way that Yeu would not allow self-connection to herself for, persay, a cannonist priest, given they’re one whom has aligned themselves wholly with another god.

 

This is not to say a follower of Yeu Rthulu could not believe in other gods, as one can believe there are other forces at work in the universe as we know it, it is however important that Yeu be acknowledged both as her own sovereign being, and the specific provider of the magic given.

 

“Wasn't this a feat?”
Yes. Though, originally Yeu magic was submitted as a magic, and was told to become a feat. I was told to keep it a feat upon submission, however, among the changes requested to the post was it to become a magic. A single slot magic at that to. The conversion to a magic came with the introduction of 3 new spells.

 

“What if my character is a complete asshat? Can they still be a Yeu follower?”

The strictures are the moral guide. There has been precedent of rude, crass, and even anti-social Yeu followers.

The 30 Strictures:

The 30 strictures are the tenants and guidelines for one’s life set out by Yeu Rthulu, and the use of this magic is dependent upon one following each of these strictures. However, should one break one of the strictures, they shall temporarily be disconnected from Yeu Rthulu, and unable to cast any of her magic. Whilst one is in this disconnected state, one cannot progress their learning of the magic, each stricture breakage compounding this time.

Should one break a stricture, they will be unable to cast for a real-life 12 hour period, with each subsequent stricture breakage within this time period resetting,and multiplying the time by two. If a follower were to break 2 strictures at once, they would be unable to cast for 24 hours. However, if the follower were to break a stricture 17 hours into the 24 hours, they would be unable to cast for 48 hours from that point. Should the follower break ANOTHER stricture within the 48 hour period, it would than extend the disconnection time to 4 days from the point of the stricture breakage.

 

For casters at tier 1 and 2, the breaking of a stricture will not come with any noticeable effect on the caster, they will simply find their attempts to send soul essence to Yeu, and later draw upon it entirely impossible. For casters at tier 3, breaking a stricture would be accompanied by a tangible feeling- this feeling though feeling little more than slight indigestion, an unease in their stomach and chest that passes in but  few minutes. For casters at tier 4 and tier 5, however, the breaking of a stricture is met with both the disappearance of their mark or ‘tell’, and a tangible and sharp pain in their chest. For those at tier 4, this passes in but a few minutes, but for those at tier 5, this pain may persist well for hours, if not the entire period for which they’re unable to cast, their body and soul so acclimated to the presence of Yeu Rthulu that it causes them sharp physical pain. This pain can range from annoyance, to nearly debilitating.

 

Given the confusion a good few people have had with the ins and outs of the strictures- I shall define the limits of each, so that anyone/everyone may be able to know and see what warrants breaking a stricture, and what doesn’t.

 

 

 

 


 

Stricture 1: One must never find joy in the death of any man, woman, or child.

One is not allowed to celebrate the death of a sentient being. Though there is of course relief that may be felt with the death of an enemy, joy must not be taken in the death itself. If one is given the task of ending someone else’s life, it must be done without joy.

Stricture 2: It is right for one to be bound in matrimony as to create lifemates, but one must never force such a sacred act on another.

No arranged or forced marriages even for political reasons. Attempting to coerce someone to marry for such reasons counts as breaking this stricture.

Stricture 3: One must never make love outside of marriage.

Don’t have sexual intercourse with people you are not married to. 

Stricture 4: One must restrict themselves from gluttony and drunkenness.

Don’t drink to the point you’re drunk, and don't eat after you’re full, especially if either of the two things comes at a detriment to someone else.

Stricture 5: One must restrict themselves from un-marital lust and intercourse.

Don’t have sexual intercourse with people you are not married to. Same as Stricture 3.

Stricture 6: One must restrict themselves from taking what is not theirs.

Don’t steal. One of the simplest of the strictures. Given the contents of Stricture 22, stealing something back that was stolen from oneself is rarely allowed.

Stricture 7: One must restrict their tongue from lashing words, for words are made to build up, not harm.

This stricture is among one of the most debated and misinterpreted ones, so let this serve as at least the mostly final say on the meaning of the stricture. One is to keep themselves from insulting someone. Telling someone their mother is a *****? Breaking the stricture. Telling someone to ‘go F themselves’? Breaking the stricture. It is as such, that many Yeu followers carefully audit what they say, and have a tendency to be ever so slightly rude and blunt, yet objective with what they say.  If one perceives a provably true statement as an insult, that does not mean the speaker is breaking a stricture. 

Stricture 8: One must restrict themselves from needlessly striking out against someone.

Don’t hit people because you’re angry. One can defend themselves and others, and one can administer justice if they’re appointed to do so, but general random acts of violence are not allowed.

Stricture 9: One must not allow one's lust for revenge overtake them. Just retribution may be needed, but vengeance is reserved for the Gods.

The law is to be used as the means of one’s vengeance, not one self. What is a crime is punishable by the law, yet one is not to bring the law into their own hands, save unless they’re appointed to do so. Someone is still able to retaliate in one’s business dealings (For example: “He said my sheep look like moldy sows, so I shall no longer sell him grain”) but taking violent or damning action against someone outside the law isn't acceptable.

Stricture 10: One must not deceive or harm one another with words.

One should not be lying or deceiving someone, or only selectively with-holding the truth as to cause someone harm. The stricture is not broken if someone is given proper information, or opinion by someone, who than causes harm to themself.

Stricture 11: One must not abandon those whom trust one for support.

If one commits to financially or physically supporting someone, whether they be a friend or family member, it is in one’s duty to follow through. Given the wishy-washiness of emotion, ‘emotional support’ isn't counted under this stricture. One is allowed to set terms for continued support, and withdraw themselves if such terms are not met, so long as the terms themselves are not simply a veiled mode of relinquishing one’s support.

Stricture 12: One must allow their hearts to not be apathetic to their brother's burdens.

If one has bound themselves to someone, whether familial, or simply through deep friendship, one is supposed to actually give a damn about them. This is among one of the more wishy-washy strictures, and it is not likely there would be an instance where one breaking this stricture can be quantified.

Stricture 13: One must respect their family for they're of same blood.

One’s family, should they have any, is something important, and while one is not expected to follow their every command and whim, it is at least expected that one should give their family the time of day. Disowning, or open physical hostility to one’s family is not acceptable.

Stricture 14: One must not show hatred to anyone due to their race, their age, or gender.

Don’t be racist, sexist, or despise someone for being old or young. Judge people on who they’re, not what.

