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  1. The Dwarven Legion <=-<>-=> The Dwarven Legion, guardians of the Under-Realm, protectors of the Dwedmar and bastions of the Dwarven Spirit. The mission of The Dwarven Legion is to protect and serve as the main military force within the Under-Realm. The Legion is known for its admirable order and discipline, and its roots in the most prestigious and oldest military guilds to date. It is currently led by Grand Marshal Gimli Grandaxe. Perks of Joining the Legion <=-<>-=> Equipment: Gear for combat and traversing the land is available to the forces of the Legion who have passed training (Grunt Rank) and can be obtained from the Grand Marshal or Commander, a Dwarf may only receive one off duty kit per Stone week and will by default receive a combat kit during times of war. Free Barracks Housing: A new recruit may gain free housing within the barracks, the recruit that partakes in this bonus will lose their lodging after purchasing a home of any type within the capital or in the kingdom’s surrounding lands. Housing Purchase & Tax Discounts: Legionnaires may purchase a home in Kal’Varoth for 50 minas (instead of 120 minas) and are also required only a mere 50 mina per stone week tax (instead of 100). Military Ranks The main body of the Legion consists of her Legionnaires. Dwedmar from Kal’Varoth with an extra urge to protect their home. Having the choice between Light, Medium and Heavy armour is left up to the individual but the ranks stay the same for each Dwed. Acquiring Rank In order for Legionnaires to acquire a rank, they must fulfill certain requirements for each rank in the Legion. -=<=-=>=- Honor Points: Honor acquiring Honor is a way to show commitment to the Legion and the dwedmar. A certain amount of Honor is required for each rank. The ways to achieve Honor in the Legion are: Gate Duty: 5 Honor per ½ hour Patrol: 5 Honor per ½ hour Attending a Training: 10 Honor Recruiting a Dwed into the Legion: 25 Honor Small Fight: 15 Honor Raids: 25 Honor Skirmishes: 35 Honor Battles: 50 Honor Trainings: Trainings are essential to learning the skills required of a Legionnaire, and also present commitment to The Legion. Raids / Skirmishes: Experience in smaller scale fights such as raids and skirmishes are critical in warfare, and make up much of a Legionnaire’s combat experience. Battles: While more rare, Battles are the crucial large-scale engagements that shape young Legionnaires into veterans. -=<=-=>=- -=<>=- Senior Offices xxxxxxx Grand Marshall <=-<>-=> First in Command. Leading the Legion in the name of King and Council. The utmost respect is paid to the Leading dwed and his voice ranks so high that it he even allowed to be seated on the council of Rikkin. xxxxxx Commander <=-<>-=> Second in command. These Dwed work as the Right and Left hand of the Grand Marshall and should be treated for they managed to obtain the rank. This legionnaire must be treated as the Thruum'Kazak, should he be absent or if he has chosen the Velerakian to give orders. Only two Dwarves may have this position at a time. Junior Officers xxxx Lieutenant <=-<>-=> Highly respected among the Legionnaires. Veterans and skilled fighters, the Barel'Rikkin are trusted the most. They may be chosen to lead squads or lead the army, should both the Velerakian and Thruum'Kazak prove absent. These Dwed often show exceptional fighting prowess or combat-leading capabilities. Only three may have this position at a time. Enlisted xxx Ironbreaker <=-<>-=> The Ironbreaker is the highest achievable Legionnaires rank. Often veterans within the Legion. They are some of the finest soldiers found on the field compared to any Nation. Rank Requirements: 600 Honor. 8 Trainings. 4 Raids / Skirmishes. 3 Battles. -=<=-=>=- xx Ironguard <=-<>-=> The Ironguards are the Stoneguards who had proven their expertise. Either a display of discipline, bravery or fighting prowess has earned this Legionnaire a distinguished rank above the common soldiery. Rank Requirements: 300 Honor. 8 Trainings. 2 Raids / Skirmishes. 1 Battle. -=<=-=>=- x Stoneguard <=-<>-=> A Stoneguard is the base rank for most Legionnaires. The backbone of the whole order. These are your average well-trained Dwed who know how the to fight. Rank Requirements: 100 Honor. 3 Trainings. -=<=-=>=- - Grunt <=-<>-=> A Grunt is the beginning Rank within the Legion. All Dwarves can sign up at any time to start their progress within the legion as a Grunt. These beginning soldiers will be taught all the basics they need within their military career. Grunt is the enlistment rank, to become a Grunt fill out this form -=<=-=>=- Auxiliaries <=-<>-=> Thorns of Hefrumm The Thorns of Hefrumm is a unique group within the Legion for only the Forest Dwarves of Hefrumm can join them. These brave warriors of surface-dwelling kin are expected to guard their own town but fall under the direct influence of the Legion’s chain-of-command. -=<=-=>=- The Obsidian Guard The Obsidian Guard. The guards of King and Council. The strongest, the best of fighters and nothing but the best. These are the Legionaries that will protect the High King, the Rikkin and all of those who need extra protection. They are one of the few that may be armed around the High King and Rikkin. As the Most elite Warriors, the Obsidian Guards enjoy a respected status within the Legion and Nation. When not personally shielding the High King or Rikkin, they are tasked with guarding the key elements such as the Throne Room, Council Room and Upper Gates. -=<=-=>=- The Longbeard Regiment The Longbeards of Urguan are veterans of the many battles fought by the Dwarven Legion, and make up a more reserved section of the Legion. The Longbeards operate as active service Legionnaires, however they are not mandated any active service outside of war-time. Longbeards receive full benefits of Legionnaires, however this does not provide immunity towards any taxes or activity checks done outside of the Legion. Longbeards do not receive pay, unless put into full active service during war-time. -=<=-=>=- Training <=-<>-=> Practice or Training one’s combat skills and labor talents is an important factor within the Dwarven Kingdom as well as the Legion. Formations and discipline are often the most stressed subjects as the Dwarven Legion is well known for its organization and discipline. Combat Training Military practice is often done once or twice every Stone Week to hone the skills of both recruits and veteran soldiers. It is also to ensure that siege weaponry is in working order. Practice also allows the legion to plan for their battles, and also to give newer recruits a chance to gain experience. Group Training Drilling (Training one’s fighting prowess.) Combat Practice (Fighting in Formations in Combat Scenarios.) Discipline and Order (Training soldiery) Personal practice Demonstration of Competency to be excluded from, or put in a educating role, in one of the fields of Group Practice. Guard Duty <=-<>-=> The Duty of Guarding is a crucial role within the capital, Militants within the Legion are expected to serve for one stone hour to protect the Hold, duties of guarding include: Gate Management Is the duty in which a Legionnaire is to protect the mighty stone gate way of the capital. In order to promote camaraderie it is recommended that more than one guard is on duty during shifts. During shifts legionnaires are expected to keep the gate open for Dwarves to pass freely in between, but be alert enough to shut the gates for outsiders. When an outsider approaches the gates, the guard on-duty is expected to ask their Name, Race, Reason for Visiting, Where they’re from, and if they have any weaponry/magic). If they are wearing any face-covering masks, helmets, or hoods they must be removed. If the outsider refuses or fails to answer any question or comply with commands then they shall not be granted entry past the gates. Patrol Patrolling is vital to the Kingdom’s well being be it either; tunnel clearances (when a guard goes into the deep mines and disposes of creeps and critters who may harm the miners) or doing surface checks (where the militant will do tasks similar to the tunnel clearance but on the surface. This is usually the job of a ranger.) Any peculiar sightings are to be reported to the Legion Officers for further inspection. Surface Checks The Guard is to wander about the perimeter of the capitol where he or she will be charged with examining the wall that protects the Hold’s border as well as slay and critters who threaten travelers, any peculiar sightings such as wall breaks, mysterious structures, or brigand presence, is to be reported. Formations <=-<>-=> Vel <=-<>-=> - Vertical line. - Formation always has the leader in front - Line must not pass leader or break form during march - Not default stance when inactive Dree Vel <=-<>-=> - Multiple vertical lines. - Formation always has the leader in front - Line must not pass leader or break form during march - May be default stance when inactive if numbers exceed 8 soldiers - Continues going down in rows to accompany all soldiers Aemiz <=-<>-=> - Horizontal line - Formation always has the leader in front - Row will not be used during march - Default stance when inactive if number is less than 8 soldiers Tekom <=-<>-=> - Box - Formation has leader in the center - Important individuals will be hosted on the inside - Line must not pass leader or break form during march - Rarely used during march due to difficulty to maintain - Not default stance when inactive Uniforms & Rank <=-<>-=> Tailor Supplied Uniforms Enlistment Form
  2. THE SIGMUNDIC CALENDAR The Sigmundic Calendar derives from the historic calendar and time-keeping of the ancient Highlander tribes, used in variation by the Raevir, Hansetian, and fellow peoples (though under different names). The Common and Imperial Calendars came to supersede it in usage by northern statesmen and scholars, and while the Sigmundic Calendar is rarely used in everyday use, it is still maintained in traditional, liturgical, and some scholastic functions. The year-dating by the ascension of the Prophet Sigmund, known as Ehr Sigmunda, is a more contemporary invention and is commonly used in place of the Anno Oreniae of imperial calendars. A single year is split into fourteen equal months, and those months are categorized into four seasons, known as fasts. The fasts (Gomesvey, Skepyr, Lejz, and Wilfulle) are dictated by the migration of the birds, and so are split themselves into ‘quick’ fasts (Skepyr and Wilfulle) and ‘slow’ fasts (Gomesvey and Lejz), where the ‘quick’ fasts are when birds are moving the most, while the ‘slow’ fasts are when they move the least. Each month is assigned a patron bird, used commonly as a good-luck symbol by those born to them. Month Conversion Snow’s Maiden - Wzuvar and Byvca Horen’s Welcome - Jula and Piov First Seed - Vzmey and Hyff Grand Harvest - Gronna and Droba Sun’s Smile - Tov and Yermey Amber Cold - Msitza and Dargund Deep Cold - Joma and Umund Months of the Canonical Year Wzuvar - Mejeni Redpoll Byvca - Bogdan’s Warbler Jula - Dove Piov - Hummingbird Vzmey - Atheran Kestrel Hyff - Pine Robin Gronna - Northern Bluebird Droba - Purple Finch Tov - Golden-caped Crow Yermey - Waldenian Sparrow Msitza - Five-feathered Magpie Dargund - Northern Swallow Joma - Blackbird Umund - Yatl Tern Fasts of the Canonical Year Gomesvey - Wzuvar, Byvca, and Jula Skepyr - Piov, Vzmey, Hyff, and Gronna Lejz - Droba, Tov, and Yermey Wilfulle - Msitza, Dargund, Joma, and Umund --- SIGMUNDIC YEAR SYSTEM In the modern Sigmundic Calendar, the year count is based on the date of the Final Revelation of the Prophet Sigmund (Year 1447 in imperial calendars). Years after that date are marked ‘Year of Sigmund’ or ‘Ehr Sigmunda’ (abbreviated as ES), while years before marked ‘Before the Year of Sigmund’ or ‘Aestehr Sigmunda’ (abbreviated as AES). Year 336 = 336 - 1447 = 1111 AES Year 1447 = 1447 - 1447 = 0 ES (Revelation of Sigismund) Year 1693 = 1693 - 1447 = 246 ES Year 1707 = 260 ES --- THE HAESENI ZODIAC The Haeseni Zodiac is a collection of six constellations (plus the Moon) assigned to two months of the calendar, and is commonly used to predict the temperament and behavior of children born in its time-frame. Each sign is symbolized by a mythological creature or founder, and aside from the moon, carries a set of relationships with its peers. THE MOON | Wzuvar and Byvca [Snow’s Maiden] Nikul, the Silver Moon The son of the solar rays, who taught the Highlanders the ways of the harvest and the hunt, and how to construct the first fires. However, when he father saw this, he cursed the Highlanders with burnt skin when faced under his gaze for too long, and forced Nikul to appear for only half the day. Those born under his sign are known for their jovial and overall content nature, aiming to please those around them, but are hard think for themselves and easily manipulated. Ally - None Rival - None --- THE QUEEN | Jula and Piov [Horen’s Welcome] Morrighein, Lady of the Moon Morrighein, the mythical queen of the hinterlands, who waged a fifty-year war against the vile Mali’Dun and led another fifty-year golden age. When her son was captured in battle by her elven enemies, she offered herself in sacrifice for his life. Those born under her sign are traditionally held as leaders, altruistic and selfless to an extreme, and rarely carrying the same regard to their own health and wellbeing. Ally - The Giant Rival - The Wopperklaw --- THE CROW | Vzmey and Hyff [First Seed] Gorm, the Three-Eyed Crow When the mighty glaciers melted at the Great Torrent, the Three-Eyed Crow guided the Highlanders into the newly-formed valley. Yet when they looked to the specifics where to settle for their tribes, Gorm could not answer, and the people divided and fought over the new land. Those born under his sign are known for their sageness, wisdom, and capability for abstract thinking, yet inaction, procrastination, and their own self-questioning rules their mind and heart. Ally - The Wopperklaw Rival - The Wyrm --- THE WYRM | Gronna and Droba [Grand Harvest] Garundonrech, the Worm Lord The great Worm Lord ruled the under-earth for centuries, his ambition knowing no bounds as he conquered relentlessly with his great armies of mice-men. However, in his madness, he aimed to rule the volcanoes, and died when trying to enter its magma core. Those born under his sign are known for their ambition and spontatunity, bold in their beliefs, yet their stubbornness and lack of forethought to many make them dangerous and unpredictable. Ally - The Drake Rival - The Crow --- THE GIANT | Tov and Yermey [Sun’s Smile] Osbjor, Champion of the Giants The chief of the legendary Gauntr, who taught the Highlanders the way of honored battle, considered the patron of Highlander ‘chivalry’. His great rivalry with Frysklund is recited in countless ballads, ending in the fantastical Dual of the Delung which culminated in both their deaths. Those born under his sign are traditionally known for their honor and loyalty, though are unable to look past their idealistic and cherried views of the world. Ally - The Queen Rival - The Drake --- THE WOPPERKLAW | Msitza and Dargund [Amber Cold] Koltin, the Cursed Magus The court-magus of the legendary king Joren, whose knowledge helped construct the first great Highlander cities. Yet when he saw to learn beyond the mortal world, he was tricked by the demons of the Void and turned in the twisted wopperklaw. Those born under his sign are known for their curiosity and tolerance in the unknown around them, though lacking in loyalty and deviant in social norms. Ally - The Crow Rival - The Queen --- THE DRAKE | Joma and Umund [Deep Cold] Frysklund, the Northern Drake While it was the giants who taught the Highlanders the ways of combat, it was the fierce and cunning Northern Drake who bestowed them the knowledge of strategy. For centuries he ruled the land from the mountains, but fell in the Dual of the Delung when betrayed by his son for five golden thistles. Those born under his sign are known for their cunning and wise-planning, though are mostly feared and disliked for their perceived cutthroat and treacherous nature. Ally - The Wyrm Rival - The Giant
  3. Alister Wailer (Naumarian: Alistar Vailer) was a Haeseni courtier, poet, and knight in the service of Kings Petyr I, Andrik II, and Marus I, and one of the most famous of the Haeseni Stranniks (poet-knights) of the Johannian Era. Much of his works, many unpublished in his notes, were lost following the Fall of Karlsburg in the First Northern War (including his lost epic poem, the Mariad), though the collection that survive have remained a cornerstone of Haeseni literary and poetic tradition. Alister died following the Battle of Elba due to an infected arrow-wound, and was one of the few ignoble individuals of the age given a royal funeral by the state. (Ooc: Full credit to @floop who wrote all these, posting so they aren’t lost in the jungle of google docs) --- THE SELECTED WORKS OF ALISTER WAILER WRITTEN BY THE HAND OF ALISTER WAILDER PUBLISHED BY HIEROMAR LUDOVAR THE ELDER, SSE --- SOLDIER’S SONNET When I look out to the North what I see It brings joyous tears to mine wide eyes I will pray the creator hears my plea I will fight and shout to the very skies Creator protect this beautiful land With its Illustrious pines, and frosty air Wise one I beg thee please guide my hand So that I may truly protect its heir From Karlsburg’s stone walls high they stand with might To the wild unkempt untamed Northmarch of freedom The great white expanse will shine gloriously bright Each man with the liberty GOD guaranteed him Loyal golden crows of the north heed my word Loyal golden crows of the north march for’rd --- LIMERICK NO. 1 There was a man from Haense In his **** he did feel pains So he cut it off And now all the ladies scoff It seems they don't want his brains --- A VILLANELLE ON SACRIFICE What truly is Sacrifice? Is it a personal burden each man must carry? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? A punishment for our greed, and avarice? Is it with the grain or contrary? What truly is Sacrifice? A response to every human vice? Is there only one thing to give or does it vary? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? Is it esoteric or precise? The focus of life or ancillary? What truly is Sacrifice? Oh creator what is the price? Simply a way to keep us wary? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? How does one open the doors to paradise? On this I shall wonder till my body they bury. What truly is Sacrifice? Perhaps tis’ permanent or a moment in life that must be given once, or twice, or thrice? --- THE STORY OF WILLIAM BRANDYNUCK I once knew a gambler named William Brandybuck Now Billy Brandynuck had a lot of luck Until one day in the stables a mare did buck I yelled “duck” He yelled “****” And that was the end of Billy Brandybuck --- A POEM FOR THE HIGHLANDS When the sun sets in the west it can warm the coldest heart you see And The heartlanders have their fields and flowers so beautiful, and gay But when I look out at those misty pines I know there is nowhere I’d rather be For the North is my land, and it is so much more than clay The beauty of other regions is ephemeral, oh sadly so But not the glory of Haense, oh no I have felt the North’s pure snow on my shoulder I have been in Haense and felt the frost nip the air With its unparalleled beauty there is nowhere I’d rather grow older Oh yes I have seen Haense and I know I must be there From its misty mountains strong and high To the clear blue northern sky Let the bells of Haense’s freedom ring --- HAIKUS FOR A LOST FRIEND Fur as white as snow A Smile as bright as the sun Gone too soon my friend When my Kingdom comes I will see you there for me On the other side friend The clock of time ticks Oh Until we meet again Reunited my friend --- KING PETYR’S POEM What is the meaning of this loss? Is it a source of sorrow, of inspiration? A bridge together we must cross? A silent shout that echos through our nation? ‘Tis the loss of a father ‘Tis the pain of a daughter ‘Twill bring us farther ‘Twill make us stronger Perhaps it just is That everybody dies But we shall carry the legacy of his Legends live in highlander, hearts, minds, and eyes. --- SONETTA NO. 5 [SONETTA FOR THE SEASONS] Were I to Compare thine beauty to that of a new Spring It would simply be unkind to do the season such a disservice For I have seen you when the flowers bloom, I have seen the luster you bring Oh yes I have seen your stride in the springtime and how you leave the men nervous Shall I compare thine eloquence to the winds of winter? Of course not, for your charisma can not be questioned Oh, your words, the coldest hearts they splinter Clear as ice, pure as snow, for legend they are destined If I were to compare thine wit to the nip of fall It would not be fair, for your mind is sharper than the storms of autumn Tis’ now that I see why you leave them befuddled at every ball Oh When they hear you speak, no man will be able to forget what you taught ‘em Shall I compare thine voice to the tender sunshine of summer? It would not be fair to the season, for in your heart you have the song of the birds My lady I have heard thee sing, and they melody can be matched by no bard, or drummer You have left me awestruck, for in your voice is all is beautiful from poems, to idle words Nay My lady I Shan’t Compare thee to a season, for ephemeral their beauties are Oh yes thine qualities are not so fleeting, truly you are a shining star
  4. EN SENTVORIGEO EDLERVIK ON THE ANCIENT HISTORY OF THE HIGHLANDER PEOPLE Written and compiled by BROTHER ALEXANDER OF THE FIVE LAKES, WHO, by the Grace of God, records these notes to chronicle the histories and myths of the Highlander People, to bestow upon future men the knowledge of their blood. May these texts be used for righteous intention, and any who pollute this message be cursed to eternal damnation, with their ashes grinded and discarded. ON THIS DATE 7 SE 1689 - Dedicated to Sofiya, my once love and now angel of the Skies, for which I don this habit and wield this quill. PROLOGUE Years -1000 to 0 TIME BEFORE TIME or The Four Brothers and the Curse of Iblees In a time before the Four Brothers and contemporary civilization, the world was shapeless and boundless, without form or purpose. Before there was man, elf, ork, dwed, there was His aenguls and daemons, who roamed the world freely and without constraint, and His First Beings, those who He had created yet had not granted True Life. The great cohorts of divine aenguls were said to have shaped the world in His Image, creating the mountains and the seas, while God Himself bestowed His Touch upon all corners. He did not stop till fish teamed every sea, till every valley filled with life, and till every mountain laid buried untold treasures. God left the aenguls and daemons to steward the realm as He created it, entrusting them to maintain what He had created. These angelic beings, however, held their own personal desires and ambitions, and while He loved all, these rotten aenguls quarreled unnecessarily. The greatest of rivalries emerged between His two greatest angels, Iblees and Dragur, who carried on year-spanning clashes in the clouds and enslaved mass armies of mortal creatures to attempt to overtake the other. These included the First Beings, man before sapience, who were nothing more than animals prone to crude and bestial desires, and knew not better the machinations of the aenguls. Specifically Iblees, the most vile of the pair, had forced great numbers to fight in slave armies, wantonly destroying all which He had created. This continued for some time till He Returned and saw the destruction wrought by his children. He saw the death of countless of His First Beings and the sin wrought by His celestial children, and so He punished them. Dragur, the more noble of the two, willingly accepted the punishment, but Iblees stubbornly relented, growing jealous of His Power and Majesty. To His First Beings, who ached from pain of countless deaths, He sought to never be pawns of such evil again, and bestowed upon them True Life as He did his angels. He created the First Man and the First Woman, and through them created the Four Perfect- Malianus. Crucus, Urganus, and the greatest of them, Horonius- to lead his nation known as Man. Each was given a fourth of the new people, where they founded the first great cities of the world. The sinful aenguls were instructed to work not above, but below Man, to teach them how to live and be faithful. The aenguls under Dragur taught Man the Flexio tongue, and worked as advisers and teachers. Dragur himself grew a great love for Horonius, who was the quickest of his brothers, and taught him many things, and Horonius would become even His favorite child. All four realms grew immensely, and the mortal beings all prayed and loved God, and paradise was founded upon the earth. Horonius founded the First City which God called Paradisius, and it became the Favorite of God’s People. All of the brothers took massive harems expect Horonius, who took a single wife Julia, the most pious of the women, and had three sons named Aeternus (Harren), Joraenus (Joren), and Gosvenus (Godwin). Iblees was furious to be subjugated to beings he once considered beneath him, and refused in rebellion. God, though His Love is great, could not be idle at the sinful nature of His son Iblees, and cast him out of the Seven Skies to the mortal plane to repent. In secret, Iblees conspired with his legions of unholy aenguls and daemons who were also defiant against Him, chiefest among them being Metizus and Aerial. Disguised as wanderers, the fallen children traveled to each of the four realms, intent on polluting their teachings with sin. To Malianus, who grew tired of each mate He created to sate his drive, they taught the sin of debauchery and sloth, bestowing upon him shameful lust. To Crucus, who grew bored of the mundane trials upon His world, they taught the sin of murder and blood-lust, bestowing upon him a drive of death. And to Urganus, who grew a hunger for power and and the mundane metals of the earth, he taught the sin of greed and envy, bestowing upon him to want nothing but the trivial treasures of the mortal realm. With each one falling prey to the demonic corruption, the realms quickly followed suit, and sin spread across the population like a plague. Iblees and his cohort were able to confront Horonius four times, each with a different coercion. First, they promised Malianus’ passion for the flesh, but Horonius had his wife Julia, and desired no other. Second, they promised Crucus’ passion for death, but Horonius had love for his people, and sought battle only for benefit. And third, they promised Urganus’ passion for wealth, but Horonius had his care for his realm, and desired only the fruitful bounty for his people. Iblees was wicked though clever, and the fourth time offered eternal life. Horonius at first laughed, for he was His creation, and would live eternally in God, yet Iblees continued, and offered it for his children, for he claimed the children were not of His creation but Horonius’, and that they would not be Loved. Horonius still refused, though he came to doubt God, and unknowingly was bestowed the sin of doubt and questioning the Power of God. In his doubt, he prayed, and God answered, sending Horonius to fast upon the Rock of Gamesh. Dragur and his party, including the beings Tersion and Micahelus, visited down from the Seven Skies, and after three days Horonius was given the heavenly laurels as a crown. God gazed upon His creation and saw the sins of Malianus, Crucus, and Urganus and wept, and so Horonius made covenant with God never to stray from His Love as his brothers had. Though in Horonius’ absence his realm came to be infested with unholy sin, and like its sibling tribes, soon became a haven of chaos. Through the guise of man, Iblees preached and taught the ways of wickedness to the pure tribe of Horonius. Julia, who kept the home in the absence, took the most faithful of men and protected the home of their family, and prayed to God for His son’s return. God heard the prayers of Julia and commanded Horonius to return with the aenguls to his decaying city of Paradisius, where he rallied those who had not fallen, including his faithful wife Julia, who eternally remained faith to God and her husband. Horonius gathered what forces were not under the taint of Iblees, and God granted him generalship of the armies upon the earth. For his position, the daemon Garumdus crafted the Great Axe and Sword of Horonius, embedded with divine power of the Skies. He and the faithful men of God cleared the streets of Paradisius of the wicked followers of Iblees, and restored the temple which laid burdened by heathenish false idols. By this time, Iblees had taken control of nearly half the world and wreaked havoc upon the earth below. His army consisted upon legions of fallen aenguls and daemons, who joined Iblees in horrid rebellion, as well as the corrupted tribes of the fallen three brothers.. The remaining aenguls under the cowardly Xanus, who cared not who won but how they would benefit, sat neutral in the conflict much to the displeasure of God. The war began first as daemons under the malicious Metizus attempted to storm the great doors to the Seventh Sky, only for himself to be cast down to the earth after a duel with the warrior-angel Micahelus. On the mortal plane, great battles were fought, and the world shook for months in great earthquakes and floods, as divine manifests clashed in crescendos of power. Entire cities were destroyed in flashes of light, and many people lost their lives in the ensuing fights of mortals and aenguls. Despite the bravery and valiant deeds of Horonius and his tribe, the corrupted forces of Iblees and the twisted clans of his brothers proved too much, and they made a last stand upon the gates of the Seven Skies. Horonius, who still loved his brothers, met them upon the field, and because of his love and wit, convinced the three to turn away from sin, repent, and follow the Way of God. This came a terrible blow to Iblees, and when Horonius began to chant the name of God, the gates of the Skies shuttered open. God Himself, who could not be seen by His sheer power else be blinded by his glorious light, shattered Iblees in a great deal, before grabbing hold of his unholy body and dragging him below. Before he left the earth, however, Iblees uttered a final curse to the people. To Malianus and his people, he cursed with infertility and for their hedonist desires to never be satisfied. To Crucus and the violent warriors, he burned to give them green skin and deformed teeth and an eternal lust for blood. To Urganus and the greedy miners of the mountains, he hammered each to be half-men and cursed with blinding avarice so no amount of gold would fill the void of their hearts. And finally, to the faithful Horonius and his people, he cursed with lives too short to experience the bounties of God, the greatest curse for the most pious of the brothers. These demented curses created the four modern races of man, elf, ork, and dwed. For five days, the world stood in complete twilight, for even the aenguls felt powerless without the presence of God, and the whole world wept in fear. He drug Iblees to the coldest depth, and instead of killing his son, for He Loved him despite such sin, he imprisoned for eternity in repentance. Many aenguls and daemons followed suit, locked in the void as prisoners, and those mortals who continued to follow Iblees despite all that occurred were forced to wander the void, becoming demonic spirits and unholy beasts. God’s Power radiate throughout the void during His five days, and it has remained in the void as pure energy, later to be utilized by magi in the form of magick. On the fifth day, God returned to the Seventh Sky, and the light returned to the world. The aenguls, daemons, and people rejoiced, and those faithful angels returned to the Skies in glorious triumph, where the heavenly halls lit in jovial celebrations. God allowed this for two days, giving us the seven day week, yet on the eighth day he stopped all and doled upon judgement. To the neutral aenguls of Xanus, he banished from the Seven Skies, to always walk the mortal realm or spend their days in the cold reaches of the void. To the three brothers who casted God aside, he did the same, though he bestowed upon them gifts of mortal longevity, as to enjoy the mortal realm till they suffer punishment in eternal solitude. To Horonius and his tribe, which he called Man, he favored as His Chosen People, and while He did not lift the curse of Iblees, instead allowed His Chosen People to walk the Seven Skies as He and His aenguls and daemons do. Horonius was honored, and God bestowed upon him leadership of the world, and the brothers were subservient to him. This grew a great jealousy between the brothers, for they were once equals, but for the coming decades peace was had. Horonius ruled as King of the World, advised by the aenguls Dragur and Tersion, and remained faithful to God. --- CHAPTER I Year 0 FALL OF PARADISIUS or Death of the First Prophet and the Calling of the Three Sons “And so Harren, Joren, and Godwin, the sons of the Chosen Himself, stood and watched the collapse of their home, by the hands of the once uncle of their kind. Harren cursed the Skies and above, the one of indulgence. Joren bellowed in rage, the one of wroth. And Godwin drank himself blind, the one of acedia. Soon Micahelus came down, the one which guided Horen years before. And he sayeth one phrase, before sending the children to each corner of the world; ‘So is the Darkness That Comes Before, and So is the Light That Comes After.’” -The Book of Saints, Unknown For twenty-five years, the world was at peace. Paradisius, the capital and home of Horonius, grew to immense sizes, with temples spanning to the sky, great halls stretching miles, and divine marvels unknown to our contempory world. Upon the Isthmus of Kramoroe, where Paradisius stood at its mouth, the city bustled, and Horonius’ tribe grew to great numbers and its members spread across the world from the barren north to the bitter south. Aeternus and Joraenus, the two eldest of Horonius’ children, were eventually granted tribes of their own, while the third-son Gosvenus remained steward under the eye of his father. The aenguls Tersion and Dragur remained at the court of the King of the World, advising its ruler and teaching the arts of science and law to Man. In the vastness of the Realm of the World, all paid homage to God, the King of All Kings, and in every corner His Touch reached all. However, Horonius’ brothers, the recently cursed Malianus, Crucus, and Urganus, despised the attention and favoritism given to him. They resented their weakness in falling to the false promises of Iblees, while Horonius prayed to God and remained true, and so many from the tribes of ork, elf, and dwed sought conflict with those of Man. Some even began to consort and pray to the fallen aenguls and spirits for help, who they called gods in mockery of Him. Malianus turned to the forest nymphs, who he took as wives and disrespected the sanctity of love. Crucus turned to the twisted followers of Iblees locked in the void, giving blood sacrifice in exchange for unholy power. And Urganus turned to the selfish aenguls who denied God’s call to war, delivering tribute of treasure in order to fill their meager coffers. But the humans of Horonius were pious and true, and they flourished with children spreading throughout the world. The siblings saw this and they resented the purity of their brother, and swore to correct what they perceived unjust. Crucus devised a devious plan, where under the guise of repentance, he would trick the noble Horonius and corrupt the holiness of Man. He wrote to Horonius about his great, feigned regret for the sins he committed, how he wished to turn back to God, and desired to unite both tribes in prayer and worship. Horonius believed in the goodness of his siblings, and accepted readily, for he wished nothing more than for all the races to live under the Love of God. Crucus promised no weapons, though Iblees cursed him with sinful cunning, and hid his tribal weapons in hay bales given to Horonius as tribute. He brought his son Gorcus, known for his weakness in spirit, to lead his vanguard when he reached the holy walls of Paradisius. Both of Horonius’ eldest sons were not within the city when Crucus and his tribe arrived, remaining in their own tribal lands, though the third-born Gosvenus remained. Julia grew wary of the size of Crucus’ party and warned her husband of her suspicion, feeling wicked intent in disguised piety. Horonius had great love for his brother, however, and denied every thought of believed treachery by a kinsman. Julia in her wisdom turned to the aengul Tersion, who agreed with her and went to the room of Horonius to convince him of the wisdom of Julia’s warnings. Again, since Horonius had great love for his brother, he denied the allegations of the aengul Tersion. Tersion, furious in righteous rage, turned only to the wisest of God’s servants, the Lord Dragur, who agreed on the risk of allowing Crucus such liberties. Dragur left for the room of Horonius, but again Horonius’ love was greater than the reason of the aengul, and he denied all. Julia grew upset, and under the advice of the wise-woman Philipia, she left in seclusion to the Cave of Ari with fifty virgins sworn to maidenhood in their love of God. Horonius held a grand celebration upon the arrival of his brother, where he led personally a great parade of the riches and splendor of Paradisius and the bounties of God. The parade lasted four days and four nights, where upon the fifth day Crucus and Horonius embraced upon the Rock of Gamesh. Horonius attempted to convince his brother soon after to fast with him for the coming four days, though Crucus denied vehemently. The love for his brother blinded Horonius, however, and he thought nothing of Crucus’ denial to prayer. Within the Great Temple of Paradisius, which expanded to the heavens, the brothers held a mass feast and union between the tribes. Man was weary of the green beasts, though they held loyalty to the King of the World, and took them with open arms as brothers. The feasting lasted for four days and four nights, with tables stretching to thousands of seats, headed by the fathers Horonius and Crucus and sons Gorcus and Gosvenus. During the feasts, sports and duels were had between both members of the tribe, and a great rivalry emerged between the weak Gorcus and the valiant Gosvenus. Looking to trickery rather than honor for victory, Gorcus turned to the magick of the twisted spirits, who bestowed upon him unholy strength. Gosvenus was pure and stooped to no ibleeic tricks, for he carried only his love of God, and trusted in Him. In the final bout between the two kinsmen, Gosvenus overcame Gorcus and forced him to submit, and though the dark powers clouded his mind, Gorcus saw the might and valour of Gosvenus, and swore upon him friendship. In a confusing rabble to Gosvenus, he claimed he could not stop what will occur, though his descendants would ‘forever look in companionship with his ilk’. These words troubled Gosvenus, who turned to his secluded mother Julia for guidance. Yet this occurred on midnight of the fourth day, and Crucus executed his diabolical planned attack upon the Tribe of Man. His orks gathered the hidden weapons while the drunken humans feasted within the halls of the Great Temple, and began butchering those who did not submit. Crucus stole the Great Axe crafted by Garumdus and used it to slay his brother as he slept. With the blood of Horonius staining the Great Axe, he called upon the twisted spirits and named the weapon falsely as the Axe of Crucus (Axe of Krug). His soldiers captured the gates of Paradisius, where upon they allowed great hordes of dwed and elves into the holy metropolis, all desiring to pollute the treasure with their sins. Gosvenus and Julia saw the destruction wrought by the three tribes and they wept in the seclusion of the Cave of Ari. Julia bestowed upon Gosvenus the Great Sword crafted by Garumdus, which she called the Sword of Horonius, and instructed to Gosvenus to lead the house of Man from the destruction of its brothers. The third son rallied the soldiers who had not fallen to the parties of orks, dwed, and elves, and left in great hurry to save the tribe from total destruction. Crucus himself led the sacking of the holy city, razing the great stone buildings and killing wantonly. He was assisted by Malianus, who captured men and women for his harems, and Urganus, who melted the great shrines to Him for statues in his own liking. They burned the holy books of the temple in a bonfire dedicated to the twisted spirits and fallen aengudaemons, sacrificing man, woman, and child in ceremonies to taint the holy power of God’s mortal city. Once he gathered the surviving people in the grand chaos, he returned to his mother, who he bade to join into retreating to the Valley of Aaun. Though Crucus had seen Gosvenus and his attempts and he gathered forces to hinder them from retreating. Julia claimed to her son that she must remain and guard the house of her husband, and sent him off. She was joined by the wise-woman Philipia and the other forty-nine virgins, and they prayed in the Cave of Ari. From his scouts, Crucus discovered the cave as the potential location of Gosvenus and the remaining humans and soon arrived, joined by his two brothers Malianus and Urganus. They laid short siege and took the cave with no fight, and rounded up Julia and the women. The three brothers demanded the location of her son and the Tribe of Man, but she refused, and no matter what words they gave, she stayed true to her vows. All three offered themselves as husbands to Julia and their tribe as suitors to the gathered virgins. Malianus offered passions and pleasures immeasurable, though Julia refused, for the only passion she desired was her husband’s. Crucus offered power and control over the lives of slaves and foes, though Julia declined, for the only power she desired was the peace of her people. And finally Urganus offered riches and splendor which rivaled that of the aengudaemons, though Julia refused, for the only wealth she desired was the bounty of humanity. All three brothers grew enraged by the piety of Julia, and offered the same to each woman of Julia’s company, who all stood by their matriarch. The sinful brothers butchered the women after their spurning, where Crucus beheaded Julia in the same fashion as he did to his brother Horonius. He ordered his son Gorcus to give chase to Gosvenus; however Gorcus had given oath to Gosvenus, and deliberately lost the trail of the fleeing men. Crucus claimed the spoils of the city of Paradisius for himself, which came to the anger of Urganus and Malianus, who both wanted the capital of the Realm of the World for themselves, and they soon quarreled. Both the dwed and the mali were cast out by the orks of Crucus, and for five years the three races fought for the spoils of their kinslayed brother Horonius. Tersion appeared to both Joraenus and Aeternus, who were ruling their own tribes in the north and south respectively, and told of what occurred. The three sons of Horonius eventually gathered in the Valley of Aaun, with Aeternus and Joraenus accompanied by their fiercest warriors, and Gosvenus with the remnants of the men and women of Paradisius. The warrior-aengul Micahelus appeared to the three in majestic splendor, and instructed them of the great struggle to come in reclaiming the City of the World. Aeternus, who carried great indulgence and pride, cursed the aengul and questioned why God did not stop the sinful takeover. Joraenus, who carried great anger and jealousy, demanded immediate retribution and march upon Paradisius at once. And Gosvenus, who carried great acedia, grew great sadness at his failure to protect his father and took to wine. However, when Micahelus blew the Holy Oliphant, the sons of Horonius listened, and when their immediate shock passed, planned for divine reclamation of their birthright. They would take five years to gather the armies of men from across the World, in plans of gathering the largest army since the great struggles of God and Iblees. Aeternus would be sent south, to rally the Desert Clans and the Clans of the Jungles under his banner, Joraenus to the north, to bring the Five Great Tribes of the Highlands, and Gosvenus would remain in the Valley of Aaun and call upon the Heartland Folk to gather in its confines. When the plans were made, the aengul Micahelus beckoned them off and gave upon them the graces of God. However, Aeternus, who despised the south and desired the bountiful north of his brother’s tribe, left northward as well, much to the anger of Joraenus, and would cause great conflict in the future. --- GLOSSARY Names, Terms, and Translations
