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Found 184 results

  1. Forewarning: The forums have betrayed me before, I have no doubt they will again. I will swiftly begin to edit the formatting errors of this post once it is up, so you will have to excuse me for any ugliness for a moment. If you find any issues with consistency or anything else, please do not hesitate to reach out to me. Strigae, Children of the Unseen Origin/background/culture “There is, you say, an issue with monsters here?” The leaves of autumn crunched beneath Stefan de Witte’s doeskin boots as he stood before the alderman, in the centre of the village of Ashworth. A royal witch-hunter of the highest order, there was very little ground in provincial Exeter that he had not scoured in his dangerous trade. This village was known to him fairly well, it having been plagued by vodniks and the like before, however it had evidently elected a new alderman - the last, Deremir, had been known to de Witte, and had died of dropsy the year past. The new village elder was a middle-aged man of grey hair, clean-shaven and quiet of speech. The governor had assigned de Witte to speak to him, to attain the root of the hamlet’s problems. “Aye, sir. Not just any monster, either,” responded the alderman in hushed tones. He was briefly interrupted by a hound that barked at him as it passed, “The cooper’s son was found behind the chapel, with his throat torn open, his blood drained. It’s the third such murder in three weeks.” “Were there any witnesses to any of the killings?” asked the witch-hunter. “Only the village drunk, Henry Evein, and to the first murder. He says he saw a figure transform into a ghastly beast and tear the victim apart with dreadful talons, but in an instant, it was gone, disapparated into the fog,” retorted the elder. “A figure of what kind? Were they from around the village? Might I speak to Evein?” “I fear you cannot. For he was the second murder,” responded the alderman hesitantly, “If you would like to examine the body, it was taken to the crypt. I shall show you to it.” “With a striga? To what end? Did you kill her?” -Baron de Wett to the Hexer, Adeon Fableknight, 1521 Common elven legend has it that the first striga (Plural: strigae/Singular: striga) was a child born the sixth son of a sixth son, (Truly, an exemplary number of children for any elf to bear) and the tradition of human small-folk states that strigae are the reanimated corpses of great sinners, unable to find solace in death. These are the kinds of tall tales and folklore circulated between villages, propagated by peasant preachers and taught to children in lieu of discipline in order to scare them into submission. In truth, strigae are not undead and are of such variation that to quantify them is difficult, however scholars have managed to broadly categorize them into two classes - the greater and lesser. In the elven tradition, these beings are referred to as ruahdrel, and in dwarven texts they are called the ardolar. Savoyards and Imperials may call a female (But never a male) striga a bruxa. Most familiar to any reader is the universally commonplace appellation of choice for these mysterious creatures: vampires. “Give us a maid of unspoiled stock, That we may hew her limbs, And on a pile sacrifice her flesh, Before this earthly prison of her bones, A virgin’s blood, so that the Taker of Souls be appeased.” The elven sorcerer, Gedym aep Helgraen, and his seven acolytes had spoken the words in unison before the assembled altar, as the texts they had found in forgotten crypts described. Everything was proceeding as according to his plan, his exact measurements prescribed and carried out with an expert eye for detail. A runic pattern drawn in ground manticore horn adorned the basalt floor of the highest chamber of his great black tower. Demonic icons garnished various points of the pattern, and the walls of the chamber were covered in murals depicting the most disgusting and violent of excesses. Magic and power aep Helgraen had in abundance, and he had conjured himself an army of filthy, bestial servants to attend to his every need - it was not temporal desires, then, that had led him to spend the greater part of his life endeavouring to summon Iblees. It was his wish for eternal life. It was aep Helgraen’s virgin daughter who would serve as his first sacrifice, once he and his students had spoken the proper incantations. Bound tightly to the heavy rock altar, the girl made not a sound as her father slit her throat with his silver dagger, her lifeblood spilling out and pooling onto the sorcerous symbols that had been arranged so carefully. “We call Him hither,” ordered aep Helgraen imperiously in a forgotten, black tongue, and nothing came. The blood continued to flow as the girl choked on it, her eyes glazing over slowly. A dim glow was emitted from the runes cut into the altar, but naught else emerged from their chanting. “We call Him hither!” commanded the sorcerer again, and the earth rumbled from far below. With a terrible groan and a vile laughter from the realm beyond, each of his seven acolytes were torn apart by hideous, eyeless and winged creatures, their talons rending flesh as effortlessly as they had appeared in the chamber. Afeared, aep Helgraen took a step back from the spectacle, holding his staff aloft and preparing an incantation. His students were paralyzed, cut to ribbons by the demonic beings he had accidentally summoned, who lapped up their blood like the night-bats of Varendoz. The First of the Unseen “Fear not, Gedym aep Helgraen, who hath so foolishly called us to this world,” spoke the first and tallest of the beings, “You have sought immortality, and so we shall grant it to you.” And swearing allegiance did aep Helgraen thence become the Unseen’s first follower, and the first of the strigae. “A vampire? Get together a band of militiamen, weave a few wreaths of garlic and get the smith to forge some aurum weapons, herd it into sunlight. It’s hardly a difficult matter to deal with, hexer, so why is it taking so long?” “Lord Godwine, the matter’s hardly that simple. We could kill the striga, sure, but these are beasts of ancient breeding and dark magic. It’d be back in a few years time and I doubt it would be very happy with you.” -Godwine Horen, Regent of Lorraine, and Coren Isil of the Hexicanium, circa 1530s Origins The Unseen summoned by the wicked sorcerer Gedym aep Helgraen were foul, demonic creatures sworn to the fallen daemon Iblees. They wielded dark, unutterable sorceries, and toyed with mortal life like playthings. They were faceless and eyeless, and what features they bore were sunken and protruded, like skin taut against bone. Their flesh was pale and grey, like stone, and great, torn wings adorned their backs, carrying them throughout the planes of the daemon and the world of the mortals, whereupon they served their master, however sparse their service was. The creatures, of which there are only seven, were powerful casters, capable of great feats of dark magic, and fond of cursing the unsuspecting and the foolish. This was the case of Gedym aep Helgraen, an ambitious elven sorcerer, who sought to further his agelessness, and create himself master of death - unkillable, and undying. Through an ancient, odious ritual, the elven mage aspired to gain this gift by favor of the daemon Iblees. His power was magnificent, but out of reach. Helgraen made hearth in Aeldin, in the era of the elder races where humanity were little more than hut-dwelling savages and elven kingdoms dominated the continent. There he was hidden away in the northern reaches of the continent, as unforgiving as time is voracious. The savages residing in the lands were said to be easily ensorcelled, and made fit servants and cultists for the sorcerer, proving useful in the elf’s pursuit of true immortality. When the time came, and the means had been set, Helgraen performed his dark sacrament, crying out to the fallen daemon to summon him for reward. He erred in some intricacies of the incantation, for his pleas fell upon the ears of the Unseen, a coven of otherworldly beings who came to the elf from another dimension, with ill intent. Savoring in the misfortune of mortal beings and desiring to create for themselves a race of servants, the seven creatures granted that which Helgraen sought, but not without burden. His skin grew paler, and an almost insatiable compulsion took hold. He felt himself yearning for something, as if he were incomplete. The Unseen were quick to enlighten the sorcerer as to what he had become: a striga, the first of his kind, a new kind of being damned to hunger for the lifeblood of mortal creatures. In exchange for timelessness, he now craved corporeal pleasure, and where he had been an accomplished wizard before, the arts of magic were now lost to him. He became capable of assuming two forms. When resting, he was able to appear much the same as he had before his transformation, albeit paler in complexion. When in an agitated and activated state, he would lose control of this form, his nose and ears becoming bat-like, flat and pointed, his canine teeth being elongated into fangs and his fingernails growing into long, vicious talons capable of rending flesh with ease. The Unseen had sown the seeds of darkness, and set out across the land, falling dormant, finding themselves unable to return to their plane. The seven creatures began to sleep, each awakening in intervals of fifty years at a time per ancient tradition, leaving the cursed elf to his relative lonesome. The striga came to become familiar with his new form, and took for himself a collection of human worshippers, idolized as a powerful lord by the short-lived creatures, who so greatly admired the triumph over age and time. Their curse was already outshined by the long lives of the elves, but now, even that was well and truly trumped. Helgraen’s immortality would eventually come to be desired by his servants, and the sorcerer himself desired to increase their longevity and diminish their fragility by sharing his blood curse. Eventually, after many horrific failures and experiments, he developed a means by which to create new strigae. Helgraen had attained the ability to survive even the most dire of wounds, and so he feared not the loss of his own cursed life-essence. The aspiring mortals were bled, and rid of the majority of their own blood. Once drained, the host of the ceremony, the striga in question, spilt its own blood, sharing it with the bled mortal, and allowing them to take it upon themselves. The process is a dangerous one, and fails often. Many of those who undertake it die horrible, slow deaths. Others reject the blood, and merely rot, suffering violent reactions as if it were poison in their veins. The select few who survive and remain living become strigae, bearers of the curse first bestowed upon Gedym aep Helgraen. New generations of striga were born, and in time, they slowly spread across the world, traversing the continent and establishing small covens and enclaves, relishing in their immortality, while constantly battling the price it bore. The true origins of the Unseen and the curse conveyed upon Gedym aep Helgraen are in actuality shrouded in mystery. It is widely believed to those few scholars and enthusiasts in maleficarum that they are demonic creatures from another world, however in actuality they are a group of seven fallen aengudaemons pledged to Iblees, meaning their origins are in the present dimension after all. The Codex of the Unseen Before they departed into hibernation, the Unseen established a code for their children to follow under pain of death. Strigae (To whom the code exclusively applies to the greater kind) take this set of principles extremely seriously, for to defy them would mark them