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Aelu / Rel (Combustionary)

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About Aelu / Rel (Combustionary)

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    Mages' Rights Activist
  • Birthday 08/30/1997

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    Interior of a Hay Cart
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    RghtWngDthSqd, Combustionary
  • Character Name
    Relgard Sintel, Ac'Aelu Tinuvial

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  1. yeah
  2. The implosion hollows will operate most closely to what you've said. They're the ones where things start to get transmuted into other structures. However, as far as both voidal lore and event implementation goes, I think it's simpler for them to create random structures that are simply based on what's already present - Buildings in a city, etc. They've been underutilized for a while now, the last one I can remember seeing was in Anthos. Right now, the best location for one to go would likely be Johannesburg. They're not particularly common, but a map only needs one to provide events.
  3. They're restricted by the rate at which mana flows, and difficult to obtain. Void Gems will only really see use in minor enchants, things like magelights whatnot. Manablades, at most.
  4. No. It simply matches telekinetic force applied to it, effectively halving the force needed to move it. It doesn't make anything possible that is currently impossible.
  5. The current Hollows lore by Moot only describes the very basics of Hollows - the difference between Implosion and Explosion Hollows. This lore elaborates on the Hollows, adding content and detail to them.
  6. Note - This lore is an elaboration of existing Hollows lore, not a retcon or redo. The original lore can be seen here: On Hollows It is no mystery, to those inclined to learn, that magic and the void are corruptive forces. The weakness of magi is but the first sign of this truth, though it is without a doubt one of the more mild forms. The true depth of this corruption is rarely seen, even by the most accomplished of magi. Through the history of the descendants, on numerous occasions the Hollows, pinnacle of the void’s corruption, have manifested. While the basics of such a blight are well-known to those studied in them, little has been determined as to what lies in the depths of such a place. Few could imagine what lies below, its wonders and its horrors. Overview As has already been ascertained, a Hollow is the result of magical calamity. A burst of energy, be it from a Node or some other disaster, is the typical cause for this blight to appear. Sometimes this occurs deep underground, where it's true nature may never be seen. Sometimes, on the surface where it shall forever scar the world with the Void’s potential. Within the bounds of a Hollow, the world changes dramatically. A perpetual fog covers the sky, and all sorts of unnatural creations exist. The sun is unseen, the area remaining in a constant state of near dark. Time and space seem to follow their own rules within a Hollow, and direction and size are meaningless. One might travel north for hours through one, only to end up at the southern border mere minutes after he’d entered. It is a dismal and treacherous place. Few ever seek to enter, and fewer ever return. Effects While occupying space within the physical realm, a Hollow seems to follow few of its properties. Time, Space, even life itself are far changed once one enters its bounds. Physical Properties A Hollow’s overall appearance and layout is based on what the location of it was prior. A region once mountainous will be mountainous, a region once urban will be urban, so on. However, those who may have been acquainted with the region prior to the formation of its Hollows will notice that the layout of the area has changed. A city might find two buildings, once on opposite ends, sharing a wall. Cellars will lead to other cellars in an impossibly labyrinthine passage, ever leading down. Mountains will have newfound passages and caves, always leading down but never seeming to get any lower. Pathways, of some sort, are apparent, in all cases, leading ever-downward in some fractal pattern. An urban area turned Explosion Hollow. As was already known, the nature of a Hollow’s appearance also depends on the type of explosion, though it's patterned depths remain in either. An Explosive Hollow will have its crystalline appearance, and an implosive Hollow it's wildly transmuted one. A dramatic example of an Implosion Hollow, occurring within a city. Mana is dense in the air, as well as everything else within the Hollows. Any metals in the area take on the properties of Arcanium, though any attempts at harvesting it are likely to end in failure. Stone itself has taken on a similar nature, transforming into a substance that one mage promptly named Manite, for its special properties. In the deepest reaches of a Hollow, small, brightly glowing white crystals form - the true treasure of this unmade land. Coveted by enchanters for their seemingly infinite mana-supply, entire expeditions into a Hollow would be considered a success if merely one such gem was found. The Galvanized Inside a