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Luxury

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  1. Very interesting. I had a question to ask, but soon realized everything was covered in the spoilers. The restriction to child personas seems overbearing.
  2. I've always struggled to find the identity of Conjuration. I ask myself 'What sort of character seeks this type of magic?' 'What is this magic for?''. I have always drawn concern when a character begins using a magic without having their thoughts and reasons about it fleshed out. Conjuration seemed, for a while, one of those magics that people took because it's abilities are cool. Which isn't a terrible reason, but it is unabashedly shallow. Perhaps someone could enlighten me as to how they personally roleplay it. An earlier post mentioned 'Bog Witch' type roleplay, which is a brilliant stylization of the current iteration of conjuration. Yet even this is far flung from its inception, which has me thinking that this magic is metaphorically still feeling around in the dark trying to find its own way. In an update I'd want to see its skills lend even better to botanists and biologists. Other themes to zone into could be this bog-witch theme, or a Beast Collector style if the former was too niche.
  3. I believe, and have always felt, that not everything Voidal must cause Voidal Taint. As a community we should be trying to take steps to correct this notion, as it is a line of thinking that we've slipped into fairly recently. At least within the last two years. It didn't happen overnight, it happened through pieces like this. I feel that Voidal Taint should come from excess use, not common-ordinary-every day use. The more we absently tag on this type of rhetoric, the more we move this originally and intended 'Neutral Magic' into another Dark Magic.
  4. “It burns deeply within all Void Scholars, the Flame of Academia. Some keep it hidden while others let it shine through them, illuminating their Path.” And perhaps it existed since the genesis of man, tertiary to the major Elements of Creation. Knowledge, Wisdom, Organization, and Philosophy all encompassed by the one: Academia. It roots within all of us, though blooms upon the realm’s Scholars in a spectacular show. Vivid artistry, best expressed through the erudite studies into Arcana. Through a macro lens one observes the beauty of the interconnected flow of Academia and all of her patrons. Chains of institutions all saturating the realm with wisdom. The Enchantry, The Celestial Order, Galdorcreft College, Aurowind Enclave, The Delvers, Raine Academy, The Mages Guild… Nexuses each, of their own gilded eras. Shedding breadth, one witnesses a singular particular seed and it’s stories. How it’s roots came to span generations, and how its branches encompassed all of Academia's holdings. Eliza of the Emerald Glade Born to grandchildren of Malin, altered by the sequestered Golden Pools during their exodus with Larihei’s flock. Eliza first encountered descendants upon their arrival to the continent of Anthos. She was a hermit in simple terms, hidden from the public eye in an idyllic glade far from the rapidly expanding civilizations. The entirety of her holdings was a cottage with its garden and chicken coop, and it was enough. The Anthosian era was famed for the innate connection that her people shared with magic. The nearby Elven settlements soon came to hear of the Elfess of the glade, and soon rumors spread of her mystical abilities. Whether it was magical ability or simply an advanced knowledge of local flora, it became apparent that the Elfess’ medical ability was unmatched. Many folks came into her graces to seek alms and she would provide. Her skills were untempered, however and thus marked the meeting of minds. Nienna Calm, the mother of Medicinal Alchemy, and Eliza. Unbeknownst to either of them, Nienna would bestow the wisdom that would foster Eliza’s ascent into a masterful caster. The Elfess, under the tutelage of the Great Mage, would garner a surgical precision within the realms of both Medicine and Magic. As Eliza grew, so too did her ambitions; It was time to depart from the Glade and seek The Mages Guild. Eliza, the Mage The Fringe into the Atheran Era marked a formative time in the Elfess’ timeline. Her development was greatly swayed by the winds and whims of the age, taking upon whatever mantle that the Realm required her to. And so she absorbed all that she could, supporting the varied reformations of The Mages Guild, The Delvers and other minor institutions wherever they cropped up. The Elfess also sought firm control and security. She would pursue a martial path in this era as well, in an attempt to grasp what could not be grasped to begin with. She took a direct stance against the Dark, joining arms with Aeriel’s Ascended as a knight. These Knights of Aeriel were responsible for counter-intelligence, assassinations, and guerilla skirmishes with agents of the Dark. It was here that Eliza created unbreakable bonds with many names since lost to time, among them were Kyral Winterleaf, Grungron Irongut, Heial the Enderpearl and Daniel Ward. The war against the Dark raged on for many decades, with neither side showing any give. Such would whittle down the most battle hardened Knight. Then, the bell tolled. Eliza, the Archmage The realms institutions began to yearn, and Eliza would shed her wealth and titles to supply them with the wisdom they so needed. The era of Vailor needed her guidance, and so she was recognized as Archmage by the many great minds, upon her ascendance into the Order of Magi. While the Order was short lived, it cemented the understanding that each of these individuals were at the helm of Arcana. Such names as Ceruberr, Ambros, Sarrion, Elindor, Zahrer, Daniel, Glacio and Erendriel took part in this meeting. Eliza, the Provost The era of Axios saw the final waning of the martial spirit that clung to the Elfess from decades prior. This seemed to be her true retirement into Neutrality as well as her alignment with the True Way. As always, Eliza drifted between many scholarly academies to offer her guidance, though most notably was her participation in Galdorcreft College. A meeting of Legends; Among them, Archwizards Ambros and Salamandra, and the Great Alchemist Kardel Irongut. It was here that Eliza studied the concept of Wizardry in contrast to the typical Voidal mage. She drew inspiration from Ambros with his seemingly infinite well of Wisdom and Philosophy. Eliza, the Uniter Following the opening of the Atlasian era, Eliza spent a short tenure with the Enchantry and later with the Knight Errantry. The Errantry was a band of Soldiers that probed into the Icy wastes where a monolithic wall of dark ice cut the landscape into two. They sought Eliza for her previous martial exploits, yet it was clear she would only participate in logistics. Many years were spent amidst icy wastes as they made contact with the mysterious Vaeyl Order. With the campaign deemed a success, Eliza filled her time with the political landscape as she co-founded the Global Assembly. A neutral entity through which the participating political parties could meet and discuss the issues of the realm at large. At it’s height all of the racial capitals were represented, yet the Assembly was under active threat by ill intentioned parties as well. The members found it necessary to resign. Afterwards the Elfess pursued another tenure as Archmage, officially under the name of her original alma mater The Mages Guild. The rise of the September prince was afoot among the forests of the Realm. The errant Druid sought to lay waste to all civilization to return the realm to the Wilds. Naturally the trifecta of The Mages Guild, The Enchantry, and The Celestials all pitched into the effort to abate this threat. Eliza, the Fallen The opening of the Arcasian era found Eliza nestled comfortably within Llyria. The Mages Guild operated there, continuing the spread of wisdom. Then, the second bell tolled. Centuries of cycles tend to break the minds of ancient Elves, and Eliza was not excluded. Years of Voidal practition has rent asunder the Wizard’s mind. There was a stint of time where reality and imagination melded together, and the vast power of the void exacerbated the mania. The elfess took a century long pilgrimage into the Wilds for meditation. It was only through this meditation that the Wizard was able to hold onto fragments of thought and memories. The fragments seemed to provide a bare bones structure of what anything was, but between these bones was endless possibility. The state of fluid and continual change. Life, like an emotion, burst into being and was powerful in essence, but when it was taken over by an outside force it was gone.The Wizard once thought I ought to have control over myself. She was meant to be an alchemist