Stricture 15: One must restrict from the use of substances which muffle and cloud the emotions as to use to deal with their pain.

Recreational drugs are fine with Yeu Rthulu, however, when a substance is used to alter the mind, as to make the user no longer feel (or simply feel as severely) their pain, whether physical or mental pain, such is not allowed.

Stricture 16: One must support all whom are widowed, lame, or otherwise unable to support themselves.

One is expected to offer help to anyone they’re aware of whom is unable to support themselves. While it is not expected that one is to ask each and every one into their home and grant everyone shelter, it is expected that a Yeu follower offers their help, and do what they can to assist one in such dire straits.

Stricture 17: One must not harm any man or woman without the cause of just retribution.

A mixture of stricture 8 and 9, one is to adhere to the law, and not physically harm another unless they’re appointed by the law for such a task. Again, self defence from a violent threat is more than fine, as that is just retribution.

Stricture 18: One must be submit under the discernment of others as to have a understanding of what is brought by justice and what is brought by anger.

Should the situation arise in which the law is not a applicable factor on one’s dealing with a situation in which justice is needed, one is to get the opinion, and in the end, judgement of others to say whether the course of action is justified or not.

Stricture 19: One must keep themselves accountable to their spouses and likewise hold their spouses accountable.

One needs to do what they can to keep their spouse happy and healthy, and it is one’s duty to pass judgement on them as to help them improve- yet in the same way, one must submit to their spouse for the same treatment.

Stricture 20: One must not allow one's anger to provoke trouble and pain.

One needs to keep their temper in check, and keep themselves from causing trouble they otherwise wouldn't do if not angered.

Stricture 21: One must allow themselves to be counted as equal unless proven otherwise by content of character.

A rule in open defiance of the concept of nobility or higher blood, one is to judge others by their actions and words, not what they’re or where they came from.

Stricture 22: One must not challenge or disobey those whom are appointed to authority.

One must abide by the local law, and the edicts of its leaders. This is on a settlement by settlement basis. If you’re in the land of the orcs, you are expected to follow the laws of the orcs, and so on. The sole exception to this is if a law or edict requires one to break the strictures, in which case, the strictures take precedence. This likewise applies to those whom one personally submits, and swears themselves under the authority of.

Stricture 23: One must find mercy within themselves to be patient with the mistakes of others.

One is to be patient and discerning with others, and retribution is not to be sought for long. This does not mean one cannot hold debts, or pass judgement for one’s actions, but one is not to hold mistakes and accidents against one another. 

Stricture 24: One must find joy in whatever he has, whether little or great.

One is to be able to be thankful for what they have. This is moreso to guide people away from despair, and at least in relation to the moderation of this magic, not very applicable. However, it should guide your character to either be upbeat, or at least consistently to the realization that no matter what, things can always be worse.

Stricture 25: One must find the purest of joys from their spouse.

Congratulations- Yeu Rthulu not just approves of sexual relations between spouses, she downright encourages it. Go ham. Have babies or not- all of that is fine.

Stricture 26: It is in due right, and in way of nature, that those bound in marriage should enjoy the privileges of sexual intercourse and relations. Yet, it is to be kept between the two lifemates, not extending to others and creating such things as orgies or brothels, for they are detestable and disgusting.

One is restricted to monogamous relationships. Polygamy, open relationships, and other such related arrangements are strictly forbidden, and as long as one is within or taking part in any of these relationships, they’re breaking the stricture.

Stricture 27: One must support and nurture their spouse as they would themselves.

One is to financially (if needed) and emotionally support their spouse, withholding nothing from them.

Stricture 28: One must love their spouse more than any worldly thing or person.

One is to value their spouse foremost. It is a debate on whether loving one’s children more is breaking the stricture, and for the most part, if not from the will of Yeu Rthulu than the will of committee- it isn’t. (A common explanation is that one’s child is otherworldly, and hence- not beholden to such restrictions, or that a child is counted as part of the spouse with the ‘flesh of my flesh’ argument.) However, claiming one’s love is greater to someone else- whom is not a spouse or child is considered a breaking of this stricture.

Stricture 29: One must not hide their true nature from their spouse. For it is the true nature of lifemates that must be bound together.

All must be laid bare before one’s spouse. Hiding nigh anything, (with the quite possible exception of coming gifts or pleasant surprises), counts as breaking this stricture. Whether this is true motives, secrets of one’s past, etc, is not allowed.

Stricture 30: One must honor and follow the strictures if they wish to live a pure life, contented and compassionately.

A stricture saying to follow the strictures- one won't be counted as breaking this stricture for breaking a different stricture (and thence compounding the penalty for stricture breakage), but one intentionally forsaking the strictures for a different dogma will be counted as breaking said stricture- so long as they’re a adherent to the different creed.

 

 


 

Self-Teaching [SUBJECT TO CHANGE]

 

Enaction of Yeu, as of the time of this being written, is the only deity magic by which one can self-teach it. The process by which one learns this magic on their own starts with the potential caster taking up, and living by the strictures on their own volition. Yeu Rthulu is careful about whom she chooses, and searches the heart of the follower over the course of a few years, looking both for a follower centered of both Yeu Rthulu’s existence as a god, and a wish specifically to work with, or to Yeu Rthulu’s ends above any other possible beings or gods the follower may believe in. If the follower meets the criteria, Yeu Rthulu shall connect to them herself. At first, this will not be tangible to the follower, who may only feel a slight feeling of being watched. However, slowly, through dreams, and intangible nudges, careful untraceable whispers and idle thoughts, Yeu will begin to push the follower to learn her ways and spells. Though the messages are vague, wordless, and hard to pin down, they would have an innate sense that this is Yeu Rthulu guiding them. At first, it will simply begin with the meditations, where the follower will first attain their mark, and slowly, ever slowly, they will learn the spells Yeu Rthulu has blessed them with. 

 

Effects of Enaction of Yeu:

 

The effects of Enaction of Yeu magic on the user are in some ways beneficial, yet in others, detrimental. The first, and most radical change is on the soul of the caster. At the start, one’s soul becomes weakened due to the constant duress put on it through the essence meditation spell, leaving the caster increasingly apathetic and tired. However, as one progresses through the tiers, the soul of the caster becomes progressively larger and stronger, growing like a exercised muscle, until it is roughly twice the size of even the largest of descendent souls, becoming a beacon of vitality and strength. This massive soul has little effect on the caster aside from increasing the ease of which they use Yeu magic, however, it does make their presence palpable to other deity mages, and even some shamans.