Hollow, life is a cruel imitation of what lies outside. Terrors are commonplace, and Horrors are not particularly rare. Furthermore, the corpses of those who perished, be them man or beast, often find themselves rising - mere puppets to the mana coursing through them. These aberrations, dubbed ‘The Galvanized’ mindlessly wander the depths of the Hollow, and make up the most common creatures within. These creatures act as puppets, apparently controlled by the more dangerous Terrors and Horrors lurking within the region. They act as violent husks, attacking any not as corrupted as they with both physical blows and bursts of unstable magical energies, taking the forms of the five elemental evocations. The Galvanized are not solely of the corpses of men - any once living, pliable tissue is vulnerable to this process. A Hollowed forest might be home to Galvanized bears, charging forth with ferocity and spewing voidal flame, for example. A Galvanized human, formed in an Implosion Hollow. They are puppets, rather than undead. More similar to an atronach or conjuration creature than a necrolyte. Holy magics are not without effect on them, but nor are they particularly powerful. The only reliable way to kill a Galvanized is to destroy its physical form. Like the Hollows themselves, the Galvanized are affected by the nature of its creation. An explosion Hollow will result in crystalline figures, with growths on their bodies whereas an Implosion Hollow will result in morphed and disfigured creatures. The body of a knight, Galvanized after the formation of an Explosion Hollow. Manite and Void Gems Manite and Void Gems are the two treasures that of a Hollow. Like everything else within the region, they are objects that have been bombarded with obscene amounts of mana, giving them strange new properties. Manite Manite is the most common of the two, usually forming where any exposed stone was present. Manite is typically found as a dark blue or purple color, and exhibits two immediate traits. Variable Mass - When affected by alteration, particularly transmutation, manite displays a trait that, by all rights, should not exist. Using transmutation to change the size and shape of such a stone does not merely shift the stone, but adds to it or subtracts from it. This process becomes increasingly harder, as the mass changes further from its original value, but through transmutation a skilled transfigurationist can shift a given sample to anywhere between one tenth its original size and mass, to ten times that original. The stone does not lose density in this process, as the vast amount of mana that seeped into the stone seems to evoke or discard material as necessary to maintain its original density. Telekinetic Assistance - Telekinesis as well has special effects on Manite. The massive mana reserve within the stone seems to lend itself to any telekinetic spell used on it. It roughly matches the force applied to it, causing the given spell to be about twice as powerful as it would be otherwise. Red Line Transmuted Manite cannot exceed one tenth, or ten times the original mass. For archons, this extends to one fifteenth and fifteen times. Void Gems The true treasure of a Hollow, the Void Gems are incredibly rare, incredibly powerful items. Usually found as tiny shards, larger gems are exponentially rarer than smaller ones, and almost always found in the deepest reaches of a Hollow. Functionally, Void Gems are almost identical to Mana Gems with one major distinction - they are infinite. Created when a massive amount of a Hollow’s mana begins to convalesce into one spot, these gems seem to have developed their own connection to the Veil. Used to power enchantments, these can last truly forever. Their only limit is size, which limits the rate at which mana can flow from one such gem. Smaller gems can only power simple enchantments - things like atronachs require gems of a size nearly impossible to find. In addition, the gems themselves cannot be magically altered, only bound to an enchantment. Shards cannot be transmuted together, and any adjustment in shape or size is done only by physically cutting the gem - a process that irreversibly lessens its power. Red Lines One cannot RP the use of a Void-Gem without possession of a ET-Approved item representing one. These are meant to be rare rewards, not a staple in enchanting. Void Gems large enough to be capable of powering large devices, such as Atronachs, require LM approval. The size and shape of a Void Gem can only be changed through cutting it, transmutation of these gems is impossible. Implementation This lore is intended to give further purpose to Hollows, and as such, is primarily focused on creating an event-setting with fitting, balanced rewards. An underground Hollows can be located anywhere, due to the nature of their creation, though surface ones are more difficult to justify. Examples of appropriate surface Hollow locations would be the Johannesburg ruins, or anywhere that has been home to a voidal tear for a long time. Neither new material, Manite nor Void Gems, are designed to be widespread or powerful. Both require an ET-Approved item to be roleplayed, and are meant as useful, but not game-changing, rewards for successful expeditions into the Hollows.