of the mind; It’s master. Yet the tighter she held, the further it slipped. There was naught left but to surrender to the cosmos. Eliza, the Wizard of Academia and Archmage Scholarch The Elfess adjusted to the light of Almaris. What emerged from the wilds was a woman unlike that which entered. Fragments of memories held together her general identity, whilst airy ideals and philosophy filled what space was left in her psyche. Frequent bouts of disassociation claim the Wizard most days, but she seems healthy enough bar her frail physique. The primordial chrysalis of isolation seemed to age her physique millenia forwards, rendering her into an ailing old woman. Eliza settled in Elysium where she took up medical practice once again in exchange for the Duke's hospitality. She serves as a mentor for the townsfolk and an enchanter to those who hear word of her latent abilities. Eventually Eliza rejoins Kalgrimmor in leading The Mages Guild in Almaris, allowing the Golden Dwarf a much needed rest from the weight of his duties. The Wizard of Academia was ignited with a sense of diligence in the wake of the Implosion of the Ando Alur Voidal Tear, quickly tapping into the heartbeat of the Realm to engage in a plan of action for the Guild. She called upon ancient allies to maintain order, Beranabus Seregon and Evo’lur Tartarus. The will of the Three saw to the immediate restoration of foreign diplomacy and internal education, creating a self sustained and lasting system to carry the Guild. This age of Reformation also caught the attention of another relic from an older Era of the Guild; Ayche Raven’kor. This core group, under the name of the Collegium Magistrati ushered life into the body of The Mages Guild, seeing to the education of many great Magi, establishing a satellite Guild Hall in the Elven settlement of Ebonwood, advocating for Realm-wide magical law, and establishing good relations with orders such as The Mothers Grove and the Sunbreak Paladins. All until the expedition into the final frontier. The final bell tolled. The place where Eliza was destined to go to, the boundary between realms. The Voidal Hallow, bred from the explosion of a Tear. With initial plans of survey and study, the folly of descendant kind required the ultimate sacrifice. There the Elfess vanished from the Material realm, summoning a wall of earth to hold off Horrors whilst her dearest friend escaped. Ayche Raven’kor would be the last to see the Wizard in the flesh. Now she rests in true neutrality and true contentment, perhaps where she always belonged. The Material Realm was but a detour.
  5. They worked tirelessly on this, and the product is blowing my mind rn. Portals fit perfectly into the mages guild theme.
  6. ____________________________-x-____________________________ [Amidst the valleys of Urguan] The old Wizard relieved the weight of her heavy garb onto the brickery of the Garden as she sat, in turn shedding her attachment to the world around her following an elongated sigh. In her mind all of existence was narrowed down to what she observed in the moment. As her hat, aptly named Franklin by her peers, was set aside she eased into natural meditation. A distant gaze peered over the assembly. Nestled beneath a crest of healthy green leaves and a mound of loamy soil grew her turnips. Hearty root vegetables which could be prepared in a number of ways. A time of unattendance presented some weeds that reached through the dirt, vying for sunlight and nutrients, though these were plucked and set aside in a wicker basket. “They will be ready to harvest soon, hm? What do you say?” A query carried off by the rolling valley winds, nothing more. She sits alone.
  7. The weary old Archmage collapsed into a padded armchair, content to rest there for the evening; a few words were muttered to a nearby colleague: "The agents of chaos will rear their heads before long. We will call upon Unity and Order."
  8. [!] An unseemly messenger with a very big hat seems to flag you down. This extremely ordinary person would hand over a letter stamped with the stark blue seal of The Mages Guild. "Your horizon is illuminated by the dawn of Arcana; Follow the path of Knowledge, for your interview with the Collegium."
  9. An aged Mali'aheral, long removed from the droll politcal world, catches wind of the actions in Haelun'or; Whichever path her kin took, one thing was certain "Silver is Eternal."
  10. I thought so too, but I couldn't find it stated anywhere. I was never able to make sense of why mages are unable to cast with bound hands anyhow, so in the case that it was indeed omitted this piece stands.
  11. The Archmage’s words echoed “There is a time and place for everything, but not now!” The secrets of Arcana have taken flight since the first evokers of Aegis. Fantastical miracles wrought from the null plane grace the common life, bringing inspiration, invention, and on occasion, misfortune. The gathering of magi within a community is often considered a boon, as the magical arts often lean to streamlining daily tasks. Alas, there is always potential for arcane ingenuity to go awry and not all Descendants are prepared for this risk. The cautious society ought to have balance, which may necessitate countermeasures at times. Mana Suppressants A cuff, bracer, or bracelet wrought of Arcaurum, with any potentiality of design or artistry woven into it. These armaments are typically crafted in pairs, with some styles bearing a chain between the two. While the mundane craftsmanship is broad, the aspects of magic imbued within this piece are elaborate. Magi have become increasingly more adept at precision control of mana, and the barriers of possibility are continually pushed further. As such Transfigurers may learn to weave an enchanted effect into these bands that establishes a metaphysical probe, intersecting with the Descendant mana pool and sectioning off part of it. The sectioned off mana is only usable by the passive effects outlined below. Streamlined Sizing An elementary skill popularized in arcane jewelry crafting, most of these pieces maintain a sleek and seamless design warranted by the art of Transfiguration. The band of Arcaurum will tighten or loosen to align with the circumference of the arm it is placed around. Mana Segmentation The skill that defines these armaments. Mana suppressants are capable of allocating a portion of the wearer's own mana pool for the effect selected during its enchantment process, further outlined below. Base: The ordinary Mana Suppressant is primarily aesthetic. While it is worn, casters of tiers 3 to 5 are restricted to only tier 3 spells. Lower tiered casters will be immediately exhausted upon attempted casting. This suppressant may be removed at will. -Counted as a Lesser Enchantment Locked: The locked Mana Suppressant is typically forcibly applied. Once it is placed around the arm it will remain tight and secure, unable to be slid off. While it is worn, casters of tiers 3 to 5 are restricted to only tier 3 spells. Lower tiered casters will be immediately exhausted upon attempted casting. This suppressant is locked, and may only be removed via brute force or an abjuration. [2] Swings from a common weapon. [1] Abjuration spell regardless of knowledge. -Counted as a Potent Enchantment Sealed: The sealed Mana Suppressant is typically forcibly applied. As it locks around the arm, an alteration to the Segmentation effect creates a metaphysical barrier around the Mana Pool. All levels of casting are rendered inert until the bindings are removed. Brute force or abjurations remain a viable option for removal [2] Swings from a common weapon. [1] Abjuration spell regardless of knowledge. -Counted as a Grand Enchantment Overloading: A dangerous but effective method. Casters Tier 3 to 5 may risk severe overexertion by applying a large bout of Mana onto locked or sealed bindings to release themselves. At best they will be unable to cast further during the encounter until they have had a chance to rest. A careless attempt may result in a PK, as their body forfeits Mana necessary to biological function. General Redlines -Requires ST signing. -Follows rules on ‘Capture Roleplay’, specifically; If the wearer has been captured and locked in these bindings, the enchantment will eventually wear off unless there is active roleplay occurring. -Functions on any caster that utilizes Mana as fuel for their magic. -Mana Suppressants affect both Non-combative and Combative magic. Final Thoughts A critic might equate this to anti-magic of old which outright overturned magic, essentially taking the receiving player out of the equation with no playability. I'd point out that armbands must be willingly put on, and also require a mage to create in the first place. In the case of handcuffs, the caster would have to be captured or subdued before they were put to use anyhow.