for a permanent death at the hands of their fellows as the anathema. It is worth noting that of the seven of the ‘demonic’ Unseen, one is always awake and six remain dormant in hibernation, ruling in ‘terms’ each for a span of a roughly a hundred years. Trusted greater strigae are allocated the role of seeking out the next of the Unseen to awake in sequence on the year of the ‘change-over’, a temporary position known as the Herald of the Unseen. This cycle is considered inviolable, and the last ‘change-over’ was believed to be around 1733. The woken Unseen is known as the most ‘senior’ elder of the striga at that particular time, and his command is law so long as it is in accordance with the Codex he and his six other compatriots agreed upon originally. He or she has the power to issue a summons to any of the greater striga in the world at will. Despite this, his location is not known to any but the designated herald for the next change-over, and he leaves his servants alone and is accordingly left to his own devices, likely in some forgotten cave network. In the Unseen’s relative absence of active involvement, communally-minded greater strigae have been known to establish covens ruled over by their own (Non-Unseen) elders in accordance with the Codex, while the more solitary of their kind prefer to live among mortals or alone. There is an entire manuscript that makes up the Codex of the Unseen, however the crudely translated volumes elucidate seven key points which form the foundation of the golden law followed by all greater striga. One must never drink the blood of and kill another fellow greater striga. All those who defy this principle shall be considered anathema. One must always remain unquestioningly obedient to the Unseen. All those who defy this principle shall be considered anathema One must always provide fraternal assistance to any fellow striga whose body has been destroyed, and they must be helped to regenerate. All those who defy this principle shall be considered Anathema One must never consort with the lesser striga, for they are beast and a shame upon our kind, and are considered to be anathema One must never consort with the anathema, and must consider them exempt from the privleges of any greater striga, and thereby anathema are worthy of present death One must always endeavour to avoid bringing the attention of mortals onto the greater striga. One must always consider it their duty to cremate the cast-off flesh, leavings and destroyed bodies of any fellow striga. The body of the cooper’s son was truly wretched. His throat had been torn open and made a ruin. His torso carried innumerable slashing marks, and where his heart should have been there was now a simple, gaping hole. Looking over the cadaver, de Witte could see the stone slab upon which his body had been placed in the crypt through the hole, slick with dark blood. Of course, the witch-hunter had seen worse. Perhaps this was the work of some particularly careless frost witch? After making a few more observations, he exited the crypt, returning to the alderman. “I’ll need to question a few villagers,” he said at once, to which the man nodded fervently. He checked that he had all of his golden blades, just in case he encountered this beast. De Witte would keep his suspicions to himself for the moment. If word were released that a town were plagued by a greater vampire, a striga, the governor would sooner burn the village and massacre its inhabitants than even risk the chance of such a creature escaping. For the sake of these people, he prayed that the fiend was a mere ghoul or rotter. Physical description “A higher vampire, Your Imperial Majesty, is truly more like us mortals than it is a bestial lesser vampire. They are like your people in speech, behaviour, and intelligence. You will not find them lurking in caves or forests, but within your very cities, practically indistinguishable. We of Haelun’or call them the ruahdrel.” -Kalenz Uradir, advising Robert I on magical affairs, circa 1460s Greater strigae Greater strigae (Flexio: vampirus superiores) are the masters of camouflage and deception, in many cases appearing nearly identical to their form prior to transformation. These immortal, ageless beings (In actuality they are not immortal, having natural life-spans of around four thousand years, only appearing so to shorter lived species) are just as varied and capable of thought and emotion as any sentient creature - in fact, they often feel the latter to a higher intensity than mortal creatures. In contrast to their lesser forms, whom they typically loathe and shun for their animalistic instincts and lack of grip on reality, greater strigae may fall within any alignment and have just as diverse aspirations, abilities, moralities, feelings, goals and personalities as any mortal. Some strigae may be inherently more bestial than others, depending on their prior lives. They may desire to live among mortals in cities or live solitary lives, hidden away from society. Even their individual approaches to their addiction to fresh humanoid blood may be heterogeneous. Physiology The normal and ‘passive’ form of a greater striga is very similar to the appearance assumed prior to their transformation. They are humanoid, allowing them more or less to blend into greater society, and while they look much as they were before when mortal, there are a few very subtle differences that the trained eye can notice as telltale signs of a striga. Firstly, a greater striga appears paler than average, though not necessarily unnaturally so or to a degree that appears unhealthy or abnormal such as albinism. Secondly, the canine teeth are slightly pointed and elongated into tiny fangs, however this is usually hidden by a closed mouth. Thirdly, the iris of a striga’s eye is always a yellow-green colour - however, again, this is not necessarily unnatural among many mortals. Finally, a striga who has not fed on blood for a considerable amount of time feels cold to the touch. A male greater striga in bestial form However, greater strigae are able to change their corporeal shell and shapeshift. This bestial and ‘activated’ form can be willed by the striga or brought on by intense emotions such as anger or fear, especially when the striga is hunting for prey or triggered by excessive blood. This form is still humanoid in nature, however it is distinctly more monstrous in appearance. The cheekbones appear hollow and sunken, with eyes dark-rimmed and totally blackened (To the point where there are often no pupils) as if those of an insect. Skin appears sallow, with black veins beneath becoming slightly visible, and the nose is flattened and the ears elongated as if those of a bat or wolf. This similar appearance is believed to be the origin of folklore’s identification of vampires and ruahdrel with bats, however in actuality the two creatures have no affinity at all. Fingernails become extended to extremely long, strong and sharp talons, perfect for the rending of flesh (These talons may also be manifested as a singular feature while the striga is in their normal, ‘mortal’ form) and are durable enough to sometimes even capable of parrying blades. Finally, a striga’s canine teeth also become elongated, for the purpose of biting and thrashing. It is worth noting that there are only two forms a greater striga can assume - their mortal form, which resembles their appearance prior to transformation albeit slightly changed, and their striga (Albeit humanoid) form, the details of which are described in the paragraph above. As the striga's monstrous form can be either willed for utilitarian purposes or triggered inadvertently by intense emotion, more level-headed strigae may never need to assume this shape. A female greater striga in bestial form Though strigae are not undead and are technically living, being somewhat a halfway point and hybrid between their mortal husks and their Unseen predecessors, the curse has greatly diminished and slowed their ability to naturally produce the life-essences found in mortal bodies (genus, lifeforce, etc) and so they are blindly compelled to consume blood in search of it. Despite this compulsion, the consumption of blood serves as a powerful addiction for which they will always have a taste, but not an absolute requirement to survive. Greater strigae can theoretically sustain themselves on mortal food and drink alone, however this rarely happens in practise. The blood of mortals serves as a powerful drug which conveys upon strigae several temporary boons - greater strength, speed and regenerative capabilities among them, as well as the pleasurable sense of being ‘drunk’, senseless and intoxicated - and as a result very few strigae can ever totally overcome the addiction, if they indeed would even desire to. A lack of blood will often result in weakness and lethargy as signs of withdrawal, a loss of significant vitality, regardless, an overindulgence will usually result in a greater striga’s degeneration into a bestial lesser striga with no grasp on reality (See below for lesser strigae). This occurs usually if a greater striga partakes in more than two adult 'meals' (Presuming that enough blood is drained to kill an adult victim) in the span of a single saint’s day. A male greater striga in his normal form In contrast to the tales of folklore, garlic, sunlight and holy iconography have no effect on greater strigae, and though they are naturally nocturnal they are able to adapt to daytimes accordingly. Strigae are also totally infertile, and can only reproduce by transfusing their blood to create more strigae, a dangerous process which usually ends in failure and degeneration. They also possess a heightened sense of low-light eyesight and smell and are able to identify and track familiar blood through its particular scent. Similarly, animals with developed olfactory ability such as dogs, cats or horses are able to identify a striga merely through smell, and are usually averse to one’s presence. This makes it practically impossible under normal circumstances for a striga to mount a typical horse, as the animal will be too afeared and inevitably throw off its vampiric rider. In the presence of an extreme amount of blood, such as in an abattoir or large battle, a striga is liable to become overstimulated by the scent of excessive blood, and is typically driven into an animalistic, uncontrolled rage made manifest in the striga’s bestial form. This tends to make strigae very poor soldiers of any army intended to face battle. Depending on how much time a striga takes to feed, they may imbibe minutes amount of blood in a short amount of time, taking not enough to kill the victim, (Though that is contingent on their ability to both literally restrain their ‘meal’ and physically restrain themselves) or they may drain a victim of blood to the point of their death. They may feed on victims living or very freshly killed, however cannot feed on putrefied corpses. A striga will appear the same age as they were when they were transformed across their lifespan, with very little signs of aging - for example, a striga transformed at age twelve will appear twelve forever, however, if they do not feed regularly they will begin to wither and appear aged (though this will not kill them). As they are considered to be creatures of darkness, all strigae greater or lesser are anathema to the monks of the Cloud Temple, and accordingly they cannot be healed or restored by them. They possess an immunity to diseases, poisons, toxins, plague and sickness. This does not apply to those created by magical means. “Helgraen was immortal, and so too did the lesser folk desire to be. Thus, a method of transfusion was discovered by the sorcerer, and the creation of more strigae came to light. The process is a vile one, steeped in