  5. In the quiet hours of the night, a small, robed figure slowly comes to a halt in front of the statues of Cerridwen and Cernnunos within the Sparrow Grove. She slowly kneels, laying a book on the steps, wrapped in leaves and tied together with handmade rope. Quietly she whispers a prayer, departing. The book has been left behind, for the priesthood. The Emerald Way The Way of Will, The Emerald Path Perfection is unattainable, But it is no excuse not to strive for it, This henceforth is my quest, My ideal, my call. I will try when my arms grow too weary, And face the unbeatable foe. I will bear with unbearable sorrow, And I will right the unrightable wrong, What is sickness to the body of Emerald? What matters pain? For each time I fall, I shall rise again, And woe be unto the wicked! For I am Emerald I will endure all things, and be vigilant in my stand, From this day until the end of my days. The Oath of Emerald, scribed by the Oracle Hurricane The Emerald Way holds no place amongst the annals of history. I, it’s creator, am no ancient mali of yore. Yet the way has taken root within our culture, and it grows now. It began with the pilgrimage of the Oracle Awaiti Aureon, who took to the wilds in search of a solution to bring together the Naelurir of Caras Eldar once again. Over her time in the wilds, she scribed the beginnings of the philosophy, and laid down the framework for the creeds of the wild faith. The Emerald Way was born then as the first creed of the wild faith. From the birth of the first creed, others were motivated to kindle the beginnings of their own creeds. What followed was a renaissance of philosophy within the wild faith, and the birth of the Ichorian Creed, and the Sage Way. Their own separate and unique philosophies. In the darkest reaches of the forests, the Ichorians dwelled, seeking to cultivate raw strength to match the power of the primal wilds. The sages took to their own, focusing on the balance within, ignoring the material need. But those that followed the Emerald Way took a different path. After the exodus of the Ithelanen and the Torena seeds to the Gladewynn Company, the Oracle left her people, leaving the philosophy in the hands of her students.Within the budding nation, her students kept to the ways. To endure, to fight for what is right and just, and to revere the aspects in all things. Core Values Indomitable Will To be understanding, yet absolute. To not bow, or bend, or break. For the Emeraldians know that true strength does not come from the body, but from the will. Great Courage Not to be without fear. But to recognize that there is something more important than fear, something that outshines fear. From this, will is born. Emotional Resilience To stand strong despite unspeakable horror. Despite loss and anger. To be able to think with a clear mind, while the world crashes down around you. Foresight “The Storm Rises” To look ahead, and prepare for the worst. The key is to look forward without becoming fearful or paranoid of what has not yet come. I pray caution. “And Emerald shall rise to meet it.” Philosophy of the Emerald Way The Emerald Way can be summed up in its axiom “To will change upon the self is to change the world. Only through will can all balance be attained” This axiom rests upon several truths. The self is malleable. Changeable. Nothing is untouchable by great change. The world can be changed by the effort of the self. Our actions cause change. Balance is gained through change. Change is obtained through will. Will is forged by choice. As followers of the Emerald Way, we use these truths as a guide for our lives. Cerridwen The Mother. Lady of Life. Bearer of all fruits. Cerridwen. She holds many names, and titles in our faith. She is the mother of life, the shaper of all that is living. She is often depicted as a beautiful woman, carrying a staff. She created all that is living, each and every tree and frog and tiger. It is to her that we owe our fruitful harvests, and it is to her that we thank for the shade of the great elder trees. We shape her trees into homes, that we may be sheltered from the storm. Think of life itself as water. And think of every creature and plant as clay vases. Cerridwen created all of the vases, and filled them with this water of life. In the Emerald Way, we view her as the great unifier. We are all united by these waters of life, and each and every descendant carries this water of life inside of them. Cernunnos The Father. The Horned Lord. Strength. Cernunnos. He holds many names, and many titles in our faith. He is the lord of the hunt, and the father of strength. He is often depicted as a horned man, carrying a bow, or a spear. It is to him that we owe our bountiful hunts, and it is to him that we are granted our strength. We enjoy full bellies, and great feasts because of him. But despite this, many view him as lord over death as well. After all, he chooses what lives and dies by granting strength and taking it. But the Emerald Way views him in a different light. He is instead, the lord of change. Instead of drying the oceans, he is the tide, ever changing the world around him. And he is the current, ever shifting life around. In the Emerald Way, there is no death. There is only life. A corpse feeds the grasses, and enriches that life. Suddenly, more grass arises. We are fed, and we give birth to our sons and daughters. Life never leaves this world. It only shifts from form to form. Think back to the vases and waters in Cerridwen’s passage. Instead of breaking the vases, Cernunnos merely pours water from vase to vase, and shapes new ones. There is great peace in this. I take heart knowing that I will live on this world even when the last elf has fallen. I. Morality as Inner Balance On yesterday's eve, I witnessed a sight most common, though for some unknown reason, it struck me strange. An elk was torn into by a beast, and ripped into, to eat. A common occurrence, yes, this is known. Tis’ the way of nature, the beasts eat the common gazelle, and so on. The predator eats the prey, and the prey feeds on what it can. There is no evil in it, the predator must eat as much as the prey, and the prey must eat what it can, and there is only survival in it. The predator feels naught for devouring its prey, nor does the prey when it grazes upon the grasses, despite life being taken from the world. Such is the unseen way of all natural life. Life passes on and on and through each moving piece of it. There is no evil or good in the natural balance, only what is and what survives. Such also is the way of druidism, our gifts are given without thought of good and evil, but with only this delicate balance of the cycle of life in mind. Druids are expected to be as neutral as nature in this sense, are we not? It is the duty of druids to correct the balance, wheresoever it may be corrupted, without heed for borders. It is our duty to correct it, we must. We have been charged by the aspects above to do our sacred duties, and the order has decided we must do it this way, completely neutrally. But this charge ignores a most fundamental principle of our life as descendants, of how we have grown and developed to live with morality, to have the sense of good and evil, and all in between. It is what makes us what we are, it is what gives us our humanity, and this makes us truly and beautifully unique. We are not a part of this balance the aspects have created for us, but we surely live with it. Though to attempt to live without morality, to attempt to live neutrally and strive to think as the aspects do, without heed of what is good and evil, this is unnatural of our own being. It makes us only as simple as the beasts and prey that are in the balance we seek so desperately to protect. We cannot, and we should not deny what we are, how we think, but we must find a balance of our own, and look over the balance of nature with a sense of right and wrong. To live along with both the balance and the descendants, separately, yet together. In this, we are allowed to exercise our sense of right and wrong and do our duty to protect the balance with great strength. It is not the nature of men to keep out of everything, we, as Malin's kin, must be involved in the survival of our people, and our culture, for surely the theatre of the world seeks to stamp us out yet. One would say it distracts us from our duty, to be a part of a nation. This is not the case, nay. I might even say it better allows us to perform our duties. While we cannot live as neutral, we are able to do our best to spread what is good, and what is just. It is of the utmost importance that druids maintain strong ties to the world they live in and protect, they cannot fly above it all. Neutrality is a disease that leaves men weak, and staggeringly alone, as many beasts are. Fellow priests of the balance, I say to you. Do not catch the disease of neutrality. Hone your sense of right and wrong, fight always for the path of good for you and your people. Do not become unnatural men, stripped of all sense of what is good or evil in the world. In morality, we find our strength together. Apathy is a fate worse than death, for even a rotting corpse feeds new life. II. Will Within Balance We are inherently separate from the thing we protect so dearly, as druii. The balance consists of life around us, the seen and hidden movements of nature ever moving in a circle around us. The birds and trees die out, but there is ever a forest standing, no? Songbirds fill the air, do they not? We are ever surrounded by life, yet death lurks and strikes here and there. No matter how oft or how heavy death’s strikes may be, life ever moves on. Many druii take our duty to protect the balance as a sign that the world is weak. It is the opposite indeed, for the balance of the world knows a will far greater than our own. Life will find a way, no matter how damaged it may be. We druii exist only as a means of preserving the balance’s state, and correcting it where we find imbalance. Yet as I say, we are inherently separate from the balance of the world. Instead, we hold a force of our own within, potentially even equal to this primordial balance of the world. The balance of the self. The Emerald way is, at its core, the way of two balances. One cannot neglect this balance of the self when protecting the balance of the world, for it is far more fragile, and far weaker. This balance, in a way, is even more important than that which the druii are sworn to protect. With this separation from the balance of the world, the circle of life is entirely indifferent to us, to our very being. We have little sway over it, though many druids seem to rely on it for their source of strength. They use their gifts frivolously, and have grown dangerously dependant on them. They fail to realize that to rely on their gifts to do protect is dangerous, and leaves men weak. No man or woman can hope to fully control this primordial force, and they are left with atrophied bodies, defenseless without their gifts. They fail to realize that true strength comes from within, and that in order to change the balance, and protect it, we must cultivate our own will to match the strength of the world’s will. While faith is important, true strength is drawn from our own volition; The power to use your will, which is equally important as obtaining power itself. Never live for the sake of another, or an ideology. Live for yourself, and no other. With that, we empower ourselves to carry out the will of the aspects, to protect the balance. III. The Nature of Will A man can change everything if he is willing to sacrifice for it. The greatest changes require the strongest wills, And we must give much for the salvation of this world. In the beginning, we have nothing. Our privilege is the dirt. In such darkness, our will guides us to light Perspective pierces the veil of dark. Our birthright is our failings, and the pain we suffer. When darkness comes, we can rely on no other to face it for us. Only through our willpower can balance be attained. IV. Beings of the Present Self The balance does not, nor can it be made to be still for long. All things move until they pass on, and even then their energies move ever forward into other forms, other vessels that will move on and on. And from movement, movement is born, ever arching outward. You, druii, are no exception to this commotion. We constantly expend our energies in creating islands of quiet within our lives, trying to still the waves that march ever onward, yet it cannot last. Time encroaches, it consumes all things. Fling yourself to the waves of life, druii, engage in the here and now, and you will find that the key to living is your own will. The will to see life for its flaws, and the will to better it, to create your own waves. One cannot focus on the waves that have long since passed, the echoes of feelings you once felt. The past does hold merit in giving us its teachings, but from there, move on. It holds nothing for you. Let the past die, and use what you have learned to shape your present. With the lessons of the past, we can focus on dealing with what is here and now, with the waves that crash over us. Use what you have learned to enact your will, and shape the waves around you. And perhaps prevent a tidal wave from overwhelming you in the future by dispersing it before it happens. By changing your destiny. There is no lasting stillness. It is impossible. Accept this. Know it in your bones. Watch the world happening around you, and through your will, forge your own echoes, your own cadence in this world. Live in the moment, and your will can shape the future. V. The Balance of the Self My words earlier in these pages were far too simple, I’m afraid, for they leave out a great deal in seeking to express the point, but they failed to truly explain my deeper meaning. Earlier, I stated that the balance within consists of the will to act on the sense of good and evil. Though I do not refute that, I’m afraid that the truer meaning of the inner balance is lost on such words. Good and evil are a point of view, different to each person. I have found better words to explain such a dichotomy. Instead of viewing the inner balance as the senses of good and evil, replace such words with selfishness and selflessness. To act for the self, and to act for others. This opens the situations to all by providing a common meaning. You cannot have one without the other in life. Pure selfishness only harms others, and amassing your own power can lead you to enact your desires as opposed to working toward the balance. Instead, one must use the powers gained from selfishness to act selflessly in life. To sacrifice for the good of others, and of the balance. But beware, lliran. Pure selflessness is just as destructive as pure selfishness. Benevolence for the sake of benevolence leaves you in a worse position than when you started, it weakens you and sacrifices your own strength to help. In addition, it robs others of their struggles, their own opportunities to learn and gain their own strength. Never sacrifice your own strength to rob another of their struggles. As I said before. Recognize the value in letting people fight their own battles, and they will be all the stronger for it. Selfishness for the sake of selflessness… this is how we can protect the balance. By enacting our own will through this, we have the strength to alter the balance and preserve it. This inner balance is not inherent to druids, or even the balance that they protect. It is inherent to the descendants, this ability to act in selfishness and selflessness. It is where inner strength is drawn, the will to enact change upon the world. Such a principle applies to all aspects of life, and so it is important that druids hone their will to act on this sense. A druid who has mastered their ability to act on this sense will go far. A soldier who has mastered it will find his enemies falling before him. A farmer who has mastered it will know only bountiful harvests. It applies to all paths through life. If we cannot find the strength to act on this and hold balance in our sense of selfishness and selflessness, how then can we hope to protect the primordial balance of the world? We cannot. VI. The Absence of Understanding The Lord and Lady have blessed you with eyes to see and ears to hear, and a whole world to experience. Yet we remain blind and deaf to most of it. I remain blind, despite teachings that were meant to open my eyes and help me see the world for what it was. We consider it a great tragedy when one falls to darkness, when they stray away from the teachings of the order, and when they fall into hands that turn them to violence and disparity. Many of our students are failing, falling to darkness in their belief continuously. Those that remain follow blindly to their teachers, like sheep, unable to think past the surface of druidism. Most haven't thought yet to dive in. We are missing something within our teachings. Missing a piece that keeps the ambitious prodigies away from darkness, and a piece that allows others to break their chains and to be free from the slavery of secular thought. The teachings of our order, I find, ignore the dark of the world. They preach only the light, and are blind for it. I have sought the contrast myself, the dark to compliment the light, not to oppose it. I will not tell what I have learned here, only that the current teachings do not hold all of the answers you need. By learning what they have not taught me, I have seen what makes us weak. If you are to truly understand, then you too must seek this contrast, not adherence to this single ideal. To believe in an ideal is to be willing to betray it, to look where it may forbid you to go. It is a lesson of strength. If you do believe in an ideology, then find its opposite, so that you may reinforce it by correcting its flaws. Become what strengthens an ideology, not a slave to it by following it dogmatically. Without this contrast, we are but marionettes, tangled in the strings of weaknesses in our ideologies. VII. The Value of Struggle and Self Reliance Pure benevolence weakens the self, and those to whom it is cast upon. Do not roam the world, dispensing pity and self sacrifice unto others. By giving others the chance to fight their own struggles, internally and externally, we give them the chance to cultivate their own will. Do not be a thief in the night, stealing strength from others where you would mask it with benevolence. If you truly wish to help another, recognize the value in letting them cultivate their strength and will through their struggles. When they triumph, their victory will be far greater than it would be if you would help them. Through your own struggles, cultivate this inner will, and you will find the path to balance. Create a strict reliance on yourself, rather than your connection to the balance, to the thing you protect. Too many druids of our age focus on honing their gifts to better serve the lord and lady above on this earth. I ask you, strip them of their gifts, and what do they become? Only empty shells, incapable of enacting their duty to the balance without the gifts of the aspects. And that is no true disciple of the balance. Without will, we are nothing. This brings us to a fundamental question: If a druid loses her powers, is she still a druid? The way you would answer would depend on your view. If you say no, you believe inherently that only those with the gifts can make a difference in this world, and you are wrong. The devout, druii without gifts, are simply those with greater will. With the proper will, everything can be changed, such is the nature of will itself. Druidism is something greater than simply gifts. Those that would choose death over a life without their gifts are those whose wills are weak, and were unworthy of them in the first place. VIII. The Nature of Life and Death The Mother above creates and cares for life throughout the world, and spreads it over the land. Helps it grow, nurtures it. Heals it. Guides it. The energy of life exists through all living things. Tt surrounds us, penetrates us. It binds the world together, and unifies it all. It is fluid, like the water that carries it. This is known. Death does not exist. This life created by the mother never leaves this world, it merely passes from vessel to vessel. The fallen elk feeds the grasses, and the prey feeds the predator. On and on the cycle moves, life being poured from vase to vase. It holds many different shapes and forms, but at its core, all forms are simply life. We are no exception to this. It is because of this that the role of the father is oft misunderstood, however. He is not death, nor is he the hunt. His name is strength, not for his ability to take life, or hold mastery over it. But for his power to move the energies of life from one vessel to the next. It is from his will that the balance exists. It is from his own will that life moves from vessel to vessel, never stagnating, never finding stillness. It is due to this change that life is truly precious, and each form just as valuable as the last. So where do we lay among all of these vessels? Where does our power come from? We cannot define ourselves by our ability to take life, to control it even or possess it. To do so is to have nothing, truly. Death does not exist, and to define yourself by your ability to usher it, your strength is as fleeting as grains of sand in the wind. But if we define ourselves by our ability to will great change in the world, to move and change the vessels of life as Cernunnos does? That is true strength, lliran. This is what the focus of druii should be. Cultivating the will to usher change. IX. Facing Conflict I speak much against a neutral stance, and this much holds true. One should always act when they have the opportunity to, and when there is greater suffering in the world. But I have not always been clear on what it is to act on, or how one should carry themselves. In my life, I have been through many struggles of my own, and this is the view I have learned thus far, and it is the view I shall give unto the Emerald Way, that others may find a better way to approach their problems. Live your life, and act with great respect and wisdom, for you must be a beacon of change for the world, a fount of knowledge and veneration. Without strong principles to guide us through our own morality, what then can we enact our will from? A principled life, one with a strong basis for which we act is the only life worth living. But what is principle without the perspective to see the world around you as it is? Through rigorous meditation we gain clearer perspective, and can find the solution to any problem. When on your journey through life, take one step at a time, look up from your feet and observe the living world around you. Speak to all you may meet and soak in all the details you can, learn what comes to you. Life is to be savoured, taken slowly. Rashness is the path toward greater suffering. Will. Principle. Perspective. These are three values that the Emerald Way promotes. Through these values, act with a tempered and clear mind, and seek always to see more than what you are shown. From these values, we find the strength to change anything in this world. Even destiny. X. The Place of Gifts and Tools I have said before, the druids rely on the gifts far too much. It overtakes their being, and in some cases, druids cannot function in day to day life without the use of their gifts. It becomes a crutch, one that would leave a druid crippled without it. Such deep rooted dependency is something to be avoided, something to be shut down and moved away from. And even in our divine mission, many rely entirely on this aspect-given gift to do our work. Without them, I don’t doubt that many would fail in their mission, that they would cease to protect the balance without their precious gifts. And I sense an even more sinister plot. That many druids are here only for the power that they may receive from the gifts. Devotion is a scarce thing to see these days, true devotion to the lord and lady above. Many druids fall, and when they lose their gifts, they simply move onto something else that may give them the power they seek to enact their wills. Give many of the druids of the order only silence, and you will truly see who follows the aspects. But you may see this as me having a negative view of the gifts, which cannot be further from the truth. I have only a negative view of druids that rely on such gifts, that depend on them, sometimes to the extent of needing them to live. Such reliance is weakness, and weakens the order as a whole. However, the gifts themselves are not to blame. We have many tools at our disposal to aid us in our mission of preserving the balance of life. Our mind, our physical strength, our charisma, our words, and yes, our gifts. The gifts are but one singular tool with many uses, just like the other tools. You do not need the gifts in order to protect the balance, just like you do not need the gifts in order to be a druid. To believe that one must have the gifts in order to carry out our divine mission is vanity, don’t you see it? I would rather a devout person without gifts that protects the balance to the best of their ability rather than a druid who uses their gifts for personal gain, or one that seeks personal power. The Order should enforce teachings of these inherent tools that we already possess, and their uses in protecting the balance, rather than preparing them to rely on their gifts. Teaching students that only their new power can preserve the balance is a dangerous and self destructive way of thinking, and is the reason behind many of the greatest failings of our order. There is a silent lust for power within our teachings, I think, and we are utterly blind to it. Always, the next step in learning is to master a new gift. At least, this is what I have seen in the world. There is a great flaw in this method. XI. Amongst the Shadows, the Hunter Preys “When the darkness comes, we can rely on no other to face it.” A hard truth that rings out in the Nature of Will. We are alone in this world, and we can rely on no other, be it a nation, or a friend, to protect us from the evils that seek to cause imbalance in ourselves and in the world around us. Sure, others can assist you in your journey to find balance, but ultimately, we are on our own on this path. This includes when the walls of our world come crashing down around us, and when others draw blades in offense. Remember this lesson though, amongst the shadows the hunter preys. Stick to the shadows and become the hunter, not the hunted any longer. The wild hunter works alone, or perhaps in a smaller group, staying away until the moment is right to strike. Be the wild hunter, and stick to the shadows like paste, be they physical shadows or metaphorical. A hunter can navigate through the webs that society weaves just as well as the darkest depths of the forests. Watch always. Strike without warning. Wait for the opportune moment to strike. And train with but a close teacher watching, no others. Do not show others your strength until the last possible moment. Hold your strengths, your tools close to your chest, and they become all the more powerful. When traipsing through society’s webs, blend in. Do not draw attention to yourself. To walk the path of a druid is to live in service to the two balances. Fight for both of them, and little else. Use violence for necessity and defense, never for indulgence or boasting. Survival is key. Balance is key. XII. The Power of Identity In all things, know who you are. Your identity as a person is imperative to the two balances. Control your identity. Form it. Shape it. Let no other have reign over it. For when your identity is controlled, you are controlled, and your ability to serve the balance diminishes. Your name is your own, and no other’s. In terms of your tools, it is among your strongest. Forge a new identity if you must, in order to break the chains placed upon you by others. Take no titles but those you forge for yourself. Self control is the path to true will. XIII. The Importance of Endurance as Mali As mali, our people are fragile. We are few in number, but long lived. Much can happen within our lives, and we must be prepared to face everything. Be it death, war, famine, or genocide. Be it the murders that haunt us, or the misdeeds and sins of the many. Be it our own failures. We must endure through all things. We must stand at the highest peaks, until the wind tears the mountain into the sea. We must live amongst the forests until they no longer stand. We must endure a thousand wars and watch the blood of our brothers and sisters stain the grasses. This is why we must value endurance to the point of zealotry. We must tune the mind and body to last through all these things. We must constantly stand tall, or we are doomed to fail in our mission as druii. As the world changes around you, remain unmoved by it. You have a duty to your brothers and sisters to endure. But more importantly, you have a duty to yourself, and to the aspects to endure. XIV. On Mani I have noticed something that quite disturbs me. It has brought questions that have shaken my being. In the decline of the Dominion, before we were split to the core, I was beginning to see the rise of the worship of mani. At first, I was quite pleased to see it, watching the faithful delve deeper into the mysteries that the aspects laid before us. But before long, I saw trouble brewing. The faithful began directing their prayers only unto the mani. They rose their names higher and higher, and I watched as many began to favor the statues of the mani over those of the aspects themselves. Before long, our faith began dividing itself yet again, its members grouping themselves by their patron mani. When I saw this, I suspected a schism to pass, yet I did little to change the fate I saw before me. And before I knew it, the followers of Morea and Moccus led an exodus from our lands. This disheartens me. Watching my brothers and sisters place others over the aspects themselves. Perhaps it was the natural progression of this faith, I do not know. But even after I watched as many followed down this path, I knew that the aspects are above all. The Emerald Way will hold no mani of its own, that we may show our reverence to the aspects above all else. Revere the mani, yes. Worship the mani, yes. But in all things, the aspects reign over all. The Emerald Path The dedicancy of an aspiring druid is a path that varies greatly between circles, and even between kindred druii. All of our brothers and sisters have been birthed from these various dedicancies, and many great druids have been birthed from it. Yet despite these successes, we’ve been failing our students. I’ve seen two extremes of our failure within the Naelurir. Our students become mindless sheep, unable and unwilling to explore the deeper mysteries of our world. They cannot act until they’re ordered to, and are often the victims of sloth. They do not carry out the tasks required by our priesthood. And the other side are the independent minds. The ambitious ones with their own agenda in mind. Ones that seek power before faith. These are the dark ones that come from our order. We are responsible for them, for their actions as an order. We’ve always blamed them, their own passions and shortcomings, but we’ve never pointed a finger to ourselves. There is great fault in our teachings, a lack of tempering for these minds that leads them to search elsewhere for better answers. Thus, the basic teachings of the Emerald Way; Faith Studies After taking their oath to the aspects in blood, a strong foundation and understanding of the wild faith is important in fostering a deeper understanding from which we can truly become independent thinkers. To pass through the trials, one must have these foundations prebuilt, that they may fully utilize the tasks they’ve been given. Therefore, before tasks can begin, a student should have in depth instruction on at least the following topics, if not further. The Core Teachings Cerridwen, Cernunnos, The Balance, The Mani The History of Mali Taynei’hiylu, Irrin Sirame, Seed Era, Modern History Survival Medicine and Combat Studies of the Mysteries The Eternal Forest, Rituals, Prayers, and Offerings The Insight of Creeds To search for deeper insight. This is the purpose of examining the three creeds of the aspectist faith. It is one thing to know your duties, to perform them to the best of your ability. It is another to fully understand why you do them, and to find a deeper meaning in them that may echo in all of your actions. A creed is not something to tell you how to live your life, nor to tell you how exactly to do your duties. They are simply ways for finding a deeper understanding of druidism and aspectism in your life, and connecting the self to the balance in ways unheard of before. Thus, it should be required of all dedicants that they examine each of them, learn from their heralds about each of them. To understand the contrast betwixt the three creeds is of the utmost importance, even when dedicated to the Emerald Path alone. Path of an Acolyte To further prove dedication to the aspects themselves, and to prove the prowess of the self, dedicants must serve the priesthood as unattuned persons, assisting their guides in protecting the balance through whatever means are required. Whether that be defending a druid during their travels and in their duty, or witnessing a conversion. Through their time as an acolyte, a dedicant should learn how to act as a priest, and how a priest must carry themselves. The Trials After an acolyte has taken the path, and shadowed a priest, the priest overseeing them will announce them to be ready for the trials. The priest must present them either before two high priests, or two oracles to be judged if they are worthy to become priests. If found wanting, they will be returned to the path of an Acolyte. If they have been judged worthy, they will begin their trials to ascend to priesthood. Which trials to be taken are up to the priest overseeing their acolyte. If one has joined a creed, then they may follow the trials of the creed. If not, a teacher may start them on their own trials. If a teacher has not developed their own tasks, they may follow the ones below. Trial of Knowledge: The acolyte must write a thesis on the lessons of the wild faith, and of the Emerald Way to show their understanding and provide a new perspective on either of the three to show critical thinking. If they can find another way to show what they have learned, they may show it that way. It will be left to the judgement of the priest overseeing. Trial of Steel: An acolyte must show great courage and bravery, be it through fighting a great enemy, or facing down against a great evil. Defeating a dark creature, or fighting in a war. Any great feat of bravery must be shown. Trial of Endurance: An acolyte must endure great hardship, struggle, pain, or loss. Be it through battle, or the rending of flesh. Battle scars may suffice. If an acolyte cannot endure loss, or pain, how can they be expected to uphold their own character, and that of the order? Trial of Reflection: Give dedicant peyote or other herb that makes them disoriented. Then, take him to a mountain nearby with a dagger and nothing else to learn about Cernunnos. To feel that longing for food and to experience the grit of the hunt. They must come back with a kill. (OOC NOTE: For this one, make them write a short story about their character’s experience, like a forum post, as making them emote at nothing while they’re on their own in a forest is boring.) Trial of Faith: Perform a public ritual (Wedding/Last Rites/Warpainting/Leading a group offering), with an elder priest to oversee. OR an acolyte may bring two other mali into the fold of aspectism. Or in some way, the dedicant must demonstrate a considerable knowledge of the wild faith. Either will do. GRAND TRIAL: Dedicant comes up with what they want their grand task to be. Guide has to approve it. Must be Grand Attunement “The gifts do not maketh the priest. The priest maketh the gifts.” - The Oracle, Hurricane After their path has been taken, and their trials complete, it has come time for a priest to be attuned, and to undertake the burden of the two balances.