  12. [Disregard if you've already been interviewed] [!] A courier cloaked in robes and a hood seems to eye you from a distance. In passing, the courier seems to want to hand off a rolled parchment. Should you accept, the stark blue insignia of the Mages Guild meets your gaze. "You are invited to the Hall of Creation for an interview. Seek the path of Knowledge, and there I await you."
  13. Parchment long since yellowed to the passage of time scattered a desk deep within The Halls of Creation while a peculiar hatted Wizard pored over them… Notes from a bygone era, it seems. Origins [Written from an in character perspective.] “Decades now into the study, I am still ever inspired by the Natural elements. The discovery of Magnetus has entered the academic mainstream now but my work is not yet finished. The potential of the very earth beneath us proves again that it’s deeper truths have not yet been intellectually penetrated. That aside and onto the subject of Evocation; Lightning specifically. The common mage is rather unwieldy with such a fantastic power. I’d never deign to settle for a depthless weapon, as history has presented it. I return to the roots of the natural phenomenon, which many seem to forget once they’ve achieved it’s Voidal replication. A mistake, as there are many inconsistencies. After all, magic wrought by mere Descendants will never perfectly hail a natural element from the Void. Furthermore our Voidal magic ceases once we lose sight of the magic or as our mana depletes. The natural element does linger past the initial strike but the energy is spread fairly rapidly into the air and earth and dissipates rather quickly. A noted similarity is the tendency for Lightning, both natural and Voidal, to seek a path along the nearest mass of conductive metal. These points are presented to highlight that lightning rods have remained untouched for generations. Metal of earthly origins, skybound lightning and the magnificent interactions of the two. Their function has never been expanded or improved, perhaps requiring a particular insight that none have come into as of yet. Returning to Magnetus again, in exploring the similarities to iron in conductivity, I have found that the Magnetism emitted by the stone seems to disrupt the path of a stream of Voidal Lightning. I theorize that it may be able to do the same with Natural Lightning, but an apparatus is yet required to test this fully. If even a portion of natural Lightning can be intercepted and stored, perhaps it can even be Transfigured. It may yet be a fantasy, but I often dream of what great bouts of Mana are carried upon a bolt of Lightning. This invention will be called the Omyric Diode, and will draw a Natural lightning bolt from a passing storm. The Lightning will be detached near to the base by an inlaid ring of Magnetus fused with a magically receptive gemstone or metal, likewise enchanted to redirect the Mana into a triad of nodes or ‘Diodes’. The overflow of energy will be directed along the rod back into the earth, as I do not anticipate the full capture of this Natural energy, and do anticipate an unfortunate explosion if that were even attempted.” The Omyric Diode A feat of Voidal and Material ingenuity. This creation is essentially a lightning rod that has been altered in purpose by the spellcraft of a Voidal Artificer to capture and store a portion of the Mana that composes the phenomenon of natural lightning. The rod is fairly ordinary, being composed of a length of common Iron, with a base structure built to guide the remainder of the Lightning strike safely into the earth. A ring of Magnetus must be attached to the rod in order to divert a portion of the incoming energy. This electrical energy is routed to one of three vestibules which cradle a Diode each. The Diodes themselves are detachable spheres of fused Mage Gold and Focus Crystal that fill with Mana upon the successful interception of a Lightning Bolt during a storm, requiring a successful roll in the presence of an overseeing ST akin to Enchantment creation. These spheres can then be further enchanted themselves, or used in the creation of artifacts. Roll requirements: [1 to 5: Destruction of Diode], [6 to 15: Damaged Diode], [16-20: Successful Creation]. -This is not an intricate control of Electricity, nor can this lead to any further discoveries with Electricity. It is harvesting natural mana for Artificery related purposes. -Must be represented by a build that represents each of the elements listed: A 5m tall length of iron (iron fences or iron blocks) which must be grounded, and a ring of Magnetus towards the base of the structure. -Must be built exposed to the sky, being the tallest structure within fifteen cubic meters. -One lightning strike will fill three Diodes, requiring a separate roll for all three. -A critically low roll will destroy a Diode, requiring it to be remade to utilize again. Failed rolls will still count towards the maximum Potent Enchantment per-day limit. -ST signature required. -While the Diodes themselves may later be used in Enchantments, the creation process will use up the maximum of three potent enchantments per day. -Requires the ‘Creation’ spell from the Voidal Artificery feat. Origins (cont.) “I believe it is the nature of the scholar to test the interactions of magic, and decipher what the results might mean. How else could I have stumbled into the fruits of combining the Evocations of Earth and Lighting, perhaps the two least likely comrades? Quartz has been my core working mineral since the beginning of my elemental practices- Plentiful, easily collected, and gorgeous to behold. In its characteristic crystal form it is nearly translucent like its refined successor, glass. However something interesting occurs when a current of Lightning is run through the Quartz crystal or a pane of glass. The orderly crystal structure tenses up and constricts, causing the glass or crystal to become entirely opaque. This allows geologists to further define such a mineral as ‘elektrochromic’. This discovery beckoned the creation of glass panes that could be triggered between clear and opaque for privacy means, by the mere activation of a Lightning enchantment. A geologist worth her weight in rocks, leaves no stone unturned in her studies. The natural progression would be to test the inverse. This led to the discovery that adding and releasing tension to and from the quartz crystal produces a small charge of elektrical energy. Presumably, the specific arrangement of the crystal structure with added stress causes a localized effect similar to that observed with friction and heat. This has all been the prelude to the real discovery. The interaction between Quartz crystal and Magnetus. More accurately, how this interaction can improve an Obelisk. I recall the introduction of the very first Obelisk to the Fringe Mages Guild. I’ve been in awe of Kalameets discoveries since then. Suffice to say he was my inspiration along my own path into Artificery. Now decades deep, holding the same position of Archmage that he once held, it is only right for me to develop the field with my own studies. Enter the Caelum Crystallum, a device reliant on prior research into Earth and Lightning. The core function of this arcane machine is the production and harvesting of an elektrical charge. We may attain this through the careful manipulation of the interior crystal structure to continually pull the purified Quartz body into an epicenter, causing the necessary tension to create the charge. In small deposits of Quartz, the electrikal effect is meager, while in a larger body of material we may observe a notable effect. The charge is displaced and subtracted from the surface by rings of Magnetus with inlaid diodes, eventually processing the energy into usable mana. This development creates an Obelisk-type device, which needs no Voidal intervention beyond the initial fueling which will become self-sufficient afterwards. Caelum Crystallum An apparatus consisting of a highly purified Quartz Crystal sphere, surrounded by at least two rings of Magnetus with five inlaid Omyric Diodes. The Quartz sphere is sized at approximately 2x2 cubic meters, and is enchanted