 

Bodilly, Yeu magic neither strengthens nor weakens the body, however, as mentioned previously, breaking strictures at higher tiers can and will cause physical abdominal pain to the caster.

 

SPELLS: 



Essence Meditation, and The Tell:

Active/Passive | Tier 1-5


 

The cornerstone of Enaction of Yeu magic is the fact that almost all the spells are powered through soul essence, the sole exception (or soul exception… Heh) of these is the spell by which soul essence is sent to Yeu Rthulu’s realm of Kavenjun. It is through this spell that all others of this magic are possible by. This is done through a deep form of meditation, by which one sits around, and channels their soul essence to Yeu. This initially is a tedious and tiring process, however, as one progresses, this becomes easier and easier, the caster’s soul growing to accommodate the strain.

 

The soul essence sent to Yeu Rthulu is the basis for about every single other spell, with each spell being ‘made up’ of channelling this previously sent soul essence back into the mortal plane. As such, to accommodate a frequent caster, your character should be frequently meditating, (atleast up to tier 4, of which the meditation becomes passive), and not meditating in general making the casting of any spells borderline powergaming. This is to say- you dont need to spend half an hour emoting at a wall everyday, however, in the early tiers, your character should be meditating when idle, meditating whenever the chance provides itself.

 

The most striking feature of Yeu-mages is each one is endowed with a unique mark or ‘tell’. This tell can be nearly anything* with the only consistencies being that it glows dimly, and is incorporeal.For some, it may be certain tattoos begin to glow, or new, glowing tattoos appearing on their body, there has been runes and marks that appear on one’s bodies, to even bands of light snaking up one’s arm. These tells do not change, warp, or interact with objects or gravity. The glow of a tell does not change color, and for the most part, remains mostly the same- though one can have it glow slightly brighter upon focussing or casting.

 

It is important to note that once a tell is chosen, it is not to be changed.  Hence, it is important one has one figured out and chosen before taking this magic.

 

Tier 1:

At tier one, the caster is a neophyte, and has only begun their progress.After connecting to Yeu Rthulu, the caster will feel an almost supernatural urge to meditate. While beginning these meditations may be relaxing to the caster, during, and after surely are not. Whilst channelling soul essence to Yeu Rthulu, their breathing shall become heavy, and their body may start to shake, one may even break a sweat. The caster’s tell shall appear- though its glow shall be shaky, and flickering, disappearing the moment the meditation ends. Thereafter, the caster shall be exhausted, and be unable to meditate again until they’ve rested. The caster requires a completely still, and quiet place to meditate, and cannot keep focus somewhere even slightly noisy.

 

Example:

 

 


Jimmy sighs, closing his eyes, and sitting down cross legged on his bed, putting his hands on his knees, and breathing in slowly.

 

Jimmy furrows his brow, and focusses, putting all his thoughts to the tangible feeling of Yeu’s presence, his hands balling into fists on his knees.

 

Jimmy’s shoulders tense and he stiffens his jaw, beginning to huff through his nose as he exercises his connection, a small, glowing 4 pointed star appearing  just above his collarbone, flickering slightly.

 

Jimmy maintains the connection for a little over 30 seconds, before gasping loudly, the 4 pointed star flickering out of existence,  his breathing heavy and labored, and his face red from exertion.

 

 

Tier 2:

At tier 2, the caster has become proficient at meditating, and can do such without nearly as much duress as previous, and be tired out far less. At this stage, they will begin being able to channel what is referred to as Yeu’s buoyancy (More on that in its own devoted section). The caster shall no longer have much strain whilst meditating, though shall still be tired out. The tell of the caster shall now be consistent, not flickering or fluctuating, but remaining strong for the entire duration of the meditation.The caster requires only a moderately quiet place to meditate, with most ambient noises having little to no effect on the caster’s focus.

 

Example:

 

 


Jimmy sits down on the floor, crossing his legs. He puts his hands on his knees and closes his eyes, breathing in through his nose, and out through his mouth slowly.

 

Jimmy would keep up this breathing exercise, his face remaining relaxed. After a few moments, a small, glowing, 4 pointed star would appear, floating just above his collarbone. It glows consistently, yet dimly. Even moreso, he would seem to just ever so slightly floating above his floor, yet only a hairsbreadth so, not visible unless under close inspection.

 

[!] After around a few minutes of this meditation, Jimmy would open his eyes with a sigh, sitting back on the ground, the star upon his collarbone would fade away. Jimmy huffs, shaking his head slightly and pushing himself up.

 

 

Tier 3:

At tier 3, the caster is an expert at their meditations, and can do so with little preparation nearly anywhere, with no notable tiredness due to casting. The caster is unhindered by most outside distractions, connecting to Yeu and channelling soul essence being as easy as closing one’s eyes. 

 

Example:

 

 


Jimmy leans against the nearby ball, crossing his arms over his chest with a sigh. He closes his eyes, and breaths in through his nose, and out though his mouth slowly. In. Than out.

 

[!] After a few moments, a small 4 pointed star appears above Jimmy’s collarbone, giving off a gentle glow.

 

Jimmy stirs, blinking a few times, and standing up straight, the star on his collarbone fading away into nothingness.

 

 

Tier 4-5:

At tier 4- and 5 after, the meditation becomes a passive ability, and is a constant for the caster. The mark that would previously only appear when meditating is now a permanent facet of the character, and will only disappear should the character sleep, or break a stricture.

 

Wispal Servant:

Active | Tier 1-5

The baseline spell, and the one most Yeu mages will find use of early on is “Wispal Servant”, the ability to summon a intelligent ball of light to complete various tasks. Referred to by many names, “Yeu-wisp”, “Fire-servant”, “Wyrd-hands”, wispal servants appear akin to a ball of white flame, roughly the size of a cantaloup. These balls of light bear the ability to extend from themselves one 5 fingered hand. This hand is unjointed, and extends from the center of the ball of light like a tendril, or tentacle, splitting off into 5 smaller tendrils, or ‘fingers’. These balls of light re somewhat fragile, as any strike or slice from a weapon will destroy the ball of of light immediately.