  6. Clan Otsugowara Crest of the Otsugowara Clan Great sadness is tearless.. Supreme enlightenment is wordless.. Loud laughter is silent.. Clan Otsugowara is a fiery and enduring clan borne from the remains of the once-mighty Hirafu clan hailing from the far-flung eastern continents. Members of the Otsugowara profile themselves to be wily and resourceful, keen on defending a reputation on serving as protectors of the easterners and battering their foes that reaches across the many seas both west and east. Recent History Clan Otsugowara is presently led by Suzuhito Otsugowara, currently within its sixth generation, succeeding after centuries of bloodied conflict and a gory end to numerous clan members. Otsugowara joined in the side of Clan Kato in the Echo Bay Uprising of 1692, a tumultuous and complicated easterner conflict that saw Otsugowara brought to close to complete destruction by its enemies. In a stroke of fortitude in the closing days of the conflict with defeat for themselves and their allies all but certain due to malicious tactics, Suzuhito Otsugowara alongside the bravest of his kin and retainers commandeered the fastest sailship from the enemy fleet in a brazen night mission, and placed it into service at the forefront of the refugee fleets that came to this continent… Familial Direction In-Game state of the Tokoko Refugee Camp Clan Otsugowara has declared the restoration of the Easterners in the continent to be an imminent priority, toiling hard to ensure consistent development of the Tokoko Refugee Camp as a hub to encourage growth and recovery of the Easterners. In true likeness, the clan has established a personal godo kaisha to achieve its financial ends and prepares to trade in various artisan trades and crafts to bring both wealth and life back into the Eastern people. Family Legends and Ancestry. Clan Otsugowara claims to be the descendants of Asuka no Hirafu, a legendary naval commander in their fables who let a thousand ships to conquer the eastern mainland. His campaign culminated in the battle of Hakusukinoe which saw the coalition forces of the mainland successfully push back his invasion. "We learn that in ancient times there have been cases of troops being asked for and assistance requested: to render help in emergencies, and to restore that which has been interrupted, is a manifestation of ordinary principles of right. The Land of..., in its extremity, has come to us and placed itself in our hands. Our resolution in this matter is unshakable. We will give separate orders.. to advance at the same time by a hundred routes” It was said to be an honorable cause as the Lord had given his word to the remaining survivor of a royal clan of antiquity and married her to see the return of the once prosperous kingdom. Although the restoration forces had initial successes it eventually saw defeat at the hand of the mainlanders and Asuka no Hirafu returned to his hometown to seek redemption. It was there that he received a vision that there will come a time in which his clan will herald a new era for their people in another faraway continent, and hence is how the legend goes. Family Traditions WIP as In-game roleplay brings improvement to the traditional aspect. Version 0.1 An Introduction: Kanzeon is an Easterner belief that Clan Otsugowara follows with an emphasis on ancestral worship and familial piety, believing in the importance of a Sangha (Native Language: Seng-Chia) which is a religious community as an integral class of society. Origins: Far-East. Kanzeon is a way of life that developed from the mainstreams of Eastern Farfolk culture, usually regarded as a minority in many of the larger urbanized regions in the area. After many local tragic upheavals, local sages (Native Language: Onymodos ) and monks began to propagate the importance of familial virtues and the merits of strong bloodlines as a matter of self-perseverance. A key aspect of Kanzeonism would be folk religion where a follower attempts to propitiate and attract the favor of local and ancestral spirits known as phi(Native Language: Kami). While some have often drawn a clear line between their beliefs and folk religious practices, this distinction is rarely observed in more rural locales. Spiritual power derived from the observance of Kanzeon precepts and rituals is employed in attempting to appease local nature spirits. Astrology, numerology, ancestral relics and the creation of talismans and charms also play a prominent role and often kept in proper shrines. Annets part one: Amongst the descendants, Kanzeonism has permeated strongest in the retention of ancestral relics due to its importance or heritage. An example would be that of a sword or katana of a famous warrior being kept by his family or colleagues after his demise. Another example would be that of meditation beads of a monk, kept and consecrated by his colleagues to be a talisman to honor and respect his memory. Such acts are seen as good deeds and contribute to the individual dharma(Karma) in a positive light. An example of a platform, usually wooden in nature where relics are placed upon and tended to on an almost daily basis in a shrine or home as part of the caretaker’s routine. OOC implementation: An Easterner player character could have a wooden platform in their home dedicated to items of importance to them which can be consecrated by a member of the monastic class. After which, the caretaker of these items can be done through the daily cleaning and burning of incense to honor these items and relics. Similarly, in shrines for more important items and relics usually using fancier platforms and flower arrangments. Some practitioners even offer offerings in the form of food that is changed on a daily basis. Joining the Clan - OOC - Clan Otsugowara is an ever-expanding concept that will improve and is seeking competent and passionate players interested in growing Easterner culture on the server, it will be my hope to create an entertaining roleplay experience to those interact and join the effort with the Easterners and I will be keen on listening to criticism and feedback to improve the Easterner clan with. I added a small section in the event that someone would be interested in signing up! OOC: Roleplay Experience?: Roleplay Strength?: Previous Punishments?: Discord?: (You do not have to post it. A simple pm or adding me at Crines#2975 will be fine! Feel free to contact me and ask questions this way as well) @Miss_Confined
  7. “And verily I say unto you, go forth and fear no darkness; for ours is the way of the Light, and no foul evil may turn us away from our Oath.” -Aegnor I Starfinder, first bearer of the Seastone Crown. The Venerable House of Sylvaen Mar’lin Sylvaeri The House of Sylvaen, often known colloquially as the House Sylvaeri, is an ancient Elven bloodline which traces its furthest roots to the ancient homeland of Malinor. Alongside the elder Elves of the House Silma, they serve as representatives of the Elder Bloodlines upon the Continent. While the extent of their early history is best told in the Lay of Aegrothond and other tales, they have made their mark upon modern Elven history as well; many have served as High Princes, Princes, and Lords in Old Malinor, the Dominion, and Aegrothond. The Sylvaeri Despite the great span of years which has passed since their formation as a distinct bloodline, the House has remained generally uniform in appearance and in phenotypic traits. They are almost always possessed of peculiarly grey eyes, akin to their forebear, and this is the surest method of discerning pure blood. They are more varied in the colour of their hair- while the dominant colour has always been dark, the Sylvaeris of the Atlasian era are largely fair-haired. Their skin is also fair, though tends towards tan in those who spend a great deal of time in the sun and sea-spray. The House dresses primarily in shades of crimson and gold- simple garb, and fitted for the active trades. Common also are earthy tones, and sometimes autumnal wreaths, though these are considerably rarer. They are not, despite their other vices, particularly prone to vanity- as such they rarely adorn themselves for the benefit of others, and only do so to their own humble satisfaction. To this end they have a greater appreciation for jewelry, especially in the realm of gold and precious gems- but they love silver best, and pale diamond and opal-stones which are found deep beneath the earth. They are not miners themselves, however, and as a result the House has often made alliance with representatives of Dwarven Mountain Clans; they are welcome in their woodland halls, and the Dwarvish language is commonly learned by their children. The sons of Almenor are with few exceptions proud and haughty, and value personal honour highly; the spirit of fire associated with their ancestor burns true within their hearts, and ire comes more easily to them than to other Elves. Grudges and feuds are seldom left unpunished when slight (perceived or true) has been done upon them- though these resolutions may come many generations later. Some who bear the blood are by this virtue grim, and even dark-hearted- but most tend towards a nobility of spirit, and do no evil. The Forges of the Almenodrim Of all the families of Elvendom the forge-craft of House Sylvaeri may be considered chiefest and greatest; by virtue of their friendships with the Dwarves they long ago grew wiser in the lores of metals and gems, and developed their own styles to better suit their Elven natures. Therefore the steel wrought of their forges is considered to be among the best in the world, and is prominently reinforced with woven natural magics and other, more secret arts which are taught only to few. The Oath of the Seven and Bloodsilver Rings There are few customs which define the House of Sylvaen more clearly than the Oath of the Seven, which is sworn by all of-age members and is considered the rite of passage for young Elves. The Oath, and the accompanying tradition of forging rings made with the blood of the oathkeeper, find their roots in the establishment of the House by the Seven Sons of Sylvaen. This tale, and its meaning, is fully told in the Tale of Dagnir, which is a constituent part of the Lay of Aegrothond. Symbols and Banners Most prominently featured upon the crimson banner of the House are the hammer and anvil of Sylvaen, which are set below a crown; the latter represents the Crown of Malinor, which was worn by their ancestor Eleron, last royarch of that fallen Princedom. The seven stars which flank the arms are of the constellation Narnir’vallei, which is known in Common Speech as ‘The Mariner’. It is beloved of the House, and the grouping can often be found in their works, and even sewn upon their garments. The use of the arms follows the practice of a quintessentially Elven form of feudalism; they can be worn by any sworn to the House and honour of Aegrothond, and as such are not reserved solely for the bearers of Sylvaen’s Elder Blood. Heirlooms of the House Due to the rich tradition of forgework kept by the family, the Sylvaeri clan are possessed of a commensurate amount of relics, artifacts, and jewels of rare and unmatched craft and beauty. Most of these were wrought in the old lands of Almenor, but some are more recent- and with few exceptions are associated with great deeds and Elves of yore. The Necklace of Stars Known also as the “Light of the Almenodrim”, the Necklace of Stars is one of the greatest treasures of all Elvendom, and the work of Sylvaen’s own hand. It is set with a great multitude of diamonds and other gems, cut to perfection by the ancient hosts of Aegrothond. It bore for a time one of the Crown Stones, taken from the circlet of Malin. Belethil- The Star of Morning A gem crafted by the hands of ancient Dwarves, Belethil is steeped in the traditions of Malinor, and greatly treasured. It was lost when Sylvaen cast himself into the sea, and none have seen it since. At times, when the moon is high, it is said that the path which it traces upon the surface of the ocean will lead a traveler to Belethil’s resting-place. The Crown of Storms A younger artifact than the first few, the Crown of Storms is representative of the later deeds of the Almenodrim- most specifically of Aegnor Starfinder and his descendants who dwelt upon the shores of the Sea (and for whom it was made). Though the Crown itself has been lost to time, it was fabled to render unto the wearer the wisdom of the ancient mariners- to render them safe from the furies of the storm, and even to prevent drowning. Whether these tales are true or not, is entirely unknown.
  8. Edrahil and the Dragon Which is the third part of the Lay of Aegrothond, in which the deeds of Edrahil are told. In the elder ages of the world, when the Sun and Moon were bright and untarnished by years uncounted, a fair realm was spread between the mountains and the sea. In those days the paths of the Elves were greatly sundered and broken, and not least of all these rifts was the breaking of faith between the Almenodrim and the Crown of Malinor, of which the Song of Dagnir tells. By this virtue most who departed Tavule had come to follow the Great Houses, which had come together in order for to be known as the wider realm of Aegrothond. For a time they were guided by Sylvaen the Everflame, of whom many a tale is told- but by the time of this telling he had passed into oblivion, and led no longer. Now Prince Aegnor the Starfinder ruled over the holdfasts which had been his father’s, and he took upon his own shoulders the mantle of Lordship of the Almenodrim and the stewardship of the land and the people. Six brothers remained to him, left over from exodus- and each was possessed of a craft and mastery so that their holdfast flourished and grew. Thus they together spread their princely wisdom, and all the lands were glad for it. One among them was foremost in martial skill and ability, and it is he that will feature most prominently in this tale.Lord Edrahil was his name, which is well-remembered, and he was the fourth son of Sylvaen. Great faith he kept in the Oath of his House, and a will indomitable to purge the darkness from the fouler places of the world; to this end he traveled often beyond the far bounds of the realm of the Almenodrim, to seek out all evils and break them beneath the power of his bright will. Thusly were the lands of the Elves kept safe from harm, to grow and be fruitful. Now in the northern mountains in those years the dwarf-manses were in constant strife with all manner of dark creatures which grew and multiplied, having been left behind by the wraths of Iblees and other, older evils which have no name. Chiefest among these at that time was the wyrm Ankar, which had fled to those parts after the first breaking of the Deceiver. From the high peaks this beast commonly ventured to terrorize the peaceful Dwarves- a terrible wrath incarnate, borne upon a sudden wind and a gout of freezing breath. Ere long it came to be that the wyrm’s hunger was not sated with dwarf-flesh and gold, and it began to hunger for the far sweeter meats of the south. The first settlement beneath his wrath was called Myrdaen, a village known for its refining of fine wool and ornamented cloths of all kinds. It came like a cold wind from the north, and tore the land asunder- feasting upon the sheep and cattle, and driving aside the stones of Elvish buildings with brutal force. Of all who dwelt there, few survived- and in great clamour the Lord himself was felled by the snapping jaws of darkness incarnate. Some managed to escape, and hastened to the shores of the Sea where the Court of Prince Aegnor was held. There the beleagured Elves made their plea, and were received in dour mood by the Prince and his lordly brothers. So it came to pass that Edrahil heard of this grey terror of the high mountains, and his mind at once was set with fateful purpose. “By what right doth Ankar claim the mastery of the skies, who was made in mockery of Creation?” he cried aloud, and his eyes shone with a sudden flame. “Too long have we allowed this danger to play upon our borders, and done nothing! Give me leave, brother, and swiftly shall Ankar’s monstrous head adorn your mantel-piece.” And his Company of friends struck their spears against their shields twice with great clamour, calling their assent. But Prince Aegnor sat a while in deep thought, causing even the rowdiest Elves of the Court to fall silent. “Cheaply valued is thy own life, brother, and the lives of thy Company,” he spoke at last, and his eyes grew dark with foretold doom. “Great danger lies upon the paths of the northern mountains, and small comfort will pride be to thy widows if thou art slain in pursuit of this beast. If thy hearts do not know fear, let them at least know wisdom. Death and grim fate shalt thou find in the North, and naught more.” All eyes were upon Edrahil then, who was silent, his eyes aglow behind his golden mask. But it was Erendriel the Bard who spoke, and stood forward from the other nobles with hand upturned- whereupon glimmered the ring of blood-silver, bound and sealed with the Oath of Seven. “Hearken to the rings of our brotherhood, if thou shalt not hearken to the pride of thy brother! For we are not of those who step back from perdition, and stand idly by, while brother-Elves are so cruelly put upon.” And the Prince was given pause, saying- “Rightly dost thou speak, Erendriel, though calamitous doom of one kind or another I presage of you. Wyrms do not tire easily of Elven silver, or turn away from simple cruelty.” Then he stood, and upon his brow the flames of the Seastone Crown glimmered with a ruddy light. “Go forth, then, ye twelve Companions, and as a token of hope take with you the Helm of our Father, who is perished.” And Edrahil received the Helm, and bowed deeply, for it was a high gift. Within the fortnight he set out north, and thusly began the great quest from the citadel of Tamun. Here it will be noted that this citadel was at the very edge of the realm of Old Aegrothond- that is to say, at the juncture shared by the mountains and the lowlands which swept down towards the Great Sea. This was because the Almenodrim (and indeed most Descendant Peoples of that time) kept to the ancient laws set forth by the Four Brothers, who demarcated all the lands of creation for their descendants. Therefore Men were granted dominion over the plains, Orcs over the deserts, Dwarves over the high mountains, and Elves over the broad forested lands wherever they may be found. In keeping with this practice Tamun was raised upon a wooded foothill, not far from the true mountains of the dwarrows, and served as a border-fort for general purposes. In any case, as the northernmost fortress it had been first to receive news of Ankar’s attack on Myrdaen, and thus the mood was high when the crimson banner of Edrahil was seen approaching from the south. Twelve there were in total, alongside their Lord- the aforementioned Company of heroes, and Erendriel the Bard who chose to ride with them. Hardy Elves were they, who had seen many a trial in their time and had sailed west with the Seven when the call was sounded. They had participated in the wars of the old homeland, and knew well the sting of dragon-breath. The keepers of Tamun received them gladly, and informed them of the state of the Northlands. In the time of their marching it seems the wyrm had grown bolder, so that even the fortified cities were no longer safe, and feared him. But Edrahil only smiled, and called for more mead, saying: “It is he who should be trembling, good Elves. Soon, we shall make a fine powder of his ancient bones.” And so it was that the final night in warmth was passed, and there was little trepidation (far less, as you shall soon see, than there should have been.) The dew lay heavily upon the path into the Vale of Tamun as the Company of Edrahil set out, and clung to their scarlet cloaks in silvery droplets which shone in the morning sun like so many stars in a crimson firmament. Well-armed and armoured they were, for each among them bore a sword and a spear, and a shield rendered by the highest arts of the Almenodrim. Upon their faces were fearsome mask-helms of gilded steel, but beneath them the Elves smiled and were merry- for Edrahil led them whom they trusted, and Erendriel seldom ceased to sing and jest. “A score of red-breasted robin-fowl we look!” he laughed in melody, and the songbirds sang along with him in lilting tones. “To pluck the worm from the northern mountains, hear hear!” And a great shout of mirth and joy rose among the Company in march, for they did not know fear. Edrahil ordered then the banner to be lifted, and together the voices of the Elves rang farewell in ancient song as the town sank into the hills behind them. “Again they come, and swift they ride, “For Elvenesse, for Elvenesse!” Their voices rise with ringing pride. And trumpets high above them soar, for elder fathers, dispossessed for many kin, who fought and died, And nations torn and rent by war. For fear is foreign to their hearts, and blades with gladness strike and reave, Through forest air grown thick with darts, And long-spears wrought by Elven arts, Which forest-cloth like needle weave.” And so forth they sang in joy beneath their seven-starred banner of scarlet, as the road turned northwards and the foothills began to grow great and dark to either side. Ere long the heads of the mountains became hidden in the clouds, and the forests of Elvenesse gave way to stone and fallen gravel. As the last great tree faded beyond a ridge the group made camp, and settled in for an unhurried sleep. When the sun rose upon the second day the Company of Edrahil set out once more, though they sang less and spoke sparsely to one another; for the path had become difficult, and in places it wavered and fell into sudden crevasses which had doubtless been the death of many a reckless explorer. All about the road were tall crags of grey stone, interspaced atimes by small springs of clear water too cold for drinking- they had flowed down from the glaciers which crowned these mountains, too high above to be seen. The band stopped for short luncheon at noon, having brought with them a wealth of provision from the grateful Elves of Tamun, and set up a way-camp to rest their weary feet. Some jested that they hoped that the greater part of the journey was finished, but most remained silent- marveling at the broad tallness which was arranged about their fellows. So it was that one of them spotted a small creature crawling upon the rocks far below, which were woven with mists. He called to his companions, and Erendriel nocked a swift arrow in his heartwood bow. “Hark!” the Lord Edrahil cried into the abyss, and the astute Elven eyes of the Company discerned that the creature was in fact a particularly hairy dwarrow of auburn mane and pale complexion. “What business have ye here, in the lands between the forest and the mountain?” But the Dwarf did not reply, instead waving his short arms and swiftly scurrying from sight.“How odd,” remarked Edrahil, “I did not recall the Dwarves to be so fearful of Elves, especially in these parts. I wonder what it was that caused him to flee?” But no sooner had the Lord spoken, than a warbling cry pierced the air alongside many black-hafted arrows. [To be Continued]
  9. The Tale of Dagnir Which is the first part of the Lay of Aegrothond, and the earliest story of the Almenodrim. Among the tales of sorrow and ruin which come to us out of the elsewise forgotten years before the rising of the Moon, there are yet some in which the eldritch dolour is lifted, and a light is shown to endure even beneath its gloaming shadow. Of these histories perhaps the most stark is that of Sylvaen, and of the Almenodrim who were his progeny. It is told fully in the Lay of Aegrothond, the longest of all Elvish ballad-poems, which concerns in its majority the Parting of Kindreds and the many deeds, both fair and ill, of that family in the First Ages of the world. It is retold here in prose to lessen its length, for alike to all Elvish poetry it is prone to elaborate musings which are not conducive to the educational purposes of this text. The Lay begins in the ancient land of Malinor, wherein the great Eternal King kept his court and dwelt undying beneath evergreen boughs of yore; Malin was his name, which is honoured forever, and upon his brow was a crown unquestioned. His sons were as one, their ways unparted, for neither false prophets nor forces of earth and heaven could dislodge the keeping of blood which bound them hence. They loved well the trees and valleys of their realms, and delved in the deepest reaches of the forest to build their villages, being foremost among woodsmen. Among them, firstborn of the Father, walked Sylvaen Everflame, of whom this tale is told. He was tall, and fair of face, and resembled in all ways his father save for his locks, which were of raven-dark hue, and for his gaze, which was of piercing grey akin to the sea-floes of ice in winter. While his kin walked the deep forests he took a different path, and instead traveled to far western reaches of the Kingdom, near-to the mountains which held some erstwhile manses of the young Dwarves. In that land he built his holding, which he named Almenor, and few citadels were fairer in that time, or in any time since. In that place of silver fountains he came to know Serinwe, who would come to be his wife- and together they reared the Seven Sons of oath and legend, who led their people to glory and tribulation in equal measure. Their names were Aegnor, Edrahil, Renarion, Muindir his twin, Ilurien, Vitras, and Erendriel who was youngest of all; and they themselves were fruitful, so that the pillared halls of their kin rang with the laughter of children which the Elves valued more highly than any treasure. This great family was known as the Almenodrim, and they are remembered thusly in many songs, most chiefly by their own descendants. In the days before the Curse they were greatly peopled, so that several distinct Houses sprung up among them- but each bore loyalty to the Everflame and wavered not from their path alongside the Seven, throughout all of their history. Of all the children of Malin Sylvaen was the greatest in forgecraft, and in the tempering of steel and the making of mail he and his descendants were never outmatched, save perhaps by the most great-skilled of the Dwarf-smiths of yore. The hauberks and plate of their forges did not rust, and did not sustain the tarnish of age and weather, shining new-burnished even after an age of wear. All of their works were highly treasured, for they were crafted with arts which were not known to other wrights, and have been forgotten. It must, too, be noted that steel was scarce more than a servant to them- and it was in the working of silver, gold, and precious gems that they truly excelled, ultimately peerless. Made in those elder days were some of the greatest and most beautiful treasures of all noble Elvendom, which were beloved of all the Elder Folk and held in regard even in the furthest reaches of the continent. Among them were the Necklace of Stars, and Mίr n’Ardhon, and of course the great carved gem Belethil which was lost, of which more shall be told in other tales. All which could be wrought by hammer and anvil they excelled in creating- but no weapons, for the sons of Malin had no need for them, save of course for spears of alder and bows of yew, which they used to hunt wild game. In those days there was no strife, and all Elvenkind dwelt in harmony and peace. But even as Sylvaen and the Almenodrim laboured with great zeal and saw no ending to their works, doom of an eldritch sort came to the halls of Almenor. It began, as such things are often wont to, with a falling star, which tore the heavens and fell burning from the firmament. A clash like thunder heralded its coming to the plane of Aos, and a great fire and clamour levelled the forest about its landing- for such was its heat in that time that all which came in contact with it was immolated entirely. With a roar of splitting earth a chasm was opened about it in that wilderness, and there it would have remained if not for the curious whim of fate. It was Aegnor who found it, riding upon the great northern hills with his banners- and ever after for this reason he was oft-called by the name Elpharon, which means ‘star-finder’. Marveling at the desolation, he delved into the blackened cavern at its center- and though it burned his hands, he could not find the will to leave the glede-star behind. All marveled at it, and at its providence, for even the most experienced among them had not seen such ore. Concluding their businesses in those lands the Almenodrim brought it to their home, and though none could foresee it, sealed the fate of their House. For upon that metal lingered an evil which had no name, born of the darkness and vapour of primordial creation and forgotten by Gods and mortals both. At that time Sylvaen, being come to his full mastery and eminence, was filled with new intent and purpose- and growing bored in his lordship over forgecraft the great wright took great interest in the star-iron discovered by his eldest son. Many months after its arrival the metal did not lose its immense heat, and would burn those who laid hand upon it; Aegnor had failed to tame it, and it had scarred the reach of Muindir who was Sylvaen’s most promising student. So it was that at long last the father of the Seven came first to behold this curse of his family, and resolved to make something of it forthwith. But as he took up his hammer to strike upon the ore the smith beheld a great darkness which descended upon the great fires of his forge, alike unto a black grip which sought to take him in vice. And it spoke to him, this being, in a voice alien as the rubbing of coke on steel. “I have seen thee, Everflame, and all thy purposes and works are laid bare before me- but I deem them to be lesser far than those of thy Father, who is Malin. You shall fade, as leaves of autumn in the winter wind, and none shall know thy small name in posterity. As paupers thy sons will be, and grim fate shall find each among them in his time.” And the elf-prince was stricken by sudden doubt, for in his heart stirred a fear which had not been known to any in those blessed years; it was an evil not of this world, but rather of the one which had come before, and was never meant to linger. “By what vile sorceries dost thou speak unto me, creature of darkness, and what false poison dost thou pour upon my mind?” he cried out, and stepped back from the forge-fire which burned not yet so hot as the metal before him. “In skill of hand I have no single peer- all shall remember my works, and those of my sons, who shall be lords when I am gone.” But despite his remonstrance the creature of gloaming had seized upon the core weakness of his being, for though Sylvaen was foremost in cleverness and craft, his brilliant mind of metal and stone had become flawed in its vainglory, and in the obsession with legacy which was to haunt his line forever. “Stay thy despair, my child- for I sense a greatness in thy blood which shall surpass thy brethren,” the fallen star whispered, in tones of dulcet, layered upon with the cloy of paternal sweetness. “I will show thee much of that which thou knowest not, and change the path thou treadst- for great wisdom I see in thee, and a great promise also, which shall change the doom of the world in its stride. In my image thou shalt shape what none hath shaped before, and all shall know thy will, and fear it.” And though Sylvaen was not yet won over, his mind was curious- as all wrights he wished primarily to expand his art, and to craft ever-greater things until he had exhausted all possibilities of matter and shape. It occurred to him that to bind this star to his will would be the greatest achievement of his time, and a fine treasure in the vaults of Almenor; no creation had yet been beyond his ability in all his life, and no metal could give him pause at the height of his expertise. So it was that a fateful artificery began, which would last many days and many nights. Three times the smith began his work, and three times the metal defied his expert hand- for the spirit which perched upon it was possessed of its own design, and did not lend itself to mastery. For many hours they strove in the deeps of the Almenodrin forges, until the anvil of the wright glowed hot, and the smith himself was nearto spent. At last, putting forth all his lores and knowledge, the Everflame made corporeal the doom of his House- but it was not of his design, and the great shadow was upon it. So it came to pass that the first sword was born, and the Gods wept, for in the hand of Sylvaen it was destined to cause great pain and strife. The visage of the blade was as wrought iron, black and cruelly sharp, and it shone with a dull polish which caught and twisted the faces of those who would look into its surface; its guard was alike unto an umbel of upthrust thorns, and its hilt bound in pallid corded wire. Dagnir was its name, which was given to it by its creator, and harshly indeed did he lament its making; deep into Almenor he bade it be taken, and set inside a dark chamber to which no elf went willingly. And there Dagnir lingered, awaiting its fate. Sylvaen and the Seven soon forgot the star-stone in its entirety, and returned to their works of art and craft, growing more fruitful even than they had before. In those days the halls of Almenor were second only to the capital in populace, and greatly rich also, for they continued to trade with the Men and Dwarves who dwelt beyond the borders of the Greenwood. But the peaceful days of the First Ages were swiftly drawing to a close; and darkness festered in the far deeps of the world, marked by none save the delving Dwarrow-kind, who could not comprehend it. For Iblees’ work upon the Nether had been done, and the days trod ever-closer to the great war which would change the course of history forever. [To be Continued]