failure…” -Texts found in Tor Styx, unknown author, circa 400-600s Venom All Striga, lesser or greater, are capable of producing venom. Secreted by glands located in the canines, akin to a snake, the Striga’s bite injects an inflammatory paralysing black toxin that spreads quickly through the muscle tissue of victims. An antidote to this bite can be found in two forms: 100ml of Greater Striga Blood being consumed by the victim, or the consumption of the Calefacto Elixir; an antivenom making use of the more accessible, albeit far more volatile Lesser Striga Blood. Calefacto Elixir Abilities/ Characteristics The hoot and flutter of a tawny owl could be perceived through the small shot-window, moonlight briefly illuminating the bird’s piercing yellow retina. A sallow hiss emanated from the back of the chamber, as a short bald man with sickly green eyes, flicked what appeared to be a large silver trinket into the air, and caught it, balancing on the end of his little finger. “It matters not.” He said softly, his dulcet tones breaking the palpable silence of the room. “I killed the master Harpy, and scattered his apprentices to the four winds. It was foolish of him to take the contract, and it’s one more that we no longer must worry about.” He tossed the item that he had been playing with into the center of the table with a casual smirk, and under the dim candlelight it was clear to all about that it was a pendant wrought into the shape of a winged lady. “And you are certain they did not discover your own true nature, Benda?” From across the table, the imperious and nasally voice of a woman called out, and was met with a variety of muttering agreements. “You should have consulted this council, before taking such reckless action.” She chided, pursing her lips. She wore a large white wig, netted about her head, and her face was powdered pale, which was in strict contrast with her blood red lips. A large ruby set in gold sat around her neck, and one could see that where the metal had touched the skin was burned, yet it seemed not to bother it’s wearer. The rest of her, from the bosom down was wrapped in a fitted scarlet bodice and cut skirt, which sat in contrast with the subject of her admonishment, who wore a simple black tunic, albeit finely tailored. “He didn’t have the chance Madame de Larroque; that is, before I took off his head.” The man stated plainly, resting back into his chair. This too was met with a chorus of vile chortles from the other members who encompassed the table. The bald man allowed himself a smile at that and placed up a humble palm as if to reluctantly accept their praise. The woman scowled, which quickly dispersed the laughter, as she easily regained control of the conversation. “Yes, well it will be in your best interests that those two apprentices that escaped your clutches, do not know, or suspect, who they were really after in Pronce.” She moved to clasp at the finely jeweled goblet that rested at her elbow, frowning slightly as she inspected its empty contents. Raising her long talon-like hand, she snapped her fingers authoritatively, the sound of which traveled across the chamber, and a matter of seconds later was met with the creak of the large wooden door opening. A hollow faced, balding man with a beard entered silently, carrying a large pottery jug came forward, and moved to decant a portion of the contents into the woman’s chalice. It quickly filled with thick, crimson liquid, “Enough.” She snapped. “You are lucky that they are no longer around or you’d have not found such lenience as this council allows.” He rolled his chalice about his thumb and forefinger with exaggerated tediousness. “You worry too much Madame. It benefits our station no end, that those damned hunters vanquished the Unseen. We’ve all their authority without actually having to deal with them.” With that, he beckoned for the thrall to serve him also, to which the pale serf meekly obliged. “I would remind you.” She responded, “That our power is maintained by the illusion that they still remain, and that we, their heralds, are but that: heralds.Were the rest of our kind to find out, they might have such ridiculous notions such as attempting to revive them.” *** The sallow serf, wound his way down the ancient labyrinth of cobbled staircases and narrow corridors, his eyes bloodshot and expression limp. His urgent footsteps gave hollow echoes before and after, as if painting some unnatural sound-scape of his past and future movements. As he reared his head from under some low overhanging arch and stepped quickly round a half turret into another passage that looked so minutely identical to each that he had passed through before, that to anyone who had not memorized the intricacies of this maddening castle, they would undoubtedly have thought themselves to have been traveling in circles. He had just about reached the halfway to his exit, when suddenly a flash of red flickered briefly across the peripheral vision of the man before he was held hard against the wall, the jagged scraping of claws at his neck held the decrepit scion about a foot above the ground, as a regal and unpleasant voice, whispered in his ear. “You thought I would not smell the blood of your new master upon your filthy form? I wonder, what would ever possess a vermin to think they could spy upon the council and not go undiscovered.” The man’s eyes were frantic and wild, looking about him in great urgency, and, if he were able to communicate, he did not seem to make any attempt to do so, despite the rampant stink of fear that clung to him. In response to his silence, the Madame De Laroque sank her fangs deep into the man’s protruding jugular, as blood trickled down her chin, her eyes rolled back in her head, as her eyelids flickered as images flashed across her mind. “I believe you are searching for me.” A pale man stepped out from the doorway at the end of the hallway, his features were chalky, with lime coloured eyes, and stark white hair that fell down to his shoulders. His overcoat was stained and weathered as if he had been on the road for many a month, and his disposition was thin and wiry. He frowned slightly, as the female Striga’s head flicked to look in his direction, her eyes snapping back as she dropped the thrall to the ground, as the mute clutched at the dangerous wound on his neck, his veins already starting to darken as the woman’s venom started to take effect. The pale man grimaced slightly as he inspected the fate of his spy, tucking a strand of hair behind his ear. “Or rather, I am searching for you. I’d ask you to explain yourself, but I have a feeling this only ends one way.” The woman bared her fangs in agreement, steadying herself before she pounced, talonous fingers outstretched in attack. After a myriad of blows were exchanged between the two, the elder striga deftly knocked her young adversary down. As the Madame de Larroque loomed over her victim, she snarled, her previously immaculate wig rested at an angle atop of her head, and the powdered makeup that contrived her complexion was smeared red from the rouge of her lips. In this moment of victory, she had a look of derangement about her unkempt visage. As she reared over the bruised and bloodied face of her opponent, he winced in preparation for the impending death that surely followed. She gasped, looking down at her torso, her eyes wide and fearful. A moment later, a tip of a golden spike peaked through her chest, blood trickling from it’s point. She quickly collapsed to the floor, with a gurgle, ragdolling as she went. *** She awoke with a start, struggling slightly as she inspected the aurum chains that bound her. Her eyes quickly narrowing as she spied two figures resting against a windowsill the outlines of their faces barely illuminated by hollow candlelight. “What would you have of me?” she spoke up, her tone as venomous as the look in her eye “Handed over as sport for marked men, or perhaps sold a specimen to some Rythori cultists?” The stranger man who she could only have assumed to have been her unseen assailant shifted as she spoke, the heavy tails of his dusted coat cracking against the wooden panels of the wall “Where is it?” he barked out, the simplicity of the question almost as unnerving as his disregard for her contentful outburst. “What is it you seek?” she enquired more eagerly “I have lived a long and fortunate life, and have many precious trinkets that would make even the Emperor himself green with envy. You have but to name it, and surely I can deliver it unto you.” Although she could not see the man, she felt a chill run through her bones as his scowl filled the room. “I do not care for stolen heirlooms or coveted treasures. Where is it?” The emphasis on the final word ran bolts of electricity through her skull, as she came to understand. “No, no. Lost, for a millenia. I haven’t seen it for a thousand years! Please, you must believe me!” Again her words seemed to fall upon deaf ears, as the candlelight finally came to illuminate his dark, ferocious features. “We shall see.” He said, as the hairs on the back of her neck stood on end. “As you say Madame, you have lived a very long time indeed, but as we both well know, blood is lives, and I’ve got a great deal to sort through.” He said with as much mirth as an undertaker. “No… Please.” Her plea came out hoarse now and with little of the fight she was known for. As he came to loom above, finally her courage broke and her chin began to wobble as Emerick aen Anerhyd descended upon her. Greater Striga Blood Enthrallment Heightened skills Regeneration Passive Metabolism Blood Memories “Blood is lives.” -Emerick aen Anerhyd Strengths and weaknesses summarized Strengths Strigae are immortal, unaffected by time or disease. Strigae are capable of producing a venom within their fangs, further detailed under physical description. Strigae are endowed with some significant strength relative to their size, though not beyond that of an uruk. This is not super-strength. Strigae are able to be very quick and evasive, capable of moving and concealing themselves in the shadows adeptly. This is not super-speed. Strigae may grow long talons (up to 1ft) for use in combat when enraged, hunting or blood-drunk. Greater strigae are capable of regenerating wounds that would be fatal to mortals very quickly, such as a stab through the heart or a slit throat, unless inflicted upon them by gold or holy magic, in which case such wounds take considerably longer to heal and are able to more easily incapacitate the striga. Strigae are capable of tapping into their victims memories through the drinking of their blood, these memories shown are completely at the OOC discretion of the victim player. They are unable to see the former deaths of the victim through this. Greater strigae are unkillable under most circumstances. While their bodies can be totally incapacitated in much the same manner as would a normal humanoid (Rapid dismemberment, beheading) and destroyed through destruction of the brain, ‘death’ in this fashion only serves to destroy the corporeal body and banish the spirit from this plane. With enough time (Recorded in this document as a minimum of nine years) and the aid of another striga’s blood, a greater striga may regenerate a new body, identical to the last. However, if a greater striga is killed by one of its own kind, it suffers a final death - and similarly, if another striga refuses to offer aid to a comrade whose body is destroyed (Whether this is because they are anathema or for other reasons) they may not regenerate. Weaknesses Strigae are compelled to feed on blood, hungering for it like a powerful addiction. Though this ‘alcoholism’ can occasionally be overcome by the most controlled of strigae, it is always latent. Strigae who have not fed on blood for an extended