  7. Just doesn't seem like it's something we need.
  8. yeah
  9. Looking for players interested in Golem or Atronach RP. PM me!

    1. Skylez1


      Being an Atronach is a good deal of fun, far better than Golems in my opinion.


      Granted, it also depends on the creator themselves.

  10. Minecraft Account Name(s): Combustionary, RghtWngDthSqd Skype: TheWafflian How long have you played on LotC?: 5 Years Time zone and availability: EST/CST (Depending on whether I'm at school or home). Available in the evenings, contactable on skype most of the time. What subgenre (refer to LM specifications list) are you versed in most?: The majority of my experience with lore lies with arcane magic and other voidal things, though I have a workable knowledge of most magics on the server. While my expertise lies with magics, I've currently taken up an interest in working on worldbuilding and historic lore, and am currently working on such a piece. Give a summary of any staff positions you have held on LoTC: I've spent time on the GM Team, and I led the MAT for a few months over the summer last year. Have you ever written lore for LoTC? (this will not augment your chances at obtaining the position of LM.): I've written four pieces of lore, of which three have been accepted and one is under review at the time of writing this. Atronachs - Manablades - Voidal Tears - Jicia - Have you ever received a blacklist or ban?: No Who do you not get along with on the Lore Team?: Phil cheated on me with Haelun'or but I forgive him so I'm good with everyone on the team.
  11. The MArt is for their ability to toggle on and off, rather than in general. Typical manablades are in an always-on state. As far as the shield goes, I'm mostly just covering my bases. Wasn't sure if the bashing property extended to enchanted shields that were physically anchored to something or if the 'bash' was the result of launching the shield like any evoked projectile.
  12. Name of Artifact: Sil’seth, First of The Manablades MC Name of person(s) currently in possession of Artifact: Combustionary RP Name of person(s) currently in possession of Artifact: Ac’Aelu Tinuvial MC Name of creator(s) of Artifact (N/A if not applicable): Combustionary RP Name of creator(s) of Artifact (N/A if not applicable): Ac’Aelu Tinuvial Effects of Artifact: Sil’seth is the first functional manablade to have been made through current technology. As the prototype, it carries some properties that, for better or worse, are not included in modern designs. Most notably, the blade is capable of retaining its shape after being powered off. Unlike normal manablades that cannot be deactivated without losing their shape (and thus requiring remaking), Sil’seth can. Activating the blade will cause it to quickly form over the hilt, a process taking roughly as long as a typical act of unsheathing a mundane weapon. Red Lines: This artifact cannot be activated when something is blocking the space in which the blade would form. Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed): A consequence of its trait is Sil’seth’s immense power usage. It burns through mana gems much more quickly than a typical blade. As such, it requires recharging regularly - almost always after any combat ends. As such, it is soon made useless in the hands of any but a skilled transfigurationist. Number of duplicates of this Artifact: None. Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?: Yes. Have you applied for this Artifact before, and had it denied? If so, link the app: No. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name of Artifact: The Voidmoon MC Name of person(s) currently in possession of Artifact: Combustionary RP Name of person(s) currently in possession of Artifact: Ac’Aelu Tinuvial (and Titania Hawksong) MC Name of creator(s) of Artifact (N/A if not applicable): Combustionary RP Name of creator(s) of Artifact (N/A if not applicable): Ac’Aelu Tinuvial Effects: Like Sil'Seth, this manablade can be toggled on and off, unlike typical manablades. Red Lines: This artifact cannot be activated when something is blocking the space in which the blade would form. Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed): Unlike Sil’seth, though, this weapon is much larger. The Voidmoon’s ‘hilt’ is in reality a long haft with a small steel spike at its end, the weapon in its inactive state functional as a combat staff or even a spear. When active, a blade will form off the side of the haft near the spike, transforming it into a halberd. The weapon’s larger size also allows for larger mana gems to be present. Adorning the weapon near its grip, they give this manablade a longer charge than Sil’seth at the cost of weight and size. It still requires frequent recharging, just slightly less so than Sil'seth. Where Sil’seth was designed as a mage’s side weapon, The Voidmoon is an implement with a warrior’s strength in mind. Number of duplicates of this Artifact: None. Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?: Yes. Have you applied for this Artifact before, and had it denied? If so, link the app: No. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name of Artifact: The Azure Shield MC Name of person(s) currently in possession of Artifact: Combustionary RP Name of person(s) currently in possession of Artifact: Ac’Aelu Tinuvial MC Name of creator(s) of Artifact (N/A if not applicable): Combustionary RP Name of creator(s) of Artifact (N/A if not applicable): Ac’Aelu Tinuvial Effects of Artifact: The Azure Shield is a bracer-mounted arcane shield that, when a plate on its reverse is held in, will exhibit additional force against anything that comes in contact with it. Most light arms will bounce off, and when used to bash, most descendants will typically be knocked off balance. Red Lines: N/A Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed): The back plate simply supplies the shield with additional mana to increase its properties. Number of duplicates of this Artifact: None. Do you agree to keep the MT updated on the whereabouts and ownership of this Artifact by using the Magic List Errors?: Yes. Have you applied for this Artifact before, and had it denied? If so, link the app: No.
  13. Relgard sees one such notice, reading it before quickly heading out in search of his loose acquaintance to offer aid.
  14. That was one thing I did try to avoid, though I only have the official Nemiisae lore to go off of as I'm not particularly versed in any IC interpretations. There are three main reasons that I do think that these two won't conflict, though. I used Benbo's thread as my basis on her lore, to make sure to reduce redundancy. 1 - Nemiisae's actions and representations (at least, according to the lore) often venture into darker variations of life. A quote from her lore - "She is the matron of the night and dark desires" and while she does have an affinity for death, as far as I can tell in her lore, she has no domain over it. Unfortunately, it's rather vague. What I took from the lore is that she's more or less a catch-all for the spookier parts of nature. 2 - Jicia's purpose is much more narrow in scope - the preservation of mortality. Her alignment is not against the unnatural in general, merely unnatural extension of life. While her magic is only effective against the 'big three' holy aenguls, she is explicitly against the undead, and her followers would likely find themselves at odds with all manner of people (Druids, Archons, etc). She exists solely to preserve mortality - what happens to those mortals is meaningless to it. I might reword it in the lore, but in the section you quoted, I simply said that people would consider themselves to be working for her, when in reality she didn't care about them in the slightest. 3 - At the end of the day, Nemiisae (as far as written lore goes) is rather hard to pin down as the Aengul of "____". Her lore itself calls her the 'Shadow of Death', rather than Death itself. She has her own things, and unfortunately I had to use the information I had to make as clear a distinction as I could. If the three clerical deities can co-exist, each with their own orders, I can only hope that the concept of a deity of mortality can co-exist with one of the three druidic patrons. That said, if there's a more specific Nemiisae lore piece that could clear things up, and help me to make that distinction, please let me know! Thank you for the feedback.