  10. Zarelek... Time to wake up... Zarelek had been scrying for hours on the boy with his Ethyrian Star, watching over him from his throne room in his ever-decaying castle within the Realm of Oblivion, a vast realm of nothingness and structures built of the Oblivion Energy that is constantly generated. He had no idea of how long time had passed since time meant very little in the Realm of Oblivion. To the many, it was a hellish plane of existence, meant for those who were too powerful for their own magic and consumed by their own feelings of guilt and bound by shackles forged from their dying ethereal light. Zarelek ruled over this Realm as a god, but he craved something infinitely more precious than this realm of his own. He craved the presence of others. He wished to teach others of his knowledge than rather have people wage war on each other. He was one of the only gods of Dark Magic that did not crave absolute power or the attention of rituals done in his name, but rather to crave the attention of others and teach them of magic that would benefit themselves as well as others. Sadly, he did not believe that his powers of Oblivion or Shadow could be used by those who had the mindset of balance. Calm before the storm. Darkness before light and light before darkness. After a thousand years of being bound to the Realm of Oblivion and feeling the power of Oblivion Magic course through his veins, he felt like his unending stasis of decay had not let up since he left the mortal world when the denizens of Atlas had left the continent to all of the other continents. This did not mean he didn't keep a close eye on the people he sought to teach his powerful yet ferocious magic to. Using his knowledge of Shadow Magic, he created the first Shadows which were his eyes in the mortal realm. Unseen and virtually undetected, these Shadows were able to take root everywhere, even in places that Descendants would consider too dangerous to sustain life. They were not creatures of undead origins, but only Zarelek understood what the Shadows were made of. The Shadows were also immortal or gave the semblance of immortality as they could not be seen by mortal eyes. He was, in the literal sense, old and decrepit with nothing to live for. He did not have any children of his own before or after his confinement, yet he also wished to give his power meaning. Zarelek observed the many people of Atlas, searching for those he considered worthy of his knowledge of the Dark Arts. These people, he believed, possessed an aura unlike any other. Prismatic color with near-infinite potential for any magic and when he found one, he kept an eye on that person to see how they use their potential. However, this aura was exceedingly rare to find in all of Atlas. Zarelek spent countless years searching for someone with the perfect aura to teach his magic to, utilizing his network of Shadows to spy on the many people as they went about their daily lives. This changed when he observed a high elven man doing some kind of calcuations, seeking knowledge to crack the calculations and access power beyond the Voidal, Deity, and Dark magics. Zarelek noticed his aura shining with a prismatic aura and he had a charming nature to him, which made Zarelek think that he could divert the high elf's calcuations to his own benefit. It took many years in the mortal realm for Zarelek to make up his mind and decide he would offer up the man a deal to which he would benefit greatly while also giving the man what he wished. More or less. Upon his final decision, Zarelek sent a Shadow to suppress the high elf's magical potential and granting the boy irrevocable denial to nearly all magic, save for those that Zarelek would teach him. He found himself a student, but the man would not know it until his calcuations were complete that he had been noticed by a dark deity of magic unseen in millennia... ~(+)==(+)~ Deity Information Name: Zarelek, the Empty Lord Age: Unknown Race: Divine Entity Alignment: Chaotic Neutral (1000 years ago; Artwork not by me) (Present time; Artwork not by me) ~(+)==(+)~ Abilities Zarelek has many abilities due to his masterful skills in Oblivion and Shadow Magics including changing one's identity, hiding in plain sight, and enhancing one's own spellwork. He teaches such knowledge to the most elite of his students or disciples and even teaches his most powerful students to become creatures that constantly draw upon the powers of Oblivion itself to fuel their magic and their very existence. Such creatures are not Shadows, but they represent the caster in the most darkest of lights and can even hear Zarelek speaking to them directly as if he was right next to them. He has the power to possess one of his disciples at a time to help augment their magic in their time of greatest need, which is helpful against foes that are too powerful for the caster alone to handle. However, he does not possess the power to possess those attuned to other magics other than the magics he himself possesses. Zarelek has deep respect for those who practice magic of nature itself and does not interfere with matters of the druidic or shamanistic type, though he allows all races and all genders to be taught his magic, but however he possesses the ability to corrupt soul trees with his powers of Oblivion Magic and even destroy them if he so wished. Not all of his abilities are known to all people, even those he teaches his magic to. [EDIT: In the Extended Lore, the redlines for the deity abilities are listed.] ~(+)==(+)~ The Laws of Oblivion Completely aware of the advantages that his magic would produce for those who learn his magic, Zarelek wrote down an Edict of Oblivion that all those who learn or wish to learn Oblivion Magic will adhere to lest they risk to lose Zarelek's favor and risk losing their connection to him and succumb to the wild power of Oblivion Magic, dying from the damage it would cause. (OOC: These laws apply to the Oblivion Magic submission that I will write if this deity is accepted. These laws will be enforced by the Magic Lore team or the Lore Team in general and anyone caught breaking these rules can lose their magic after 1 OOC week. They can avoid this by adhering to the rules for 1 OOC week and they may regain their power.) Thou shall not kill innocents with the use of Oblivion Magic. Keep thy word of honor. Do not perform rituals in Zarelek's name. Do not reveal your brethren to those of authorative power. Thou shall keep eternal silence of the Shadow Network save to share information with Shadow Mages or fellow Oblivion Mages. Do not reveal thyself to those who are not worthy. Thou shall not practice other Dark Magic while wielding the powers of Oblivion, save for Shadow Magic. Thy shall not adhere to the usage of Deity Magic of the holy kind, save for Druidism or Shamanism. Oblivion Magic shall not be abused to grant one true immortality from death. Thou shall be able to learn Voidal Magics, but thou are not allowed to use Oblivion Magic to enhance thy spellwork. ~(+)==(+)~ The Laws of Shadow Aware of how dangerous and intoxicating Shadow Magic is to those not used to such power, Zarelek wrote up another Edict, one of Shadow, so that those who wish to learn Shadow Magic or learn Shadow Magic must adhere to lest they wish to lose their ability to deceive and conceal. Being incredibly wise, Zarelek hates those who abuse such power and if they broke his rules, they would lose his favor and risk losing their powers forever and letting themselves succumb to their own deceits which would become known to all who were influenced by the mage. (OOC: These laws apply to the Shadow Magic submission that Melkor will submit if this deity is accepted. These laws will also be enforced by the Lore Team and anyone caught breaking these rules can lose their magic by the end of 1 OOC week. They can avoid this punishment if they adhere to the rules of this deity for 1 OOC week and they may regain their power. However, all deceits or acts of betrayal that the mage created in roleplay will degrade over time and all those who felt the mage's power will start to see the trickery that the mage in question had done if they lose their power completely. This can be avoided if the mage has regained their power by adhering to the rules.) [EDIT: These rules are null and void due to the first amendment within the Extended Lore. This was done as a request from Melkor.] Thou shall not kill Oblivion Mages. Do not betray your fellow Shadow Mages or Oblivion Mages. Thou may perform rituals in Zarelek's name. Do not break thy word of honor to those who wield Oblivion Magic or Shadow Magic. Thou shall keep eternal silence of the Shadow Network save to share information with Oblivion Mages or Shadow Mages. Thou shall not reveal their magic to those unworthy. Thy cannot practice other Dark Magics save for Oblivion Magic. Thou shall adhere to not using Deity Magic of the holy kind save for Druidism or Shamanism. Shadow Magic cannot grant thyself true immortality from death. Thyself shall be able to learn Voidal Magics, but thou is not allowed to use Shadow Magic to enhance thy spellwork. ~(+)==(+)~ Extended Lore Below ~(+)==(+)~ Zarelek sighed within his Realm of Oblivion, wondering on how everything turned out this way. Being bound to this unyielding, ever-decaying, black nothingness that Zarelek had the unfortunate luck of being bound to. Over a thousand years ago, he had been able to interact with the mortal races freely and without consequence, allowing him the chance to meet and possibly even be friends with the mortals who lived out their lives daily. He had been able to sate his craving for attention that long ago, but then something happened that forced him into exile into this realm that was created to specifically bind all who abused their power due to their overwhelming feelings of guilt and sorrow. Zarelek did not know who or what created this Realm as they remained hidden from his Ethyrian Star when he last tried it. He believed that this was his punishment for what happened a long time ago. During the War of Gods. ~(+)==(+)~ The war lasted eons. Between the forces of the Daemons that Iblees led against the Aenguls that the Creator had lead into battle, Zarelek was not on either side, choosing to remain neutral. Before he had begun his penace within the Realm of Oblivion, he lived in peace within the town of Dunshire. He loved being around the little halflings who enjoyed their relative peace from the War of Gods that raged on outside of the city’s gates and even enjoyed being in their festivals and silly games. Being a god himself, he did not have the ability to truly be a part of the mortal realm and had even considered giving up his godhood to enjoy a mortal life with the halflings he enjoyed being with so much. Though this was not to be towards the end of the War of Gods. Zarelek had been found by the Daemonic forces of Iblees. They desperately wanted his help in defeating the Aengulic forces of the Creator as they heard of his power over the forces of Oblivion, his natural magic. Shades, necromancers, wraiths, and all manner of dark creature came into the city in waves, killing all who stood in their way of Zarelek. Naturally, the halflings banded together in an attempt to hold back the forces of Iblees and giving Zarelek time to flee, but their attempt was short lived. The halflings screamed out in pain as women, men and children were slaughtered by the forces of Iblees and their desperate need for Zarelek’s help in the war effort. However, a select group of halflings survived. The surviving halflings did not know how or why that they had survived, but Zarelek did know. He saved them from the massacre of the daemon forces who were after him and his powers of Oblivion Magic and this infuriated Zarelek to the point where he broke his promise of neutrality in the war and sided only with himself, using his powers of Oblivion to drive back the daemons from Dunshire and even corrupt their souls to the point where Iblees could not even revive them from the blackened pit of Hell. “You wanted me and you got me. You got me pissed!” Zarelek screamed out as he pulled out his wand made of elderwood with a core of a stem of an unknown plant. He ignited his wand, which glew a dark purple as his eyes glew purple as well, signaling that he was channeling his powers in spellwork that the daemon forces were not at all prepared to fight against. He began to speak in a deep guttural tone of authority as if he was embodying the power of Oblivion itself within him. “You wanted my help and you slaughtered innocents this day! I’ll never join Iblees or the Creator’s forces in this war! Die, you pieces of Dark filth!” Within the town of Dunshire, Zarelek had begun to use his powers in the most deadly way possible against the forces of Iblees. He was going to make sure that they never existed from that point onward, even if it meant he’d pay for it later on. He began to cast spell after spell towards the forces of Iblees to the extent that he would run out of magical energy at times and wait some time to regain his power. During these instances of low power, the forces of Iblees would come back and tear apart Dunshire in the feeble attempt to collect Zarelek for Iblees. This happened for a few years until they forced his hand and captured a halfling, one of the very distant ancestors of the Applefoot clan whose name was lost to Time and who was vital for their formation. Zarelek heard of this and went to rescue the halfling, leaving the town defenseless against any other attack. This would prove to be the nail in the coffin for Zarelek because once he arrived at Iblees’ camp, he was tricked. There was no halfling to rescue, but a mere illusion by one of Iblees’ own in a gamble to see if Zarelek would come running to them. The gamble worked in their favor and Zarelek came running to a trap that Iblees himself organized. Before anything else happened, Zarelek felt himself become energized with Oblivion Energy. Even for a god, he felt someone watching his every move and before too long, he knew what he had to do. Zarelek was bound by one of Iblees’ generals and forced to his feet to face judgement by Iblees himself. Apparently, Zarelek had killed one of Iblees’ favorite generals and one that was vital to Iblees’ campaign against the Aenguls of the Creator, which meant that the War was soon to end. Zarelek smiled once he knew what he did against Iblees to force him to resort to mere trickery. “Master Iblees, we have the Oblivion Mage.” one of Iblees’ commanders said as they entered into the room where Iblees was standing in. To Zarelek, he’d suspect the fallen Aengul to be grossly daemonic, but for Zarelek, he was impressed slightly with the sight of the Aengul in front of him. He didn’t look heavenly like the Creator’s own Aenguls, but he did know of Iblees’ heavenly origin before his fall from grace. In fact, all the lesser known deities knew of the Fall, but Zarelek was there to witness it. Another story for another time. “Bring him in,” Zarelek heard Iblees say to his commander, who then had him thrown into the room. Zarelek was attuned to the forces of Oblivion, but he could tell the murderous psychopathic aengul he now faced. The Father of all Shades, Iblees himself, was close to Zarelek himself and if Zarelek could forcibly regenerate himself, the blast of Oblivion Magic would be enough to brutally injure the fallen Aengul and his forces so that he can make his escape. However, Iblees seemed to have other plans for Zarelek. “You killed my general, Zarelek the Wise,” Iblees said to Zarelek, sounding utterly pissed. Zarelek smiled even if he was not injured himself. “Your people killed innocents. Seemed only fair that I slay your generals as well as demolish your forces as retribution.” Zarelek replied, seemingly happy that he caused Iblees pain. “What’s stopping me from taking out the big bad Iblees himself for the Creator? I could easily use my magic to tear your camp apart, leaving you all dead.” “You cannot kill me, mage. You bluff on how powerful your magic truly is when all it is good for is what Voidal powers can do. Stale and unoriginal.” Iblees said, grabbing Zarelek’s throat and choking him out. “You aren’t a god but a mere toy of Fate. Of your own power.” This forced Zarelek to play his hand too early. Zarelek, though bound, made the rope that bound him decay at over a thousand years a second and forced himself to regenerate by Oblivion Magic. Now, Zarelek knew the consequences of regenerating forcefully as it could make his state of decay worsen over time as well as not be as effective as it would be if Zarelek was dying himself, but he had no choice. He began to glow a violent purple with the various enchantments to protect himself from the Reaper and before Iblees could stop him, he exploded like a supernova, emitting purple light that seemed to attract the attention of the wizard and the Aengul forces. Zarelek screamed out in pure agony as he regenerated and forcing a lot of brutal injuries onto Iblees and his nearby squadrons, thereby weakening them a bit to give the Aenguls a true fighting chance. Iblees, however, knew only one spell that could save his army from the magic that Zarelek had power over. The banishing spell. Iblees, in the middle of Zarelek’s regeneration, casted the banishing curse upon Zarelek to happen within the year of Iblees’ defeat by the hands of the wizard and the aengul forces. When the spell was casted, Zarelek’s regeneration was finished and Zarelek laid unconscious, having to wait for the day he’d awaken... ~(+)==(+)~ Zarelek woke up a few days later, back in the town of Dunshire. He had a splitting headache and felt like he was extremely woozy after the forceful regeneration he had suffered. He began to get up when the wizard came in with two archaenguls behind him. “Seems like I have the pleasure of meeting Zarelek himself,” the wizard said as he noticed Zarelek sitting up in what appeared to be a Dunshire medical room. “Regeneration by Oblivion Magic. Nasty form of resurrection.” “Yeah, it is. Dangerous if you’re not already dying.” Zarelek replied to the wizard. The wizard smiled a little before he spoke up, sounding sad. “Well, it seems that Iblees has cursed you, Zarelek. He put a banishing curse upon you, but I have enough power to shorten it to at least a few millennia if you want.” Zarelek thought about it for a moment and he nodded to the wizard, who worked his magic to shorten the banishing curse by a few millennia. After a few moments, Zarelek felt at ease with the wizard and said simply “Thank you.” After that, Zarelek faded away from the mortal realm, his banishing curse taking hold. A few millennia later, he worked out a way to give himself some time in the mortal realm before the curse took hold once more, the chains of Oblivion dragging him back into the desolate wasteland of nothingness where all Oblivion Energy is generated. Well, you know the rest... ~(+)==(+)~ Redlines Zarelek may have powerful magic at his disposal, but even he is not all-powerful. This deity has weaknesses as well that any Holy Mage can do as well as a Voidal Mage of a high enough caliber. These same weaknesses translate to his followers of Shadow and Oblivion, which makes them susceptible to these kinds of magical power. However, Oblivion Mages do not have the same curse that Zarelek himself has, being dragged into Oblivion itself. (OOC: I will provide the redlines for this deity and Oblivion Magic whereas Melkor will provide the redlines for Shadow Magic) ~(+)==(+)~ Amendments Now, the original lore of Zarelek was left with some holes in it, which was made to allow for adaptability. In this part of the extended lore, I will write some amendments to the deity Zarelek that were left unanswered or need to be fixed. Zarelek’s Laws of Shadow are null and void. These tenets were made in place ahead of the full written Shadow Magic lore that Melkor has yet to write and has requested me to remove these tenets so that he can work with the freedom it provides. I will, however, write up another set of tenets with Melkor’s input for this deity. Shadows (Zarelek’s feeble attempt at creating life) are Oblivion-enhanced creatures that feed off the infinite Oblivion Energy that his Realm provides. These creatures are animals that have been heavily affected by the presence of the Rifts and have grown to obey Zarelek and any of those who are bound to his power. In the extended lore, I have made mention of Rifts. Rifts are small tears in the mortal realm that delve into the inhospitable Realm of Oblivion and only allow objects, Shadows, or those imbued with Oblivion Magic to enter. All other people are excluded. They also affect the environment and offer new herbs and plants that can either kill or heal people. Oblivion Magic is both a Creative and Destructive magic. I was talking to Quavinir in voice chat when he asked me about Oblivion Magic and what it is, which made me a little annoyed. However, the criticism was received and I’ll point out what it can do. Oblivion Magic can be used to heal those inflicted with soul damage, physical injury, and mental injury while it can also be used to take away someone’s life completely or even give them a true death. However, this only applies to kinetic Oblivion Energy. Raw, untapped, potential Oblivion Energy can outright kill anyone that is not protected from the magic, making the Realm of Oblivion an instant death (PK kind). The Realm of Oblivion is desolate with very little true life to exist. The energy that the Realm provides can make any Oblivion Mage truly godlike, but the only true god is Zarelek the Empty Lord within the Realm of Oblivion. Of course, it can be a place to visit if you have the powerful Oblivion enchantments and a Rift to access it. If you do not have protection, you will have to PK your character upon entering. These enchantments last indefinitely while within the Realm of Oblivion and starvation is not possible or thirst. This does not protect you against any injury you may sustain. While within the Realm of Oblivion, there are some kind of herb that is exceedingly rare to find. This herb has magical properties of healing (crushed) or killing (not crushed) the person who takes it in. This herb can only be applied into drinks and represent the alchemical symbol for Earth. It is called the Herb of Oblivion. -Redline: This herb can only be found in the Realm of Oblivion and is a lore item. Can only be acquired with a trowel and cleansed by water blessed with holy magic or druidism. Telepathic communication between Shadows and Zarelek exist as a unique form of Possession where the Shadows are an external form of Zarelek, allowing for Zarelek to receive near-instant communication from his Shadow network, even across the dimensions. This connection cannot be severed, even with his “death.” Regeneration for an Oblivion Mage is exceedingly difficult to perform, even if they are near-death. It can be forced by the caster themselves to regenerate themselves, but no one can force a regeneration to occur onto another Oblivion Mage save for Zarelek himself. It allows for a loophole in the death rules as they can regenerate on the spot of their deaths before going to the nearest Horcrux without losing thirty minutes of their memory. Redline: Regeneration is a Tier 5 ability due to how it loops around the death rules. It also takes one Horcrux per Regeneration and cannot refund that Horcrux. Maximum of Regenerations is ten. Horcruxes (yes like from Harry Potter) are inanimate or animate objects that have a piece of the Mage’s soul within them. These objects can be anything, save for Oblivion-enhanced or Oblivion-enchanted items. However, these items are exceedingly dangerous and nearly indestructible. Redline: Only ten horcruxes can be made at a time. If a Horcrux is destroyed by magical means (Voidal Fire, etc.), that piece is refunded to the caster to make another Horcrux. However, if the user attempts to Regenerate, the nearest Horcrux is used up and cannot refund the soul piece. Any magic user of this deity is prone to sickness by digesting Gold or being burned by Tier five voidal fire. No Holy Magic can cleanse the user of the magic of Oblivion or any magic that this deity is tied to. This includes Ascended and other such Holy Magics. Monk Magic has no effect on those who are tied to this deity. Zarelek has a deep affinity to teaching those he considers worthy of being taught Oblivion Magic. This excludes Shades, Necromancers, Frost Witches, and Mystics. He allows some Holy Magic users like Clerics and Paladins to be taught, but it would take longer for them to learn the magic. Voidal Magic users are also allowed to be taught magic tied to this deity. No one knows why he has such an affinity. ~(+)==(+)~ Rifts Rifts are cracks in the fabric of Reality where magic from the Realm of Oblivion seeps through and infects the area around it with Oblivion Energy. These Rifts affect the area surrounding it by killing off the natural flora around it and infect the animals around it with Oblivion Poisoning, a gruesome plague that can only be cured with Oblivion Magic (Tier 3) or with a cleansing ritual by a Holy Mage (Tier 5). These Rifts cannot be closed by any magic other than Oblivion Magic (Tier 4) and they allow travel between the Mortal Realms to the Realm of Oblivion and back again. ~(+)==(+)~ Credits Original Author: TheDragonsRoost Contributors: Melkor__, Farryn, Quavinir, FlamboyantRage (Clarification on Scrying tools), Fitermon (Ethyrian Star), Farryn
  11. Gyezu Yeti Origins~ While only now showing themselves during the realm of Atlas, many theorize that the Gyezu Yetis have followed the descendants throughout their journey, moving with them to each new realm, while others believe these creatures reside on all realms before the arrival of the descendants.No one knows how these large creatures would have been able to stay undetected for centuries, but their recent discovery seems to be one planned by the creatures, not something man happened to stumble upon. Description~ Gyezu Yetis are creatures ranging between six and ten feet tall, with a thick fur covering all of their body, except their hands, feet, and part of their face. These creatures have similarities to descendants, as their hands and feet look to have individual fingers and toes, and are capable of grasping items. Their fingers and toes are ended with sharp claws, usually around two inches long. The skin of the Gyezu Yeti is tough and thick, providing an extra set of protection against weaker weapons.The face of one of these yetis is very chiseled and long, with a large nose covering most of the face’s center. Yetis are estimated to weigh between 600 and 800 pounds, with a tremendous amount of muscle mass. The strength of the Yetis can be compared to that of a golem, or olog. The race of Gyezu Yeti are known to have a rather high intellect, Habitat~ With their thick coats of fur, the Gyezu Yetis have adapted to the harsh, snowy climates of Southern Atlas. The Yetis are known to live within mountains or caves, which is seen as quite odd due to their high intellect. During the summer months, when the temperature is a bit higher and it snows less, the Gyezu Yeti’s fur thins, and their time in their caves lessens. Behavior~ Although there have been very few interactions with the Gyezu Yetis. They are a fairly peaceful species. The Yeti, while being physically capable of dealing heavy damage, chooses to only attack when hunting food. The diet of a Yeti consists of a balance between vegetation and meat, as they could be seen eating large animals, and various plants. Yetis have never eaten a descendant, or any other intelligent race, seeming to stick to the normal food sources of wild game. The level of intellect of the Gyezu Yeti remains unknown, as they keep themselves away from civilization until only recent. Even without much information, they seem to have a very high intellect, which is quite strange for their body type and attributes. .