period of the time are cold to the touch and usually significant weaker in combat than those who have - slowly withering away. This proceeds in three stages. Strigae who have fed on blood in the last week are at peak strength and vitality and appear almost indistinguishable from normal people. Strigae who have fed on blood in the last two weeks are at base human strength and vitality and appear more gaunt and pale. Strigae who haven’t fed on blood in the last two weeks or longer are weaker than the average human and appear pale, gaunt and their eyes shine viridescent, making them more easily distinguishable from a normal person. Over an extended period of time, these Striga who forgo their meals will appear to rapidly age until they refresh themselves once more. Greater strigae who overindulge (More than two adult 'meal' per saint’s day on blood will devolve into one of the many forms of lesser striga.) Many animals with developed senses of smell, hounds and horses especially, are able to detect the scent of a striga and are averse to one’s presence. This weakness is not combatable by simply putting on an obnoxious amount of perfume. Like most unnatural beings, strigae are susceptible to aurum and silver, and cannot immediately regenerate wounds inflicted by blades of gold. To a striga, any form of aurum or silver is very uncomfortable to the touch, and must be handled with gloves. Similarly, strigae are vulnerable to holy magic, and are unable to immediately regenerate wounds inflicted by it. They tend to avoid practitioners of holy magic such as paladins, being uncomfortable in their presence. Accordingly, they cannot be healed via magic. Becoming a striga is irreversible. Strigae are infertile and can only reproduce by inflicting their curse (Or as they often see it, a blessing) upon others. Strigae are completely unable to learn and utilize magical skills as a result of their affliction. Prior magical skills that were learnt prior to transformation become unusable. Strigae cannot utilize the Cloud Temple monks to heal their bodies. The scent of excessive blood such as that of a large battle or slaughterhouse will drive even the most controlled striga temporarily wild and rabid, forcing them into their more bestial form and causing them to lose control of their emotions. The pyre was so bright that it illuminated the Exeterian countryside around Ashworth for miles. It seemed to reach metres into the sky, an array of logs and brush upon which was bound the burning figure who had been de Witte’s adversary. It had been heard of for strigae to masquerade as herbalists and alchemists in villages, and so the obvious culprit of the murders was Johanna Varens, the hamlet’s primitive witch-doctor. Mysterious and maligned, it was her who the villagers would turn to in place of a physician, which the rural folk had no access to. She would brew her remedies and salves in her cottage just outside of Ashworth, charge a hefty price, but otherwise trouble nobody. None of them would have suspected the old woman to be a greater vampire as ancient as the continent itself. The witch-hunter was slightly disgusted at their non-perception. He would lie to the governor, though, for their sake, and tell him that it was merely a frost witch or something of the like. They had gathered around the pyre, dancing and rejoicing as the herbalist burnt alive. The moon was weak and waning, and so the cold night was lit up exclusively by the arrangement of burning wood and flesh. Stefan de Witte did not partake in the pomp and ceremony as the local priest proselytized against wickedness, instead going straight to the main hut to inform the alderman that the deed had been done, and the village was safe again. “Thanks be to God!” said the elder, producing a coinpurse of Imperial crowns with which to compensate him. The witch-hunter waved it off, for his actions were merely his civic duty. “If there’s nothing else,” he said as he turned about-face, going to exit the elder’s house. “But you forgot something, Mr. de Witte,” stated the alderman with quiet certainty. The witch-hunter turned around impassively, an eyebrow raised. “Did they not teach you in the academy,” began the middle-aged man, bringing his candle-light up to his face as if to demonstrate the point, “...that fire will not kill a striga?” Before de Witte could respond, the alderman fell upon him as quick as lightning, sinking long teeth into his exposed neck. Then, all turned to darkness. The ritual of transformation To become a new striga, a transfusion of blood must take place. A mature striga must be present to host the ceremony, as must be the requisite runes and incantations in reflection of the procedure aep Helgraen originally used when he summoned the Unseen. This process is mysterious, with the full details and preparation unknown to most. Theoretically, any striga can perform the sacrament necessary to create more of their kind, however knowledge of the ritual, its incantation’s exact pronunciation and reagent’s explicit alchemical measurements, is required and that itself is a private mystery to any but the most venerable and senior of strigae who guard it closely and jealousy. A newly turned female striga, in their bestial form after having fed Generally, (The following information being all that is known to strigae and those educated in the dark arts) the process begins with the bleeding of the aspiring striga (who must be a descendant). They are drained of a great deal of their blood, to the point of killing them. Once drained, and on course to death, a striga must share its own, cursed blood with the aspirant. The ritual is a risky one, often resulting in the death of the aspirant, and a bloody mess. In the case of success, the cursed blood will flow through the aspirant’s veins, afflicting him or her with the curse. There is much more to the transfusion than this, however many of these riddles are as yet unanswered to any outside observer. A newly turned striga must feed at least once shortly after the experience of turning, or else it will starve and wither. Alternatively, if it overindulges on blood, it will turn into a lesser striga. For this reason, a living sacrifice is often retained to be fed upon at the end of these rituals. Most of the information available to mortals about this dark sacrament comes from those rare sacrifices that have escaped, having observed the clandestine process. “Pray you the striga we hunt has not degenerated. We’ve come equipped to reason with something more akin to man than beast.” -Glaeddwen aep Invaerne to Marked initiate Luka of Flotsam. Lesser strigae Lesser strigae bear only a marginal resemblance to their greater striga origins. In contrast to the latter, who are capable of as much reason, thought and emotion as they were prior to their transformation, lesser strigae are little more than beasts, barely sentient. All that is unanimous between the two varieties of striga is a mutual thirst for blood - however, while the sentient greater striga are capable of going about slaking their thirst through calculated means, lesser striga are not. They are unable to regenerate wounds to even half the degree greater strigae are, and will not be able to form into a new body upon death (On account of the unwillingness of their kin to help them do so) making them a particularly undesirable state for any greater striga to reach. However, their regenerative abilities are still latent, and their brain must be destroyed to be sure of their death. Lesser strigae are mindless in their pursuit of blood, having completely lost their grip on reality and become totally animalistic in nature. They shy away from sunlight and the day, hiding away in sewers, forests and caves. They may not assume either of the two forms a greater striga assumes, instead being confined to their own twisted shell, and are therefore unable to blend into society as they once were. In contrast to greater strigae who retain some delicacy in their feeding, lesser strigae do not simply bite a victim and drain their blood. They more characteristically tear a victim to shreds in a show of gory dismemberment, licking up the blood from the ground with long, rasping tongues. A striga will usually suffer degeneration if they overindulge on blood, draining more than one adult meal of its life essence in the span of a seed-month (1 irl day). Degeneration has a short span in which it may be halted(before reaching Alpdom), but progressing is incurable and irreversible - it can only inevitably proceed further, and will never improve. There are many different types and forms of lesser striga depending on their level of degeneration, with the most immediate kind and the state of the least devolution being the upir, the greatest the carcoran. These labels are merely those which have been applied to the various lesser strigae by scholars of monsters such as the Marked Men - they are biologically the same creature, just at varying stages of degeneration. Lesser Striga Blood Portrait of a male upir The upir is a fiendish, crazed striga who has recently succumbed to their blood-drunk bestial habits. Their flesh is taught and grey, and their faces are sunken. Their claws are permanently present, and their maws distort and protrude from beneath their lips. They often linger in forests and the darker recesses of cities, looking to remain near ample sources of blood. With enough cloaks and at a great distance, an upir might appear mortal on account of its humanoid shape, however in close quarters they are anything but. Walking on two legs, they shy away from sunlight, living a distinctly nocturnal lifestyle. Their humanoid physical appearance is deceiving, for they have the mind of rabid beasts and are only capable of thought in regards to one thing - their next meal. They can speak and grunt a few rudimentary words, and generally have a painful memory of their identity prior to their degeneration which they are unable to verbalize, however appear to communicate with one another. They are weaker and slower than the greater striga they once were, their bestial mind making them far less dangerous, however nevertheless a monster to be feared. In their desperation for a cure they have been known to attempt to kill greater striga who have been marked as anathema, the blood of these greater striga (or any greater striga) has been known to restore their sanity, lifting them from the state of lesser strigae to greater once again. The other known cure is far more painful to the Upir, in which a Greater Striga may capture them and drain their blood only to seal them within a coffin for two years in which time they would slowly return to their wits, suffering incredible pain all the while. Their original gender is typically indiscernible from their appearance. A sewer-dwelling alp feeding upon a city guardsman The alp is the second-greatest stage of devolution, resulting from when an upir exists for an extended period of time, such as several years, gorging itself on blood. An alp is barely humanoid, with a belly like a barrel of beer, a thick grey trunk covered in coarse hair and a vicious, animalistic face with deadly teeth. They are strong and stout in their body shape, and possess little to no signs of the being they once were save for a few - Coren Isil records in his Journal of the Maleficarum an instance where a striga with auburn hair eventually degenerated into an alp with a head of hair the same colour. It walks on either two legs or all four, like a great ape, and reviles sunlight. Utterly incapable of speech or sentience, they are pained creatures that retain no memory of their former identity save that deep in the subconscious, tearing apart their victims and devouring both their flesh and blood indiscriminately. They have been known to feed on