with the Alter Density spell in creation. The spell pulls the crystal structure inward and in tandem catalyzes a piezoelectric phenomenon. Satellite rings of Magnetus detach the electrical current, routing through iron rods and into Omyric Diodes which harvest mana from the current and continually replenish. To furnish the necessary mana that will power up this creation, four magi must circle with a leading Voidal Artificer. As the Caelum Crystallum powers up, static electricity may be seen sparking across the surface of the central crystal, occasionally arcing into one of the Magnetus rings. It’s initially transparent structure becomes completely opaque; This indicates the tension of the crystal structure, which in turn catalyzes the electrical charge. Additionally the air about the structure may feel charged with energy. -A total of five magi must circle for the initial creation, each with a magic at Tier 5 and at least one of which must be a Voidal Artificer with the ‘Creation’ spell. Two Tier 3 or 4 magi may supplant a Tier 5 mage. -Caelum Crystallum functions with a very niche principle founded upon advanced understanding of specific magical and mundane principles. The creation process must be taught. -Requires a build representing a 2x2 sphere or block of purified Quartz, two or more orbiting rings of Magnetus, and five Omyric Diodes dispersed throughout the rings. -The size of the central crystal scales from 2x2, to 3x3, to 4x4 at the largest, each requiring an additional Tier 5 mage to accomplish. -The radius of effect respectively scales from 5m, to 10m, to 15m. -Requires ST signing. -Creation exhausts the user of their Mana for one OOC day. -May not be moved. -Destruction of either the rings or the central crystal will render this creation inert. Five strikes from standard attacks, such as melee weapons, or two strikes from blunt weapons will suffice. -Exterior electricity is aesthetic, doing no more than delivering a simple buzzing sensation to the hand or making one's hair stand on end. Function Natural Arcane Artificery A mana reserve comparable to the popular Obelisks, this non Voidal prototype has some distinct differences. Most notably this creation deals only in natural mana ever present in the Material realm, harboring no connection to the Void. As such, the Caelum Crystallum may not be used as a point to connect fledgling mages, nor will it create an environment akin to the Voidal Groves. The trade for these losses is the preservation of Material reality. Charging The Caelum Crystallum maintains the ability to passively charge Atronachs in its radius without the presence of a Mage. Natural Mana Using nature's vast elemental power, mana is harvested from Elektrical charges and shifted in state to become Active mana. This provides a wellspring of arcanic fuel necessary to an Artificer. This mana may be applied passively to any Enchantments within the radius, bar those of a Combative nature, as well as be harnessed for Mart tier creations. Voidal Mages are able to bolster their casting abilities while in the radius of saturated mana, depleting their own reserves twice as slow. -The Caelum Crystallum causes no detrimental effects to its environment. -The Caelum Crystallum may have creative and aesthetic enchantments passively within their radius which do not require ST signature. These are wholly disallowed to be combative in nature in any way whatsoever. -Noncombative casting (Strictly spells that are listed as 'non-combative' are free to use and are unrestricted by emotecounts, without any incurring of exhaustion. (This does not apply to Enchantments.) -Artifice-related expenses of incurring manaloss (Potent/Grand enchantment, Arcanium crafting, Spellforging (not the use of spellforged spells), etc.) are not refunded, meaning one is still unable to create more even if their reserves are fortified or quickly replenished. -The Caelum Crystallum fortifies the mana pool of mages within its range, reducing their voidal exhaustion by half. -A Voidal Mage may not “Recharge” themselves at the Caelum Crystallum. An exhausted voidal mage, or a voidal mage who has expended their mana for some reason (Arcanium forging, enchantment creation, liquid mana creation, etc) may not recharge any quicker here. -The Caelum Crystallum does not have its effects stack for the purposes of recharging, batteries, and so on. They may justify MArt creation, but may not amplify casting, enchantments, constructs, or so on in any manner. -Thanhium armour/weaponry within the radius of the Caelum Crystallum does not bear any unique effects. -The Caelum Crystallum may not be used as a connection point. -The effects of the Caelum Crystallum are only effective within it's effective radius (Found in creation). -The Caelum Crystallum requires ST Notification (a simple sreq suffices) that it is being destroyed. An ST does not need to actively be present. -The Caelum Crystallum has its build requirements strictly outlined, such that it will need to be built within the same parameters every time in order to maintain functionality. There may not be any major changes to it’s design. -Abjurations yield no effect upon the Caelum Crystallum, however blunt force from solid spells may damage the structure akin to blunt weaponry (see above outlines for Destruction). -The Caelum Crystallum is considered a lore structure and does not require region owner permission to be destroyed. Final Thoughts Call it a reskin or a reflavoring. This type of mana reservoir is less about mechanical differences from its progenitor Obelisk, and more about Cultural and Architectural differences. It is meant to be a non pollutive source for the environment conscious mage, a niche I've been writing into a lot as of late. Overall I had a good bit of fun researching and theorizing how something like this may work in Lotc. I hope you all enjoy the idea. https://www.lordofthecraft.net/forums/topic/197307-%E2%9C%93-mana-obelisks/ https://wikia.lordofthecraft.net/index.php?title=The_Mana_Obelisk https://www.explainthatstuff.com/piezoelectricity.html https://sciencing.com/use-crystals-generate-electricity-6729045.html https://www.deviantart.com/wilku1000i1/art/Obelisk-623294599 https://www.lordofthecraft.net/forums/topic/109478-the-notes-of-kalameet-izalith-the-mana-obelisk/ https://www.bbc.com/earth/story/20150623-ten-crystals-with-magic-powers Credits: FadedQuartz- Conception, Writing Squak and Johann- Rewrite of the Original Obelisk, Thorough and Concise Redlines Kalamoot- Inspiration
  14. There exists a determined sect of magi that are ever inspired by Creation. These few bright minds are prone to the replication of life, and often pursue peculiar strings of magic that each new generation builds upon. Theories spawned from the arcane arts of alteration, conjuration and mentalism seem to reach into the cosmic foundation and mimic miracles hearkened back to the dawn of the first Descendants. “We experiment with… forces of which we know naught. We focus on the successes and hide the failures in the cellar.” Origin The Archwizard recoiled at the sight of her creation. A pointed flaccid hat initially imbued with a simple novel consciousness, now somehow greater. The delicately stitched fabric turned into cold dark flesh as a myriad of eyes split into view along its grizzly writhing body. It wretched an eldritch language into existence as its fanged maw flared; inhuman tones bounced around the mind of its creator like a migraine. Mere seconds passed that seemed to last seasons before a struggle ensued. In a decisive motion the Archwizard expelled a powerful abjuration that rocked into the Voidal body of the sentient Hat. Still, it was far from a deathblow. Before anything more could be done, the parasitic Hat tore into the Veil and slipped between realities… The Sentient Void-Travelling Hat An anomalous entity spawned from experiments on giving inanimate objects consciousness. The ritualistic process was overturned by a Horror, beckoning a grotesque form onto an otherwise ordinary Hat. There is little to be said of its personality other than the primal hunger for knowledge. It tirelessly seeks out unsuspecting Mortal craniums to situate itself upon, all