  12. Preface (OOC) The lore written below is to implement a new neutral Aengudaemon, adding it to the established pantheon on LotC. What we have written hopes to develop just who Lagara is, her realm, and the many beings she has created beneath her. Thank you for reading! Created by: MajesticOwyn, Wulfery, PosidonX7 and xxEnderking Lagara, strumming her harp as she overlooks the serenity of Hastilaegi. (Source) Lagara, Goddess of Lein Hahnu Aengudaemon of Devotion and Ancestry Origin From the beginning of her existence, Lagara relegated herself to the shadows, taking on a role as an outside observer. She watched on in a mixture of envy and horror as her brothers and sisters squabbled over the the mortal realm, each vying for the largest amount of control and power. She secluded herself from them, avoiding any ties or connections, determining it was the safest way to stay out of their endless cycle of conflict. With time these emotions only increased in severity, for Lagara was a being of extremes. Were she to love, it was a deep and boundless one. Were she to hate, it was as if it had taken root into her very soul, coursing through her being. After time, one emotion came to dominate the others. Loneliness. This feeling quickly spread through her, and with it a sense of existential dread. Through this torment Lagara quickly realized that she needed more than to just be the one who watched. She had not forgotten all that she had seen, however, and realized that there was no place for her among the others of her kind. It was their eternal cycle of conflict that she wished to avoid. She desired a realm of her own, one in which she was the most powerful and beautiful. A realm which she would fill with followers and servants who only desired to please her. So, Lagara tapped into her very being, channeling her latent powers into one sole desire: to create a realm of her own. In the beginning, only a seedling; a thought, an idea. Lagara poured every thread of her being into nourishing her creation, smiling upon it as a mother would her babe. As she toiled away, it grew, coursing with her divine power, one which was steadily growing more chaotic. Cradled within her hand, she brought the seed to her chest and planted it into her flesh. With that, the catalyst, which unbound the violent tempest of energy. Thus, Lein Hahnu was born. A Demand of Service Lagara sat at the center of this immense and powerful force as it spread outward, her realm forming before her eyes. The creation was chaotic and uncontrollable, and Lagara soon realized that she may have made a mistake. While she was indeed an Aengudaemon, a divine being of great power, she was immature and inexperienced. What she had forced into existence soon grew out of her control. This was not the only problem, however. She soon realized that her power alone would not be enough to sustain this crucible of creation, and that the realm would only grow in size and complexity until it collapsed, consuming itself. Just as Lein Hahnu was born, so was its death inevitable. Even with this thought on her mind, she did not despair. It was her realm, she would not stand idly by as she had done her entire existence. Lagara began to create. Her thoughts soon materialized in front of her. Landmasses, structures, even other beings, all born out of her love. Though the chaotic tempest that tore at reality loomed in the distance, a brilliant light above, and a roiling darkness below, Lagara had managed to strike a balance in the center. Her sphere of peace pushed back the threatening forces of destruction, creating a sanctuary at its heart. From her soul, she forged several divine beings called Idols. They would tend to her whims and wants, each created with purpose. With her realm and its inhabitants created, her powers were stretched to their limits. For the first time since, her gaze drifted back to the familiar, though this time it fell upon the mortal realm. With her realm unsustainable, she had concluded that the the descendants were a solution to her problem. From them, she would demand their devotion and love. In return, she would offer them a place in her realm, an afterlife for those who remained loyal servants throughout their lives. Not only did this serve to appease her vanity, it also brought a source of power to her realm. These first descendants who would follow and worship Lagara came to be known as the Gorundyr. This came from Lagara’s name for the creator, “Gorund”, who the mortals believed they were the children of. She had created a conduit that would draw in the power of these souls, the most devout of mortals, and which would also gather the threads of their memories. This spiritual energy would course throughout Lein Hahnu in the form of a vast nourishing river, though not one made of water, but instead essence. It infused itself in the realm, an unstoppable and crushing force which connected all things. Lagara now gazed out over her realm from atop the canopies of a massive tree, which towered above all. From her perch, she was able to rule with absolute authority, her song heard by all. She was, however, a prisoner of her own making. The seed which she had planted in her being, which had formed the realm she so desired, also bound her in place. This made her the anchor for all that was to be, and she knew that if she were ever to perish, so too would her realm in a violent fashion. So Lagara commanded the denizens of Lein Hahnu, both descendant mortals who had bound themselves to her, and the Idols she had born of her own flesh. It was these servants that would do what should could not, guided by her iron hand of authority, nourished by her loving heart. Blood Pact As Lagara shifted her gaze to the mortal realm, she began to influence the descendant races of Aegis. Through her powers, she and her servants would manifest before the mortals in many ways, often taking on the forms of animals and other mythological beings. They soon began to worship and appeal to these beings as gods, and while they had little idea of their true nature, their mythos was shaped by these interactions. These early peoples called themselves the Gorundyr, and it was from them that Lagara would draw the most worthy of mortals to serve her. The Gorundyr built shrines and other places of worship devoted to Lagara and the various other “gods” that influenced them. It was these places of power that Lagara and her followers could hone in on, allowing them to watch and observe their fledgling worshippers. Through her early influence, their culture and way of life was heavily shaped. One early gift was that of language. Lagara bestowed upon them the ancient tongue called Jolfmarr’tal, one which is used by the beings of Lein Hahnu itself. After many generations of observation, Lagara realized she could use these mortals to fulfil her own desires and she began making blood pacts with them. A blood-pact binds a Gorundyr to Lagara through direct connection, or with one of her divine servants. Through her will and power alone, these servants are able to manifest in the mortal realm, to be heard, felt, or even seen. While this is possible, it is extremely draining upon her, and the one manifesting has little power while present in the mortal realm. These visits are brief and few, intended to influence the Gorundyr and in a way manipulate them. To appeal to their core values, and to bind them to her will. These blood-pacts offer no benefit to the mortal who undertakes one, only acting as the truest form of devotion and loyalty to Lagara herself. It is only those who undertake the blood-pact whom are taken to her realm upon death. When a Gorundyr bids farewell to its mortal frame, it is guided by the soul stream to Ebrietaes, just as other mortals would be. It is these Gorundyr who have been marked that are allowed into Lagara’s divine realm. The only physical effect of these pacts are the birthmarks that appear upon Gorundyr who are bound under their oaths. These take the shape of varying forms and are usually connected to the soul and personality of said mortal. Lastly, the birthmarks seem to be hereditary. When one undertakes a blood-pact, their bloodline is bound to Lagara for eternity. Blood-pacts can be broken, however, for Lagara only accepts those who uphold their honor and oaths. Should one commit a grave sin, such as kinslaying, or betray the will of Lagara, their pact is broken. They lose not only her favour and love, but their place amongst in her realm. A Seer of Lein Hahnu pictured he ventures throughout the forest, seeking communion with Lagara. (Source) The Seers of Lein Hahnu Seers are those that bind their lives to their gods directly. They do not follow one, nor do they offer their service to the singular. They are vessels for Lagara and her servants to pass their divine will and knowledge onto the realm of the living, making sure that their words will reach those who need to hear them. To become a seer you may not suddenly just embark on the path of service to the gods. Seers are born to be united with Lagara. From the earliest days they are destined to walk the path guided by her will. Only those who are truly chosen may be able to change their fate, whilst others simply have to accept that fact. Taken away from their parents at their first birthday, they are then brought under the care of other Seers, as well as their servants. Treated with care for their youngest years and watched over, they are taught about language, customs, and worship. The sons or daughters of the Gorundyr that are destined to become seers are to be protected and shaped in preparation for their future of duty and servitude. At the age of five they are put under the test which determines what weapon type they are most fit for. Once that is done, the child will learn how fight with only that singular tool of war. They are taught to master it, understand it thoroughly and deeply with hours of training day after day. By the age of fifteen they have to be able to face their teacher in single combat, the outcome of which must at the very least be a draw. Even with weapon and body training, they still continue their lectures about gods, beasts, and connections with the divine. They have their first lessons about tattoos, and creating bonds with the realm of Lein Hahnu, or how to fight against souls that have been stuck in realm of living even after death. The day of their adulthood is also the day during which they have the last chance to become Seers. Whether they are ready for the ritual or not is of no consequence, as they will have to face it anyway. It is intended to test their resolve, willpower, and faith. They will have to withstand painful removal of their eyes, and yet not mutter a single word. All the time keeping themselves in prayer to Lagara. In the last part of the ritual they will have to prove that they are able to witness Lein Hahnu through visions, to prove their connection to Lagara has been established. If yes, they will successfully be taken in as Seers, able to wander off into the world, learning new ways. They are to spread fate and lead those who wish to pass into the realm of the gods upon their deaths. One of the Blessed Isles of Halvengr, floating listlessly through the heavens. (Source) Halvengr - The Blessed Isles At the core of Lein Hahnu is the physical domain of Halvengr, Lagara’s kingdom. It consists of many isles, each home to an array of denizens. These isles are chaotic and ever growing in complexity, thriving with life. There are, however, three main isles which bear the most importance within the realm: Hastilaegi, Alvegen, and Halenlaga. Halvengr was the name that Lagara and her Idols would whisper to the Gorundyr during their blood pacts, etching it into their minds. In that moment, they offer visions of the beautiful paradise that would await them. It is a world that promises eternal life amongst the gods to reward their loyalty and devotion. The river of essence that flows throughout the realm weaves between these islands, made of many condensed threads of memory. These threads are colored differently based on the type of emotion and context of each memory, but each come together and intertwine intimately. Some beings of great power can graze their fingers upon its surface and isolate single threads, catching said memories to be viewed and felt. All of the isles float within the heavenly void, suspended peacefully in the sphere of Lagara’s protection. The void roars all around them, a swirling tempest on the edges of reality. The sky, a dazzling and radiant explosion of light, and the depths below, a pulsing and ever consuming darkness. The Heart-Tree in its moment of creation with Lagara at its center, banishing the encroaching chaos. (Source) Hastilaegi - The Heart Tree Hastilaegi was the first of the isles to be, suspended above the others so as to look down upon them. It is also the smallest of the isles, acting as Lagara’s personal home, and the location of the Heart Tree; born of her divine seed. A gargantuan tree, larger than any ever seen in the mortal realm, dominating the majority of the island. She sits atop it on her throne, clad in a dress of vibrant green made of leaves and ivy. In her hands she grasps a golden harp, which she plays softly, a peaceful but commanding song that fills the hearts of her followers. At the trees base is a peaceful paradise, a collection of gardens and groves that stretch to the edges of the island. It is here that the Daughters of Lagara call their home, humanoid beings of great beauty, headed by Lokaliin. They act as tenders and matrons to all life upon the island. Deep beneath the tree rests a prisoner of great darkness, grasped at by its thick roots, and contained within. This being is guarded by a massive serpent, whose mass is largely burrowed into the earth of the island itself, intertwining with the roots of the tree. Jokull the Burrower he is called, acting as the defender and warden of the Heart Tree. Lastly, we have the resting place of Lagara’s essence conduit, Vakasul. A white tree with blood red leaves which sits in the middle of its own sacred grove, the focus point for the river of essence. It courses through the tree, it’s surrounding network of runestones, and the grove itself. This grove acts as the entrance and exit to Lein Hahnu, which is marked by a large structure made of stone and metal called the Rumdrev. Upon passing under its massive runic engraved gate, you would find yourself within a dome-like room, an ancient device built into the center. It is used by Lagara and her servants as a transporter, harnessing an immense amount of power to send the traveller between the different islands of Halvengr, as well as the mortal realm. Souls delivered from Ebrietaes manifest before Vakasul, wandering the grove in a sort of limbo-like state. After some time, an Idol named Ankou will appear to whisk these souls away to their proper places. The Gates to Alvegen, home to the Sun King and the ancestral land of eternal light. (Source) Alvegen - The Howling Vale Alvegen is the second largest of the islands and the most orderly. A vast landmass of mountains, glaciers, and boreal forests. A large inland sea covers a fourth of the landmass, contained by the rocky exterior of the island. One of the many mountain ranges towers above the rest, home to the Sun King Havardr and his Joriin, a tribe of early Gorundyr who were granted patronage by Lagara. His indomitable fortress, Haemdormr, is built far up on the side of the mountain, its many rooms and passages burrowing deep into the stone. Alvegen is also home to the majority of Gorundyr souls who have been brought to Halvengr over the many generations that have passed. As such, it is the most civilized of the islands. Several cities and settlements spread over the valleys and mountains, all ruled by various Gorundyr Clans, some of which have been long forgotten by their mortal descendants. This land was granted as a gift to Havardr and the Gorundyr and as such resembles their favored homeland. It in some ways mimics what they knew in life, though it has been warped by their own vision of a perfect paradise. Alvegen never falls under the cloak of darkness, an eternal sun looming above. Far in the mountains and the more secluded areas of Alvegen live the giants. Born of the stonefather, Oknar, they vie for the survival of their race against the Gorundyr ancestors that encroach upon them. They are broken into three types, and thus also three tribes. Stone, ice, and flesh. These ancient beings are some of the oldest in Lein Hahnu. One last major being calls Alvegen his home: Auroth. One of Beira’s pups, he is a proud and noble wolf who imposed exile on himself because of internal family conflict. After time, other outcasts and rejects flocked to him for leadership. He now found himself the leader of his own pack, a position he embraced and an oath he gladly swore. The unstable and untameable growth of Halenlaga, hiding a darkness within it’s depths. (Source) Halenlaga - The Primordial Wild Halenlaga was to be the last of the islands and by far the largest. It’s creation was shaped by the violent temporal energies that gave birth to Lein Hahnu. The island is plagued by an unstable verdant growth, utterly uncontrollable and unstoppable in nature. For this reason it is the least inhabited and is often avoided by most, for the depths of the wild are not only fraught with danger, but also a deep and unabiding darkness. In an attempt to tame this realm, or atleast control it, Lagara gifted it to one of her creations, a spirit she had cultivated from her own soul. Andarta, as she was named, tamed small portions of the growth, turning them into serene groves and lush forests. In time, she took in a mate by the name of Belenus, and with this bore many children to inhabit her forest home. They are spirits, able to live in the trees but also take on corporeal forms. Their fight against the untameable nature of Halenlaga is a never ending struggle of survival. It became apparent, however, that the chaotic force of Halenlaga was not the true threat, merely a symptom of a violent birth. A darkness had seeped into its dankest depths, one which steadily encroached on Andarta’s realm, threatening to consume it. Manifestations of ill, demonic beings, and eldritch horrors infested it at its core, born of the chaotic darkness which nipped at Halvengr from below. It thrived in this lawless wilderness, as no light ever strayed beneath the surface. This corruption worried Lagara. She knew that if it were to be left unchecked, it would consume Halenlaga and the rest of her realm. While at its core it could not be destroyed, nor tamed, it certainly could be fought. To do this, Lagara created a being named Beira and gave her dominion over her own wolfpack. A wild hunt was called by her and her children as they descended upon Halenlaga, oathbound to destroy the darkness which threatened all life. The primordial forces of light and dark locked in their eternal struggle. (Source) Beware the Darkness and the Light As Lein Hahnu was born, the inevitable conflict between the light and dark began. Both primordial forces, each unstoppable in their nature, were simply the rule of law. They would always exist, and a balance would always be required if existence were to be. At their extremes, both the light and the darkness are absolute, their nature corruptive. The light instills in someone a sense of absolute justice and purity, while the darkness is chaotic freewill, a force of unbridled destruction. While this was simple fact, it did not matter to a being such as Lagara. These certainties threatened her realm and creation, and so she would deny them as she could, just as all conscious beings do. The Isles of Halvengr exist in a sphere of peace, placed between these two destructive forces. To the light and the darkness, it was nothing more than an anomaly. A void that needed to be filled. With time, it would be so. We begin with the Light, which bore down on this realm from above. To some, reassuring, simply a tool to aid in sight and offer warmth. To others, a captivating power from which they could not tear their gaze. From their fortress in Haemdormr, the Joriin were the first to fall to the invincible Light, their very beings warped by its absolute power. We end with the Darkness, which seeped up from below, infusing itself with all that it touched. A much more obvious threat, less subtle in its destruction. From this darkness many entities were born, heralds and servants of its chaotic power. The land itself bore marks of this corruptive force and from time to time some being or another would stray too far, losing itself to madness. Thus, the beings of Lein Hahnu were in a constant struggle to contend with the two forces of power, for they simply existed to be overrun. They had no stake in this eternal conflict, and no hope of altering fate. (Source) Idol: Beira, the Denmother Animal Avatar: The Direwolf Beira, the fiercest of the Idols and the matriarch of wolves. In her soul Lagara infused her strength, wrath, and motherly nature, creating a worthy warrior and champion. From then on, the Denmother would live by these ideals breathed into her from birth. Beira was tasked with the defense of the realm, primarily from the dark corruption that had slowly began to seep through the protective sphere. She was granted the gift of motherhood in return for her loyalty. From her first litter, only three survived. Rahdonir, the first to take breath and thus the eldest. Now her most trusted and loyal kin and the second in command of her warpack. He is the embodiment of strength and leads with fanatic zeal. Korrigan, who was born into darkness, her soul tinged with the very corruption that she and her kind were tasked to destroy. She hunts alone, always at war with the consuming shadows within her. Auroth, the most noble and proud of the three. He had come to love all of his kin, a point of discontent toward his mother and siblings. Only the strongest bore any worth in the wolfpack, for only strength would protect the realm. Auroth exiled himself from his siblings and gathered his rejected kin into a pack of his own, one which would make up for any weakness through the strength and bond of family. (Source) Idol: Oknar, the Shaper Animal Avatar: The Mouflon Ram Oknar is a gargantuan being created by Lagara to act as her smith and architect. From the early stages of her realm, Oknar was tasked with the creation of the isles, and the shaping of each. He wields his massive hammer Himdah Buld, scouring Lagara’s realm in his unending duty to shape her vision into reality. From the jagged peaks of Alvegen, to the verdant wilds of Halenlaga, and all the isles in between. His desire is creation, and in its beauty he takes fulfillment. To Oknar, his grand dream of perfection will never be realized, for there will always be imperfection. It will be one that he chases until the end of time. He is regarded as the stonefather, though not only because of the valleys and mountains he has shaped, but also the beings he created. Early on, he breathed life into stone in an effort to create others like him, who could shape as he did. Mahmul, who he carved from ice, the first of his creations, born from the purest ice he could find. Gohil, who he hewed from stone, docile in nature. He roams the land, emotionless and slow-natured. Fariik, who he shaped from flesh, the last of his children. While the others showed little ability and desire, Fariik was born with a heart of aggression. In the end, all of his attempts made for poor workers. Oknar abandoned his children to their own devices, returning to his duty. While he was a master at creating worlds, he lacked the necessary spark when it came to conscious beings. Idol: Andarta, the Forest Wraith Animal Avatar: A white-pelted Red Deer Andarta bears perhaps the closest bond with Lagara, created as if to be her other half. Andarta is able to manifest in very many different forms, though her usual being that of an incorporeal spirit. Physically, she bears a lithe humanoid frame, covered in various forms of plantlife. Long brutal claws sprout from her fingers, able to gore with ease. Her face is angular and thin, with her eyes looking as if they were two orbs of polished onyx. Andarta regards herself as the Queen of Halenlaga and has dominion over the chaotic wilds which span its surface. She is distant and cold to outsiders, her desire simply to remain secluded in her forests and sacred groves. The only exception would be her relationship with Beira, as the two have grown close together, a bond forged by their mutual struggle against the darkness which infested the depths of the island. After a time, Andarta grew lonely herself, and took on a husband. A mortal man named Belenus who had lived and breathed the forests and their ways. A man who worshiped Andarta alone, tending to her shrines and offering himself to her will. Together, they created the Children of the Forest Ara, the eldest of Andarta’s children, she takes on the form of a small fawn and prowls around the forests, her true purpose unknown. She is regarded as the Spirit of Springs as she is often sighted near them. Borvo, whom appears as a white-furred bear, lives as a Spirit of the River, prowling the banks and protecting them from harm. Cernu, who was given the task of defending the realm from the darkness that threatened it. From an early age he envied Beira and her pack, choosing to take on the form of a gray wolf, stalking the brushes as they do. Aife, the Spirit of the Oak, who embodies the pride and strength that an oak tree represents. She frolics among the canopies of the trees, taking on the form of a squirrel, her small form often deceptive. Olwen, the Spirit of Luck, whose name many Gorundyr utter, both to curse, and to praise. He takes on the form of a rabbit. Sirona, the Spirit of Mischief, a popular patron of children and the like, who is regarded as a trickster. She appears as a fox spirit and often harasses travellers in the woods. Alastir, the Whispering Wind, a spirit that communes with the trees themselves. It is said that he delivers the words and desires of the forests in the breeze. Alastir is commonly associated with an Owl, with tapestries depicting him as one dating back to legend. (Source) Idol: Maratsu, the Kinslayer Animal Avatar: The Common Raven Maratsu was the first of the sky-gods created by Lagara to defend her realm, the each of them given absolute dominion over the skies. Each had a distinct form, avatars gifted to them, Maratsu’s being that of the raven. Together, they soared throughout the skies of Lein Hahnu, always remaining steadfast in their defense of their matron and creator. There was peace, for a time. Then, it was threatened to all be undone. Maratsu, the stalwart protector, in his naive desire to do good, decided to challenge the darkness which roiled below. He traveled to the very edges of Lagara’s sphere of peace, prowling along the border between serenity and chaos. In his heart, he knew the danger it posed, not only to him but that of the realm as a whole. In an instant, he shifted, plunging himself down into the dark abyss. He had done what no other had ever considered, leaving the sanctuary he had always known to venture into the unknown, to strike at its heart. In an instant, the darkness overtook him, its pure chaotic will infusing with his soul. In his moment of arrogance, the being that was Maratsu ceased to exist. From within the tempest, Maratsu returned, now tainted by an all-consuming darkness. He spread his wings of midnight and called out, a resonating cry which pierced all that heard, full of horror and pain. The chaos that now raged in his mind guided him to Hastilaegi, to the one who dared defy its absolute power. Maratsu, pulsing with shadow, reeked of tumultuous evil and existential dread. He crashed into the serene paradise below, beginning his rampage of destruction. He tore at the pristine fields and the sacred groves, devouring any being that got in his way. Lagara watched in horror as her creations perished before her. With one quick movement, she struck at her harp, a chord that lacked her usual peaceful melody; a call to war. Within moments, the remaining sky-gods arrived, Argal, the eagle and Ankou, the hawk. They struck out at their brother, entering into the fray. Destruction raged across Hastilaegi as they danced in battle, the ferocity in which Maratsu fought only fueled by the chaos that had consumed his soul. As the pair gained the upper hand, Maratsu lashed out at his brother Ankou, piercing him with a brutal talon. Ankou roared out in anguish as he fell back, his form disintegrating in part, as if an acid were eating its way into his flesh. This final strike was interrupted by an ominous and resonating roar, which seemed to come from the depths of Hastilaegi itself. The earth beneath Maratsu quaked and exploded as a massive form erupted from below. Jokull burst forth, his gargantuan form towering above the battlefield.. He gazed down upon Maratsu, yellow serpent-like eyes piercing into him. With a speed impossible for his mass, he struck, jaw unhinging as he devoured the fallen sky-god whole. Jokull carried through with his momentum, burrowing once again into the earth. Maratsu remained within his belly, carried far below the heart-tree, unable to be destroyed. The darkness so infused with his soul rendering him invincible to any attempts Lagara has made to do so. So Maratsu rages, a prisoner bound to the depths of Hastilaegi, a seed of darkness always lingering on the minds of the beings of Lein Hahnu. (Source) Idol: Ankou, the Gatherer of Souls Animal Avatar: The Ferruginous Hawk Ankou the second of the sky-gods, was left scarred and broken by his brothers betrayal, his once proud hawk-form now grotesque and skeletal. As he had writhed in the dirt, dying from the blow delivered from his brother, he had been spared by the one whom created him. Lagara struck at her harp and guided her loving hand outward, purging the little corruption which burned within, replacing it with her divine breath, and with that came new purpose. To Ankou, she gave control of the river of spirit that flowed throughout the realm, and thus made him the master of souls. Tending to the river and all souls within Lein Hahnu is his sole responsibility. When the worthy souls of fallen Gorundyr arrive in the grove of Vakasul, it is Ankou and his minions who welcome them. He is the guiding hand who sees that they arrive where they belong. It is also through Ankou’s power that one may commune with the dead ancestral souls who live upon the Isles of Halvengr. Crypts, grave sites, and other specially prepared monuments to the dead can be used to draw his attention, and that of the souls themselves. It is common for Gorundyr to make each individuals grave a sort of shrine, like the ones dedicated to the gods, so that they may pay respects. Lastly, Ankou is responsible for dealing Lagara’s justice within the realm. Should one of its many beings lose the favour of their mother or commit a grave sin, they are dealt with by him. In this regard, Ankou has an array of minions that assist him in his duties. The Valkyrie, who act as enforcers of Ankou’s will. Perfectly neutral beings who strive to maintain the balance between dark and light. They are situated in both the brightest and darkest places of Lein Hahnu, vigilant watchers and stalwart defenders. The Damned, a procession of souls who have been condemned for crimes such as kinslaying and oath breaking. The large majority of them are bound in a spectral legion which marches endlessly, an eternal prison for lost souls. Should a damned soul somehow escape from Lein Hahnu, Ankou’s wraiths can be sent from the realm to retrieve them so that justice may be delivered. (Source) Idol: Havardr, the Sun King Animal Avatar: The Canada Lynx Harvardr was the first of the mortal descendants to be given divine power by Lagara. In life, he was her most loyal servant, and is largely responsible for influencing her initial followers in their devotion. He formed a tribe of descendants that would be the early Gorundyr, and the first of the clans. While his rule as a king in life was successful, his potential would only increase in death. He was the first mortal to be given divinity in her realm. As he strode through the grove of Vakasul and came before Lagara in her throne, she poured her power into him. As a gift, she allowed him to take a council of his most trusted advisors and bestowed upon him the isle of Alvegen. Here Havardr and the Joriin settled, constructing an impressive stronghold and palace called Haemdormr, built into the side of the isle’s largest mountain. From his table, he was able to see all of the realm, ruling it beneath an eternal sun. This same light, however, was subtle in its nature of corruption. Over time, the light that had always threatened to consume Lein Hahnu from above instead gently seeped into the hearts of Havardr and his Joriin, warping their personalities. They become beings of absolute justice and purity, reinforced by their divine right to rule. Not all were naive to the Light’s seductive power and thus Ankou sent the Valkyries to watch over the Joriin with a careful eye. Were it to ever to reach a catalyst, they would be there to maintain balance. And so the Sun King ruled with a unwavering sense of justice, as did his Joriin. In total they numbered six. Hlifhildr, the Sun Maiden, Havardr’s beautiful bride and loyal queen. In life, she had been a shield-maiden and a fierce warrior in her own right. She was always willing to please her husband and answer to his every whim. Taranis, the Forgemaster. He constructed Havardr’s realm, from its massive keeps, statues, and gates, to his spear forged of light, Dagor’kaen. Rodun, the Master of Knowledge, who constructed the grandest libraries and archives to record the history of the Gorundyr and all else. Not only were these in written texts, but also memories which he extracted from the river of spirit which connected all the souls of Lein Hahnu. Muir, the Dreamwalker, who spent her time living the lives of others, rather than her own. She had become a master at delving into the river of spirit to isolate single threads. The more Gorundyr who ascend to Halvengr, the more she has at her fingertips. Barid, the Unifier, who acted as Havardr’s greatest champion and general. A masterful tactician and fierce warrior, he was the iron fist with which Havardr maintained his rule. Svalinn, the Gleeman, who was not blind to the fate of the Joriin. He was the embodiment of good nature and joy, and a true artist. He spent his time away from Haemdormr, instead visiting the many cities and villages which dotted the hills and valleys around Alvegen, spreading his love for art and joy to the Gorundyr abound. One of the many beings of Halvengr, venturing forth into the realm. (Source) Minor Beings Agantyr A gargantuan sky serpent, twin to Jokull. Agantyr’s form dwarfs some of the isles themselves, floating listlessly through the sky. He is tasked to act as a warden of the skies, protecting Lein Hahnu from any of the latent energies threatening to break in. His final duty is to prevent anyone from making the same mistake as Maratsu by venturing out of the protective sphere and into the chaos outside. Draug An ancient guardian who slumbers beneath the sea which spans over the surface of Alvegen. Draug is rarely ever encountered or seen, though it is said his form is giant, that of a many headed sea monster. He is the patron of sailors and fishermen to whom they pay respect and prayer. They whisper to him for protection, both on Halvengr and in the mortal realm. Argal of the Sky The third and final sky-god and now the last remaining, his form that of a massive eagle. Argal and his brood make their nests on Hastilaegi, placed amongst the branches of the Heart-Tree. They act as defenders of the island itself and guard the realm below from any would-be threat. Mimir and Haenir, Wardens of Lein Hahnu Mimir and Haenir are living manifestations of the river of spiritual energy which flows throughout the realm. Born to protect the Grove of Vakasul, they act as guardians to both the grove itself, and the Rumdrev. Their forms are that of twin colossal bears, shaped of stone by a loving hand. Runes cover their bodies, with the largest being on their foreheads, glowing faintly with blue mist. The runestones around the grove bear the same marks, all of which seem to pulse together, as if a unified heartbeat. Synopsis Lagara and her Idols are attracted by shrines and heavy activity of worship by the descendants. She can focus in on these to locate them. Shrines found in this way can be blessed, indicating they are places where the gods will hear those who pray and offer. These places would feel as if they had been touched by her hand, in many ways. Some examples include a passive aura, a powerful background pulse of energy which can be felt, but not harnessed. Whispers in both common and Jolfmarr’tal delivered on the wind. Passive visions for those who linger too long or choose to sleep there, teasing the wonders of Lein Hahnu and the gods themselves. These dont convey a ton of information, just enough to draw the desire and interest of any descendants. They can visit the Gorundyr in their dreams, or do so physically through apparitions or visions. This follows the current rules of manifesting in the mortal realm by Aengudaemon, and would be used to simply facilitate roleplay. The forms in which they manifest are the listed animal avatar, but can also be their humanoid forms. It is up to the preference of the individual, allowing several options. Blood Pacts offer no benefit to a Gorundyr and only seek to bond them to Lagara and her Idols. The only physical trait being a birthmark based on their personality. (To allow people the freedom to pick something most relevant to them.) Ancestral souls which have gone to Lein Hahnu (and ONLY Lein Hahnu) can be communicated with through shrines of worship in the mortal realm, acting much like ones devoted to the gods. These shrines, often gravesites or crypts, can attract the attention of Ankou, allowing interaction with the souls of fallen Gorundyr. Anyone can worship Lagara and become a Gorundyr. It is simply a group of people and a culture that were shaped due to her influence on their earliest ancestors. Naturally, larger concentrations of worship are more likely to attract her notice. The Rumdrev harnesses the power of the river of spirit within Lein Hahnu to act as a bridge between the Isles of Halvengr and the mortal realm, capable of transporting beings. The River of Memories which flows through Lein Hahnu sustains the realm and Lagara’s power. The more mortals and other beings who reside in the realm, the more the river is strengthened. This is Lagara’s main motivation for seeking mortals for blood-pacts, as it is this power she needs to maintain to keep the forces of chaos from consuming her realm. At a lesser stage, Lagara is a vain and selfish god. She desires to be worshipped and loved by many. To her, she is the most powerful and beautiful being to exist. She is a true neutral Aengudaemon, entirely self absorbed in her own world. The Idols are Lagara’s main servants, and the ones who have influenced the Gorundyr the most. Any beings mentioned under them are minor in nature, simply related to their stories. They are the most powerful beings in the realm, other than Lagara. In the end, the goal of this submission is to create actual gods that can interact with the Gorundyr culture in some way, played by the LT or ET. Unlike most Aengul and Daemon, this submission alone does not seek to give any additional boon or power to the Gorundyr or any other mortal. It is simply to take our belief beyond that of faith and add all sorts of potential for RP. The Children of the Forest are spirits that only hold any power or control within Lein Hahnu itself, and not outside of it. They are simply to add flavor to the deific realm, and do not have any involvement with the aspects or other spirits. It is likely they would not even be able to manifest in the mortal realm, or if they were able, it would be without any ability whatsoever. They could simply act as supplements to an event or messengers of some sort, their only significance being that of their connection to Lagara and her realm. That is all! Thank you for reading and we hope you enjoyed this lore submission. Please feel free to post your feedback, as well as any questions! We would love to hear it.
  13. Death – Returning to Stone The sounds of battle and metal clashing echoed throughout Garrond’s Vale. Smoke risen high from the gates of Kal’Tarak as the Crownhold had been breached and claimed by the Empire of Man for the first time in history. High above the valley of Garrond’s Vale facing southwest, an old and wounded dwarf made his way through the unforgiving bitter cold of the mountains high above the clouds. Resting was not an option at the altitudes he had climbed, for at every moment of stopping, the snapping wind would have surely made quick work of him, freezing his ancient blood, or even tossing him off the edge of the path he took sending him down the slopes to a certain unfortunate death. The path to his destination was narrow and old. The way only marked by loose cobble that were at times, flooded with snow. When the path was not clear, the old dwarf would keep his covered hand to the rigid walls of the mountain, feeling for old runes he used as guidance to ensure he didn’t get lost along the way. Several hours passed before he made it to his destination, an entrance hidden to the naked eye. He felt his way to the hidden stone doorway before he placed his fingers snugly into the grooves of the rock, as if the grooves were made for his fingers only. After gaining momentum, the old dwarf managed to counterbalance the slab with his weight and push it to the side where it comfortably slid into a crevice. The warm air, compared to the outside rushed past him, creating a slight breeze that threw his snow-white hair back, and the old familiar smell of mildew and must filling his nostrils. He then turned and closed the stone entrance behind him, concealing himself in total darkness before descending further into the cavern. He hastily made his way down a narrow flight of stairs, moving at a speed which felt fast to the old dwarf. Soon he entered a large cavern space, shrouded in complete darkness, but for the readers sake, was a great antechamber in the making with pillars chiseled from solid stone, partially decorated with runework, and adorned with intricate carvings depicting events of the past. Several wooden ladders hewn together by rope rest upon the pillars, placed there from when he was last at work. Lastly, a stone table sat in the center of the room between the four unfinished pillars with a open jar filled with blackened sand, and a leather bound utility belt equipped with the tools of a stonemason resting on top of it. Directly Below the table sat a purple and gold pillow, mostly used for meditation and comfort when resting on the hard floor. The darkness did not pose a threat for the old blind dwarf as darkness was something he had been used to for over a hundred years. He approached the table and laid out various objects from his travel sack, including a box of matches, and an old keepsake box. Producing several sticks of incense, he placed each one upright in the jar of sand before lighting them. The smell of mildew soon dissipated as the strong smell of incense filled the air. Satisfied, the dwarf soon disrobed, shedding his bloodied heavy furs and leather coat, leaving only a linen shirt and his plated battered leggings which were suspended by a pair of suspenders that rested over his broad shoulders. Lastly, the dwarf slid off his ring, a band that reminded him of his wife, Yula. Somebody that he hasn’t seen since the fall of Aegis, though his grief would soon subside as he thinks about ascending to the halls of Khaz’A’Dentrumm to be with her once more. Moving a hand over the wound that lacerated his side, the bleeding would subside momentarily, though not enough to fully stop the bleeding. He would turn and prop himself up against the table as his mind begins to drift off, thinking over his long life and the choices he had made along the way. From the simple halls of Kal’Urguan to the Crownhold of Kal’Tarak, the dwarves had changed greatly during this time. It would feel as if he’d been living in a completely different timeline than the one that he’d been used to. The meaning of honor and oaths were completely disregarded. The beardlings of today could only hope to reflect what their ancestors had once done, and by attempting to do so, will only fail miserably. Thoughts of how great Urguan once was soon faded to how Urguan spiraled into failure and decadence. Of course, an old dwarf born within Urguan and loyal to the Grand Kingdom for so many lifetimes wouldn’t have sided with ‘wrongful usurpers’, though he did. Unfortunately Kaz’Ulrah followed in the footsteps of Urguan but at a much more rapid pace leaving the kingdom to only be a shell of what it once tried to represent. As the kingdom declined, it’s lovely image had done so as well, and its purpose soon became meaningless among the people that resided within it. Voices of the dark would begin beckoning the dwarf, calling out to him. Many of these voices would be recognized as his father, mother, brothers and sisters all lost in conflict, and lastly his beloved wife. The old dwarf would find reassurance as he spoke to these voices, a grin spreading across his face as he lets in his last breath of air before moving onto the realm of his ancestors, finally united with his true kin he’d known and loved.