 

To summon a wisp, the caster must focus upon drawing upon Yeu Rthulu- in an almost exactly opposite way to the way by which they sent their soul essence to Yeu, and bring that into physical form, usually by focussing on a part of their body, such as their palm or shoulder, or envisioning the area, and than the wisp forming relative to in space to their body, which will summon a wispal servant into being. For additional wisps to be summoned, one must simply keep channelling from Yeu, and keep envisioning where it should be summoned. Once the wispal servant has been summoned, the Yeu mage must than envision the task being done. For a beginner, this is usually done through imagining the task being done in first person, being conscious of every movement they would do for the task, every gesture of their own hand, every step, every tilt of the head. At later tiers, the caster should become proficient at envisioning the wisps completing the tasks, how they would move and act, eventually, ordering wisps to do things becomes as muscle memory, only requiring great focus for complex tasks requiring multiple wisps.

 

Wispal servants act based upon the memory of the caster. A wisp can know the location of anything the caster knows, and can perform any task the caster has the physical ability to- given, enough ‘hands’ are provided for the task.A standard, summoned wisp shall due its task as imagined by the caster to the fullest extent of the caster’s will, and upon completion, disappear into nothingness.

One wisp is capable of performing any task the caster could do one handed, whilst 2 wisps summoned for the same task shall act in tandem to perform the task as the caster would with 2 hands. Furthermore, should more wisps be made than the caster has hands- 3 or more, all wisps summoned for the task shall act in tandem to complete the task akin to multiple of the caster working together, given such a task is possible in the first place.

However, wisps shall not know, nor bear the ability to find things the caster does not know the location of, and in the same way, are not capable of doing any task the caster does not know how to accomplish. Should a caster not know where their keys are- they would not be able to effectively send a wisp to retrieve it. Likewise, should a wisp be made or sent to a task in which things are not to the caster’s memory, such as to retrieve an item that has been moved, or should an unexpected interruption arise during the task at hand, the wisp shall become briefly confused, before disappearing into nothingness.

 

Wispal servants will do no task that will result in the direct, or indirect harm of  living creature or person, or property of others- not explicitly allowed to be damaged, and are unusable in combat situations. Should a wisp be summoned and ‘ordered’ to do a task by which the caster believes shall cause any harm to an individual, they will simply disappear without fulfilling any such task, leaving the caster exhausted as if it was successful. Furthermore, should a wisp be in the middle of a task, yet somehow a being should come into harm's way- such as a hand coming between a nail and a wisps’s hammer, the wisp shall pause, and wait for the being to pass, before resuming as planned. This is the only sort’ve ‘adaptation’ the wisps can make to unexpected happenings, with any different form of interruption and unexpected happening, wisps shall simply become confused, and disappear.

 

Wisps, tier 3 and after, can be made to persist after their task is complete, given the task is repeatable or daily. For example- a wisp may have a job of sweeping a room, or cranking a winch for machinery for a day- once these wisps finish their task, they shall rest in a designated spot, simply ‘sitting’, and will repeat their task after 24 hours from the initial order has been complete. These wisps require a spoonful of honey a day, which simply disappears into their form, to persist and keep doing their job. It is as such that Yeu mages in the past have had somewhat elaborate schedules for their wisps, up to including other wisps to feed honey to the other wisps and themselves.

These repeatable-task wisps are to act as little more than flavor to allow the completion of simpler tasks that require repeating. These wisps cant be used as elaborate security systems, given wisps bear no means to ‘react’ per say aside from avoiding causing someone harm.

The process of creating a repeatable task is quite simple, one must simply envision the task being done daily, and than envision the spot for which the wisp is to rest.

 

Tier 1:

At tier one, the caster is just a neophyte, and has only barely been able to practice the act of sending soul essence to Yeu Rthulu, and drawing from Yeu Rthulu is a abstract and difficult concept to grasp. Any attempts to draw upon Yeu’s power are clumsy, and unproductive, at most summoning forth flashes of white light that blink and flicker out of existence just as quickly as they’re summoned, and leave the caster tired and confused. 

 

This flash alone takes 3 emotes to summon, and leaves the caster entirely exhausted.

 

Example:

 

 


Jimmy frowns, holding his right hand out, and squinting. After a few moments he closes his eyes, stiffening his jaw and breathing in, and out slowly.

 

Jimmy maintains his focus, holding his right hand out, palm to the sky. His fingers curl slightly as his brows furrow, sweat beading on his brow.

 

[!] After a few moments, small flash of light bursts forth from his palm, shining brightly, before flickering out just as quickly almost akin to a lightbulb dieing.

 

Jimmy’s eyes open wide, and he gasps, shaking his head slightly and coughing, huffing loudly from the exertion.

 

 

Tier 2:

At tier two, the caster has become proficient at sending soul essence to Yeu, allowing their experiments with drawing soul essence from Yeu far easier. The caster, with time, focus, and a lot of effort, successfully summon a single Yeu-wisp. Initially, these casting are clumsy, with the caster having to train their brain to thing in a task focussed way, once they orient their mind to such, they’re capable of having the wisp perform simple rudimentary tasks, such as moving things,pulling levers, closing doors, turning spit roast, etc.

 

Wispal servants at this tier take 2 emotes to summon, and leave the caster too tired to cast again.

 

Example:

 

 

 


Jimmy closes his eyes, and holds his right hand out, going silent, and focussing, breathing in through his nose, and out through his mouth.

 

Jimmy’s brow furrows slightly, as the palm of his hand seems to glow, small particles of light coming into being above his hand.

 

[!] After a few moments, a bright ball of white flame appears in his hand, roughly the size of a cantaloup. The ball of light floats away from the man, and goes to the man’s fireplace, picking up a log with a tendril like hand extending from its body, and tossing the log it into the flame, before stilling, and promptly disappearing into nothingness.

 

Jimmy’s eyes open shortly after he summons his wispal servant huffing loudly and wiping his brow, coughing slightly.

 

 


 

Tier 3:

At tier 3, the caster has become relatively practiced at creating wisps, and their mind has begun to acclimate to the bizarre requirements of using wisps. The summoned wisps are able to do simple tasks, and even follow steps, such as for the preparation of food, cleaning of wide areas, and are even capable of being summoned as for the purpose of repeatable tasks.

 

Wispl servants at this tier take 1 emote to summon, however, the caster is able to summon up to 3 wisps before being tired, and is capable of summoning all 3 at once. However, each additional wisp summoned for the same task shall require yet another emote.


 

 Tier 4:

At tier 4, the caster has become very proficient at creating wisps,  and their minds are fully used to the abstracts of wisp assignment. The summoned wisps are now able to do relatively complex tasks, and work together in synchrony, being able to do things such as playing musical instruments whilst holding to a tempo, writing things down, or even weeding a garden or farm.