while leeching off of their thoughts and memories. Should the Hat find a host its sway over the realm of Creation will increase, using the mortal form to channel even greater powers. Magical Prowess Expected of most Void originating beings, the Hat is innately capable of Void Magic. It may express advanced manipulation of: Transmutation, capable of adding and subtracting the fabric mass of its body at will typically to grapple and latch onto its prey. Telekinesis, capable of levitating itself and objects around it with precision. This is its primary mode of motion. Translocation, capable of minor and major interplanar teleportation, as well as creating a rift to slip into the Veil where it may recover any damage it might incur. Psionics, capable of feats of mentalism and illusion, going so far as complete possession of its prey. The Host Regardless of whether the descendant is magical or mundane, the Hat proffers no boons. The host mind is subjugated, looking on through their own eyes like the windows of a prison. Their body is drained of its vitality as it is used as a focus for Voidal magic. Salvation from an untimely demise exists, however. At the discretion of the ET the host may utilize their sheer willpower to attempt to reclaim motor function for a round, every so often. This is typically done using the /roll 20 function, and the metrics for success or failure are also decided by the ET. The Hat is susceptible to abjurations, which may loosen its grip on the Hosts cranium for a round, allowing for its removal. Anti-magical material, such as Auric Oil or Thanhium are particularly useful for damaging the Hat. Other mundane weapons may damage the physical body of the Hat, severing its connection to the Material realm, otherwise noted as its 'death'. - Sources Voidal Horror Lore- https://www.lordofthecraft.net/forums/topic/172273-et-creature-voidal-horrors/
  15. Introduction Shamans, Sages, Priests, Clerics, Soothsayers, Druids, and Gurus are all names of different spiritualists who’ve come to find peace through their practices. Masters of these lifestyles all seem to attain a supernatural level of serenity, felt merely by being in one's presence. This state is the culmination of gathering an intimate understanding of the human condition. One way or another, flocks are drawn to these people bringing with them woes and ailments, seeking a final relief. Magic Explanation It has long been supposed that there was symbolic power in the spoken word, and behind gestures or symbols. In accordance with the seemingly mechanical logic driven Material Realm, there is an underlying intelligent flow, or rhythm that all beings might attune to. Words can move a nation to action, the power of Phonetics. Business deals are sealed with signatures and handshakes, the power of Somatics. A musician might strike a chord with an audience, delivering them to a state of somber; the power of Acoustics. These are merely outlines of a greater truth that spiritualists have long tapped into with fervor. Further on fundamental truths, Mana is considered the bedrock of life. It underlays all reactions and interactions that are conceptualized in the mortal experience. Divine or Mundane, all creation is based upon the mechanisms of this omnipresent ichor. That is to say, by nature we influence it and so too does it influence us. Be it passively in the conventions of the day to day, or intentionally through the various feats of Magic. These few elevated individuals, in all their varied communities, have found natural ways of enacting their intentions upon the flow of Mana, and thus their environments and their fellow descendants. Learning Earthly Peace Progression within this feat is less about scaling power, and more on aligning one's character with a spiritual discipline. Growth is determined only by how deeply they’ve delved into developing an interpersonal connection to their idea of serenity. The touchstones outline this path through the magic. Ooc explanation: -Earthly Peace is a feat and uses no magic slots -Its purpose is to accompany many popular avenues of spiritual roleplay/ alternative medicine. -It is self-discoverable by characters who are not magically prevented from having peace of mind. I.e. Practitioners of Dark Magics, Void Stalkers, etc. Definitions: Spiritualist- An undefined practitioner of any variety of cultures or religions that may come to discover this feat. Touchstones- These supplant the need for tiers in the traditional sense. Flow- The direction and interaction of mana with the material realm and the descendants. Reverence to Life There are touchstones to success that one can base their progress on. The very base of these is deemed simply ‘reverence’. It is the main quality that defines spiritual beings, in relation to their place in the world. It is the will to pursue this path to enlightened peace that marks the practitioner as a true agent of personal change, as opposed to one who is behind a mask or a display of good intentions. On Mental Aptitude: Less of a facet of the magic itself and more of a natural inclination to behave a certain way, a practitioner will become increasingly more inclined to feats of altruism; charity, reaching out to assist the less fortunate, aiding the elderly or those who are dying. -Dedication to this path incites a change in aura; one's aura may become a brighter version of their present aura and more delicate or spectral. -A character may radiate an undeniably calming or peaceful presence, relaying their own personal intent but may not force this feeling upon another. -A descendant with a reverence to life has an empowered will; malign forces that seek to upheave or alter this mental state must use twice as many resources to do so. I.e. doubled exhaustion factor, or emote count. The Curated Environment An area of powerful intention that has become remarkably tranquil, and can be identified by a descriptive aura that permeates the place. Further defined, this is a location wherein its primary purpose is to practice, teach, or spread spiritual practice. The core component being the presence of the practitioners themselves, with their influence upon the Mana flow of the locale being the driving force behind the aforementioned effects. Applicable structures may range from Gardens and Groves, to Churches and Meditation dens. -The Curated Environment is a ST approved, area of effect passive soothing aura that may scale to the size of the location. The aura may be described by any creative means. -Requires RO consent to place. -The area must be functional and conducive to roleplay; I.e. may not simply be an empty room or a dirt hut. -The location is typically indicated by a sign, but region messages may apply to locations larger than a mere room. -The aura is flavorful, and by no means forced onto a character but it’s presence is undeniable. -The Curated Environment is required to utilize any abilities mentioned hereafter. -If the location is desecrated or otherwise destroyed, all of the featured abilities cease. The Instruments Of the touchstones of progress, after the location is the creation of the instruments through which practitioners work. Amidst the environment, and under the intention of the spiritualist, these items channel Mana to a breadth of effects based on the coupling of their design and intended purpose. Outlined below are the most common. Aromatics- Candles, Incense, Flowers and Herbs. Often used to passively enact change in the flow of mana, and acts as a vehicle to carry the mind to sublime states of sensation through the senses of smell and taste. Somatics- Acupuncture, Meditation, Breath work, and Hydrotherapy Bodily practices that calls one to be present with one's physical relation to the Material realm, using a more direct and applied change in the flow of mana. Deals in the sensations of feeling, and touch. Acoustics and Phonetics- Prayer, Chanting, Bells, Chimes, and Singing Bowls A combination of applied and passive techniques, these speak to the subconscious and carry the conscious mind through many phases of thought. Abilities Alter Flow [Non Combat/ Passive] This indicates the freeform use of the varied instruments to beckon a variety of effects upon the surrounding mana. The spiritualist’s intentions may be conveyed more concretely through the Instruments, and alter how certain sensations echo into the surroundings. The aromatics used may hint at a certain idea, the somatics may more acutely guide the body into a meditative state, and acoustics may call to mind more specific thoughts. -Effects are temporary, providing boons only while within the Curated Domain. The Healing Sessions [Non Combat/ Ritual] A culmination of achieving all of the touchstones. Practitioners may coax a change in the flow of mana emanating from fellow Descendants, should they be open to it. Within these ‘sessions’ the Spiritualist may utilize one or more of the Instruments, bringing about alleviation from suffering by inducing natural healing. A descendant may be invited into one session per narrative week, or one per OOC day, and must undergo a comprehensive series of phases. While there is no cap on the length, each session should encompass an emote count of at least 5. The content of the ritual varies greatly depending on the Instruments used, but must overall be treated as guided meditation. 