  14. The Faoladh ~History~ After the war of Elcihi'thilln, the leader of the Silver City turned to a researcher named Aelthos, who changed Lomal (the leader) into a snow elf. What the young Aelthos did not know was that one of those people that volunteered to be turned had a young wife who was left in the cold to wait for her beloved who had left for war. After a time of him not coming back, she packed her things and took to the snowy woods, forgetting her cloak behind her. And just like that, a snow storm wiped her farther and farther away from any civilization, while her and her undiscovered child tracked through the wind. She had not know of the child resting within her, but and only though it stress, and so, when she found a cave underneath a fallen tree, the elf women soon died. Not much time later, a Fjarrugiauga found her amongst the snarled roots, her final breath long gone, but even still, the Frost Mother cried out to the God of Winter, Wyvrun, and somehow, the message got through. Wyvrun, also known as Old Father Winter, had a soft spot for females and abandonment, and so, he told the Frost Mother to go out and find the nearest dead animal. An so, as she was told, the Frost Mother went. The Frost Mother came back with the carcass of a newly felled female Ker Wolf who had died of old age not to far from the Elf, and dropped it near the body, the two laying side by side, wolf and elf. Old Father Winter then looked inside the Young Wife, and found the babe, who was dining slowly, but not yet dead, and so He took the child from the womb and placed it's spirit into the wolf. The legends are not all completely sure of what exactly happened to make the next day possible, but they say that the next evening, a white and red pup stepped out of the cave, completely healthy and already 1 month old, and another female Ker wolf came to the pup and cried it off. And so, the first Faoladh was made. . The Faoladh race are considered a gift from the God Wyvrun, but many consider it a curse because from the point you are turned and from then on you are bound to your pack, and there is no way to reverse the transformation, unless through death. The Faoladhs have a bad side as well, they are known for their combat skills and ruthless mentality, but it get worse. On Eclipse Moon nights a Faoladhs Packs will be forced to go out on The Hunt, where their bodies become more of a werewolf shape, more humanoid, and they are forced to go to their nearest town and kill as many people as possible. This form is known as Bazerk. This is why most people hate the Faoladh Packs, although many fear them so much they offer them gift as way to ward them off, although it doesn’t help at all and most of the time gets them killed. The Clipse Moon Night is not the only time that a Faoladh become more of a werewolf form, i happens when they are overly angry or iritated. A Faoladh in human or other form is not a terrible sight, but it is not beautiful either. A Faoladh in human or elf form has a dull around it, any beauty it once had or happiness does not show in the persons "aura", and therefor they are a rather normal sight, although one can I identify them by their inability to speak. In wolf form, a Foaladh gains all of the things it lost in human form back. It is graceful and strong, beautiful and hard to resist. There are some legends that a young Faoladh female enticed a young man to come to her without anything but her looks, she then killed him and brought the hart back to her Alpha as a gift. But do do not be fooled, and human or elf that steps into a Faoladhs Pack/Den site will find their end quickly, no matter the person or time. Faoladhs go Bazerk more often than not given that they get irritated quickly and are ruthless. Many a men have tried and failed to hunt these creatures down, the hunting parties growing thinner and thinner. The Faoladh have had a long lasting hatred for the Fjarriauga, or Frost Witches, given that they are rivals in territory in the North. Although the Frost Mother from the first Faoladh did help her, the dependents soon forgot this when a young Frost Witch killed a litter of puppies. A litter of pups is a sacred blessing to the Faoladh, considering the infertility of the Faoladh is much like the elf's curse. For a human turned Faoladh a litter is celebrated but not as much as a litter from an elf turned would be. The rules for the Faoladh's are simple, although they are different for each Pack, the unanimous one are listed bellow: -No hurting or treasonous acts against the Alpha -If the Alpha has pups, they are to be protected above all else -When hunting, consider your Pack mates and remember your station -Never try to mate with an already mated male or female The territories of the Packs are operated by the climate and geography, and much of the time, they do not feel they need to expand, but as with the Leathnu Te, it has been known to occur before.There are many small packs scattered across the land, the Faoladh having split from any larger pack to form their own, although many do not make it. The other small territories have the same hierarchy system but the only exception is if there is a bigger problem going on in a Pack, one of the Season Leaders will come down to the part of their territory they are letting them have and solve the issue. Although you follow one of the Seasonal packs, your loyalty is to your own Pack. But if in any case it comes down to the life of one of the Seasonal Packs or your own Pack, you are expected to choose the Seasonal. If otherwise, your are named a traitor. Anything between the two Seasonal territories is the Nomadic Lands, this is where if a young Faoladh chooses to go off on its own, this is where you head. No one owns his territory. There should always be a sliver of Nomadic Land. The hierarchy of the Pack has one leader for each of them, and two Betas to protect and serve the Alpha. The Tiers of the system are listed bellow: Highest ranking: Alpha- runs Pack and makes sure all other Pack mates are in line. Do not challenge. Second Highest: Betas- there are two Betas, usually both women, they protect the Alpha from any attack that she does not see. They also are the go between the rest of the Pack and the Alpha Alpha Apprentice: Dara- the Dara is a young female Faoladh Trodai who will one day become Alpha, unless a challenge occurs. Middle: Trodai- the warriors of the Pack, they make up the rest of the Pack. Middle low: Baegnach- the warriors in training. Low: Pups- self explanatory. Protect at all costs Pups are the joy bringers of any Pack and if you are born a Faoladh, you are considered "High Born" and even higher born are the elf pure bloods. There is no difference between Faoladhs turned by death or born, although the pain process is different. Pack Mothers are the Women Faoladh's that have recently given birth to a litter of pups or are nursing in the den. The mating system for the Faoladhs is no different then the Ker Wolves. Once mated, you are mated for life, unless your mate dies or given that Faoladhs are also Humaoid, if your partner cheats, so pick well. Alphas of the Faoladh are known to be ruthless and kind, it depends on the leader, but all Alphas need to keep the peace and justice of the Pack, making them the executors of traitors or Leaders of Rituals. Leaders are chosen either by another Pack Mate challenging them to a fight to the death, a Dara being assigned the position when the Alpha deems them ready or by old age, in which one of the Beta's are chosen (this is rare given that Faoladhs have a very long lifespan, humans extending to 300, elves even longer then their previous enlargements). The changing of a human or other race to a Faoladh is a painful process consisting of a month of migrants and bones breaking and realigning. The stages of the process are listed bellow: The first three days) headaches begin to occur, causing hallucinations and screaming. The next five days) bones begin to crack, your spinal cord shifting to become more lenient. The next 7 days) fur begins to slowly sprout from the skin, fingernails lengthening and the skin on your body becoming paper thin. The next 12 days) The bones that had been broken begin to realign, causing another bout of excruciating pain while long canines grown in the mouth. The last 4 days) the final piece is the actual transformation into the wolf form, which is known to be the worst part, as it all happens at once. The following transformations are easier, but still painful, which is why some people prefer to stay in one form. The main drawback of being a Faoladh is that if you get any sickness, you are susceptible to becoming a wolf forever, any therefor never change back again. It is taken as a serious problem and the Pack take as much care as they can. The Packs have a system for traitors which is followed out at all costs: -If a Faoladh gives away their pack or Alpha, they will meet out rightful justice - If a Faoladh kills or harms any pack mate, they will meet out rightful justice - (The sentence they are given will be carried out by the Alpha, and so the things they do are not all considered death worthy.) Many Faoladhs go Bazerk, which is when a Faoladh decides to remain in wolf form but has such a hate for humans that they go into the Bazerk Wild form, which looks like a werewolf from American ledgers. Bazerks roam the countyside and kill off animals and any humans they can get their claws on. They sometimes join forces and wipe out towns, but it is rare given that they are so driven to kill that they often kill their own kind. It is incredibly easy to become Bazerk, and once fully Bazerk, you are forced to leave the Pack for the greater good, which causes problems with the human life around the territory. The only way to become a Faoladh is to either die, and to have a Faoladh find you within an hour of death, as to not let the decomposition process go too far, or to have the Alpha or Beta of a Pack mark you. There are four Alpha's, one for each pack: The Summer Pack Habitat: lives between Warhawkes-Krugmar Diet: Carnivore and/or Man eater Size: Ranging anywhere from 4-7 ft tall. Color Varieties: Ranging between a brown-to a golden white. Skill set: -The Summer Pack is known for it's potions and it's magic, they are rarely fighting with another clan as they are the peace makers and have given up much of their land to other small packs because of this. It is still to be seen if they will ever help in battle. -The most laid-back of the Four Packs -Avoids conflict with humans/other races at all costs The First Leader of the Summer Packs: The First Leader of the Summer Pack was known as Aofie. Aofie was a young Druid girl when she was turned by the Founding Faoladh. Having lived in the heat her whole life, Aofie left the Winter Pack to journey out, seeking a warmer pack.At this time there were another three packs that no long are here. Spring, Winter and Fall, and so her first bet was to get to the Spring Pack, but she did not make it before she fell in love in the Nomad Territory, which was not claimed by any pack yet. She stay their with her beloved until he died of old age, being a human. She was left with a litter of pups witch she delivered the next Summer, and was forced to settle down. Soon, more and more Faoladh's started flocking to the Nomad territory and she had to take control of the Faoladhs, and so she made the Summer Pack. The Winter Pack Habitat: Form the edges of the Pack to the Northern Coast (Haense-Rivia) Diet: Carnivore and/or Man eater Size: Ranging from 4-7 ft tall. Color Varieties: The Winter Pack has wolves that range from white to black, with any tint to their fur. Skill set: The Winter Pack has very little known about them, being the most secretive. The only skill set we do know of is that they are amazing in battle, but also the most brutal Pack. -Vicious to outsiders -Hate humans -Spend much of their time in Wolf form -Most difficult to conceive given the cold climate The First Leader of the Winter Pack: The founding Faoladh was the leader of the Winter Pack, en which you can read above ↑ -------------Red Lines----------- -You cannot play as a Faoladh unless turned by an Alpha or died with a Faoladh in your company or finding you. -You can only use your Packs specific magic (if it has one) if you are taught by one of the people first -If caught turning you must give the person whatever they want, unless they ask for your life or something to do with your Pack -You cannot assume you were just born into a Pack, you can either be born and your parent died a Nomad or find a Pack Mother and be born from her. -There are no rules restraining the Bazerk side, although it would be helpful if you didn’t go around killing everyone -this magical creature is open to any previous race, although if you were a frost witch turned Faoladh that’s no a thing.
  15. Mehkolo (A lone Mehkolo worm) Mehkolo originate deep within the mountains of Atlas. These worm are one of the more peculiar creatures of the continent, Mehkolo come in a variety of colors, from darker grey/black to a dark orange. Additionally, Mehkolo blood is luminous which gives some a glowing appearance. Individually, the worms possess only basic intelligence, comparable to that of a animal. Mehkolo experience some other limitation, due to largely living underground these creatures have very limited eyesight during the day. Their eyesight improves as the sun sets, but it is still subpar. However, once Mehkolo bind together, the colony of worms is capable of higher thought and intelligence like the other numerous races of Atlas. The larger these colonies grow the more intelligent, sluggish and incapable of basic tasks they become. In terms of size Mehkolo vary greatly, with some being as long as two meters while others being only fifteen centimeters in length. Colonies are much longer, most take bipedal forms and stand around 2.2 to 2.4 meters talls and weigh as much as 1200 pounds. The race survives primarily on naturally occuring minerals though plant and animal life is a viable option. Communication for lone Mehkolo is impossible but colonies are capable of basic communication through the formation sounds via vibrations. In addition to this, colonies are usually extremely reserved, rarely speaking to any race outside their own. All Mehkolo colonies are directed by a single Mehkolo within the colony. The colony leader is usually a deep shade of red and its death almost assures the dissolution of the colony. Not much is known about Mehkolo culture or beliefs due to their intense isolation and limited communication. Mehkolo colonies are fond of violence, they incorporate any available material into their form to serve as armor whether it be logs, rock, or metal. Though they are rarely capable of forging weapons they are still capable of combat with weapons that happen to stumble into their possession. Even without the use of weapons, Mehkolo colonies are a force to be reckoned with, they are extremely strong and robust. Intense heat & fire is known to frighten Mehkolo. Exposure to direct sunlight is deadly to the creatures, without proper materials infused into their form protecting them, they will dry out and die. Upon the death of a Colony leader, the Colony loses cohesion and disperses. There is a off chance that throughout the confusion that a new colony leader can be chosen and keep the colony together but this is a rare phenomenon. Usually after the colony disperses several of the dispersed Mehkolo become Colony leaders forming many weaker colonies from the previous colonies remnants. However this process takes a deal of time and not immediately after original colonies death. (Mehkolo colony wearing a rare set of Mekholo-made armor) Mehkolo communities thrive deep within the cave systems of Atlas, though colonies are normally solitary they sometimes group together into communities. These communities are usually located in wide open caverns where the walls and roof are adorned with glowing larvae. The colonies constantly expand the caverns and tunnels by constantly tunneling for materials to consume. When solitary, Mehkolo colonies asexually reproduce, however, when grouped together they are known to reproduce normally. For Mehkolo living below the surface, minerals are the main source of food. Colonies that have ventured above ground sustain themselves on diets of meats, fruits, & vegetables. Mehkolo rarely domesticate livestock, being so unfamiliar with the surface creatures. (cavern covered in Mehkolo larvae) How the Mehkolo emerged onto the surface is largely a mystery. Many speculate a cavern housing several colonies was breached while mining. Others speculate Mehkolo worms may have burrowed to the surface themselves. Redlines -Mehkolo are incapable of learning magic -If the Colony leader is to die the Colony dies as well -Prolonged exposure to sunlight results in death -Mehkolo weighing more than 1000 pounds experience trouble regarding movement but benefit from increased intelligence -Mehkolo weighing less than 600 pounds benefit from better motor skills but experience much weaker intelligence -Though generally slow, Mehkolo are capable of fast speeds in short bursts -Mehkolo are terrified of fire as well as extreme heat and avoid it at all costs -All Mehkolo suffer from weaker eyesight the brighter their surroundings are
  16. The Soulbound Servants: Didacts of the Forest Holy Ghosts of Druids An elven druid returns as a Soulbound Servant, watching over the forest with a careful eye. It is a well known truth among druii and those that study the aspects or their faith, that devout druids who die ascend to the realm of the fae, to serve out their days as Soulbound Servants. In the realm of fae, these spirits of passed druids are revered by all as wise men and oracles. Creatures of the fae flock from every corner of the realm to hear their words of wisdom. In the realm of fae, they are considered demigods, chosen of the aspects themselves. (The Fae Realm). In death, these sages reflect the souls of what they were in life. For those that sought the taste of battle in defense of the balance, they may find themselves as a spirit of fury, blessing those of the Twilight Bound. A gentler druid, a healer perhaps, may find themselves as a mending spirit of the Dayward Way. All these such spirits are revered amongst the fae creatures of the world. The servants can take the form of an incorporeal spirit, the physical body they had in life, or even as a reflection of their own spirit animal. Respected and revered by all races of the fae as the chosen vessels of the Aspects themselves, the Soulbound enjoy their afterlife by serving as wise men and priests. The most dimwitted of rock-creatures to the most cunning of Imps will travel across the entire Fae for the chance to meet one of the Soulbound and receive words of wisdom. Like all fae creatures, they possess the ability to traverse over one of the many thin threads that hold our realms together, through a fae ring. For one that may find themselves facing one of these spirits, they can expect only unbridled wisdom, for they gaze upon a fragment of the fae realm itself. However, while they were able to become corporeal in the Eternal Forest, their journey to the mortal realm has diminished their strength, and they hold but a fraction of the power they hold in the Fae Realm. A soulbound servant, in the mortal realm, is little more than a spirit of the fae. They cannot touch or interact with the world. They will never again feel the embrace of a loved one, nor the wind on their cheek. They are dead, lost to the world. Incorporeal beings that merely exist as a passer of knowledge, a wielder of the torch of druidic power. Even when their connection to the Eternal Forest is strongest, standing within the fae ring, they are unable to lay a finger on the world of the living. One may ask, why would a soulbound servant return to the mortal fold? What other reason than the one they hold in the realm of the fae. They serve as ancient teachers, passing on the wisdom of their many years. It is the primary mission of all Soulbound Servants to pass down their own knowledge of the balance, and to guide the druids of the world towards a heightened understanding of what their duty is, and how they might attain it. They serve as powerful guides to all that follow the path of the aspects. To dedicants, they serve to inform and teach. To Druii, they seek to offer their different perspective on the world and how it may function. And above all, to Archdruii, they serve as powerful advisers in the face of great adversity. But they are just that. Guides, advisers, wise-men. Vessels of knowledge. Due to the distance from the realm of the fae, and their diminished power, they are unable to use the gifts that they had throughout their lives as druii, but they still retain their ancient knowledge of the arts. To fulfill their mission, these spirits are able to pass on their understanding of the gifts into the druii of the world in several ways, detailed a bit later. In addition to this, the servants have access to a few smaller tricks from their time in the fae realm that they would use in pursuit of guiding dedicants, druids, and archdruii alike, without impacting the world on a physical level. Blessings of the Aspects Gifts From the Eternal Forest A druid completes a task with the oversight of the Soulbound Servant Soulbound Servants tend not to intervene in worldly affairs, beyond their task of guiding others, and serving the balance. Without the ability to hold a sword, or travel far beyond their fae rings, they take up a more guiding role, using their abilities to teach, rather than lead. Their time spent in the realm of the fae shows now though, and Soulbound Servants find that they have a few lesser abilities that they didn’t have before. These can be very straining for the spirit to perform, and only one may be used per day, that they might serve the spirit in guiding others. Greensight Soulbound Servants mimic many of the abilities of regular ghosts, being able to use their own version of Horrorchill called Greensight. With this ability, Soulbound Servants have the ability to reach out to attuned minds, and are able to incur visions of the past, things that the servant themselves have seen, or even things that the subject has seen. Through this, they can evoke calming memories, or through their own memories, lessons of the past. These visions can be as vivid or as vague as the spirit wills it. This ability, unlike horrorchill, only works on a willing subject who knows they are being affected. This only affects attuned druids, and those affected by fae rings. Oversight Similar to the talking host ability that usual ghosts have, soulbound servants are able to bind themselves to a druid for as long as they wish, seeing what they see, hearing what they hear, allowing them into their thoughts. However, this must be entirely willed on the part of the druid and the servant. During this time, the druid is marked with a fae rune upon their forehead, showing that they are a vessel of the spirit. This lasts until the subject no longer wills it, or the spirit decides to leave the body. If the host is killed while the servant is inside of the body, that spirit demanifests as they gather themselves again. In addition to these two abilities, Soulbound Servants can do several abilities like their ghostly cousins. Soulbound Servants may shift between visibility and invisibility at will, disappearing or appearing in a flash of their fae energy. Soulbound Servants can interact with the environment in limited ways, such as opening doors, or nudging objects. (In the same way that ghosts do.) Soulbound Servants may float (In the same way that ghosts do) Soulbound Servants give off a glow that reflects their fae energy. Soulbound Servants can change their appearance in a limited way, such as gaining fae attributes, or taking on the form of their spirit animal Due to their distance from the realm of the Fae, they cannot fully return to their physical form. However, when in the Eternal Forest, they can regain such a form. Instead of decaying life around them, and feeding on it, Soulbound Servants serve as a conduit of fae energy, and many may find the world around them blooming to life as the world is touched by the mystical energies of the Eternal Forest. Soulbound Servants do NOT have telekinesis, unlike their ghostly cousins. Guides and Redlines Soulbound Servants must have been at least a T5 in Control and Communion before their death to be brought back. Soulbound Servants require a CA to be played. Soulbound servants are the spirits of druids that return to the mortal realm to continue their duties as druids. In order to be brought back from the realm of the fae at first, the spirit must be guided back by a druid using transcendence. They cannot be forced back if they do not want to come back. If a druid already knows the Transcendence feat, they can bring themselves back. Soulbound Servants can appear as a manifestation of their former selves, or as a reflection of their spirit animal Soulbound Servants can interact with the environment in limited ways, such as opening doors, or nudging objects. (In the same way that ghosts do.) Soulbound Servants can no longer perform control, blight healing, or herblore, shapeshifting, unattunement, attunement, or powersharing. Soulbound Servants can no longer teach unattunement, attunement, or shapeshifting. Soulbound Servants can still teach druidism, including control, communion, blight healing, and herblore if they have a TA A servant doesn’t need to eat, sleep, or breathe; they may survive indefinitely without damage Golden Weaponry affects the spirits as a normal weapon would to a person, and cannot use any of their abilities on gold. To banish a servant to the Eternal Forest, one can summon a cleric, shaman, Fi’ user, or alterationist to perform an exorcism. This demanifests the ghost, but is not a Perma-kill on the Soulbound Servant. It is not necessarily possible to "kill" a Soulbound Servant, but they can be forced them into the Eternal Forest. This causes the Ghost to demanifest for 30 minutes, akin to death for other Descendants, and leave the area to go to the Eternal Forest for a prolonged amount of time. OOC Note: What I really tried to change with this rendition of the lore was the “how” one becomes such a thing, and the abilities. I really tried to trim down the lore piece from Shade lore levels of length to a nice, easily read piece. Short, sweet, simple. I’ve turned it into a lore addition, as a way to extend the ghost lore into other aspects of the server. I’ve translated a lot of the “horror” of the abilities into more Fae abilities. I wanted to create a way for druids to return as ghosts without relinquishing their connection to the Emerald Forest. So, druidic ghosts!
  17. We Want YOUR Screenshots! A lot of Orcish RP revolves around the Spirits & Ancestors, and particularly our ways of worshipping them. You’ll often hear a victorious Orc praising his chosen Spirit, or a Orc returning from a hunt dedicating his trophy to Votar. Unfortunately, few track our progress, and thus our Shamans cannot keep RP the Spirits or Ancestors being happy with an Orc’s dedication during the Spirit walks. So, if you ever construct a Shrine, sacrifice an Elf, dedicate a victory or in any other way please your chosen Spirit or Ancestor, send the screenshot in the comments. That way the rest of the Orcish community can share in your victory, and our Shamans can keep an eye on who is most active. Who knows, maybe one-day your fanaticism to Laklul could please the swampy boi and make you devote to his name, and give you Roleplay buffs. Here’s an example of why you may want to keep track of your dedications to a Spirit or Ancestor:
  18. Trolls Trolls are dangerous beasts, distant cousins of Orcs and Ologs. Relicts of the past, Trolls are introverts. Choosing to live with only themselves, it would be uncommon for a Troll to have contact with a descendant unless they were choosing to eat them for a meal. Or, if the person were to infringe on the Trolls’ territory, they would find themselves in a tough situation. Trolls are much like the Orcs, living in isolated tribes from other Trolls. They mainly dwell in caves, or huts they build from rawhide. Unknown to most, Trolls are of primitive intelligence. Smarter than an Olog, yet dumber than a man. They possess the knowledge of basic crafting with things such as flint and stone. A rare prodigious Troll may be able to learn smithing. They can also make their own huts from wood and hide, and know how to properly cook meals. They have a tribal hierachy, led by a Chieftain. Trolls have different breeds, two main types with many subtypes. Troll hide is surprisingly tough, being able to withstand the amount of damage that chainmail can. Blows would have to be made from stabs instead of slashes for them to get through their hide. Trolls also have only 4 fingers on each hand. As well as 4 goes on each foot. The Two Breeds of Troll Forest Trolls Forest Trolls are, as their name suggests, Trolls that dwell in the forests of Atlas. They carry with them a green tint from the moss and mushrooms that may grow upon their backs and arms. Expert hunters and trappers, these Trolls prefer solitary from even themselves. Although there have been a few Trolls Clans that spring up from the ground. The Forest Trolls have the most commonly seen Troll subtypes. Swamp Troll, River Troll, Flatland Troll etc. These type of Trolls stand between 11’”-14”. Rarely going over this. Generally being a stocky breed, in order to stalk their prey. Mountain Trolls Mountain Trolls dwell in mountains and caves, generally being around Dwarves and other creatures of the mountains. The Mountain Trolls are shepherds, for the most part. Choosing to raise Mountain Goats and Iron Rams. These trolls use mainly clubs made from bone, wood, and stone. Sometimes warhammers, which are just large boulders tied onto a stick. Mountain Trolls are slightly taller than their cousins in the Forests. Standing around 12’”-15’”. They use their height and strength to intimidate predators that would try to eat their herds. Mountain Trolls generally have a grey skin tone. Although blacks, pale whites, and darker greys are also found. The most common subtypes of Mountain Trolls are Cave trolls, and Frost Trolls. A Troll’s Mindset Trolls are as stated before, rather introverts. They would gladly avoid descendants of all nature, however when a descendant stumbles into their territory it becomes a problem. Trolls have also been seen on the battlefield, having been paid by factions in livestock and hides. Finding no use for mina, and preferring to trade with others. Trolls choose to live with each other, rather any other faction. Although Trolls may feel a pull towards their cousins, the Orcs. While not retarded like Ologs, Trolls certainly aren’t very smart and can be quite childish. Starting petty arguments over another Troll having one more sheep than they do. As said before, Trolls do not have the intelligence of a normal human man, rather they have the intelligence more suited to children or primitive man. Strengths And Weaknesses - Trollhide - Trollhide is extremely tough, being akin to chainmail and able to withstand just as much. - Strength - Trolls are unsurprisingly strong. Able to crush bone with their hands, as well as pick up large boulders and rocks. This is due to their increased ability to gain muscle mass, much like Orcs. - Intimidation - Trolls use intimidation to hunt and fight others, if they can win a fight by intimidation they will use it. - Sensitive eyes - Trolls’ eyes are sensitive to light, not being able to see very well in the sun. They would require places of shade to see easily. - Low intelligence - Trolls as stated before don’t have very high intelligence. Being less than an average man and more on the point of a 10 year old. - Trolls cannot learn Magic whatsoever. Like Ologs, they do not have the knowledge to do so. Trolls are a CA Only Creature. Meaning they aren’t playable to just anyone.
  19. Wood Elven Weddings Disclaimer the people depicted here are not actually married i just thought it was a fitting picture Family is the very core of wood elven culture. A people whose history was made from many roaming groups of nomadic Seeds, who valued kinship and the bond of experience over all. Yet, family as other races know it is not necessarily in alignment with how the mali’ame choose to interpret it. The concept of a nuclear family, mother, father and children, is not held to as tightly as among humans or even other elves. Instead, children are raised almost communally, among their own seed. A child born to a Seed is the entire Seed’s child, and it is the entire seeds responsibility to care for it as a mother or a father would. Romantic love, however, is different. Wood Elves have no marriage laws, children born out of wedlock are not considered bastards or looked down on, merely cared for by their entire seed as any other child would be. However, when two mali’ame love each other, and wish to spend their lives together, and with no other, there exists a ceremony to bind the two souls as one. The Priest - elNaelu’ir In wood elven custom, a life-bond between man and woman can only be consummated by a druid, the spiritual leaders of mali’ame kind. Ideally, it must be a druid trained specifically to be a priest of their people, a Naelurir. It is the responsibility of the engaged couple to seek out a druidic priest and ask for his services in sealing their life-bond in the eyes of the Aspects. The Naelurir will then choose if the couple are a suitable match for one another, as he reserves the right to refuse his services should there be a valid reason for it. The Life Gift The Naelurir will instruct both the man and the woman to either collect or create a ‘life-gift’ for their partner. This life-gift is to be kept secret from their partner, and presented only at the wedding ceremony itself. Gift giving is considered a sacred practice among mali’ame. Core to the wood elven faith is offering material possessions to the Aspects, as symbolic gifts of tribute. The same holds true in marriage. The gift the partners give one another must be symbolic of their entire lives leading up to this point. So, in giving the gift to their love, they are effectively handing their life over to them. The life-gift can be anything. A warrior might symbolize his life in the form of an Ironwood blade, with special carvings engraved in it for his lover. A hunter may braid for their lover a specially ornate bearskin. Commonly, many wood elves carve a totem of their lives, telling a visual story of their lives from their birth to now in a block of wood. A life totem, the base depicts it's carvers childhood, and goes on in years until it reaches the top. The Location Shrine to Cernunnos and his acolyte, the great Mani of Wolves, a typical place for a wedding. Once life-gifts have been chosen, a time and place for the ceremony to take place must be planned. The couple can choose to invite many people, or have it simply be between themselves and the priest. A wedding ceremony between wood elves must take place in a place sacred to the Aspects. Places of choice include the shrines found in almost all wood elven settlements, druids groves, or areas of nature where the connection between the fae and mortal realms are strong. The Ceremony When a place has been chosen and invitations sent, the ceremony begins. The process in which the progresses differs from Seed to Seed, elf to elf, but by in large, the traditional wedding goes as follows. 1) The chieftain of the the seeds the two elves hail from must lead them to the altar, and present them to the priest. The chieftain must speak aloud that he presents his seedkin to the Naelurir so they may be wed. If the engaged couple are from the same seed, the chieftain of that seed leads them both up. If one does not belong to a seed, they are represented by their closest blood-relative. 2) The priest begins by establishing the sacrality of the ritual. The following words are spoken (although can be adapted): "The sanctity of marriage is a reflection of the Aspects. Man and Lady, mother and father, two parts of a greater whole which would be lesser without the other. Like Cerridwen and Cernunnos to the natural order, the two mali standing before us today shall bring harmony to each other's lives." 3) The priest instructs the two elves to present to each other their life vows and speak their sacred oaths. The male goes first traditionally, then the female. Both explain the meaning of their gift, and how it embodies their life, then put it in the hands of their lover. If they wish to speak additional vows, they can. 4) The priest presents a jug with two spouts before the couple. This jug is filled with water from a druidic attunement pool. Water is the lifeblood of all nature, and thus considered sacred. In drinking the holy water together, the couple are sealing their lives as one. The priest instructs them to drink, and they must do so until the jug is empty. Jugs like this are willed with attunement pool water and drank together by couples at their wedding. 4) Once the water is drained, the priest must seal the marriage in the eyes of the Aspects. He must speak the following words (once again with room for adaptation): “And so it sealed. May the mother of spring bare them many children and have them grow healthy, the father give them strength, bravery and willpower in the years to come. Under the light of the Aspects, I declare you man and wife.” The Feast Weddings are considered an opportunity for a Seed to display its power and wealth, so often are not small affairs. After the Naelurir has spoken the final words, a wedding is officially complete the the marriage sealed. However, it was traditional in the days of the ancient Seeds to hold a grand feast in honour of the newly weds. It is usually the responsibility of the groom’s seed to host such a thing.