 

Wispal servants are able to be summoned with no form of preparation, with the caster being able to summon 2 wisps with one emote. Furthermore, the caster is now able to summon 5 wisps before needing to rest. If the caster wished to summon all 5 wisps at once, it would require 3 emotes.

 

 Tier 5:

At tier 5, the caster is a master at creating and using wisps, creating and ordering wisps feeling akin to a standard state of mind, many times influencing how they view the abstract concept of space, distance, and movement in other situations. Anything the caster is capable of, the wisps are capable of, so long as it does not require free thinking, a wisp is capable of repeating any task the caster is able to do.

 

The summoning of wispal servants is second nature to the caster, one may do it with the wave of a hand or the twirl of one’s fingers. Likewise, the caster has become so proficient as to be able to summon up to 8 wisps before requiring rest, being capable of summoning all 8 within 2 emotes.


 

Unburning Flame/Yeuflame:

Active | Tier 1-5

 

One of the two quintessential spells available to practitioners of Enaction of Yeu magic is the ability to summon the unburning flame. Though known by other names, such as yeuflame, or snowfire (though usually specifically when made to be cold) the unburning flame of Yeu is a flame powered by aengul-blessed soul essence, of which bears capabilities and qualities that are nigh impossible for any flame produced through any other magic.

 

The first important quality of Yeuflame is its ability to reach and emanate temperatures far above, and far below that possible of standard fire. Yeuflame may be made to emanate temperatures as cool as 3° celsius (or 37° fahrenheit) to as hot as 4,000° celsius (or 7232° fahrenheit). Given the world of LOTC has little to no means to accurately gauge temperature, and one isn't necessarily able to ‘feel’ a temperature past the point by which the heat causes significant pain, the abstract concept of making a flame to a temperature is made relative to its effect; That is to say, the main deciding factor of the temperature of Yeuflame is what it is created to do. A caster may create yeuflame for the purpose of melting iron, or may will it to be above that temperature to quicken the melting. Yet, if the will of the caster requires something that is beyond the temperature limits of Yeuflame, it will do as close as it can. For example: If a tier 5 caster willed its flame to freeze something, it would emanate temperatures as cold as it would physically be able to, that being 3°. It is in this way that most users of this magic are able to experiment, and find out their own limits at near any tier. Likewise, yeuflame’s brightness may be chosen, it may be made only to glow lightly, or burn bright akin to a large bonfire, however, whatever light it creates shall never be able to be blindingly bright. However, no matter what is done with it, Yeuflame shall always be white in color.

 

The next important quality of Yeuflame is its ability to selectively affect specific, or certain types of things, to the will of the caster. However, this selective effect casting comes with a range, as Yeuflame is not able to affect anything more than 2 meters away from it, however, this area of effect is not restrained by presence or lack of obstruction. A caster may decide, for example, that their Yeuflame should affect nothing but rain or snow within a 1 meter radius, and emanate a temperature selectively to any and all rain or snow that it would evaporate such immediately into steam, hence working as a extremely effective umbrella. This flame is than able to be set inside a vessel, or even stored on one’s person, and still effect any and all rain or snow within a meter radius, even through the vessel or the very body of the caster. However, Yeuflame can be made to not be selective with its heat, however, if not selective, its temperatures are only able to affect items and people between the temperatures of 3° to 44° celsius. The matter of selectivity is open ended, and there is no limit to how many different things a yeu-mage may assign one tongue of flame to effect. The unique exception to Yeuflame is that it is unable to produce other flame, though it is able to effect items identically to flame. Likewise, wherever Yeuflame is, no new flame can appear, making yeuflame able to be casted upon, and snuff out flames, allowing one to effectively “fight fire with fire.”

 

A Yeuflame enchantment can be made to 'cool something down' or 'heat something up' to a temperature. One single flame cannot both cool something, and warm something (such as maintaining something as 60 degrees in cold and warm environments). though, such may be possible with 2 separate flames.
 

To cast yeuflame, the caster must connect to Yeu, and draw upon her power, focussing first upon her, and than upon upon a point of their own body. Given Yeuflame does not float, it must be summoned as to be held, or to arc out and onto something. After one focuses on where Yeuflame is to be summoned, they must than impart their will on how much yeuflame, how hot it should be, and what it should affect. Yeuflame is weightless, though can be tangibly felt and, and even picked up.

 

Like wispal servants, yeuflame also bears a inherent morality, and is not useable in a way that would cause harm to an individual, and is unusable in any combat situations. Of course, this means yeuflame firstly cannot be used to burn anyone, or induce any form of heatstroke, but this applies likewise to the objects heated. This effect is based upon the intention of the caster. For example: A caster may not create yeuflame as to heat something that would later be used to harm someone, such as heating oil for an oil trap, or burning some rope as to drop a piano on someone. The rule of thumb with yeuflame is if the heat of yeuflame shall be used to directly or indirectly cause someone harm. A caster is able to melt metal as for the purpose of making a sword, but one cannot melt metal for the purpose of using that molten metal to than pour on someone. Should Yeuflame be created with such a purpose, it shall be summoned and be useless, affecting nothing.

However, this does not preclude stupidity, as a yeu mage may heat boomsteel and accidentally explode themselves, or boil water and hand it off to a wisp, only to have the wisp fail at something and drop the boiling water all over the floor.

 

The last thing of note of yeuflame is its permanence, both of its qualities, and itself. Firstly, yeuflame’s specific qualities, once casted, are not able to be changed. One can neither increase nor decrease its temperature after it is casted, nor can one change that which it is supposed to effect. The only ability of change a yeu mage has on the casted flame is their ability to snuff it out at will. This ‘snuffing’ is done simply through the caster focussing on their created flame, and will that it be out, though this is many times accompanied with some motion to help better focus this ‘will’, such as balling one’s hand into a fist, or a motion as if pushing something down. However, Yeuflame may be snuffed out by a layman by simply being submerged in water, which douses the flame as if any other.

Yeuflame requires no fuel, and though yeuflame may be created to burn away something as if it was fuel for a flame, it requires no physical fuel. In early tiers, yeuflame shall exist for a set amount of time, before naturally sputtering out. However, at tier 5, one is capable of making yeuflame that shall exist indefinitely, only being snuffed out by the will of the caster, or through being submerged in water.