corpses, and often hang around crypts and mausoleums as a result, however the disgusting creatures cannot digest rotting flesh - leading to their propensity to uncontrollably vomit and purge themselves. An alp’s sole response to any stimulus is to attack it indiscriminately, and their eyesight is very poor, undertaking much of their sensation through hearing. A hulking carcoran The carcoran is the greatest stage of degeneration a striga might reach, and is arguably the most dangerous form of lesser striga. They are violent and bestial, originating from the extreme devolution of an older alp which has fed on blood for an extended period of time. The degeneration from upir through to carcoran typically takes at a minimum five years - a period of time many upirs or alps would fail to survive, as their monstrous and stupid nature makes them considerably easier to kill, even by peasants in great number. The carcoran is significantly more dangerous than its weaker counterparts, however, possessing over-long dangling limbs bearing bloodied claws, a thick, hulking, batlike appearance and an ability to move very swiftly in the darkness. They may walk on four limbs or stoop up on two. They are blind and unable to operate in sunlight, navigating through echolocation, and as a result they mostly reside in caves and sewers similar alps, emerging only to hunt. Like any lesser striga, they are not sentient, and their mind is incapable of higher thought, their pursuit of fresh blood and meat endless and unrelenting. Bearing very little resemblance to the original form of a greater vampire, a carcoran is strong, fast and capable of some moderate intelligence by which to hunt, making them a deadly foe for even an experienced hunter of monsters. The cavern made for an unsettling, dark scene, silent aside from the steady drip of overarching stalactites. They dotted the rocky ceiling in a morbid homage to the unwelcoming maw of some unnamed behemoth. One could easily find themselves lost for an eternity in these caves, devoid of any human life. Certainly, this site was one to avoid, and as such much of the town, only a few miles back, adhered to this. Yet the trail ended here, spatterings of blood painted here and there up to a mile back ceasing abruptly at the unhinged jaw that was the cavern’s entrance. His apprentice had been taken the night before, having been sent out on his daily chore of preparing the torches for night. It had only been dusk, the setting sun still offering its deplenished rays upon the oceans of barley and hay. The cottage was only a short ride out of town, yet the abduction was seen nor heard by nary a soul. As a witch hunter, a tradesman tasked with the culling of beasts birthed from darkness itself, it was hardly his job to handle abductions, yet the crime held a particular nefariousness to it; none of the common townsfolk would dare welcome the wrath of the witch hunter on the hill over yonder, much less make off with his apprentice, an excitable yet obedient boy of about ten. This was the work of a beast of darker character, a demon beyond town lines. There would be no quarter for the culprit, vowed the witch hunter. As the hunter sauntered into the cavern, fingers twitching instinctively around the hilt of his blade, the scene became more clear. A huge cavern enveloped around him, walls absent from the sparse light offered by the moonlight peering in through the maw of the formation. His footsteps worked in unison to the uniform drip, drip of the cave, a welcome accompaniment to the ominous absence of sound. A certain mustiness found itself to the man’s nostrils as he descended into the labyrinth, a cloying, heavy scent he found easily recognizable from his line of work: death. Death was not foreign to these caves, and the hunter immediately understood the reaper’s touch had graced this abyss only too recently. As the man found himself deeper and deeper in the cavern, the friendly moonlight had dissipated to no more than a hint, causing a halt in his descent. From his pack the man withdrew a hastily prepared torch, one of those left unlit in the chore of the apprentice. He deftly lit it with his tinderbox, immediately illuminating the cave in bouncing red hues. Continuing along the path, the hunter passed the torch into his left, calloused fist, his right hand still knowingly fingering the grip of his shortsword. A bend in the path approached, the walls of the cavern veering abruptly towards the right. As the hunter rounded the bend, the opening immediately sunk deeper, ominously akin to that of a tomb. Urgency of the cause driving him on, the fellow delved deeper into the abyss, his own safety largely shelved for the wellbeing of his apprentice. The stench of death grew in magnitude as the figure descended, illuminated by his torch, burning brightly against the surrounding darkness. As he reached the bottom, the walls of the cave stretched apart, forming a chamber. As light struck halls absent of light for a thousand years, the scene became clear to the hunter. He found the young apprentice draped against the rocks opposite him in the chamber, body strewn in an inhuman, broken manner. As he hastily approached the corpse, it was clear the body was handled in a monstrous manner, work beyond the capabilities of any man. The boy’s clothing was ripped to rags, long, slicing wounds dotting his body. The throat of the apprentice had been roughly ripped open, blood and gore splattering his face and hair, yellow like the fields of wheat dotting the edge of the hunter’s property. The incisions lacing across the boy’s corpse were like nothing the hunter had seen, the work of a creature undoubtedly gargantuan in stature. His examination of the cadaver, a gruesome process having already dealt an unsettling blow to the hunter, was abruptly cut short as the deathly silence of the cave erupted in a raucous noise, a thundering blow to the cave floor shaking the vicinity and giving the hunter quite the start. Pivoting around hastily, the hunter was met face to face with a beast perhaps only ten feet beyond the flames of his torch, its fire illuminating the scene far too well. The behemoth at his opposite stood perhaps eight feet tall, a hulking beast possessing milky white limbs as thick as tree trunks. Sharp, unkempt claws caught the light of the torch, gleaming menacingly in a manner that emphasized their deadly make. It glared at him with calculating, hungry eyes, devoid of humanity yet equipped with an animalistic predation. The hunter’s frozen, shocked form broke free from the demon’s hypnotizing figure with a roar emanating across the hall, a bestial scream shaking the very foundations of the cavern. He expertly withdrew his aurum blade with a right hand, leveling it towards the beast as he once more gathered his senses. Very little time was allotted to the hunter in this regard, the gargantuan figure wasting no time in charging the man. Leveling its claws up towards the man akin to that of a stabbing saber, the beast flung itself at the hunter with strength unmatched by any man. Parrying the veering weapons of the beast, the hunter whirled to the left, allowing the monster to charge onwards into the wall. He desperately stepped away from the creature, once more attempting to gain his footing. As it pivoted and attempted a second charge, he shoved the blazing torch towards the behemoth, stopping it in its tracks with a screeching hiss. Fire was undoubtedly a deterrent, giving the creature pause that no blade could rightly produce. Gripping the torch with all his might, the hunter waved it to and fro at the beast, leveling his blade vertically in the air. The beast watched him with furious yet hesitant eyes, halting in its tracks as if waiting for the slightest mistake. For a few moments, a tense peace settled on the chamber. The peace was broken abruptly as another shattering explosion detonated across the cavern. This thunder of noise came from behind the hunter, who spun to face the new threat in the heat of the moment. Before his eyes could analyze the second beast, he had been hit with the strength matching that of a galloping horse, slamming into the rocky ground. As he gasped for air, from his grasp rolled the torch, sputtering once, twice, before extinguishing against the damp floor, plunging the chamber once more into the darkness. Rolling onto his belly, the hunter desperately fought for his bearing, scrambling across the floor of the chamber. The pure darkness of the cavern was accompanied by the returned silence he had found at the cave’s entrance, only the consistent drip of the stalactites echoing through its empty halls. Stumbling around the chamber on his hands and knees, the hunter abandoned his blade in a desperate search for the torch. He knew there was little time to locate the device, the beasts undoubtedly but a few feet away, yet his desire to find light once more in the choking, pressing darkness powered him onwards. After a few moments, the gasping hunter felt a hand wash over the familiar wood that comprised the torch. Fumbling once more with his tinderbox, the trembling hands fought to light the torch once more. After several heart-wrenching attempts, the torch gave birth to a blast of flame, once more illuminating the cavern. As the hunter gazed upwards, powered on by his small victory, he came face to face with the hulking beast, a mere three feet ahead of his prone form. Having been delivered no more than a moment of the sweet salvation that is light, the hunter found himself fallen on by the beast. General Red Lines Strigae are compelled to feed on blood, hungering for it like a powerful addiction. Though this ‘alcoholism’ can occasionally be overcome by the most controlled of strigae, it is always latent. Strigae who have not fed on blood for an extended period of the time are cold to the touch and begin to suffer from a state of degeneration. While they do not become lesser striga, they become emaciated husks the longer they go with blood, eventually reaching a point where they will be incapable of feeding themselves without the assistance of another due to extreme physical lethargy and muscle degeneration. Greater strigae who overindulge (More than four adult 'meals' per seed-month) on blood will devolve into one of the many forms of lesser striga. Animals (specifically of the family Canidae) are able to detect the scent of a striga and are averse to one’s presence, often going into a frenzy in the presence of a striga. Strigae are susceptible to aurum, silver and Ro’ah wood, and cannot immediately regenerate wounds inflicted by blades of gold, causing it to take twice as long as would normally be applicable. To a striga, any form of aurum or silver is very uncomfortable to the touch, and must be handled with gloves. When a stake formed of any of the three materials are driven through the heart of a striga, it causes immediate bodily paralysis and inhibits the regenerative functions of the striga until removed. Becoming a striga is irreversible. Strigae are infertile and can only reproduce by inflicting their curse (Or as they often see it, a blessing) upon others. Strigae are completely unable to learn and utilize magical skills as a result of their affliction. Prior magical skills that were learnt prior to transformation become unusable. Strigae cannot utilize the Cloud Temple monks to heal their bodies. The scent of excessive blood such as that of a large battle or slaughterhouse will drive even the most controlled striga temporarily wild and rabid, forcing them into their more bestial form and causing them to lose control of their emotions. Purpose Citations