  15. Jicia - The Weeping Demon The Lady of the Passage, and the Aengudaemon of Mortality Lore by Combustionary (Image Sources Below) Every crying babe shall screech their first, so begins the hour they lend. As the sands slip down with time’s thirst, every breath must end. The Mortal Truth Once revered, if only in whispers, Jicia is the safekeeper of mortality itself. Her place is not within the mysteries of death and beyond, but merely the inevitability of it. Her duty is to protect the sanctity mortality. To deny those who would stave off fate through otherworldly means. In ages past, her name was sacred to those whose lives were ruled by death. To the killers, who fancied themselves as her agents, and to the cowards, who believed in folly that flattery would cast away her gaze. If one knew her name, it was inseparable from his ponderance of fate. In truth, the lives and the deaths of mundane men were of no concern to this deity. The killer’s target would one day die, by knife or no, and the coward’s prayers would fall on deaf ears. Should a man live to two, or to two-thousand - mortality takes him still. She does not revel in the act of dying, only in its place in the world. It is with those who find ways undeserved, in the darkest lairs and brightest citadels, to escape fate itself that her ire is drawn. Those who would bind their bones to the world in undeath, or seal their wounds with the light of meddling gods. Yet, to simply wield those unnatural arts is no concern to her. Even the most vile, unholy of arts are beyond her wrath should the user's mortality be preserved. Only the monks of the Triumvirate escape her hatred, for her duty ends with death, and the deities who determine what comes next - resurrection and otherwise, are beyond her regard. The Tears of The Lady First came the Betrayer and his perversion of death. Followed closely after were Aerial, Tahariae, Setherian and Xan. All were the same. All mocked the Mortal Truth, turning that universal fear to their own ends. The lady wept for this injustice. For her duty undone. She wept in hope that one day, her name would again be uttered. That her tears would inspire those wretched few who still revered her, and that through them she could one day right the wrongs of selfish gods. In the first days, Jicia could only wait. The Betrayer's transgression was met by those of the Aenguls who opposed him. To intervene would be a hopeless affair, for her strength was meager compared to that of those who had cast their lot into the mortal realm, all she could do was wait. Iblees fell, but the victorious gods did not return to the skies. She began her preparations. She gathered her strength, and watched as the lands of Asulon fell, and the world's men fled to Anthos. She came near to showing her hand, and empowering those few who still followed her, but the Black Scourge acted first. The world was once against drawn into a battle of gods, and as she had known before, she could not succeed against both sides of the conflict. So again she waited, and again she prepared. Through the wars of Anthos, and through the resurgence of Iblees in Athera. The world would quiet, and complacency would take her enemies. Then, when the time was proper, she would cast down to her followers her meager gift. Reviled by all who combat fate, the Tears of The Lady are the secretive few who would serve in her name. Enemy to blasphemers of both the light and the dark, they have but one goal - to end those who would deny death through otherworldly means. With her gift, they fight holymen and undead alike, and they ask no reward. Truly, her following is not of noble men. Any action in her name is permitted, so long as the actor serves to further the Mortal Truth. Among these few will always be one and one alone to whom Jicia’s bond is strongest, and only they are capable of her greatest feat - the creation of her Idol. Should this individual die or abandon Jicia, another of her followers will take his place. The Lady’s Gift Jicia’s gift is not of life. Her followers cherish their mortality and expect no hypocrisy. They know that their service will not avert her eye, when it one day sets upon them. To her servants she bestows her gift only as the tool it may be. The tool to undo the crimes of unnatural health. Unmending The crowd watched in horror as the bandits fled from the coming guardsmen, leaving the innocent woman screaming and bleeding on the road. One heroic man spoke up, shouting for the crowd to step back. He was a Cleric! The day was not lost, after all - even the worst wound was but another day’s work for a noble servant of Tahariae. Cheering, the bystanders watched the cleric’s work, and just minutes later, the wound was gone. The noble warrior had even cleaned her up! Had it not been for the blood on her shirt, nobody could even have told the source of the puddle on the ground. After making sure the poor lass was fine, the Cleric helped her to a seat and departed, surely off to save the day elsewhere. Jubilant, the crowd approached her, eager to help in any way they could. Two men in particular offered to help her get home. Tired and weak, the woman agreed in earnest. When she finally felt her strength return, they went to help her up, each taking an arm. But a moment later, the woman screamed once more in pain, and the crowd could see why - a line of crimson appeared where the cleric had just finished, and within seconds flung open to a gush of blood. The two men dropped her arms and the crowd saw naught but panic and confusion on their faces as they backed away, calling for the