 

Tier 1:

At tier one, much like with wispal servant, the caster is only able to summon brief flashes of light, though it is indiscernible from the miscast wisps, and the process to attempt to summon Yeuflame would be identical to that attempts to summon wisps. Like the wisp attempts, attempts to summon Yeuflame would end up leaving the caster to exhausted to attempt again until rested.

 

Tier 2:

At tier 2, the caster has become proficient enough to be able to successfully cast Yeuflame, though the mind of the caster has not fully acclimated to the way of thinking required to realize much of its potential. The created yeuflame can last at most an hour, and only reach temperatures between 32° and 204° celsius. 

 

Yeuflame at this tier takes 2 emotes to summon, with the caster able to make enough yeuflame to cover a flat area of 1 square meter before becoming too tired to cast further.

 

Example:

 

 


Jimmy holds out his right hand, palm to the sky and furrows his brow, his breathing slowing as he stares at his palm.

 

Jimmy’s breathing remains constant, the man’s fingers curling slightly as his palm starts to glow a dim white.

 

[!] Suddenly, a bright ball of snow white flame appears in his hand, it gives off a slight warmth to those around him.

 

Snuffing out the flame:

 

Jimmy looks down at the flame, before squinting slightly, balling his free hand into a fist slowly, the white flame in his hand slowly sputtering out, before disappearing entirely.

 

 


 

Tier 3:

At tier 3, the caster is beginning to realize the full potential of Yeuflame, with their mind becoming used to the concepts, feelings, and abilities of Yeuflame. The caster can create Yeuflame that can last a elven day, and that can reach temperatures from 26° to 400° celsius

 

At this tier, it only takes 1 emote to summon up to one square meter’s worth of Yeuflame, however, the caster can create up to 3 square meters of yeuflame before needing to rest, as such, if the caster would wish to cast all 3 meters of Yeuflame, it would take 3 emotes of preparation.

 

Example:

 

 


Jimmy closes his eyes, and sighs, rolling his shoulders for a few moments and adjusting his footing.

 

Jimmy holds up his hands, palms facing forward, touching at the thumbs with his fingers splayed out. He slows his breathing, breathing in through his nose, and out through his mouth.

 

Jimmy furrows his brow as focusses, keeping himself completely still as his hands begin to glow a sim pale white.

 

[!] Suddenly, a torrent of snow white flame shoots forth from the mans hands, shooting down in an arc, and covering the ground. Jimmy moves his hands sideways, covering the ground with roughly 3 meters of flame in front of himself. 

 

Jimmy gasps, opening his eyes and huffing loudly as the torrent ends, a small ‘c’ shaped arc of yeuflame sits infront of him.

 

 

Tier 4:

At tier 4, the caster has fully acclimated to the way of thinking required for effectively using Yeuflame, the caster is now able to summon flames between 21 and 2,000 celsius. The caster at this tier should fully understand the limits and boundaries of Yeuflame’s range, its qualities, and its limitations.

 

At this tier, the casting of Yeuflame does not become particularly easier, as it still takes one emote to summon one meter’s worth of flame, however, the caster can now summon up to 7 square meters of Yeuflame, and furthermore, is able to make flames that last up to an elven week.

 

 Tier 5:

At tier 5, the caster has reached the pinnacle of whats possible with Yeuflame, their understanding of the magical fire, and the abstract mental processes required for its summoning are at its zenith, with yeuflame acting as a direct extension of their will. The caster is able to summon flame between 3° and 4,000° celsius.

 

The caster has reached the pinnacle of their progression with Yeuflame, and is capable of summoning up to 12 meters of Yeuflame before needing to rest, small tongues of Yeuflame are capable of being summoned with but twirls of the hand, requiring little focus.

 

Light-Rope:

Active | Tier 3-5

 

A somewhat bizarre spell, Light-Rope is the ability to summon a fully controllable, and relatively durable length of rope. Light-Rope appears as a long, somewhat smooth chord made of shimmering light, roughly as thick as the diameter of a american half-dollar coin. Lightrope is weightless, though very tangible. The rope itself is moderately elastic, and can stretch slightly.

 

Light-rope is able to created once the caster has reached proficiency with Yeu Magic. To summon Yeuflame, the caster must connect to Yeu, channel power from her, and envision a length of rope. This rope can be envisioned in any position or orientation, so long as one point of the rope is within one meter of the caster. The rope shall first appear as a trail of white sparkles spreading outwards from the caster’s hand, before consolidating into thick chords of light.

 

Lightrope, once casted, is fully to the whims of the caster, and is capable of moving quickly and suddenly, the caster able to move the rope as if it was a part of their body. The rope itself is capable of moving up to 90 kph (that being 55 mph.) fast, and is capable of floating in the air. However, the rope itself bears no strength aside from its ability to move itself, and is not capable of bearing weight on its own merit. However, if tied onto or between something, light-rope is capable of holding up to 700 pounds (317 kilograms) without breaking. Should light-rope be stressed with over 700 pounds at one point, be sliced part, exist beyond the time it was created for, or simply willed out of existence, the entire chord shall dissipate into sparkles immediately.

 

Like all spells from Yeu Rthulu, light-rope follows an inherent morality, and ontop of being unusable in combat situations, will refuse to follow the whims of the caster, should they cause harm to anyone. As such, light-rope cannot be used to ‘lasso’ to capture someone, nor can it be used to strangle someone. Uniquely, light-rope will refuse to dissolve by the will of the caster should someone be using it as to climb up something. Though light-rope is still beholden to the time limits according to the tiers, should the caster will light-rope away whilst someone is climbing, or hanging upon it, the tight-rope will simply refuse, and wait for the person to be done with the light-rope. However, should someone be using tight-rope when it has reached its end, the tightrope will still dissipate immediately, disappearing out of the hands of whomever was using it.

 

Tier 3:

At tier 3, the caster is capable of summoning light-rope. Though initially confusing and clumsy, the caster eventually acclamates to the feeling of control. Light-rope summoned at this tier however is short and and stumpy, measuring only at 8 meters long, and lasting for at most 5 elven minutes.

 

Light-rope requires notable focus to summon, and requires 2 emotes to summon.

 

Example:

 

 


Jimmy furrows his brow, grimacing as he stares off into space, unblinking, his right hand balling into a fist at his side.

 

Jimmy’s face relaxes, as does his right hand, his fingers curling into a hooked shape, as if holding something, however he still stares off into space.