  20. [Change log located at the bottom of post; sorry for the word-heavy lore revision.] Originally accepted lore: https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3&tab=comments#comment-1626115 The Children of Azdromoth [Credit: quite simply, Calvin of stormbrush.com] Brief History Azdrazi—or Nephilim—are a species of dragonkin created by the dragaar during a time at which they ruled the sky. Following the Titan's venture into the mortal world, during his thoughtful quest for knowledge, Azdromoth and his relatives came upon the line of Horen, the father of Man. They took great interest in their ingenuity and believed them to be capable of astounding feats, forming a pact: promises of eternal guidance in exchange for their longstanding assistance and libraries of knowledge. Azdromoth and his brothers and sisters offered their blood to those who consistently displayed prowess and reverence, allowing them to transcend to a state beyond man. This amalgam of dragon and descendant was commonly known and recorded as a Nephilim, named as such due to its old and now defunct status as a combination between mortal and god. Azdromoth, however, referred to them as Azdrazi, as they were no longer men but a species of dragons; as the ages went by and descendants grew more educated, this name became the norm, hence its use in contemporary times. [Credit: done by Numirya] Creation and Appearance Mortals who undergo the Transference—the ritual responsible for the transformation of descendant into Azdrazi—will go through two stages of change; these stages are Whelpling and Azdrazi. Both have their own set of prerequisites before partaking in a ritual, lest death upon mutation become certain. The key to a successful Transference is a wardren: a kind of sphere made of dralachite, capable of fitting in an individual's hand and typically worked by an aspiring apprentice or their mentor. Before proceeding with the rest of the process, the soon-to-be wardren must be blessed with the draan of Atuemi Laas. The object is then bathed in a boiling solution of one part descendant to one part draconic blood, portions respectively from the apprentice and their mentor. Gradually, the gem will absorb the amalgamation of blood before taking on an intense orange glow, indicating the successful creation of a wardren. The wardren is then handed off to the apprentice, and upon taking it into their grasp, dispenses the blazing energy held inside directly into their body. The colorful glow that had previously overwhelmed the wardren rapidly depletes, the flame within now transferred into its wielder, thus transforming them into a Whelpling; this change marks the first of two rituals and grants the descendant their temporarily volatile inner flame. (Note: This is an entirely internal transformation, the growing inner flame being the only notable difference between descendant and Whelpling. Whelplings do NOT change in physical appearance.) After acquiring the inner flame and before becoming an Azdrazi, a Whelpling may expel this draconic energy and revert back to their descendant form, ensuring that they aren’t perpetually stuck as a Whelpling. To do so, their wardren must simply be destroyed—this, however, means that progress can be reset and wiped at any stage of their trials if they prove to be careless. The process is equally as painful as becoming a Whelpling and is typically followed by a momentary feeling of immolation. Thankfully, Whelplings are in control of their own wardrens, meaning failure will almost certainly be brought about by their own shortcomings. The wardren they hold is now primed and bound to their newly kindled flame, ready for the remaining trials of the Transference. The Whelpling will be expected to complete a set of four to six of these trials, each handpicked by their mentor; to set these tasks in motion, the mentor must speak the instructions into the wardren in their native draconic tongue. Upon the Whelpling's completion of one of their designated trials, the dralachite sphere will fill part way, reflecting their immediate progress. The wardren will continue to fill with the formerly mentioned radiance before eventually brimming with it, a state which indicates the conclusion of the trials and stabilization of the inner flame. The Whelpling is now ready for the final stage of the Transference, in which they and their wardren will be cast into a pyre of dragonsflame (following a brief, free form ritual), their skin burning away to make way for the forthcoming Azdrazi. As they emerge and sluggishly come to their senses, they'll find themselves a foot taller and riddled with scales, now possessing a set of horns and reptilian eyes. Azdrazi share many visible traits with Azdromoth when un-polymorphed. Their skin is rigid and scaly, ranging from deep reds to plain black. Their eyes are serpentine in appearance, round pupils replaced with dark slits; irises and scleras replaced with oranges, yellows, and reds. Their teeth—mainly the canines—grow a little longer and sharper. Nails are replaced with short talons, entirely meek when compared to those of flight-capable dragons, and when Azdrazi emerge from the flame, they’ll find themselves approximately a foot taller than they previously were (this benefit stops out at 7’6”—therefore, if an individual stands at 7’0”, they would only grow six inches rather than the full twelve). Lastly, the horns on Azdrazi vary in appearance but must abide by the same rules as their skin, being that they must remain a variation of red, black or gray, and additionally the familiar milky hue of bones. Strengths: Enrapturement (Dragonflame Conjury, Polymorphing), Draan of Azdromoth Typically physically stronger than descendants, courtesy of their draconic heritage. For reference, in terms of physical strength nearly all Azdrazi are capable of standing their ground against an uruk, yet are generally incapable of overpowering them with muscle alone. Temporal Resistance: Immune to all forms of heat, radioactivity, and poison. Longevity: Exceptionally long-lived, capable of regenerating after death, although death rules still apply. Azdrazi possess a draconic soul after the Transference is complete, and are thus considered draconic beings. Weaknesses: Azdrazi are temporarily punished upon revival, unable to use polymorph or any other enrapturement for 1-2 weeks following death. Due to their draconic nature, Azdrazi can oftentimes be coerced and persuaded into carrying out mildly uncharacteristic deeds in exchange for knowledge or material items typically associated with their horde. Being in icy, wintry and gelid climates can kill Azdrazi over time since they are cold-blooded and unable to maintain body heat in low-temperature environments. In these environments, no Enrapturement but Kindling can be performed, unless an Azdrazi devises a means to keep their body temperature up. (i.e an enchanted set of garb, a zone of heat, etc.) Cannot use mana to perform any kind of deific, arcane or dark magic. Exceptions and more specific explanations will be listed at the bottom of this thread. Upon transformation, an Azdrazi’s mana pool is replaced with the inner flame. Paladinism: Extreme susceptibility due to Xan’s desire to genocide Dragons; Paladin magic will wither away an Azdrazi in a manner similar to life-drain, heavily fatiguing them upon first contact and progressing from there. [Credit: illustrated by Allison Healy] The Inner Flame and Severance An Azdrazi’s inner flame is a tricky thing, wholly comprised of a metaphysical network of dragonsflame. Said network spans the body in its entirety, beginning in an Azdrazi’s torso and twisting along the otherwise comparatively mundane circulatory system. In a relaxed state, the inner flame will remain static, having no reason to move ichor along the network; if an Azdrazi chooses to manipulate their inner flame, however, then it will seamlessly work to supply its vessel with enough of the substance to carry out desired tasks. That being said, the inner flame only operates as expected in hosts with functional organs, as it consistently transmutes mortal essence into draconic ichor: the substance that flows through the ethereal network of dragonsflame. To sever an Azdrazi’s inner flame by force is to strip them of their source of being, killing them indefinitely. Such a thing is improbable, of course, lacking any form of traceable documentation and thus feasibility; Azdrazi, however, know otherwise. There are two ways to divide one's flame from their flesh, the first relatively common compared to the second. It involves willing oneself's flesh and blood into a state of stagnation, turning their own body into stone and rendering them comatose. Few Azdrazi allow themselves to be taken by a fate so tame, but those that choose to smother their flame do so to stave off impending tragedies such as corruption—most would sooner take this form for the coming centuries than be bound by ill afflictions. Additionally, there’s the possibility that an Azdrazi will turn to stone if they become religiously, spiritually or physically inactive, a change represented by 2 months of IRL inactivity—exceptions can, of course, be made. The only method of severance is valid in its definition, undoubtedly and unforgivingly stripping an Azdrazi of their flame, and thus leaving them hollow. Tales of Azdromoth plucking the fire from excommunicated followers are few and far between, yet exist among those whom could be called his children. This fate takes the form of self-destruction: an unrelenting cancer of the draconic form that leads to the ultimate degradation of one's mind and body. If an Azdrazi chooses to betray their blood and fall out of faith, their flame will retaliate, gradually withering their bodies from the inside-out. In reality, such an illness occurs when an Azdrazi attempts to put their inner flame out entirely. Though one’s desperate attempt at expelling their inner flame may prove successful, the effects of such play out just as explained above. Though the inner flame is gone, the draconic body remains, and since such a transformation is a one-way street, the outcome is always a prolonged and painful death. Death typically comes one week after severance and is entirely irreversible. Mechanics of Severance Purpose Azdrazi are outstandingly prideful creatures, holding themselves, their company and even those without their circle of acquaintanceship to relatively high standards. They’re convinced that greater knowledge should be reserved for greater people, and will consistently take it upon themselves to be these magistrates of tuition and insight, so much so that such judgement becomes nearly dogmatic. To them, for the betterment of mortalkind, those who prove reckless or ill-fit—and thus unworthy—for the knowledge they hold should be punished if not eliminated. Depending on the severity of one’s incompetence when assessed by an Azdrazi, justice can range from a simple branding to an all out hunt. Their mission is no longer strung on solely by a want to preserve the knowledge of years past but is instead a mixture between the aforementioned, and the desire to keep such out of the hands of those undeserving. They believe this will ensure a prosperous future, one in which they both directly and indirectly pave the path for mortalkind, educating and culling all the same. Azdromoth also felt that these hybrids were the perfect substitute for children, the Titan incapable of producing his own spawn. As such, he continued to work on the formula up until the infection inflicted upon him by the Archdaemon, Iblees. Azdromoth never truly got the chance to refine his creations—evident by the Azdrazi’s lack of wings—but in the end, the mission was a success, his progeny carrying out their everlasting goal and acting as the intermediary force between dragonkin and mortalkind. Unfortunately, however, Azdrazi lack the guidance Azdromoth once provided, his tainted shackles stripping him of his own sight. It's for this reason that Azdromoth's recent run-ins with humanity have been less than desirable, and it's for this reason that his brood long to free him. They actively search for a means to cure him of his illness, believing that with both time and research, the Father will be free to live amongst them and mortal-kind once more—but only if greater obstacles are dealt with on his path to glory. Heralds Azdrazi are the product of Azdromothian blood creating internal—and essentially irreversible—changes to a descendant’s body. Alternatively, the Titan's blood can also be used to bring about changes that occur externally through an ink. Those who followed closely in the footsteps of Azdrazi were considered living wardrens, capable of storing draan in the ink of their skin. Such a process was relatively simple, involving the formulation of ink and the creation of tattoos. The ink used to mark Heralds is made of a basic concoction of one part draconic to one part descendant blood, portions respectively from the Azdrazi and their soon-to-be Herald; evidently, this is the same process used in the boiling solution of a basic wardren. The substance is then marked along the skin of at least two limbs before the individual whom bears it is blessed with the draan of nahl-wardren, the blood soaking into and searing their flesh. The process is unpleasant, though once complete, the blood that had previously stained their flesh will be no more, replaced with brazen red tattoos of a draconic origin. Heralds are capable of storing draan within their tattoos—six draan, more specifically. These draan must be obtained from Azdrazi, allowing Heralds to start a draan's cycle on their own accord, or maintain a singular draan at the price of two of their six available slots. Heralds' tattoos will give off a faint glow depending on how many draan are being stored, and how many are being used, similar to wardren; for example, a Herald with a singular draan stored will have tattoos with faint glows, while a Herald with two draan stored and one maintained will have a fuller glow. There are limitations when it comes to who can become a Herald, namely brought about by interactions with magic. Becoming a herald takes up a magic slot for fairness sake. Descendants who possess paladin magic will find themselves unable to complete the ritual, the blood remaining stagnant on their skin even throughout the draan of nahl-wardren. Dark and voidal mages can both become Heralds at the price of a magic slot. Herald Redlines and Clarifications Azdromothian Draan As draconic influence spread throughout the land of Horen in the days of old, Azdromoth and his children found themselves creating lesser gifts for those who pledged allegiance and gave aid to the flight—those most devout in their faith and those most skilled in the mundane. These gifts were less so incentives and more so a token of draconic gratitude, something given in exchanges and trades to show thanks. They came in the form of draan, a word or phrase laced with draconic influence. These phrases are considered words of power to most, yet to Azdrazi, they're much more: prayer. The reason for such a discrepancy lies in the method in which Azdrazi create draan. They first arrange a proper space for creation, which must include the following: a personally bound dracanium item, at least one precious object from each sect of their horde (for instance, if they horde gems and dinner plates, they'd need one gem and dinner plate with a "high value" relative to the rest of their horde), a nearby source of fire, and their wardren. The way in which these items are incorporated and arranged within the process is up to the conducting Azdrazi, though the idea is the same. With these items arranged in an Azdrazi’s vicinity, they'll find themselves capable of a form of “religious meditation”, essentially freeing their mind of any overly material thoughts and making way for those of faith and heritage. Gradually, an Azdrazi’s wardren will fill with the same hue which overtook it toward the end and at the beginning of their trials, which are at this point a distant memory. Such a process will only prove effective once every 24 IRL hours. A wardren has two draan slots, meaning two draan can be stored at any given moment until an Azdrazi undergoes the lengthy process of recharging their wardren once more. Though each Azdrazi is allowed the use of exclusively one wardren, there are ways to increase the amount of draan slots available. This is done in a manner similar to the creation of Heralds, wherein an Azdrazi will collect draconic blood—be it from themself or be it from a fellow Azdrazi—and decorate their flesh with it, following up with a draan blessing. To actually function as a working storage for draan, at least half an individual's torso and their appropriate bicep have to be decorated in draconic tattoos, both sides having to undergo this process if the draconic canvas wishes to gain two extra slots. This will ultimately grant an Azdrazi one extra draan slot (or two if both sides are tattooed), with the downside of them being unable to polymorph the tattoos away. With each disguise, they’ll find that the crimson tattoo remains stuck to their flesh, regardless of skin changes or polymorphed markings. Almost needless to say, these slots, too, need to be recharged, and are done so along with wardren. Draan vary in length, some even taking up several slots. To grant Heralds draan, an Azdrazi must elicit the latent energy from the recesses of their wardren and transfer it into the tattoos of a Herald’s skin; it's a fairly open-ended process, though different approaches generally result in the same outcome. The idea is that Azdrazi are able to “fill” Heralds’ empty draan slots by transferring one slot of their own into a Herald’s tattoos, thus allowing the Herald to cast draan with their tattoos as the source. Azdrazi can cast draan at the expense of the listed amount of slots, or fuel their Heralds with a singular draan at the expense of one slot; however, an Azdrazi must be specific in declaring what draan they grant, as that specific draan will be dedicated to one of the Herald’s slots until it is used (unless the Herald chooses to maintain it upon casting, in which case two slots will be consistently spent up until the draan is deactivated). [tl;dr, condensed clarification, and easier to follow hypothetical] Draan Labeling and Rules List of Draan T - 1 day, maintained Mindoraan - Allows a Herald to understand the draconic language in its entirety and grants them the ability to form complex yet muddled sentences, making them capable of brief bouts of draconic conversation. Herald only. T - 1 week, maintained Bel Zahkrii - Similar to Azdrazi, this draan allows a Herald to summon two draan-bound weapons of their choice; this can be done as many times as one would like, and cannot be used on/moved to a different weapon. Weapons of the Heralds blessed with this draan have an ashy aesthetic versus the fiery one Azdrazi have by default, allowing one to differentiate between a draconic and mock summon. You can not “conjure” weapons with this draan—you can only summon existing bound weapons. This is purely an aesthetic ability, and therefore takes one emote to summon; this is the same amount of emotes as it would take to unsheathe and sheathe a weapon. Herald only. T - 1 week, maintained Yol-zahkrii - Heralds blessed with this draan will find themselves capable of setting their weapons alight with mundane fire, the metal blades/heads of their weapons temporarily morphing into dracanium and thus preventing them from becoming worn. This draan can be used in conjunction with Bel Zahkrii, and weapons such as bluesteel, boomsteel, or any other sort of metal will take on the properties of dracanium and thus temporarily override properties of the previous material. Herald only. Kindling casting emote time applies. T - 1 week, maintained Rahus Mindah - Grants a Herald the ability to learn and read at a faster pace, their minds temporarily capable of processing information quicker than before. Along with this, they are also able to recall information in a manner similar to Azdrazi. In no way, shape, or form does this dran allow people to climb magic tiers at a quicker pace. Herald only. T - maintained Yolir - Undoubtedly one of the most powerful draan, Yolir grants a Herald or Azdrazi of whom is already missing a limb with one of draconic make. The only differences between a draconic limb granted by Yolir and a descendant one are appearance and a full resistance to normal fire. This means it has a minor resistance to true dragonsflame and absolutely no resistance against malflame. T - non-applicable, single-use Nahl Wardren - This draan is used on those who’ve been marked with the draconic ink, turning them into true Heralds. Azdrazi only. Exhausts 2 draan slots. T - non-applicable, single-use Faalvo-nahl Wardren - This draan is used to eliminate a Herald’s tattoos, stripping them of their Herald status and leaving temporary/permanent scarring where the tattoos once were. Azdrazi only. Exhausts 2 draan slots. T - lasts up until a Whelpling succeeds in their trials or their wardren is destroyed (aka up until they become a full-fledged Azdrazi or they are reverted back into a descendant) Atumei Laas - This draan is used to create wardren, and thus, Whelplings. Azdrazi only. Exhausts 4 draan slots. Must be taught. T - non-applicable, single-use Vahzah Laas - This draan is used in the final ritual, in which an Azdrazi tosses a whelpling into a pyre of dragonsflame, marking their transformation into a full fledged Azdrazi. Azdrazi only. Exhausts 4 draan slots. Must be taught. Death and Revival Azdrazi death is unlike mortal death, a reality conferred by their draconic souls and inner flames. To destroy an Azdrazi’s body is to temporarily throttle the inner flame's resources, destroying its vessel. Such a sudden lack of vital essence sends the body into a state of degeneration, rapidly breaking it down until its naught but ash. The self-destructive reaction occurs due to the inner flame pulling resources from a body that's no longer producing such—a corpse—thus devouring it in its entirety. The Azdrazi is not conventionally revived when such a thing happens, and is instead, revived through alternative means. Their body is reconstructed along with their wardren at the place of their religious meditation. This alternative method is necessary due to the vast internal and external differences between Azdrazi and descendants, as well as the inner flame's delicate nature. When an Azdrazi dies, the inner flame doesn't necessarily vanish; instead, it devours the energy left in the body and relocates to the area it's most spiritually and physically acquainted with, hence the reason it reforms at an Azdrazi’s point of prayer. Upon being fully regenerated, an Azdrazi will find that their inner flame has not yet fully recovered, struggling to evoke enrapturements as it stabalizes. For one week following death, Azdrazi are unable to use any form of enrapturement; this includes but is not limited to polymorph, kindling, and fiery breath. If for one reason or another an Azdrazi’s location of prayer has been destroyed or simply doesn’t exist, they will instead revive at the location of their horde, though this will prevent them from using enrapturements for two weeks rather than one. The Draconic Mind Hoarding As previously stated, once a descendant begins the draconic journey they take on a likeness to dragons, hoarding being one of the most prominent mental similarities. As Azdrazi age, they’ll find themselves more and more obliged to collect and hoard items which they valued in their previous life. These items vary from one Azdrazi to the next, but the urge is always present, manifesting as a sort of draconic-itch that they feel compelled to scratch. The significance of the desired items is subjective and can range from swords and axes to bottles of wine; there are ultimately few if any limits to what can be hoarded. If an Azdrazi is to reject this itch it’ll only grow stronger, turning into a constant nagging comparable to that of an unyielding tap against the skull. Once they take up the hobby, however, their thirst for stockpiling is sated, the itch—for the moment—satisfied. Eternal Mind Upon completing the Transference, an Azdrazi’s mind undergoes a transition to become stronger than their previous mortal one. It grants them the ability to store knowledge and information in a fashion similar to the immortal dragaar, and also the advantage of learning and picking up different skills and feats at an increased pace. To complement these abilities, an Azdrazi—just like the aforementioned dragaar—is able to retain and recall information in relatively recent memory with uncanny yet not impeccable precision. Dralachite and Dracanium When a draconic creature’s corpse is left to decompose, the relatively basic process of dralachite formation begins. It starts with the environmental breakdown of their organs, flesh, and scales, decaying until they’ve degraded entirely. From there, a crystalline marrow substitute from within the bones hardens and expands, splitting said bone and exposing the substance to the surrounding environment. In the final stages of this process, the soon-to-be dralachite is now at the mercy of the elements, sitting still and gathering rock and crystal alike until it takes on a more traditional, rough look. This process generally takes anywhere from 250-500 years depending on the location, but if the bone is well kept, it’s entirely possible for the process to span even a thousand years. Once it’s completed, dralachite will be produced in its most basic form. Once dralachite has settled, the only way to melt it down is with highly concentrated and high-temperature fire. Dralachite is rarely used by descendants for this reason, as conventional smelting hasn’t produced results. Azdrazi use this material in tandem with steel to create dracanium, an alloy used in both Azdrazi armor and weapons. During the process of weapon and armor creation with dracanium, Azdrazi quench and douse their works in a solution of nine parts water to one part draconic blood, binding their inner flame and granting them the ability to summon various pieces of their arsenal with ease. The alloy also allows for secure kindling, weapons and armor maintaining integrity, unlike conventional metals. Dracanium and dralachite imbued items give no extra benefit aside from this and can be stolen if taken far enough from their creator, the link dissipating in an instant. When a bound weapon is stolen, the Azdrazi it’s linked to will feel overcome with grief and forced to undergo a sort of withdrawal. If an Azdrazi is to die with their ichor-bound arsenal, the pieces will degrade to ash. Redlines: The weapon, if stolen while the Azdrazi is still alive, shall lose its binding to their body. They will be forced to either forge a new one or go through the painstaking effort of stealing the device back. Most Azdrazi would sooner melt the device down than allow somebody to take it. Only Azdrazi can bind these items because the weapons are bound to their inner flames and not their draconic souls. Any piece of an Azdrazi’s arsenal must be within 5 feet of their person if they wish to will it away unless they’re killed, in which case the object in question will always turn to ash unless the link is broken. Though a descendant could possess dracanium weapons and armor of their own (if they find a way to produce a hot enough fire), due to their lack of an inner flame, it wouldn’t be possible to reap the benefit of summoning. Willing away and summoning one’s weapon is, in essence, a sort of aesthetic alternative to sheathing and unsheathing, and therefore takes one full emote to do. Enrapturement Once the Transference is complete, an Azdrazi is wholly incapable of casting mana-based magic or magic that alters an existing mana-pool, instead relying on dragonsflame: an innate element provided by their inner flame. This fire deals concussive force when coming in contact with any variety of spectral creature, regardless of origin; on top of this, with intense focus and enough time, dragonsflame has the potential to be immensely hotter than fire evoked from the void—true dragonsflame. To acquire such an extreme temperature, an Azdrazi must first allow the inner flame to course equally throughout their entire body, effectively becoming a sort of low draconic lantern; this is to be considered the first phase, known as the enhancing phase, which will become relevant later. From there, the Azdrazi must be willing and able to let their flame rouse within them, allowing their body to become a smokey kiln of dragonsflame; this is to be considered the second phase. In the third and final phase, the Azdrazi will be capable of producing true dragonsflame, able to mold it within the context of listed enrapturements. If an outside force is to disrupt the process at any time beyond phase one—whether it be disorientation, fear, unforeseen collision, etc.—then the Azdrazi will be forced to "stoke" the inner flame once more, meant to continue the process as if they began at phase two. To further define what this means, I'll designate emote lengths to the three phases listed. The first phase—to become enhanced—consists of two emotes, the second consists of three, and the third is any emote thereafter. After the first two phases, the conjuring Azdrazi will be capable of producing true dragonsflame in the coming emotes, (emote six, seven, and so forth) unless they're as mentioned above, disrupted. The reason for this change is to discourage and generally prohibit Azdrazi from abusing true dragonsflame in combat, yet in a way that doesn't strip their ability to use it during events or during dracanium molding/smithing roleplay. True dragonsflame is still capable of melting most materials if something, organic or not, is exposed to it for a long enough period of time, while basic Azdrazi dragonsflame acts like hotter normal fire. This means it’s incapable of melting items such as rocks, gems and metal, but could potentially dull/soften them within two to four emotes of continuous exposure. Enhanced enrapturements are stronger variations of existing spells that require the draconic caster to be in the enhanced state. Upon learning all enrapturements, an Azdrazi will find themself capable of selecting one enhanced enrapturement. This enrapturement is special in the sense that it’s the only enhanced one they can use throughout their lifetime. Polymorph - A disguise is as named: a concealment of one’s true form. Polymorphing allows Azdrazi to more easily interact and work with descendants, but the ability acts as limiting shackles against one’s potential. As ichor heats and flows from the continued use of flame, an Azdrazi’s disguise will gradually fade. Long and intense breathing of flame will involuntarily reveal draconic fangs, eyes, and horns; kindling and scorching scales will immediately cast away parts of the fleshy costume, baring scales and talons on the hands or whichever part conveys dragonsflame. Protracted conflict will end with an Azdrazi completely free of a familiar disguise, the brilliance of one’s inner flame complemented by the powerful and noble grace an Azdrazi’s unconcealed form bears. Azdrazi are inherently capable of polymorphing due to their relationship with Azdromoth—since he’s a dragaar—but their slightly flawed nature as draconic beings prevents their guise from remaining intact, something evident when casting enrapturements. Emote length varies depending on the severity of one’s disguise. (Redlines: cannot adjust physical prowess, i.e. increasing strength by gaining larger muscles; can’t regenerate using this spell; cannot polymorph to grow over one-foot from original descendant height.) Kindling - A simple spell used by all Azdrazi, its draconic caster setting their weapon ablaze with dragonsflame. (Redlines: the weapon must actively be in an Azdrazi’s grasp to maintain the effect; therefore, things such as arrowheads cannot be kindled.) [1 focus emote required] Fiery Breath - When an Azdrazi focuses and pulls from their inner flame, they can lead it through their body and release it in a torrent of fire up to four meters (four blocks) long—this torrent can be sustained at maximum range for a total of two emotes; three and two meters can be sustained for a total of three emotes; one meter can be sustained for four emotes. (Redlines: insta-casting; sustaining a four meter torrent for over two emotes, a three/two meter torrent for over three emotes, and a one meter torrent for over four emotes.) [2 focus, 1 preparation emote required] Burning Heat - Azdrazi are capable of using their dragonsflame on fellow kin and themselves, closing wounds to staunch the flow of blood in other Azdrazi. Additionally, burning heat can expel another Azdrazi’s corruption, though will prove ineffective if one attempts to purge such taint from their own vessel. (Redlines: treating this spell as if it possesses healing capabilities on par with holy magic; using it on anything other than Azdrazi; cleansing one’s own corruption.) [2 focus, 1 preparation emote required] Enhanced Burning Heat - Similar to burning heat, enhanced burning heat allows an individual to heal a wounded comrade, but with minor additions. Unlike burning heat, enhanced burning heat grants an Azdrazi the ability to heal any wound of a fellow Azdrazi; this includes bones and internal wounds brought about by physical trauma (ex. crushed or punctured lung, internal bleeding caused by the aforementioned physical trauma, lacerations of one’s liver, etc.). (Redlines: treating this spell as if it possesses healing capabilities on par with holy magic; using it on anything other than Azdrazi; cleansing one’s own corruption.) [Enhanced form (2 emotes), 1 focus, 1 preparation emote required] Scorching Scales - An Azdrazi can cast dragonsflame on their very person, setting certain parts of themselves aflame to make for improvised combat. Setting an arm or leg on fire will take 1 focus emote while setting two arms or two legs (or a combination of the two) will take 2 focus emotes. Setting one’s entire body aflame will take 4 focus emotes. While 1-2 limbs can be sustained for several minutes, a full body cast will only hold for about thirty seconds due to the inner flame requiring what is effectively a “breather.” (Redlines: using this spell to produce projectiles; using this spell to heal/regenerate your body.) [1-4 focus, 1 preparation emote required] Dragon’s Spear - Through outstanding focus, an Azdrazi can draw from their inner flame and produce a tangible rod of draconic fire, one which bears the same weight as a javelin yet lacks its physical properties. When it comes in contact with an individual, said entity will feel the pain associated with being pierced or grazed by a javelin (depending on where they’re struck), yet their flesh won’t bare the wounds of such an attack. The only physical detriment would be that of a severe burn. (Redlines: chucking the javelin without proper preparation (listed in emote requirements below); treating it as if it can pierce creatures.) [2 focus, 1 preparation emote required] Enhanced Dragon’s Spear - Similar to dragon’s spear, enhanced dragon’s spear allows an individual to call upon their inner flame to produce a dragonsflame javelin. Unlike dragon’s spear, enhanced dragon’s spear removes the lack of true physical aspects, meaning the spear can interact with any surface or entity. It can be used to block, parry, pierce, strike, etc.. On top of this, the weapon still burns victims just as it states in the basic version of dragon’s spear—the produced flame is by no means true dragonsflame, however, meaning all wounds caused by this enrapturement register in the same manner as fiery breath, kindling, and scorching scales. (Redlines: once the weapon has been thrown it vanishes a few moments after striking a surface, just like basic dragon’s spear.) [Enhanced form (2 emotes), 1 focus emote required] Draconic Brand - Azdrazi are capable of branding descendants with heated hands, searing the area of contact—this means such an enrapturement can only be transferred by touch. This brand negatively affects an individual’s mind, crippling their ability to properly function with or recall information pertaining to an Azdrazi’s chosen subject matter. These brands don’t hurt upon being created and are visible to everyone, taking the form of a red hand in the touched space. If an Azdrazi deems an individual unfit for a specific craft or activity, they can set out to brand them. Brands will have different effects based on where they’re placed, and what an Azdrazi means for them to affect. If an individual is already affected by a draconic brand, an Azdrazi can not impose a second one upon that same person. They’ll find that their touch does nothing of note, causing no pain and leaving no impact. Additionally, one who is burdened by a draconic brand may get it removed either by an Azdrazi or by a Paladin. There are three types of draconic brands: tozein, lotgral, and faaz. Tozein - When one is branded with tozein, they’ll find that they unknowingly make glaring mistakes when carrying out tasks relating to an Azdrazi’s chosen subject matter. This lasts for one week following contact with a draconic brand. Examples: Lotgral - When one is branded with lotgral, they may find that their general ability to function when carrying out tasks relating to an Azdrazi’s chosen subject matter has become incredibly unreliable. This lasts for one week following contact with a draconic brand. Examples: Faaz - When one is branded with faaz, they’ll find that associating themselves and partaking in an Azdrazi’s chosen subject matter brings them constant physical pain akin to a burn. Said pain occurs throughout the area around the brand. This lasts for one week following contact with a draconic brand. Examples: (Redlines: forcing players to roleplay the reaction for more than 1 week; branding someone from afar or with a different spell.) [2 focus, 1 preparation emote required] Magic Clarification Azdrazi are capable of learning the following magics with the listed caveats: Kani Chi Manipulation Runesmithing All feats are feasible except for cognatism and voidal feeling due to the voidal connection that must be established. Clarifications and General Redlines A section meant to clarify misconceptions too strange or specific to properly slot into the lore. - Azdrazi blood is warmer than descendant blood courtesy of the inner flame which fuels them but is nowhere near hot enough to melt metal at any given point. - Azdrazi do have to eat and drink, as their bodies typically function in a manner similar to descendants; the main difference is that their inner flame transmutes existing mortal essence (which includes blood, food, water, etc.) into draconic ichor, which they need to live. - Azdrazi cannot become sick or poisoned in the normal sense. Illnesses and poison are effectively exterminated by the inner flame upon being processed. - Azdrazi are incapable of having offspring; they are very sterile. - Due to Azdrazi having draconic souls, they can not be kloned nor can they become machine spirits. - Azdrazi scales don’t grant any discernible advantage in combat and don’t count as some sort of natural armor. The only situation in which Azdrazi scales may potentially grant a buff against any sort of “damage” would be against things such as small insect bites and stings. Citations: https://www.lordofthecraft.net/forums/topic/150782-an-excerpt-on-the-archdrakaar-azdromoth/ https://www.lordofthecraft.net/forums/topic/152956-✓-into-the-trees/ https://www.lordofthecraft.net/forums/topic/147870-dragonkin/ https://www.lordofthecraft.net/forums/topic/160818-✓-lore-addition-world-lore-nephilim-azdrazi-smithing-dralachite-and-vehement-weaponry/ https://www.lordofthecraft.net/forums/topic/150786-nephilim-lesser-dragonkin/?page=3 CHANGELOG: [6/7/2018 4:10 PM EST] [10/7/2018 6:00 PM EST] [1/11/2019 3:00 AM EST] [4/17/2019 3:40 AM EST] [5/2/2019 11:45 PM EST]
  21. There is the Void, an endless and boundless pit of nothingness that takes as much as it gives. This is the origin place of all voidal magic on Atlas. However, there may be something far more darker and more dangerous than the Void. It is called Oblivion and it affects the body and the mind in far more deadlier ways than voidal magic. Casters of the oblivion school are able to counter the effects of the voidal magics by taking the effects of the voidal magics and putting it on themselves, granting the voidal magic user more strength, however once the oblivion mage dies (even once), that strength instantly disappears and cannot ever be recovered, leaving both the oblivion mage and the voidal mage without strength. This leaves the oblivion mage with very little time before the forces of nature begin to recoil onto the mage, creating Oblivion Recoil. There is no way to counter the effects of Oblivion Recoil at all, no matter how advanced you are in the school. These same casters can mess with the natural world, spreading plagues and fracturing a small area around them. The way that fracturing works is that the caster has to spend some of their own mana to create cracks all around them in a small area and sustain at the same time as an opposite effect happens called Counter-fracture where the natural world is fighting back with a lot of forceful tension to correct the fracture that the mage generates. Fracturing is meant to act as a barrier around the mage, shielding the user from magical attacks alone for a short duration of time or after some damage has been sustained, whichever comes first. Regardless of whichever happens, the Recoil effect is given to the oblivion mage. However, there are very great dangers to the oblivion mage alone as it means the person is no longer affected mentally by the void, but by the soul-destroying forces within Oblivion itself. By taking the energy from Oblivion to cast the spell that the mage casts, they are slowly affected over time by the energy of Oblivion itself. The energy (or mana) of Oblivion means that it siphons all types of strength that the user has, no matter how powerful or strong-willed they are. It varies from caster to caster on the effects on mental instability due to the Oblivion energy, but it ends the same way with an irreversible death. Many masters of Oblivion sought out a way to counter all the negative effects of the corrosive energy within them, but as Oblivion is a near-omnipotent unnatural force, it cannot be countered. Many have also sought to gain true immortality from this unnatural force, but no one has found a way to do so before they succumbed to the mental breakdown and full-body disruption of Oblivion magic. Perhaps with the study and practice of the art, one may gain a resistance or even a tolerance to the power?