  2. Chi Manipulation Ways of the Sun and Moon Table of Contents: Background/Origin Tenets and Disconnection [Way of the Sun]Magic Explanation [Way of the Sun]Abilities/Spells [Way of the Sun]Magic Redlines [Way of the Sun]Magic Combinations [Way of the Sun]Tier Progression [Way of the Moon]Magic Explanation [Way of the Moon]Abilities/Spells [Way of the Moon]Magic Redlines [Way of the Moon]Magic Combinations [Way of the Moon]Tier Progression Purpose Cited Sources Background/Origin In the isles of Axios, many, many moons ago, the Hou-Zi were created in the large jungles of Asul. The first among them, Hou-Shen, was gifted with the art of Chi Manipulation by the Hou-Zi’s creator, Metzli. This great Hou would be known as the only one to ever manipulate both the calm peaceful chi of the moon, and the energetic powerful chi of the sun. He passed this art down to the Hou-Zi around him, and for many years since then it has continued to be taught, its secrets only recently unveiled by The Order of The Wayward Monks on the Arcasian landmass. Now, all races have been given the opportunity to learn and bend the chi within them, under the careful guidance of the master monks. In the present day and age, the monks reside in orders, bound either by their paths of sun or moon. The Monks of the Way of the Moon focus primarily on peace and meditation, focusing themselves on the wisdom of the elders, and aligning themselves with the chi of the world around them. The Monks of the Way of the Sun are travelers, explorers, who travel in order to experience the chi of the lands of arcas, and its inhabitants. Both of the orders have strict teachings and guidelines, and to become a monk is to adopt a whole new way of life. If a monk is found to be breaking the guidelines of their monistic order, they will be tried by the council of sun and moon and, if their action is found irredeemable, will be disconnected. But first you might ask, what is Chi? Chi is the bi-product of a living soul. It is invisible, a source of power that has gone untapped by the descendents for thousands of years. Chi is pure soul energy, drawn from within oneself, instead of angueldaemonic influence. Chi is the life essence seen all around us, from the fish and the birds to the trees and the grass, it is the cord that binds all beings together. This energy is used to enhance the abilities of those who are able to manipulate it, allowing for feats of strength, dexterity, and resolve that many struggle to possess. It is channeled through chi channels, each being with a soul having several of these invisible pathways throughout their body. But if a person uses magic that blemishes the soul, such as voidal magics or dark magics, the chi channels will close, halting any potential use of chi the mage may have had. Chi comes in two forms; The Way of The Moon, which is a path of chi that channels the balance brought by peace and tranquility throughout one's soul. This balance of chi allows one to numb pain, defend oneself more easily, and some elder monks are even able to heal minor wounds using the power of their chi. This path of monks is normally sedentary, preferring to remain within their monasteries and meditate on the chi around them, seeking the path of enlightenment through peace, understanding, and patience. The second branch is The Way of The Sun. These monks rely on the flow of chi created by anger, or excitement. This chi is fast flowing, and allows the monks to be more dexterous or strong while channeling their chi. This path of monks is normally wayfaring, traveling across the realm in order to feel the chi of the land around them more easily. While these monks generally travel more, they still have a monastery that they are headed from, and this is generally where the master monks reside, training new students. Tenets and Disconnection The monks of the orders of Sun and Moon are very strict on those whom they choose to become fellow monks, and all are expected to follow the monastery's beliefs if they expect to be allowed to become monks of the ways of sun and moon. These Tenants are old, ancient Hou religion of Hua-Jiao that has been passed down from generation to generation as the true path to peace and balance within oneself; If any who are monks are found to break these tenants repeatedly, they can expect to be disconnected by the council of chi. The Council of chi also has several guidelines for the monks to follow, in order to encourage correct usage of chi within the order of the monks. These guidelines are based on The Eightfold Path of Enlightenment, and serve to give monks a guideline for their lives. Minor Offences: Theft Lying/Deceit Sexual Misconduct (Cheating or Having Affairs) Harassment Verbally assaulting someone and tearing them down with your words is not allowed within the monk order, though it is not disconnectable without repeated offense Major Offences: Killing Self defense is allowed, but should be limited to incapacitating the attacker, as life and chi is sacred to the order of monks. Killing should be a last resort. Assault Unwarranted harm of another sentient being is strictly forbidden, self defense is allowed Consort with Villans You may not aid any villain in their endeavors, or their practices. A villain is anyone who steals, kills, or harms another for personal gain. Banditing Falls under assault and theft, but do not use your abilities for personal gain, and to threaten others. If any monk is found to be breaking these Guidelines, they will be subject to trial. The minor offences may not be disconnected for unless they are repeated many times over, however, Major offences are disconnectable if proven true. Self defense is allowed, but murder is forbidden, and Monks are expected to avoid killing unless absolutely necessary. Disconnection must be done by 3 monks who have been taught disconnection. Monks are given autonomy over where they live, and what they do with their lives once they are finished being taught within the monastery. But if one is found to be abusing their abilities, they are subject to being disconnected. (Proper IRP evidence must be shown by those attempting disconnection before someone may be disconnected, otherwise, the disconnection will fail) Disconnection | Non-Combative | Tier 5 Emote count: 4 Emotes, by 3 tier 5 monks, requires subject to be non-hostile/subdued. Exhaust: 1 chi slot from each monk. Magic Explanation [Way of the Sun] The Way of Sun is the manipulation of the aggressive chi that is channeled while one is angry or excited. This allows the user to find balance through this anger, manipulating the chi to be forceful and quick, the opposite of moons slow and tactile approach to combat. Monks following The Way of Sun tend not to be sedentary, instead frequently traveling and exploring the realm so as to connect with the Chi of all around them. They are known as some of the most fierce and aggressive combatants, but rarely fight unless they are provoked. Chi Manipulation is a 1 slot “magic”. Chi can only be used with certain feats and magics that have no harming effect on the soul, as will be written down below. Falling into the miscellaneous magic category; though its origins are from the daemon Metzli, it is not classified as a deity magic as Metzli is not involved in the use of chi, they simply inspired the first chi users. Chi is not a magic per say, but rather the act of balancing your soul, and using the energy achieved from this balance, or chi, to enhance the abilities you already have. There are two branches of Chi Manipulation, the branch of Sun and the branch of Moon. these cannot be used together, if you learn the path of the sun, you may not learn the path of the moon, and vice versa. Chi Manipulation is taught by master monks to students, and students cannot begin to be taught until they are first connected by a master monk. A Master Monk may teach both the Way of Sun and the Way of Moon, but must make a TA app for each TA. They still may not practice both paths, they may simply teach both. Chi has 4 slots to use at all tiers, and you regenerate all 4 slots per encounter. If you use all four slots, you become exhausted as the last of your chi leaves you, leaving you sluggish and vulnerable until you rest and recover your chi. Once you're chi is expended, you become more sluggish and vulnerable, causing your attacks to move much slower and you to become fatigued much faster. To ignore this is to powergame. Chi is used via Focus, focus is similar to connection, but it cannot be stopped from receiving an attack. Focus lasts for (2*tier, for example a tier 2 monk would have 4, tier 5 would have 10.) emotes before the monk must reset their focus, the monk cannot be actively in combat while channeling their focus. Focus can however, be disrupted if the monk takes a heavy blow, such as a mortal stab through the chest, a hammer to the head, and so forth. You must not be actively attacking or receiving attacks in order to channel your focus. Once you are focused, you cannot be knocked out of focus unless you are incapacitated, or you lose a limb. it can also be disrupted if the monk takes a heavy blow, such as a mortal stab through the chest, a hammer to the head, and so forth. Once the emotes are up, you must emote your focus breaking, and you may no longer use chi abilities until you regain your focus. To ignore this is to powergame. You cannot use Any Chi abilities without first being focused, as without focus you are not attuned properly to the chi around you. If you are focused, you cannot channel abilities from any other magic, as you are too focused on channeling your chi Abilities/Spells [Way of the Sun] Chi Feeling | Non Combative |T1/T3/T5 Passive ability Swift Maneuver | Combative | T2 Emote Count: 2(1 Focus + 1 Reaction/Action) Exhaust: 1 Chi Slot Enhanced Strength | Combative | Tier 2 Emote Count: 3 emotes(1 focus, 2 cast) Exhaust: 1 Chi Slot Weapon-Chi Extension | Combative | Tier 3 Emote Count: 3 emotes (1 focus, 2 cast) Exhaust: 1 Chi Slot Pressure strike | combative | Tier 3 Emote Count: 4 emotes (1 focus, 3 cast) Exhaust: 1 Chi Slot Dance of fire | Non-Combative | Tier 4 Emote Count: 4 emotes (1 focus, 3 cast) Exhaust: 1 Chi Slot Dance of The Crane |Non Combative|| Tier 4 Emote Count: 5 emotes (1 focus, 4 cast) Exhaust: 1 Chi Slot Staggering Strike | Combative | Tier 4 Emote Count: 4 emotes (1 focus, 3 cast) Exhaust: 1 Chi Slot Mantis Stance |Combative | Tier 5 Emote Count:3 emotes (1 focus, 2 cast) Exhaust: 1 Chi Slot Crushing Strike|Combative |Tier 5 Emote Count: 4 emotes (1 focus, 3 cast) Exhaust: 1 Chi Slot Dance of the Sun| Combative | Tier 5 Emote Count: 6 emotes, requires 2 Tier 5 Monks Exhaust: 2 Chi Slots Magic Redlines [Way of the Sun] - Chi cannot be used while wearing heavy armor, as it impedes you're movement - Chi cannot be used in conjecture with other magics, if you are focusing your senses on chi, you cannot concentrate on any other magics. - Chi can only be used with an unblemished soul, if you gain another magic that scars the soul, you're chi channels close, pausing your chi progression and locking away the magic until you receive the ritual of purification. These magics range from voidal to dark, and certain deity magics - Chi Monks have 4 Chi Slots, and after all four are expended, they become sluggish and exhausted - Once you are focused, you cannot be knocked out of focus unless you are incapacitated, or you lose a limb. -rituals cannot be done during combat, however, dances can, so long as they are not interrupted. - Chi Feeling can be used as a replacement for sight, but only at Grand Chi feeling. - if Chi Feeling is used as a replacement for sight, you cannot see 360 degrees around you, you must still obtain LoS on a target - Chi Feeling cannot be used to metagame where attacks are coming from, you must still have LoS - Heavy Weapons cannot be used with Chi Manipulation, as they are too bulky to maneuver effectively. These weapons are generally any over 10 