 

[!] Rather suddenly, a trail of sparkles arcs out from  Jimmy’s palm, spinning round and out in a circle under Jimmy’s hand, before coalescing into a chord of light, coiled in Jimmy’s hand.

 

And an example of the control:

 

Jimmy blinks a few times, before extending his left hand, pointing forward at at wooden post. The rope of light uncoils and shoots outward quickly, hitting the post and curling slightly, before wrapping around the post fully.

 

 

Tier 4:

At tier 4, the caster’s mind has firmly grasped the concept of control and summoning of tight-rope, the control of such feeling akin to moving one’s own arm, and is even capable of having tightrope tie it self into knots or shapes. The caster now being able to summon light-rope 16 meters long, that is capable of existing for 30 elven minutes before dissipating.

 

Light-rope still requires 2 emotes to summon, however, intense focus is no longer required.

 

Tier 5:

At tier 5, controlling light-rope is not considered a separate way of thinking for the caster, it is simply like moving a part of one’s body. The accuracy and understanding of the rope’s positioning, speed, and orientation matching the kinesthetic sense of the caster’s own body. The caster is now able to summon light-rope 35 meters long that can last up to 1 hour.

 

Light-rope requires one emote to summon, and requires little focus, allowing the caster to summon light-rope in a reactionary manner.

 

Wispal Companion:

Active | Tier 4

 

The most bizarre of the spells provided to Yeu-Mages is the ability to summon living, breathing, rabbit-like creatures. Though given many names, such as ‘Snuggits’, ‘Pipyots’ or even ‘Biffs’, wispal companions are rotund rabbit-like creatures with 4 small legs, 2 small far-set black eyes, a small mouth with rodent-like teeth and a split lip, 5 ear like flaps that create a half circle over the creature’s head, and smooth, glowing skin. 

 

Wispal companions are smooth, and somewhat squishy, as if covered in a thick layer of blubber. They exert a notable warmth as is standard for mammals with body heat, however they have no blood nor heartbeat. If one were to cut a wispal companion, one would find simply bright light. Wispal companions bear a vegetarian diet, and are capable of eating most grasses, vegetables, leaves, and fungi with little issue. They are capable of drinking most liquids, however they will avoid all alcohols. They hop akin to a rabbit, however they rarely squeak, moreso making sounds akin to a small sheep or lamb, ba-ing and bleating with moderate frequency. Wispal companions do not age, nor grow, and are capable of living indefinitely.

Mentally, Wispal Companions are stupid. Though most are innately obedient, their ability to understand orders or dangers is limited, being able to do little more than understand ‘dont chew that’, and ‘sit’. Though some may actively look for food or things to do, it is not uncommon for wispal companions to remain completely still and vacantly stare off into space. However, they bear a unusuaL emotional complexity, able to feel such things such as loneliness, sadness, frustration, happiness, curiosity, and fear, and are fully capable of expressing said emotions through sounds, facial expressions, and movements. Wispal Companions can be summoned with differing dispositions, whether sanguine, active, vacant, disobedient, depressive, cheery, etc.

 

To summon a wispal companion, one must connect to Yeu, and channel her energy into the concept of a living being. The specifics of the being to must be envisioned, its size, temperament, even color, once the specifics are decided, the caster must maintain the focus as the creature is formed in front of him, starting off as a vague white blob, before slowly its features are defined, first color, than arms and legs, its ear like flaps, before finally its eyes and mouth appear. Once the creature is fully formed, it is imbued with life, and comes into being, blinking and moving about.

 

Wispal companions can be made in nearly any color, however, they will always glow just as brightly. Likewise, wispal companions can be made in a variety of sizes, the smallest of which being a little over 7 centimeters long, with the largest being over 1 meter long, and weighing just over 50 kilograms.

Wispal companions can be killed as if any other animal, however, should they die, they will disappear similar to both Yeuflame and Wispal Servants. However, it is possible for the caster to summon previously killed wispal companions they themselves have created back into existence, bearing the same owner, memories, and ‘training’ as the previous. One must instead simply envision the previously slain wispal companion when summoning.

 

Wispal companions become available at tier 4, and bear no difference in summoning at tier 5. At both tiers, 4 emotes are required to summon a wispal companion. Wispal Companions summoned directly contribute to the limit of how many wisps can be summoned before the caster must rest. One Wispal Companion counts as one wisp.
 

 

Bottled Wisp:

Creation | Tier 4

Given how useful wispal servants are, it is no surprise that one may wish to give wisps to others, or even sell them for a profit. This is able to be facilitated through ‘bottling’ wisps. Bottled wisps, for all intents and purpose, work exactly like standard yeu-wisps, being the same strength, limits, intelligence, and morality. However, bottling a wisp allows it to be used by another person, or by the caster themselves, as to not expend the energy needed to summon a new wisp. Bottled wisps, like wisps with repeatable tasks, are able to be re-used. Once their task is completed, they shall return to their bottle, and can  refreshed with a spoonful of honey, and are useable after 24 hours have elapsed since the last task was completed.If a spoonful of honey is not put in the bottle within 24 hours, the wisp shall disappear into nothingness.

 

To use a bottled wisp, one must first open the bottle to release the wisp, and than verbally order the wisp what to do whilst focussing on it. The wisp shall than do the task to the best of its ability, based upon the memory and knowledge of the opener of the bottle. For example, a bottled wisp would not be able to do a task the opener does not know how to do, nor find an object the opener does not know the location of.

 

To bottle a wisp, one must simply set out a suitable jar or receptacle, and summon the wisp for the express purpose of being bottled, than one must simply seal the bottle. Failure to seal the bottle shall cause the wisp to fall out of the bottle once it is moved, where it shall remain still for a brief minute, before disappearing into nothingness.

 

Like with wispal companions, bottled wisps become available at tier 4, however, progressing to tier 5 does not make the bottled wisp easier to summon. Both at tier 4, and tier 5, it takes 3 emotes to bottle the wisp. Likewise, all bottled wisp items must include this description (save, one may have the wisp be in any sealable receptacle they wish, not just a glass bottle.):

 

“A glass bottle with a small ball of light inside. Should the bottle be opened, the ball of light shall squeeze in through the neck of the bottle, and than expand outward to the size of a cantaloupe. The ball of light is capable of doing any one handed, physical and nonmagical task the holder of the bottle is able to do themselves, using a single tendril like hand extending from its own form. The ball of light cannot find anything the user doesn't know the location of, or do anything the user doesn't know how to do. The ball of light shall not do any task that would end in the harming of any living being, or damage the property of others. The ball of light shall not do any task that is involved in combat. Upon completion of this task, the ball of light shall return to its bottle if there is a spoonful of honey inside waiting for it. If there is no honey, the ball of light shall disappear into nothingness. [1 emote to open the bottle, and one emote to order the ball of light.]”