1st Session/ 1 Instrument; Relieve An ailed descendant comes into the embrace of the spiritualist in their curated domain, so that they may establish the foundations of peace. In this phase of opening, one finds that they are guided towards mental relief from the struggles weighing on the forefront of their mind, and a balmy aura soothes minor aches and pains. This may be performed with one or more descendants. -Effects are temporary, lasting only while the session endures. 2nd Session/ 2 Instruments; Renew Having embraced the flow of peace, the body has been prepared to enter a stage of healing. This represents a phase of acceptance, and a new path for the ailed as they find their mental anguish ceding domain over their mind to the benevolent flow radiating from their healer. The body activates its own natural healing factor and finds it bolstered by the ritual. One may find a welling inner strength to overcome trauma, and simple non threatening wounds become a distant memory as the body regenerates over the course of the session. This session may be performed with one descendant at a time. -Effects are engaged only during the session. -Major mental afflictions may not be blanket-cured by this method -Major lacerations and broken bones require active medical attention and cannot be magically cured by this method. -Short term disabilities or illnesses such as a flu or migraines may be relieved in the second Session, but lifelong afflictions may not. 3rd Session/ 3 Instruments; Release The final phase is one of surrender. By now the spiritualist has formed a unique understanding of the suffering of the ailed descendant, and likewise has convinced them of the benefits to confronting their inner turmoil instead of avoiding it. In this final exchange, a specific memory may be surfaced and challenged, initiating a shift in perspective by which the ailed may come to terms with the occurrence. Upon success, the newly released individual will enjoy a period of indomitable peace lasting beyond the session, notated as Serenity. This session may be performed with one descendant. -Spiritualists may not actively alter memories. Any suggestions given remain at the deliberation of the target descendant on how to proceed. Serenity [Non Combat/ Passive] A boon granted to those who have participated in all of the Sessions. Serenity provides a sense of well being for an OOC week starting after the successful third Session. Likewise, akin to the Spiritualist themself, the spiritually motivated descendant possesses the quality of indomitable peace during this week. Malign forces that seek to upheave or alter this mental state must use twice as many resources to do so. General Redlines: -All boons and effects are suggested enhancements; They may be accepted or denied at OOC or IRP will. -Abilities have a prerequisite of being performed in a specific location, with specific tools. -The sessions must be sought out to have an effect. A practitioner must additionally reveal that an attempted healing is taking place. Minimum of 5 emotes per session. -Sessions must be performed within one OOC week of each other. -Magics and entities that manipulate either the practitioner’s or those with the Serenity boon’s mind to an ill effect must double their emote count or double the exhaustion factor. The Walking Temple “Many of the great teachers were found to preside over their domains, those ivory halls of blissful peace; pondering, teaching, healing… They became like the mountains, firm and stationary. Few were the rocks that broke free from the mass, and rolled out onto the world.” Certain beings have inlaid responsibilities within them to become catalysts for change in the world. Their fate was forever plunging them against the stream, determined to take them to the sources of agony and conflict. The Walking Temple is a figure whose life’s work has become entangled with the greater cosmic mechanics of peace and balance. These Descendants have been enveloped in the practice of Earthly peace for at least 3 OOC months, and may come to sense a calling to rise from their Curated Domains to undertake a pilgrimage, carrying with them all that they have learned. -The final state of progression in Earthly Peace. Instruments and Sessions may be wielded outside of the Curated Domain, but never in combat. -Aside from three months of practice, one must have achieved Reverence, created at least one Curated Environment, and wielded one three-stage Session. The Union of Mind, Body and Soul Life through the lens of a Spiritualist is one of perfect harmony. Their sphere of influence reaches all that is within their sight, and it seems that they seamlessly come to conclusions founded in love for oneself and one’s surroundings. While this may be expressed and spoken amongst one's fellow descendants, there exists yet another way; One that is internal and personal. Having navigated the external worldly paths, so too must the Spiritualist traverse the internal labyrinth of the mind. The Earthly practitioner is intimately familiar with meditation, and coming home to oneself invites another path to enlightenment. -From hereon, the Earthly Peace practitioner may self-teach Conduitism. -Existing Conduits may likewise discover this feat and express an understanding of the concepts presented naturally. -Conduits may bypass the 3 month requirement, but will still be required to pursue the other facets of the Feat to become a Walking Temple. Purpose: I wrote this with the idea of bringing a patient-involved metaphysical healing practice into the magical mainstream. It is written to be as roleplay intensive as any other form of healing- Doctors, Medicinal Alchemists, Herbalists, Druids- but fills a niche that they do not. Beyond that, I’d like to see a class of peacekeeper characters elevate into the magical realm. Secondarily, this piece marries nicely into the existing Conduitism lore so I included a route into that as well. Credits: FadedQuartz- Writing, Concept Booklight12- Ideas, Feedback Timberbuff- Conduits Rewrite Sources: Conduits of Enlightenment- https://www.lordofthecraft.net/forums/topic/203574-%E2%9C%93-world-lore-conduits-of-enlightenment/?tab=comments#comment-1853281 [Changelog] -Curated Environments require RO permissions
  16. The letter found its way into the hands of a frenzied emerald-clad Archmage pacing deep within the Halls of Creation. She was ogling glowing arcane diagrams stretching across the walls of the stone chamber, enamored by her next breakthrough; Though a moment's respite was taken to appropriately engage the contents of Steven's letter, and eventually a smile came to rest upon Eliza's weathered features "You know I will carry the torch a while longer. Pursue joy, dearest friend! You deserve that much." The idle words filtered through the musty underground air, as though the woman felt they'd find a listener beyond it all. Then a whisper to oneself... A private moment for the Archmage, certainly. "I was wearing green before you were even conceived." Whatever that meant...