pounds, including great axes, great maces, warhammers, halberds, polearms, and Flails. If the weapon is clunky, assume it is not allowed. - Way of Sun cannot be positively affected by the abilities of Way of moon, as their chi is the polar opposite of each other. -This magic must be taught by a tier 5 monk with a TA -Practitioners of this magic must first be connected by a monk through the connection ritual -You may continue to block while you channel chi, unless the ability states otherwise Magic Combinations [Way of the Sun] Chi Manipulation can be used with the following magics: Kani Golemancy Animii Crafting Shamanism (Not Dark Shamanism) Seers of Vassek Druidism (Cannot be used with tree lords/soultree, as their chi channels are blocked) Paladinism (Cannot be used by Wardens) Specific Redlines for Magic Comnbanations: -If a druid is disconnected, they cannot be a chi user until they have the ritual of purification preformed, as druidic disconnection blemishes the soul. If they were already a chi user, their use of chi is halted until the ritual of purification is complete, but there progress is not lost. -Druids that have Shape-shifting cannot learn Chi. -If a paladin is disconnected, they cannot be a chi user until the ritual of purification is preformed, as the removal of the ember blemishes the soul. If they were already a chi user, their use of chi is halted until the ritual of purification is complete, but there progress is not lost. -Seers of Vassek cannot chi feel and use their watcher at the same time, causing for some issues -Soul Trees and Tree Lords cannot be used with Chi Manipulation -Currently the only CA creatures compatible with chi are Hou-Zi, and Kha. Tier Progression [Way of the Sun] Tier 1: 2 Weeks| Newly connected monk After the monk is connected, they must meditate and practice channeling their focus, attuning their sense of the chi around them, gaining the base understanding of chi and chi feeling upon completion. Abilities Learned:Base Chi Feeling Tier 2: 1 Month| Monk Pupil The Monk has finally mastered the basics and can begin channeling their focus, manipulating their chi into simple maneuvers and abilities. Abilities Learned: Swift Maneuver, Enhanced strength Tier 3: 2 Months| Studied monk The monk has progressed significantly in their studies, enhancing their chi feeling, while also giving them several more enhancements for themselves. Abilities Learned: Weapon-Chi extension, Pressure Strike, Enhanced chi feeling Tier 4: 3 Months| Elder monk This monk is an elder among the monks of chi, gaining fabled abilities and access to the rituals of the sun. Abilities Learned: Dance of Fire , Stunning strike, Dance of the crane Tier 5: 4 Months| Master Monk This monk is a master of chi bending, able to Chi Feel with unprecedented accuracy, as well as unlocking the most powerful abilities of the sun monk Abilities Learned: Grand Chi Feeling, Dance of the Sun, Connection/Disconnection, Mantis Stance , Crushing strike Magic Explanation [Way of the Moon] The branch of the moon is the manipulation of passive chi within the body, allowing the monk to partake in several rituals and enhance several defensive abilities. Monks of the way of the moon are prized for their resolve, wisdom, and healing, though the secrets of the moon are often hidden from outsiders, and very few know the full potential of a moon monk. Those of the way of the moon tend to stay within the monasteries, working in close conjecture with other monks to achieve true enlightenment of chi. Chi Manipulation is a 1 slot “magic”. Chi can only be used with certain feats and magics that have no harming effect on the soul, as will be written down below. Falling into the miscellaneous magic category; though its origins are from the daemon Metzli, it is not classified as a deic magic as Metzli is not involved in the use of chi, they simply inspired the first chi users. Chi is not a magic per say, but rather the act of balancing your soul, and using the energy achieved from this balance, or chi, to enhance the abilities you already have. There are two branches of Chi Manipulation, the branch of Sun and the branch of Moon. these cannot be used together, if you learn the path of the sun, you may not learn the path of the moon, and vice versa. Chi Manipulation is taught by master monks to students, and students cannot begin to be taught until they are first connected by a master monk. A Master Monk may teach both the Way of Sun and the Way of Moon, but must make a TA app for each TA. They still may not practice both paths, they may simply teach both. Chi has 4 slots to use at all tiers, and you regenerate all 4 slots per encounter. If you use all four slots, you become exhausted as the last of your chi leaves you, leaving you sluggish and vulnerable until you rest and recover your chi. Once you're chi is expended, you become more sluggish and vulnerable, causing your attacks to move much slower and you to become fatigued much faster. To ignore this is to powergame. Chi is used via Focus, focus is similar to connection, but it cannot be stopped from receiving an attack. Focus lasts for (2*tier, for example a tier 2 monk would have 4, tier 5 would have 10.) emotes before the monk must reset their focus, the monk cannot be actively in combat while channeling their focus. Focus can however, be disrupted if the monk takes a heavy blow, such as a mortal stab through the chest, a hammer to the head, and so forth. You must not be actively attacking or receiving attacks in order to channel your focus. Once you are focused, you cannot be knocked out of focus unless you are incapacitated, or you lose a limb. it can also be disrupted if the monk takes a heavy blow, such as a mortal stab through the chest, a hammer to the head, and so forth. Once the emotes are up, you must emote your focus breaking, and you may no longer use chi abilities until you regain your focus. To ignore this is to powergame. You cannot use Any Chi abilities without first being focused, as without focus you are not attuned properly to the chi around you. Abilities/Spells [Way of the Moon] Chi Feeling | Non Combative |T1/T3/T5 Passive ability Enhanced Resilience | Combative | Tier 2 Emote Count: 2 emotes (1 focus, 1 cast/reaction) Exhaust: 1 Chi Slot Stance of Stone | Combative | Tier 2 Emote Count: 3 emotes (1 focus, 2 cast) Exhaust: 1 Chi Slot Ritual of Calming | Non-Combative | Tier 2 Emote Count: 4 emotes (1 focus, 3 cast) Exhaust: 1 Chi Slot Weapon-Chi extension | Combative | Tier 3 Emote Count: 3 emotes (1 focus, 2 cast) Exhaust: 1 Chi Slot Rejuvenating Meditation | Non Combative | Tier 3 Emote Count: 4 emotes (1 focus 3 cast) Exhaust: 1 Chi Slot Greater Absorption | Combative | Tier 4 Emote Count: 3 emotes (1 focus, 2 cast) Exhaust: 1 Chi Slot Greater Rejuvenating meditation | Non Combative | Tier 4 Emote Count: 3 emotes (1 focus 2 cast) Exhaust: 1 Chi Slot Ritual of Preparation | Non Combative | Tier 4 Emote Count: 3 emotes (1 focus 2 cast) Exhaust: 1 Chi Slot Ritual of Cleansing | Non Combative | Tier 4 Emote Count: 7 emotes (1 focus 6 cast) Exhaust: 1 Chi Slot from 3 monks of T4 and higher. Nerve Strike | Combative | Tier 5 Emote Count: 4 emotes (1 focus 3 cast) Exhaust: 1 Chi Slot Ritual of Mending | Non Combative | Tier 5 Emote Count: 3 IRL days Exhaust: 3 Chi Slots, from 3 T5 monks, and a chi pool Ritual of Purification |Non Combative | Tier 5 Emote Count: 1 Week IRL Exhaust: 4 Chi slots | 3 Master monks |Chi pool Ritual of Sanctuary |Non Combative | Tier 5 Emote Count: 1 Month IRL Exhaust: 1 Chi Slot |6 T5 Monks Magic Redlines [Way of the Moon] - Chi cannot be used while wearing heavy armor, as it impedes you're movement. This includes plate, half plate, chain, and splint mail. - Chi cannot be used in conjecture with other magics, if you are focusing your senses on chi, you cannot concentrate on any other magics. - Chi can only be used with an unblemished soul, if you gain another magic that scars the soul, you're chi channels close, pausing your chi progression and locking away the magic until you receive the ritual of purification. These magics range from voidal to dark, and certain deity magics - Chi Monks have 4 Chi Slots, and after all four are expended, they become sluggish and exhausted - Once you are focused, you cannot be knocked out of focus unless you are incapacitated, or you lose a limb, or if you take a mortal blow -rituals cannot be done during combat, however, dances can, so long as they are not interrupted. - Chi Feeling can be used as a replacement for sight, but only at Grand Chi feeling. - if Chi Feeling is used as a replacement for sight, you cannot see 360 degrees around you, you must still obtain LoS on a target - Chi Feeling cannot be used to metagame where attacks are coming from, you must still have LoS - Heavy Weapons cannot be used with Chi Manipulation, as they are too bulky to maneuver effectively. These weapons are generally any over 10 pounds, including great axes, great maces, warhammers, halberds, polearms, and Flails. If the weapon is clunky, assume it is not allowed. - Way of Sun cannot be positively affected by the abilities of Way of moon, as their chi is the polar opposite of each other. -This magic must be taught by a tier 5 monk with a TA -Practitioners of this magic must first be connected by a monk through the connection ritual -You may continue to block while you channel chi, unless the ability states otherwise Magic Combinations [Way of the Moon] Chi Manipulation can be used with the following magics: Kani Golemancy Animii Crafting Shamanism (Not Dark Shamanism) Seers of Vassek Druidism (Cannot be used with tree lords/soultree, as their chi channels are blocked) Paladinism (Cannot be used by Wardens) Specific Redlines for Magic Comnbanations: -If a druid is disconnected, they cannot be a chi user until they have the ritual of purification preformed, as druidic disconnection blemishes the soul. If they were already a chi user, their use of chi is halted until the ritual is complete, but there progress is not lost. -Druids that have Shape-shifting cannot learn Chi -If a paladin is disconnected, they cannot be a chi user until the ritual of purification is preformed, as the removal of the ember blemishes the soul. If they were already a chi user, their use of chi is halted until the ritual is complete, but there progress is not lost. -Seers of Vassek cannot chi feel and use their watcher at the same time, causing for some issues -Soul Trees and Tree Lords cannot be used with Chi Manipulation -Currently the only CA creatures compatible with chi are Hou-Zi, and Kha. Tier Progression[Way of the Moon] Tier 1: 2 Weeks| Newly connected monk After the monk is connected, they must meditate and practice channeling their focus, attuning their sense of the chi around them, gaining the base understanding of chi and chi feeling upon completion. Abilities Learned:Base Chi Feeling Tier 2: 1 Month| Monk Pupil The Monk has finally mastered the basics and can begin channeling their focus, manipulating their chi into simple maneuvers and abilities. Abilities Learned: Enhanced Resilience. Stance of Stone, Ritual of calming Tier 3: 2 Months| Studied monk The monk has progressed significantly in their studies, enhancing their chi feeling, while also giving them several more enhancements for themselves. Abilities Learned: Weapon-Chi extension, Rejuvenating meditation, enhanced chi feeling Tier 4: 3 Months| Elder monk This monk is an elder among the monks of chi, gaining fabled abilities and access to the rituals of the moon. Abilities Learned: Greater Absorption, Greater Rejuvenating Meditation , Ritual of preparation, Ritual of Cleansing Tier 5: 4 Months| Master Monk This monk is a master of chi bending, able to Chi Feel with unprecedented accuracy, as well as unlocking the most powerful abilities of the