 

Yeu’s Buoyancy:

Passive | Tier 3-5

 

As mentioned back in the Essence Meditation spell, upon reaching tier 3, the caster gains the ability to float at will. A vestige of the magical power bestowed to the now defunct Augurs of Yeu Rthulu, the ability to float is less so a direct channelling of Yeu Magic, but a instilled and useable power. At first, only possible whilst in a meditative state, Yeu’s buoyancy later becomes a passive and useable ability just as the meditation does. 

 

Yeu’s Buoyancy allows the caster to float at will, up to one meter off the ground. This floatation is freeform, and does not require the caster to be in a specific position, nor does it bear a time limit to its use. This allows Yeu-mages to be able to consistent reach and interact with things one meter higher, as well as avoid possible threats on the ground, such as caltrops or floor traps. One is able to apply strength to objects just as easily as one would on the ground, able to push with the same leverage as if pushing with ones feet braced against a floor. One may even float upside down, (though that is not advisable, given the factors such as gravity on one’s clothes, equipment, and pocket-change are still in effect.) or float in a lounging position. One is able to float at a speed by which one would be able to move their own body, being able to float at a speed of running. Likewise, this floatation has limits. Firstly, one is not able to float if they’re carrying more than 25 kilograms of weight, including clothing, armor, and weapons. Likewise, the flotation only works on solid footing, a rule of thumb being that if one could not walk ontop it, one cannot float over it. Likewise, like all of the spells of Enaction of Yeu, it is unable to be utilized in combat, and should one be struck whilst floating, they would promptly tumble to the ground.

 

Channelling Yeu’s Buoyancy is an abstract and bizarre feeling. Akin to one learning how to move their own ears, one must first be aware of their own ability to do such. First they must identify the feeling whilst meditating, and than must aim to replicate it. Once they have identified the feeling of inner weightlessness, they must focus upon such, and mentally excise it begin channeling it. Once this has been identified, one is able to float reliably with extreme ease.

 

Tier 3:

Yeu’s buoyancy is only channelable in a focussed state, requiring one to be doing nothing else, and even than, it is only up to a few inches, the caster being unable to do any other tasks except floating in place. They have only just been able to identify the feeling whilst meditating, and must consistently practice.

 

Tier 4:

At tier 4, much as how when someone learns how to do a new motion, or a new sound they’re able to do such again, one is now able to channel Yeu’s buoyancy with great ease. It is akin to moving a muscle, and one can float. Though maneuvering in bizarre ways is still difficult, it is possible with a little bit of time and focus.

 

Tier 5:

Like walking, floatation is but a natural motion for a Yeu Mage at this tier. There is no border of thought for one to float, they simply do. They can control themselves, their position in the air, and even the speed by which they float as easy as one would flex their fingers or nod their head. Many times, a Yeu Mage may begin floating unintentionally, jumping and slowing down as they land even when not floating.



 

Plagueward Charm:

Creation | Tier 5

 

At tier 5, the Yeu Mage has reached the full potential of their connection to Yeu. Their mind, body, and soul have all been changed in meaningful ways, and they have been with Yeu Rthulu for years. This devotion does not go unnoticed by Yeu Rthulu, and her value for the Yeu Mage is great. As such, Yeu shall ordain the creation of a Plagueward charm. 

 

A plagueward charm is something extremely important to Yeu, as such, Yeu herself will urge the caster into first creating a charm (what the charm is being to the caster’s personal whim.), guiding them through quiet intangible thoughts and whispers, and than order them to a private, or safe place, urging them into a meditative state. There Yeu shall take control of the caster, and infuse her power into the charm, using roughly an entire soul’s worth of soul essence to do so. This will visually manifest as the caster convulsing violently whilst clutching the charm, with bright light shining out of their hands, eyes, mouth, and nose. This shall remain for a few minutes, with the caster loosing consciousness once the light subsides. Once the caster awakens from their stupor, they shall find the charm imbued with Yeu’s power.

 

Truly, a Plagueward charm can be any small object made by the caster, though preferably with religious significance. It may be anything from a small statuette, to a dried bundle of incense used to worship Yeu, the bone of a dead Yeu-mage, an Eye-of-Yeu rune, or even a bizarre piece of/or recreation of a religious rite done in service to Yeu. All that it must be is something small, and relevant to Yeu Rthulu.

Once imbued with Yeu;s power, the plagueward charm may either glow white, or be imbued with a small facsimile of the creator’s tell.

 

A plagueward charm may be made of nigh anything, however, its effect is always the same. A plagueward charm grants the the holder of the charm immunity to all organic based diseases or maladies. Ranging from the common cold, to allergies, to deathly plagues and infections. However, its limits are strictly to organic threats to the body. Toxins, poisons, magical maladies and sicknesses from dangerous substances (such as thaniumm ruibrium, or redstone) one shall not be spared from. As such, all plagueward charm items must include the following in their description:

 

“Whomever holds this item shall not catch any non-magical diseases or infections, whether viral, bacterial, fungal, or otherwise organic based. This charm does not affect poisons, or toxins, of which the holder is still otherwise affected by normally.”

 

A plagueward charm is a special and powerful thing, and its creation is not something Yeu does flippantly, nor does she let go unvalued. Firstly, one is not able to make another plagueward charm if one is currently in possession of the caster. Secondly, one may not begin the process of creating another plagueward charm within 2 weeks of the first being created. Thirdly, one is more than allowed to give their plagueward charm to another, for its gift is great and powerful, yet should one sell their plagueward charm, whether in exchange for money, knowledge, or power, the caster will be unable to create a new plagueward charm for 2 months.

 

Aside from the restrictions presented, one is able to RP whatever they like of the charm. Both what it is, what it looks like, or even the events that precede the plagueward charm’s creation. One may have the charm’s creation depend on the behaviour of the caster, requiring for themselves that they not break a stricture for a month before they’re able to make a plagueward charm, or even have such be transactional with Yeu, only being spurred on by sacrifices, or good deeds done in Yeu’s name. A plagueward charm should be treated as a item of extreme importance due to its extreme effect, with it being bestowed to everyone else treated with great respect.

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