  17. [!] [Disregard if you've received your interview already] A seedy looking courier seems to eye you down, eventually approaching with a yellowed and worn letter. A dark blue wax seal bares the insignia of The Mages Guild, and as it is opened elegant calligraphy seems to almost reach out at you. "Seeker, we ask that you come into the embrace of academia for brief inquiry. My colleagues and I await your visit upon the path of Knowledge. Archmage Scholarch, Eliza"
  18. never forget! Rping with Azoth remains among my top memories on Lotc, from the Blissfold Alliance to the ascended days, to antics in all the different wood elven scenes... I always meant to ask you what you thought of my character Eliza, if you had to summarize her; and what sort of role did she play in Azoth's story really?
  19. I understand the gist of this, and I find that we agree that there should be multiple functions written into a piece of lore. This is why I maintained that these stones can be used for enchanting and aesthetic purposes. This piece is introducing an entirely unfamiliar concept to the community- someone mentioned it previously 'eco mages'. Environmentally conscious mages. This piece holds potential to cause a social pivot on the climate of magic on the server. I wanted to keep that concept pure for it's introduction. It could be that additional uses are written in later, but I did not wish to bog this piece down for the moment as it is here primarily to serve a function in the story narrative. Also, perhaps shift your perspective away from 'countering' or this-vs-that , and more towards 'working in conjunction with'. It is known that the chaotic potential that radiates from tears warps mana around it. Voidal 'essence' or 'energy', which is more so an excess of pure creative power being forced to find a 'logical' form to hold onto on the summarily 'logic based' material realm, is what is causing outlandish changes to appearance. It was written that way to encompass this, without just including all of the exact metaphysics of magic lore on an invention post.
  20. [!] A hooded courier runs up to you, seeming to want to hand off a scroll. Should you accept, the parchment unravels to display the insignia of The Mages Guild upon it's header. Elegantly scribed calligraphy reads thus: "Seeker, you are invited to accompany my colleagues and I at the Guild Hall for a brief interview. We await your arrival upon the path of Knowledge. Archmage Scholarch, Eliza"
  21. The Halls of Creation buzzed with magi frantic in their research. Theory and debate echoed throughout the Guild, as it’s eldest members set about pioneering the cure to the blighted lands at their doorstep. Each solution seemed to uncover problems tenfold, as new concepts were tested and thrown out. Two ancient minds of The Mage’s Guild, centuries along in their practice, came to settle on two iterations of one coherent idea. “I hope to rectify the taint with assistance of those around me, from druids, shamans and other void magi I've come to the conclusion that to begin we must start with how the void works...” - Evo’lur Tartarus, on the nature of Voidal Taint The Void Crystal A handheld Focus crystal that has been embedded with the essence of both Void and Creation, and thus aptly named for its function. This anomalous stone is, in essence, a product of artificery incited by the need to curb the devastation of magical disaster. The Void Crystal is an altered form of the Focus crystal, having been touched by the spellcraft of a master Alterationist. Creation: Alterationists at the height of their craft may cast a greater Imbuement spell upon a Focus Crystal, shifting it’s core function. Focus Crystals are known for their ability to allow casters to channel the Void with great tact; As such, these artificers have found that intricately applying their artform could create an inverse effect. Effectively, the layers of Mana are articulated in such a way that these Void Crystals act as a one way vacuum for Voidal Energy. The potency of the effects necessitates creation in the presence of a Mana Obelisk. Effects: Focus crystals are commonly used as conductors of magical energy, and the advent of the Void Crystal introduces the inverse. These eldritch stones were found to be able to intake a large swathe of Voidal Energy and keep it within its crystalized bearing for transport and safekeeping. Primarily colored by the Aura of the Mage who has imbued the spell, the Void Crystal is sequentially darkened to the deepest hues and the darkest tints of said Aura once it has expunged an area of Voidal Taint for the first time. Minor taint from excess spell casting darkens the Crystal to a lesser extent. The Crystal’s effects may be used to contain smaller bouts of Voidal energy that has seeped into the Material realm. The active effect occurs gradually over several emotes wherein the afflicted plot of land, in a 4x4 radius, slowly returns to its natural state. Void Crystals will not restore the life of fauna, yet it frees the area from the Voidal influence so that nature may take hold again over time. Passively, the Crystals will soak in taint radiated from a handful of spell casts in a radius around them, functionally a 10x10 area surrounding the stone. The power dedicated to the metaphysical vacuum is what prevents the mass of energy from escaping prematurely and as such this energy cannot be reused, controlled, or manipulated while trapped in the crystalline form. The only safe way to dispel the contained Voidal energy is through the Rejuvenator, or other applicable methods such as Druidic Blight Healing. Should the Crystal suffer a direct blow, the energy will release and latch onto the surroundings once again. Redlines: -Primarily for player events and narrative functions, users must be in cooperation with ST to implement full use of this invention. -Structurally identical to Focus Crystals -May not be used to refuel one’s mana -RO permission is required to spread Void taint from a broken Crystal, using void associated blocks. -The size of the Void Crystal dictates the amount of Voidal energies it can intake; A palm sized gem can soak in Voidal taint of 4 spells or house voidal taint within a 4x4 area of land. Each foot in length allots a growth of 1, up to 8 spells and an 8x8 area of land. -The Void Crystal does not stop, cease or prevent the function of void magic. Rather it ‘soaks’ up the taint caused by it. -The Crystals are enchantable, but will surrender any of the above utilities rendering them as a simple aesthetic option. -The Imbuement spell from Voidal Artificery lore is required to create Void Crystals.. -Requires ST Signing. “In times of great unbalance, we magi must rise from our libraries to restore peace to the Material realm. When the few err, it reflects on us all…” - Archmage Eliza on the fall of Ando Alur The Rejuvenator An otherworldly spire tirelessly redesigned as an inverse functioning Mana Obelisk. Comparable to the effects observed in the original invention’s infancy, where to the detriment of nearby life, Mana was drawn indiscriminately from its surroundings. This effect was soon replaced by