  22. The Silvervein Clan “Hear the Call of Dungrimm’s Hall” History | Notable Silverveins | | The Fake Death Of Edel | -10th of the Amber Cold, 1666- After years of holding a grudge against his rival, Hamnil Frostbeard, Clan Lord of the Frostbeards, Edel Silvervein, Clan Lord of the Silverveins decided to act. Decades had passed since the mysterious deaths of several Silvervein higher ups and Edel was now nearly sure that Hamnil had committed the deed. But any resemblance of proof had long disappeared and with it the old Kaz'Ulrah capital of Jornheim. Edel had no choice but to look up to the Gods to decide who was right and who was wrong. He declared an honor duel against Hamnil in front of a crowd of Kaz'Ulrah citizens and demanded that the Gods decide whether he was innocent or not. Surprised and caught off guard, Hamnil accepted. The battle took place outside the city gate near the stables, many dwarves witnessed the duel as the battle concluded it appeared that the brathmordakin favored Hamnil this day. As the duel ended and Edel layed there on the ground Hamnil took pity on him and didn’t slay him. Sadly to the loss of the Silvervein clan the great clan father died of his wounds moments later. Many paid respects to him during his funeral (even a halfling ironically) and he was laid to rest in the catacombs on top the mountain, now feasting in the halls of his ancestors he remains with his honor intact and memory never forgotten. Only years later it was found out Edel didn't actually died, but only faked his death. |Traditions| |Clothing| | Notable Battles | The Silvervein clan has stood firm against the servants of chaos and enemies of the dwarves in some famous battles would be Battle of Prince Philip's Crossing Battle of Jornheim Fields Siege of Fort Kovakhirr Volunteers-Siege of Nordengard Volunteers-Siege of Arberrang Volunteers-Siege of Kal’Tarak Siege of the Chandalier | Clan Holds | | Relics | | Characteristics | Clan members: Recruitment Mc Name: RP Name: Relation to Clan (None also works): Discord:
  23. Birth of the Orison Ritual Site of the first Guardian Grotto, a harrowing, yet beautiful reminder of the death of a druid. “And she appeared before them, those troubled minds, and the air was alive with sound of nature. She gave them a reassuring smile, reaching a hand out, as if to offer help. All was well.” It is a well known truth among druii and those that study the aspects or their faith, that devout druids who die ascend to the realm of the fae, to serve out their days as Soulbound Servants and Guardian Spirits. In the realm of fae, these spirits of passed druids are revered by all as wise men and oracles. Creatures of the fae flock from every corner of the realm to hear their words of wisdom. In the realm of fae, they are considered demigods, chosen of the aspects themselves. (The Fae Realm) In death, these sages reflect the souls of what they were in life. For those that sought the taste of battle in defense of the balance, they may find themselves as a spirit of fury, blessing those of the Twilight Bound. A gentler druid, a healer perhaps, may find themselves as a mending spirit of the Dayward Way. All these such spirits are revered amongst the fae creatures of the world. For those most dedicated servants of the aspects, there exists a special opportunity in life, during the most unlikeliest of times. That is, to become a Guardian Spirit capable of traversing betwixt the eternal forest and the mortal realm. These most devout servants may find themselves visited by one of these spirits to be taught the highly secretive ritual. With this knowledge, they are given the secret that they need to become one of them, to be given the ability in the afterlife to make the journey and return as a Guardian Spirit of the Descendents. However, this ritual may only be done on the brink of death. In their last moments, a druid may send out a final plea, one last wish to stay on Æos, on this place that they’ve so desperately tried to protect through their whole lives. And then, they must perform the ritual. The Discovery She saw blood everywhere. It stained the grasses around her with a deep crimson hue, glinting in the sunlight. And she looked to the side, seeing a bloodied bone knife cast aside, lying among the leaves a few feet away. And then it shot through her, an agonizing pain in her abdomen and she cried out. She looked down, and in her arms was her heart; a crying babe, wrapped in a green shawl. And her eyes slowly shut, fluttering desperately to try and stay awake as she faded into the cold embrace of death. Awaiti sat up in her bed, drenched with sweat. She rested a hand against her stomach, flat as it always was. The woman turned, pushing up out of the bed to stand, staggering over to a mirror in the room. She gripped the sides of the table, looking into her reflection with a silent, but bewildered expression. Her amber eyes stared right back at her, betraying only fear. But that was all. There was no blood, no screaming, no crying babe to hold. It left her unsettled, and compelled her to grab her cloak. And with that, she swiftly exited the room. The flames in the brazier of the shrine always shone the brightest at night, casting light in every which direction, onto the grass, onto the statues of the aspects, and now onto Awaiti, who was kneeling before it, bowed deeply in prayer. “Sweet mother, sweet mother, send your blessing unto me… preserve me…” “Father, father please. Have mercy on your faithful servant…” She pleaded like this for hours and hours, until the first rays of daybreak split the air, casting shadows of the leaves on the shrine. And on and on she pleaded, tears staining her weary face. “I don’t want to go! Not yet!” And her eyes were filled with light as she keeled over, blacking out against the cold morning ground. What followed barely made sense to her, flashes of white and green light, the crying of a babe. Visions of light took shape as fae energies and her dream came back to her. She was suddenly on the ground again, covered in blood. She was screaming, crying out in agony. And once more, her eyes began to flutter off to the cold and gentle dark. “Breathe, child,” She heard a gentle voice call to her. “Let go,” said a strong voice. And she shut her eyes for but a moment. And then opened them with white light coursing through. In an instant, the place around her was filled with a brilliant flash of fae light, all erupting from Awaiti. Flowers sprung up, creating brilliant displays of red and blue and purple. Trees sprouted almost instantly, tearing up the earth. But all was silent for Awaiti. She could hear no voices, feel no life. Life itself had all but left her battered form. Instead, it was in the world around her. And she drifted off. Her eyes shut once again, and Awaiti, just as she had in her dream, passed on from this world. But then, she was truly alive. There was warmth, and it was good. Awaiti looked down at her own mortal form, and smiled, knowing that all would be well for her child. They would live, and go on. Her eyes flung open, and she was back on the cold, hard ground. Awaiti stirred, knowing now what she had to do. And so she stood, going home to her bed to await that fateful day. The Orison Ritual Druids look on as a hierophant passes on, the air lighting up with fae mists as the energies ripple through, causing flowers and other life to spring up! circa 1650, colorized “Mother, mother please… father, look down on me… I want to be brave... I don’t want to die!” The ritual itself was used a great many years ago, in ages long forgotten, as a secret technique used amongst some of the most powerful and wise druids, in order to continue passing on their knowledge and guiding their people even after their own death. Since, it has fallen from minds, into myth, and then into legend, and then forgotten entirely. It has only resurfaced recently, discovered by Sister Awaiti Aureon, who saw glimpses of the ritual during a vision of her own death. Flashes of light, blasts of pure fae energy that rippled through nature, allowing life to flourish in its wake. These visions stayed with her throughout her whole life. What Awaiti saw was her own body expelling all of its druidic energies in one single moment. This act kills the druid immediately, but the blast of fae energy allows anyone in the vicinity to feel the effects of a fae ring for the day. The very wave of energy that is expelled from the druid has a similar effect to a fae ring, allowing those around them to hear the countless voices of nature for the rest of the day. It would emblazon druidic runes onto the stones around them, growing large trees and bushes almost instantly in the now hallowed land. A circle of flowers would sprung up all around in a spiral, creating a Guardian Fae Ring around the druid’s lifeless corpse. The wave of fae energy carries part of the druid’s very soul with it, tethering it to the land of the living. This created an anchor to Æos, allowing the traversal between these two interlinked planes. Such is the path that all those druii who wish to return to the mortal plane must follow. They must seek out a guardian spirit and learn the secrets of this most sacred ritual Guides and Redlines Requires a TA in Control and Communism to teach the Ritual, as well as being the aforementioned Guardian Spirit. In order to teach the Orison Ritual, an existing Guardian Spirit must show their student the ritual through Greensight. Attempting the ritual in any capacity is a PK. Requires a MA to perform the ritual. Attempting the ritual is a PK, no matter the outcome. Once you die, you’re dead, spirit or not. Guardian Fae Rings Fae rings have always been notoriously awe inspiring and potentially dangerous, for they create links between our realm and the Eternal Forests of the Fae. Normally though, these Fae Rings only allow lesser creatures of the realm to traverse the planes under the light of the full moon. They have the additional effect of imbuing descendants, whether they be human, dwed, or elf, the sudden ability to hear thoughts, instincts, and raw emotions of the flora and fauna around the ring, giving an experience of attunement to the unattuned. This can be very disorienting for those that are unfamiliar with the raw orchestra of nature. These fae rings have only ever been created through the magic of the aspects themselves, being naturally occuring phenomena in the world. But, with the Orison Ritual, we find the first instances of a druid themselves creating these rings through their own powerful druidic energies. During the Orison Ritual, a massive explosion of fae energy is released directly into the land around a druid’s body. Many things are birthed from this influx of energy, including the powerful Guardian Fae Rings. These large spirals of flowers cover the entire area that the blast touched, hallowing the ground that they lay upon. Over this entire area, the effect of a normal fae ring is given, nature filling the ears of those who stand within the living spire. These rings act as normal fae rings, with a few exceptions. Normally, a Fae ring allows only lesser beasts of the Eternal forest to pass through it on a full moon. However, given the druid’s final sacrifice, it allows Guardian Spirits to pass through the realm of the fae into that of the living. Guardian Fae Rings have the unique ability to be created by the living as well as the dead. However, this process is extremely dangerous, and must be preserved for times of great need. By transcending to the eternal forest, a group of three druids can seek out any such guardian spirit and re-tether their soul to the earth. By doing this, the guardian spirit channels their own energies through the bodies of the three druids, transforming the fae ring into a guardian fae ring. This allows for the creation of new guardian fae rings from normal fae rings. It is important to note that Spirits are not tied to any one ring. Instead, over time, these rings begin to create an interconnected network of points that the spirit may visit. Usually these rings are placed around groves, or other places of pilgrimage for those that follow the ways of the aspects. These points serve as the anchors for spirits in the realm, creating holy sites around the world. As stated, guardians are tethered to these Guardian Fae Rings, tying them to that one particular site until they are able to move to a different ring. Guardian Spirits are only able to go so far outside of the ring before they dissipate, the bonds holding them to the world too weak and too far to hold them in any significant way. If such occurs, they find themselves drawn back to the Eternal Forests, unable to plant themselves on the world. They must stay there for a time as their spirit regenerates and recollects in order to return to the world of the living. Guides and Redlines Powerful druids can perform the ritual successfully and be taught it. In order to be able to become a Guardian Spirit on the mortal plane, you must conduct the Orison Ritual. The Druid must first pray, opening a connection with the aspects themselves. Basically grabbing the aspects attention. After such, a druid must expel all of their fae energies in a sometimes violent blast, depending on the age of the druid and their power. This can potentially hurt those around them if the druid is very old and very powerful. The blast caused by the druid causes a surge of life in every direction, causing plants and life to spring up where possible. It can grow trees in an instant, moss to grow on rocks in runic shapes. These runic shapes reflect parts of the druid. Only the Guardian Spirit that created them knows their meaning. The blast also creates a Guardian Fae Ring, a variation of a normal fae ring, a large spiral of flowers, leading to a circle in the middle. This is the exact spot where the druid died. A Guardian Fae ring is what allows a Guardian Spirit to travel between the realm of fae and the mortal plane. Guardian Spirits are tethered to these rings, unable to walk very far away from them without being called back to the Eternal Forest. This radius usually encompasses the size of a grove, or small settlement. Guardian Spirits may only make the journey through Guardian Fae Rings during a full moon (Once every elven day). However, it should be clarified that they may remain the realm of the living after the full moon has passed. In order to perform the ritual, a currently existing Guardian Spirit must teach you it, or have someone who already knows the ritual pass the knowledge to you. This follows suit for druids to create guardian fae rings. In order to create another Guardian Fae Ring, you require a living druid that knows the ritual. Being different from normal fae rings, it is possible to have both a Guardian fae ring and a normal fae ring at the same time. To transform a fae ring into a guardian fae ring, you require three druids who know the transcendence feat. By doing this, it allows the druids to find the spirit in the fae realm and allow them to push their energy through their own bodies into the ring. This creation acts in the same way as the normal creation would, with all of the effects. Must be a druid, and currently be Tier five in both Communion and Control at the time of death. Druids cannot be pulled back from the Eternal Forest after an Elven Month, as the Eternal Forest’s call is far too strong to ignore. Such is the nature of the Fae Realm. In order to be brought back from the Eternal Forest, you must have PK’ed entirely first. It is only allowed for fully PKed druids. A Druid must be able to pray before they die, and build up the energy to release it all. Any sort of instantaneous death would prevent them from doing such, and keep them from tethering their soul. This ritual can only be done while on the brink of death. Druids who commit suicide cannot do the ritual. Any druid blocked by Strength of the Abyss or other Fi magic would not be able to complete this ritual. The blast from the ritual is not enough to kill in any case. Only potentially knock back people. If the druid’s focus is thrown off during the ritual, it ends the ritual and they are unable to continue, missing their window. In order for druids to create a guardian fae ring, they need to gather more than 3 druids to pool their energy together to create this explosion. Without more than three, the combined strain would kill the druids involved. Even with more than two, the process is extremely taxing on the body. The Orison ritual requires the unaltered soul of a druid to be in their body in order to perform this ritual. Druids with altered souls, or those who have placed their souls in other vessels cannot perform the final ritual to become Guardian Spirits. This does not apply to the creation of Guardian Fae Rings. As the natural energies release, the spirit of the animal would release as well. It remains with the guardian as part of it or depart to the aspects realm. This allows shapeshifters to complete the ritual. Guardian Spirits cannot walk outside a certain distance from their Guardian rings. In doing so, they would be demanifested, and sent back to the eternal forest until they can return. (300 blocks) Iconoclast magic would demanifest a Guardian Spirit The Spirits A Guardian Spirit watches over the forest with a careful eye, taking after their original elven form. “Go, my faithful dedicant, into the mountain! There you will find a spiral of flowers… sit in it. Call out to her, to that devout spirit. She will guide you on this task. Now go!” With their spirit tethered to both the eternal forest and the mortal plane, the Druid would wake in the Forest, awaiting that next full moon, for that bridge to open between the realms. When the full moon flies, they may find themselves on a trek across a great birch bridge that stretches far into the cosmos, into the mortal realms, allowing them to awaken inside of the center of the Guardian Fae Ring in a brilliant display of light, standing in the grove created by their own death. This is the journey that all Guardian Spirits will take, should they partake in the Ritual of Orison. Upon their awakening, spirits are met by themselves, by their new spiritual figures. At first, they appear as themselves, given a transparent glow that reflects their own druidic energies. As time goes on, these spirits realize that they can shift their appearance to some degree, to make them look as they did at any point in their life. Through this, they can remove scars, and blemishes upon that figure, or tattoos that covered their skin, appearing truly as a servant of nature, without other worldly attachment. In their journey to the spirit realm, spirits find they may change into a host of different animals, accompanied by that similar transparency and glow that other Guardian Spirits give off. However, with an additional affect. Due to the spirit’s time in the fae realm, the essence of the eternal forest has rubbed off onto their animals’ giving them fae-like attributes. The spirit is just that. A spirit. They cannot touch or interact with the world. They will never again feel the embrace of a loved one, nor the wind on their cheek. They are dead, lost to the world. Incorporeal beings that merely exist as a passer of knowledge, a wielder of the torch of druidic power. Even at their strongest, standing within the fae ring, they are unable to lay a finger on the world of the living. It is the primary mission of all Guardian Spirits to pass down their own knowledge of the balance, and to guide the druids of the world towards a heightened understanding of what their duty is, and how they might attain it. They serve as powerful guides to all that follow the path of the aspects. To dedicants, they serve to inform and teach. To Druii, they seek to offer their different perspective on the world and how it may function. And above all, to Archdruii, they serve as powerful advisors in the face of great adversity. But they are just that. Guides, advisers, wise-men. Vessels of knowledge that lasted longer than they should have. They are unable to use the powers that they had throughout their lives as druii, save but shapeshifting, but they still retain their ancient knowledge of the arts. In times of great need, these spirits are able to pass on their understanding and power into the druii of the world in several ways, detailed a bit later. In addition to this, Spirits are also given a few smaller tools that they would use in pursuit of guiding dedicants, druids, and archdruii alike, without impacting the world on a physical level. Spirits are far more corruptible than our mortal forms. Aurum weapons that affect the spectral beings of the world would affect them just as a normal blade would, cutting away at their energies. Blight that would normally sap away at the strength of a descendent would eat doubly so at the Spirit Guardian, gnawing away at the very being of the guardian, until it is so weak that they are corrupted wholly. And perhaps the most dangerous among them all, are those that carry with them the strength of the abyss. To be touched by this ability is to be scattered, cut off from the world. Upon touch, the spirit is sent back to the realm of the fae, to recuperate once more. Such is a very effective weapon against them, capable of sending them away in an instant. Blight may even corrupt a Guardian Spirit more than it normally would. The spirit is more fragile than the body, and to those who are exposed to it for a long time, it may have devastating effects to their soul. Through time, they’re physically corrupted, and the soul is damaged, leaving their spirit broken. The blight addles their mind, casting a shadow of the ancient spirit. They become destructive, a draoi spirit. Their gifts turn dark, allowing them to grant darkened boons on their followers, on those dark druids that would destroy. As they continue down this path, these spirits are corrupted physically. They may be split open, or tainted visually, their souls torn asunder by the use of these dark boons. These now Draoi spirits haunt the realm, causing chaos and sowing discord throughout the land by empowering the dark druids, until they’re put out of their own misery, and banished from the land by the very druids they were sworn to guide. Banishment is a difficult process, though not impossible. It is a technique used by druids to sever a Guardian Spirit’s connection to the mortal realm, and works similarly to the unattunement ritual. A group of three druids must corner the Spirit, connecting with them via powersharing. After this, there are multiple ways that the druids could deal with the spirit. Potentially, the spirit has been feeding dedicants or other druii misinformation, misguiding them from the path of the Druidism. Or perhaps these spirits have views too extreme for the order, and must be cast out. Both of these are valid reasons to banish a druid from the mortal plane. Or perhaps a spirit has become fully corrupted by blight, making them violent Draoi Spirits. This is another reason to banish a spirit. Or even by request of the Spirit themselves that believe their mission to be done. Banishment is the act of releasing the spirit’s tether to the realm of the mortals, recalling them back to the eternal forest to live out their days there. This action can be reversed, in the same way that a guardian fae ring can be remade. The ritual is one in the same. Guides and Redlines Newly made Guardian Spirits always begin in the realm of the fae. In order to start roleplaying, players must wait until a full moon, or one out of character day in roleplay to re-enter the mortal plane. In order to enter and leave the mortal plane, a Guardian Spirit must do so through a Guardian Fae Ring during a full moon. All Guardian Spirits take on a glow reflecting the color of their fae energy in life. Guardian Spirits take the shape of themselves when they return, appearing unaltered by injury or bodily art. In addition, Spirits may change how they look in order to reflect themselves at different points in their life, to reflect and show how they themselves have changed. Removing injury or changing which point in life they appear as is entirely optional. Due to their time in the fae realm, spirits are capable of morphing into a different host of animals, with the addition effect of fae attributes. The addition of Fae attributes applies also to normal Spirits Guardian Spirits are completely incorporeal, and cannot touch or physically interact with anything in the mortal realm. They are ghosts, in that sense. They will never be able to feel the world of the living, at least physically. Guardian Spirits retain none of their ability to perform druidic arts that they had learned in life, save shapeshifting. However, they retain all of their knowledge in the arts, and still fondly recall the feelings of using their abilities. They instead gain a few other abilities to assist in their primary mission of guiding the descendents, and granting boons of the aspects. Guardian Spirits with a TA in any given druidic magic still keep the TA, but cannot perform the magic themselves, truly being a guide more than anything. Guardian Spirits can no longer perform control, communion, thulean druidism, blight healing, or herblore. Guardian Spirits can no longer teach unattunement, attunement, or shapeshifting. Golden Weaponry affects the spirits as a normal weapon would to a person. Blight corrupts the very soul of the spirit, being far more vulnerable to the effects of the blight. This causes Guardian Spirits to become Spirit Draoi, lashing out violently with all they have to corrupt and damage the world. This, however, can only be done through their existing gifts and receive none for becoming a spirit draoi. Upon their next ‘death’, spirit draoi are permanently killed. Players accept this on making a Spirit Guardian. Upon touch, Strength of the Abyss immediately sends guardian spirits back to the realm of the fae in order to remanifest. This action is extremely disorienting for the spirit, and takes a long time for them to return and gather themselves together. This takes one year in game (One week out of character) Guardian Spirits are able to be banished by the druids of the realm through the banishment ritual. However, they can be brought back through the creation of a guardian fae ring for them. The Mission Guardian Spirits under the full moon, 1650 “I am one with the Balance.” In life, it is the path of druids to protect the balance, to safeguard nature. To protect the wilds and those that live amongst them. When these druii die, they ascend to the eternal forest, to serve as soulbound spirits, wardens and wisemen of the fae realm. These spirits are revered as wise demi-gods next to the aspects, spirits holding immense knowledge. Creatures of the Fae come from near and far in the realm, from the Twilight Bound to the Dayward way. For those Soulbound Servants that return to the realm of the living, their duties must continue. Guardian Spirits are to act as guides, figures of wisdom amongst the druids of Atlas, and all other places to come. They walk amongst the order as highly revered teachers, and advisors, opening their wisdom to all that would seek it. This is their eternal duty, to serve and guide, no more, no less. Very rarely do these druids directly intervene in anything, choosing instead to give their assistance when asked, or to offer a boon from the aspects for dire situations. In some cases, they can even take up teaching positions within the order. Blessings of the Aspects A druid completes a task with the oversight of the Guardian Spirit, 1650 Guardian Spirits tend not to intervene in worldly affairs. Without the ability to hold a sword, or travel far beyond their guardian fae rings, they take up a more guiding role. Their time spent in the realm of the fae shows now though, and Guardian Spirits find that they have a few lesser abilities that they didn’t have before. These can be very straining for the spirit to perform, and only one may be used per day, that they might serve the spirit in guiding others. Greensight Guardian Spirits have the ability to reach out to the attuned minds, able to incur visions of the past, things that the Guardian themselves have seen, or even things that the subject has seen. This ability only works on a willing subject, when they allow the guardian into their thoughts. These visions can be as vivid or as vague as the guardian wills it. This can be used to suggest certain courses of action, or to show lessons that they themselves have learned. This only affects attuned druids and those affected by fae rings. Oversight Guardian Spirits bind themselves to a druid for a time, seeing what they see, hearing what they hear, allowing them into their thoughts. This must be entirely willed on the part of the druid and the guardian. During this time, the druid is marked with a green fae symbol upon the forehead, showing that they are a vessel of the spirit. This lasts until the subject no longer wills it, or the spirit leaves the body of another. Guardian Powersharing As was their ability in life, Guardian Spirits retain their ability to control and manipulate the natural energies of the fae, in order to pass them onto another druid. This greatly enhances the natural ability of the druid far beyond their own potential, exactly like how a normal powersharing is done from a living druid.. However, due to the fact that the Guardian Spirits consist of their own Fae Energies, powersharing dissipates them over time. After they've finished, they return to the Eternal Forest to replenish their being. Guides and Redlines All Blessings of the Aspects can only be performed once per day, while their energies replenish. Any attempt to perform a second blessing in one day will result in a failed attempt. During Greensight, both the druid and the guardian enter a catatonic state while experiencing the visions, they are completely vulnerable to attack until the guardian ends the vision or it ends. Greensight uses previously existing memories from either the Druid or the Guardian Spirit. This applies even to memories that have been lost. Can be used to revive memories. Guardians can manipulate memories to look as vague or vivid as they wish. They may also alter the vision to a limited degree, in order to show alternative choices, or make symbolistic changes. Druids and guardians can experience pain from the vision that may actually linger after the vision ends. This is all psychosomatic. The Ritual of Orison is taught through Greensight memory of the Guardian’s own death. Oversight is the ability for a spirit to bind themselves to a druid’s body, connecting the two. The Guardian Spirit and the druid’s senses are linked, and they can experience the sights, sounds, smells, feelings, tastes, and thoughts. This works vice versa as well, the druid being able to experience those of the guardian as well. In addition, this links their emotions, to a degree. Should the druid grow angry, the guardian may feel a surge of anger or so on. Druids experiencing oversight are marked with a fae symbol over the forehead, glowing with the color of the spirit’s energy. Guardian Powersharing works exactly like normal Powersharing, but after they are done, they dissipate to the Eternal Forest for an Elven Day. Feel free also to roleplay discomfort when powersharing, as you're sacrificing your own lifeforce to fuel another druid. A druid does these at will, they cannot be forced into it, nor can they force them upon others. A Guardian Spirit can only use one blessing per day Greensight must be completely willed on both ends. A Guardian cannot be let into the mind of another without it being opened for them. Guardians cannot cause physical injury through Greensight Visions. This does not apply to psychosomatic illness. As soon as a Druid does not want to be shown a vision, it ends. Closing off the path renders the ability ended. Guardian Spirits cannot be demanifested during oversight. Guardian Spirits cannot use other druidic blessings during oversight Guardian Spirits cannot interact with others outside of the druid they are bound to. Once clerical magic is used on the body of one being affected by oversight, the spirit is pushed out, ending the ability. If a druid does not want to be bound to a guardian spirit any longer, they are disconnected. This applies vice-versa. Guardian Powersharing shares the same redlines as regular powersharing. ((As all things, feedback is appreciated so that I can really make this lore enjoyable for everyone! Shoutout to Leowarrior14, Delmodan, ThatGuy_777, and Gladuous for giving me ideas and letting me talk to them about this!))
  24. (Art found on Imgure and DevianArt, Creator is UNKNOWN) Habitat: Cliffs, snowy mountains and tree tops Size: Well known for their rather big size, Meh'kats, also often called ‘Flying Bears’, hatch from their eggs, being the size of a small wolf pup. Over the first few months the younglings will grow up to the size of full-sized wolves only to reach their mature years. Within their mature years they will continue to grow, reaching the height of around 13 feet and a length of around 20 feet. Meh'kats of those sizes are the most common ones, yet, only due to the fact that older Meh'kats are often a rare sight, thanks to hunters and exotic traders. It is, however, said that Meh'kats are growing their whole life and can grow even larger, depending on their age and environment. The normal weight of a Meh'kat ranges from around 400 to 600 pounds, once again depending on their environment. Diet: The diet of Meh'kats consists mostly of meat, sometimes ranging from the size of a human head to the size of a whole cow or even bigger mammals. Yet, it is also known that many Meh'kats are showing a love for nuts and exotic fruits, often smashing them under their claws and slurping the juicy goo or eating the delicious nut. Unlike most other animals, Meh'kats are also known to attack humans if they enter their nest, often devouring them after they killed said humans. Temperament: Meh'kats are known for their harsh and often fiercy temperament, barely allowing anyone to get near them without getting into a aggressive posture. As such, Meh'kats are known as nearly uncontrollable beasts. However, it is also known that some Druids and even some Farfolk were able to tame those beasts in the past, gaining a trusting ally and a mighty warrior on their side. Brief summary of the creature: Being the rulers of the skies Meh'kats are known as hybrids, combining the features of a bear and either an eagle, owl or other birds. Unlike their land counterparts, the Demigryph, Meh'kats are known to have a set of mighty wings, allowing them to fly and glide over a long distance. Due to them being hybrids Meh'kats are having the main body of a bear, however, they don’t have fur, but are rather covered in feathers all over. Those feathers are often showing all kind of colors, mostly colors similar to their nearby terrain or habitat. Meh'kats on snowy mountain tops are known to have white and black feathers, resembling snow owls, while Meh'kats on tree tops are often holding bluish- or greenish-colored feathers. Their head is resembling their bird counterpart, often holding a sharp peak, able to rip bits of flesh out of their prey, and also holding their sharp eyes in place. The eyes of a Meh'kat can see several miles far, able to spot prey on the lower levels of mountains or fishes inside of the ocean. Next to their mighty wings and their sharp peaks and eyes Meh'kats are also holding a set of sharpened claws at their paws, allowing the majestic beasts to climb up walls, cliffs and sometimes even hang head-over in ocean caves, waiting for a bypasser to walk into their hunting grounds. However, due to such claws and a feathery body Meh'kats are known to be slower then horses, due to them sometimes stumbling over their own claws or feathers. Meh'kats are known to live for around seventy to more than one hundred years, making them rather long-living animals in comparison to most other beasts found in the current realms. While they are alive the Meh'kats continue to grow the whole time, making them fairly unique animals on their own. Characteristic (Behaviour, Reproduction, Gathering food): Feathers: The feathers of the Meh'kat are a rare trading good, often reaching high prices on marketplaces. One of the main reason for such is the coloration of the feathers and the density of several feathers together. Many tailors are often trying to use Meh'kat feathers for coats and dresses, yet, also causing the outfit to become far more pricey. Senses: Meh'kats are known for their sharp eyesight, able to view several miles far without having any problems in spotting possible prey. As such they can spot a human before the human will be able to spot them, giving them a great advantage in regards to their own defensive nature. While their eyesight is the biggest aspect Meh'kats are also having fairly good ears and a good smell, often using those to find hiding prey. Behaviour: Like most other animals Meh'kats have a clear tendency to dwell in areas with near to no civilization and place with plenty of food and possible breeding grounds. Like Unicorns and other bigger animals the Meh'kats are known to adapt to climate and environment fairly easy, allowing them to live in jungles, icy mountains or even in desert-like areas without any bigger problems. Many people are also aware that Meh'kats move in large groups, often consisting of those born at the same time in the same breeding grounds. Due to the same age they are known to work with one another, making hunting a lot easier for them Due to their nature Meh'kats are known to be highly defensive animals, protecting their horst and often attacking intruders. As such many people are trying to avoid the habitat of the Meh'kats, mostly to avoid getting attacked by those majestic beasts. Breeding: Meh'kats are known to have no clear leader within their own rows, often allowing free breeding within their own groups. Normally a female Meh'kat is laying around three to four eggs and stays around her nest, protecting it against any attacker, until all of the eggs are hatched and the newborns are able to leave the nest on their own. Taming: Meh'kats are known to be near to impossible to tame. Full grown Meh'kats can only be tamed by Druids and after the Druid created a strong enough bound with the Meh'kat, yet, even than the Druid is in permanent danger of being attacked or even killed by the Meh'kat before the bound was created. The most common way to tame a Meh'kat is to steal one of their eggs and to imprint on the newborn Meh'kat, yet, entering a Meh'kat horst is often similar to suicide, since the angry mothers won’t hesitate to protect their eggs with everything they got. As such stealing a Meh'kat egg requires intense knowledge about the animal and it’s breeding habits, mostly when the mother will leave the eggs alone (Example: Food gathering) or when the mother will fall asleep. Food Gathering: Meh'kats are always using their flying advantage to gather food. They are known to fly over their prey, just to fall down on top of it or to strike it from above. Some Meh'kats even learned to grab their prey, fly up into the sky and drop their prey, killing the food source with the impact on the ground. Most commonly, the Meh'kats hunt in groups, allowing them to catch bigger preys and to transport more food back to their homes. This is mostly to preserve and burry food for later times, like the winter or times with less food around. Origin: Meh'kats are known to be representative in most of the realms, dating back to Aegis and Asulon. As such it is often stated that Meh'kats are able to sense danger and travel to a new realm on their own, either to protect themselves or their family's. The exact origin of the Meh'kats is, however, not known, only the simple fact that they were representative in all realms up to Atlas. Even on Atlas Meh'kats can still be found at several locations, allowing challenging adventurers to try and tame them.
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