cleric who was long gone while the woman’s screams faded into whimpers, and her whimpers into nothing. The crowd soon dispersed, a silence hanging over the square. Of those two men, one had been true, and one had not. The ability of Jicia’s servants is simple in nature - the unraveling of healing magicks. No matter the source, a deity’s light joins the wound it heals, and for a time, that light lingers. By touch and touch alone, the servant of the Lady is able to send her power into his victim. Immediately it will take its course, working to unravel any of the healing magic binding its victim. Newly closed cuts will reopen, and long-healed ones will ache with great pain. The extent of the effect is based on both the severity of the previous wound, and the time that has passed since its healing. A potentially fatal wound healed mere moments before would almost completely reopen, while one healed weeks before may only split into a small, painful cut. Benefactors of her gift take it with a price, however, as hypocrisy is not tolerated. Those connected to Jicia’s power will not benefit from any otherworldly healing - that light will simply pass them by. This gift, however, only effects the three clerical orders - those of Xan, Tahariae, and Aerial, despite her hatred of all magical forms of life-extension. The Lady’s Idol In the Lady’s service will always be one to whom her bond is strongest. This individual possesses merely one capability that the others lack - the creation of the Lady’s Idol. Only one may possess this ability at any given time, and only one Idol may exist at any given time. To create an Idol will cause whatever Idol may already exist to shatter, and an Idol may only be imbued after ten years have passed since the last. The Idol is the conduit of Jicia’s tears. It is a statue, painstakingly carved by the deity’s champion, and blessed to weep. For as long as Jicia’s champion lives, the statue will weep a clear, cold stream of water. In this water is her power the greatest, and from it come fleeting, yet intense, boons. While only one can create an Idol, all can benefit from its waters. Should the champion die, or the statue be destroyed, it cannot be recreated again until ten years following its last imbuement. From her tears spout three boons - The Baptism, The Blade, and The Embrace. The Baptism is the connection of another follower to Jicia herself. Only in a pool at the base of the Idol is one able to be submerged in her tears, and should the heart be devoted, connected to her in truth. Any connected follower is, after growing their connection sufficiently, capable of carrying out a Baptism. The Blade and the Embrace are fleeting abilities. Weapons and armor submerged in her tears, to carry with them her strength. The Blade is the ability for one to plunge a weapon into this pool, and temporarily imbue it with the ability to create wounds that the gods’ lights have no effect on. Such wounds will still heal through mundane means, but magic will have no effect. This imbuement will last roughly two months, less if the weapon is used often. The Embrace is a much shorter boon, but a much stronger one. Lasting mere minutes, any armor or clothing wet with the waters will provide resistance to the holy attacks of holy men. Weapons of light, from misty blades to projectiles, will find no effect on the servant of Jicia, so long as he is doused in her tears. This boon is only effective in direct proximity to the Idol - It is a last resort defensive ability. ((OOC Section Below)) Red Lines Only wounds unravelled soon after being healed will completely reopen - this vulnerability lasts roughly one IRL day. Anytime after, and it will just result in a small wound, and intense pain at the site of the healing. Usage of Unmending is done only via skin-to-skin contact. However, due to this limitation, it is very discrete and a user requires but a couple of seconds of contact. A weapon blessed by Jicia’s tears will keep its boon for roughly two IRL days. In this time, wounds caused by it will be unable to be healed through healing magic (though regular medicine and other mundane means will still work). Other wounds by non-blessed weapons, even when a blessed wound is present, will be healable normally. The boon ‘The Embrace’ only works in direct proximity to the Idol. It will function only within what equates to roughly twenty MC blocks from the statue. In addition, it only protects from purely holy attacks - mundane weapons, even if blessed by another patron, will function as normal. Water taken from The Idol will have no effect once it has left the same direct proximity of the statue (roughly 20 MC Blocks). Jicia’s magic currently works only against the magicks of Xan, Tahariae, and Aerial, despite her alignment against any magical method of healing. Effects against the magicks of other deities/magicks will require a lore addition. Jicia’s ‘champion’ has no greater strength of magic than any other follower can achieve over time, merely the ability to create an Idol. Should the champion be PKed, whichever LT oversees the Aengudaemon will select his successor. All created Idols must have LT supervision, to properly enforce the 10-year (IRL Week) rule. Image Sources (In Order of Appearance) http://vignette3.wikia.nocookie.net/bungalow-tales/images/c/cb/Raven-Queen-skull.jpg/revision/latest?cb=20150710132203 https://krypt0nian.files.wordpress.com/2010/03/zire.jpg http://static.panoramio.com/photos/large/8096010.jpg Changelog 4/11 3:30 PM - Slight changes to Introduction and Tears of The Lady, to clarify purpose and boundaries.