the far safer utilization of naturally emitted Aura, and summarily forgotten. The Rejuvenator rekindles this ability in a far more involved and responsible manner. This spire seeks to make repairs to the foundational wellspring of Mana that comprises the Material Realm, as it suffers from Magical folly. A Rejuvenator enduring decades after calamity, amidst the restored woodlands. Creation: Rejuvenators are similar in design to Obelisks in that cheaper materials will suffice for the casing around the core, with a magically conductive capstone. The core material is strictly fused Void Crystals, manipulated into a pointed cylinder over a narrative week. Given the purpose of this structure, it will not be found within the safe confines of an artificery lab, but in the field amidst the fallout of a disaster. As such, the necessary materials will often need to be carted across vast distances and the creators may need to place themselves at great risk to build a Rejuvenator. At least one enchanter and two other magi, all at mastery in their given archetypes, are required for the initial fueling of a Rejuvenator. Multiple magi may be integrated in this fueling to bolster the regional effect. Effects: The Rejuvenator carries a similar active effect to early Mana Obelisks that is explicitly adverse to locations where Mana is in undesirable excess. When erected and prepared by assembled masters of Voidal magic the Rejuvenator begins to rapidly pump the surroundings of Voidal energy and Mana. Distinctly, however, instead of storing these otherworldly ichors this inventive spire will channel them back into the boundary between realms to repair holes in the sheet fabric of reality. In any case, as the device functions, the land is freed from Voidal influence so that nature may take hold again. Once the Rejuvenator fulfills its task of repairing dimensional damage caused by Void Magic, it may be deactivated and left as a monument to the tragedy that transpired or it may be removed without consequence. If left to rest, however, it will maintain it’s ability to passively intake Voidal taint from all spellcasts and expel it out of the Material realm in a 30x30 radius. Redlines: -Primarily for story events and narrative functions, users must be in cooperation with ST to see the full usage of this invention. -Structurally identical to Mana Obelisks -Stationary -Given the restrictive nature and narrow function, at least (three) master magi will suffice for initial activation; An Enchanter and two others to offer active mana. -Activating the Rejuvenator will naturally cause a noticeable disturbance in the Void afflicted area that may draw attention. E.g. effects emoted in /s, or via broadcast. -Void taint is not stored within the Rejuvenator rather actively repurposed to make repairs on the damaged veil, if destroyed it will have no adverse effects. -The Rejuvenator does not stop, cease or prevent the function of void magic. Rather it channels the taint caused by it back into the Void. -With ST discretion, the effective range will start at one narrative mile, following an incline of plus one per assisting T5 Void Mage. -Requires ST Signing. On Voidal Artificery and Rifts Voidal Artificers may combine their advanced understanding of both the Material realm and Arcane Magic to enchant the Crystals or the Rejuvenator with the ability to channel their Imbuement spells into Voidal Tears; This is one sure option to close and seal the tears so that they need not be destroyed and subsequently detonated. Likewise, these creations are indispensable for cleaning up the scarring caused by these same tears. Redlines: -The amount of void crystals required to seal a voidal tear or stop its detonation is dictated by ST and size of the rift if applicable. Purpose I felt that Mages needed a creative way to interact with current and future Voidal Taint narratives. It’s important that we’re not having our characters amble around clueless of our own consequences. The arcane community should have an option to approach responsibility too and not leave deity users feeling as though they are just janitors for crazy mages. Credits: FadedQuartz- Ideas, Conception E__V__O- Ideas, Conception Citations: Voidal Artificery Lore https://www.lordofthecraft.net/forums/topic/197733-✓-voidal-feat-voidal-artificery/ Focus Crystal Lore https://www.lordofthecraft.net/forums/topic/191688-✓-world-lore-focus-crystals/ Mana Obelisk Lore https://www.lordofthecraft.net/forums/topic/197307-✓-mana-obelisks/
  22. Thus did that elfess emerge from the forest. Having saturated herself with the great wisdom of isolation, one of the primordial teachers in Life, she took up the robes and hat of her masters. Be it coincidence or a greater calling, her attunement to the timeline of the Descendants can be viewed as an omen. Now more than any prior age, tensions boiled over… Public opinion of the Arcane was diving into unforeseen depths. This great polarity demanded a voice of reason, and so she was. Upon the break of the new era, cataclysm with the fall of the Voidal city threatened to upheave the Balance. Yet there is a power in Disaster that catalyzes transformation; It is another one of our great primal teachers. It is woven into the orderly nature of Material, of the plane and likewise it’s people, to push back against certain destruction. Creation and Chaos, inseparable warring concepts. She who treads between these ideas had come to know them as though they were merely parts of herself, and could string them into place when she felt the balance skewed. Now in the Halls of Creation, the nesting place of The Mages Guild, did she root. Her branches reached into every aspect of thought and function that the Guild could provide and she breathed life unto the crafts once more. Beneath her leaves were the chrysalises, where the adamant seekers could transform. In this age of great change, the importance of asserting the place of Arcana in the realm was clear. She would nurture Academia with all of her remaining essence.
  23. An arthritic hand gently traced over the inscribed walls... Softly, and empathetically; "Oh..." escaped the looming yet frail figure. The keeper of Academia pored over the message and what it could mean. "There is pain in these words. Fear... they are afraid, thus they lash out." The Archmage Scholarch turned and left the antechamber to behold the taint spilling over the distant mountains... A sigh resounded, then. "...And who could blame them. Now is not the time to turn our heads away from what is in front of us."
  24. The sea splintering upon the crags of Daeland presented a soothing melody that wafted along. An odd, perhaps out of place, hatted woman sat ashore in listening distance. She had been contemplating those folks within the hamlet, eventually allowing an idle phrase to escape into the air with naught an ear to hear it beyond the fauna around "I will lay witness for a while longer; How high can you build yourselves, I wonder?"
  25. What kind of role did my character play in the larger scheme of Dael's story? Go in depth or not, entirely up to you!
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