moon monk, and gaining access to the greater rituals. Abilities Learned: Grand Chi Feeling, Connection/Disconnection, Nerve Strike, Ritual of Mending, Ritual of Purification, Ritual of Sanctuary Purpose[Chi] Chi is one of my favorite magics in LotC, and i felt it had so much flavor and utility that frankly many magics failed to offer. I have watched and observed several re writes for chi come and go, and I tried to make this one a completely separate entity, one that encourages RP and interesting dynamics that can only really be found within this realm of RP. Chi will have its own monk RP and culture, with a guide that will be made describing the correct way to RP and CRP with a monk. This is so that those who are interested in the magic will know all of the correct guidelines, do’s and don'ts, and the culture that surrounds chi. This will also make it crystal clear on what is and is not powergaming, though i tried to make the redlines as harsh as i could towards powergamers, with little wiggle room in many circumstances. Chi was originally consisted of 4 paths, but I felt it made the magic too objective and difficult to understand, so I merged turtle into moon, and crane into sun, as it made the magic feel much more versatile and easy to grasp, as well as much simpler to balance. You'll find that many abilities from other rewrites and versions of chi have been omitted, and that is simply because I found that much of the old chi was far too powerful for the new lore qualifications. This beast was and is a difficult thing to balance, as it is inherently a melee magic. Thanks to the help of several other high quality lore writers i feel I've gotten it to a very balanced state, with each ability having a way to be blocked, and by making the red lines much more unforgiving and demanding. This magic will not be an easy one to utilize, but if it is used correctly, can still be a very robust and powerful magic. This is my first real lore piece, and I worked with several much more knowledgeable lore writers then just me to make this, but if it requires balancing and changing in order to fit into the current standard of lore, i would be more than happy to work with the LT and LT managers to get it resolved so this can be a flavorful and fun magic for the player-base to use and enjoy. I hope that this piece makes it through, and I hope that chi is a magic that can continue to enrich and encourage the cultural rp that only it can truly bolster. Cited Sources @Salty oh hey that’s me, writer of this version of chi manipulation. i made most of the spells and all that good stuff @The Redneck, for his original writing of the OG lore, and allowing me to make this rewrite @Fury_Fire for helping me with formatting and ideas for the magic @Tha_Mystery_Man for helping me balance this nonsense and being my human auto-correct @Evonpire for helping me think of ideas for the backstory for the magic ❤️
  3. The Stran; The Quest For The Seven Skies: An Oral Epic Recorded by Diedrik Carrion II "Now gather round small children and listen to tale passed down from my grandbub to my mother to me. This is old tale from Old Country, where Sun did hardly shine and winters were long and white..." A small rascal by the name of Alexei spoke up "Is this story of The First Strannik?!" The Old Bubovh smacked the small boy on his small head. "Quiet and listen to your Bubuhv! Make respect of your elders!" The old woman gave him the crows eye and continued on. "In country of Old Raev there was hero of folk legend. Coming from roots of humble streltsy, this man started young and ended... well you know story. Quested long and far, seeking entrance in Seven Skies. In end, he found Seven Skies and Ascended in feat of great strength, faith, and sacrifice. And he was called Stran..." Once more the small boy broke in, standing among his peers seated on the cold floor. "That's him! That's first Strannik! He's -" "I say shush small boy! Clearly my grandnephew taught you ney manners! Sit and shut mouth!" The boy sat and shut his mouth. "Alexei is right and wrong. He is first Strannik, and he is where we get name. But do not interrupt or I will give you hard beating on tucas.” The old woman settled in her seat, motioning for the children to come closer, to better hear her gravelly voice. “Many, many ages ago, when the first Raevirs lived in Raev, when they lived in sin and debauchery, when men were false, when foreign folk tread their feet on the soil of Old Country, there was revelation. See small children, then light of Godanistan was found only in the darkest cave, in the coldest forrest. Men were faithless then, with no belief in God. Before we toiled in soil for Godan, we toiled in soil for ourselves and pagan gods. Raevirfolk were not the humble and holy folk we are now. Savage, brutal, and without our creator’s grace. However, it is for this that we became a faithful folk, an obedient and humble folk, one to restore humanity to what it once is. See children, it is only those who know their people’s darkest sins that can save them from such damnation once more. It is why to this day, Raevirs have defended their faith and humanity with such fervor. But what man could do this? What man could be the first to rise from sin and damnation and provide his brat’ya example, to show them what they must do? I will tell you. A man who must discover this himself first. This children, is the Strannik. Though in those days he was simply “Stran”. His name though is hardly important. A name is only a name. What were important were his actions. And they start with a quest… [As the old crone prattles on, she tells the epic known only as The Stran. The story is a long one, and to record it in its entirety would be lengthy, and nigh impossible. The tale contains many of the old parables that the people of Old and New Raev told to one another to teach the fundamental cultural tropes and values of their society. In its essence though, The Stran tells the story of four young individuals, three knights and a fourth man, of various cultures. The first is “The Orenian”, a man from the Heartlands. This man embodied the common tropes of all Orenians. He was an idealist, a fervent zealot, and what would be considered a “chivalrous” knight. However, despite being the “ideal Orenian”, this knight is anything but ideal. He is bold but brash. He is zealous, but crude. He is honorable, but a braggart and proud. The second is “The Hansetian,” a brutal northerner. His character offers many insights into what the old Raevirs thought of their northerner cousins. He is brutal, crude, and a hedonist. The Hansetian revels in his victories, drinking from dusk to dawn to celebrate in all manner of drinking and whoring. However, he is in many ways a reflection of what the pagan Raevirs were and what they sought to leave behind. His martial ability and remarkable loyalty to Stran is something to take note of when considering their ancestors. The third is “The Salvian”. Hailing from the harvest lands of the south, he is another caricature of this people, as the first two. The Salvian is pragmatic and savvy, easily capable of seeing all sides to a problem, and being able to exploit any weakness. However, this gives an example of what skill without virtue can do to a man. He is greedy, arbitrary, and deceitful. The general mistrust that he sows about him tends to plant paranoia in his mind, undermining his goals. Finally, the last among these men is the strannik himself. Although, at this point he is simply known by the name of “Stran”. A brief note on stranniks; the word originates from the Old Raevir term for a “wanderer” specifically a warrior. Many tribeless warriors of great skills travelled from chief to chief in pagan Raev, searching for a benefactor to fight under for riches. These were in reality the first stranniks, long before Stran came about. It is believed by many that Stran lived during the massed invasions of Old Raev, where the conquests of the Heartlanders spread the Faith among the Raevirs. After the consequential adoption of the Heartlander’s feudal system, many stranniks that converted found similar service in the courts of the lord’s courts, among their retinue. The term over time became used for the sworn swords of a lord, or warriors who seeked martial service and recognition within a lord’s retinue. The practice is still ongoing to this day. Essentially, the net change was the religion of the stranniks and their masters as well as the general structure of the society. However, the strans of the Order of the Strannik are unique in several areas. This will be elaborated later. Stran himself made the fourth of the company. Hailing from a small village in the heart of Mother Raev, the story tells of a young man, hardly of age, who hears calling to him the voice of God. Hearing this voice, he is entranced. He wishes at first to hear it again, only to grovel in the richness of it. He waits many moons to hear it, but it does not come. Finally, one night when he has all but lost hope in its return, he is drawn from his hovel. Making his way to the nearby creek, under the endless night sky he spies a rock dove, a pigeon. Moving to it, the bird does not shy away. Suddenly, he is smitten by a blinding light, and hears the divine voice once more. All thoughts of pleasure and enchantment are lost as he trembles in its might. He quakes in fear, and cries out, begging for mercy. Then, the light no longer blinds him. It warms him, and he receives a vision, a divine revelation. The Light comes from Godanistan, the Raevan name for ‘Holy Creator’. He learns of his quest, to follow the Light wherever he may go and seek the Seven Skies Above. He is told that where the Faithful’s zeal burns brightest he will find three companions, also seeking salvation. Stran is baptised in the water of the stream, and vows he shall uphold his quest with all the persistence of his people. At the break of dawn, Stran takes up a staff of pine and sets off. He finds in the gravel on the road a cross of oak, by which he strings it around his neck with yak wool. Travelling to the city of Raeknik by will of God, he finds his companions, all three knights of the Creator, seeking the Seven Skies in this pagan land. After offering to join them on their quest, the knights agree after much deliberation. They then set forth, and so the The Stran begins. Stran is a model of Raevir cultural values. Coming from a world where not all Raevirs had yet converted, he gives a perfect example of what all Raevirs should strive to be. He is humble, always amongst the presence of the knights whom hold themselves with much distinction. He is faithful, always following the will of his God above other worldy temptations. He is persistent, born in the cold world of Mother Raev, where only the hardy survive. He works diligently in his village, seeking only to do his lot in life. Stran is cold though, and cynical. He is stringent with his traditions, and wary of strangers. However, though he may feel with way towards his companions in the beginning of the Stran, as the epic closes he finds brotherhood amongst them, and accepts them as his own, with loyalty and love that Raevirs bestow onto those they truly befriend and accept. While his dour demeanor, and pessimistic nature is viewed with disdain by his companions at first, written off as grim and morbid, the pious, hardworking, and persistent wanderer eventually finds his place among them, as another servant of Godan Above. The epic of The Stran, while not regarded as a holy text, is sacred among the Raevir people. Many of its parables are preached in mass, and offer many many lessons and allegories about the Raevir people, teaching their customs and ensuring that they survive throughout the ages. It offers many metaphors about their fellow men, teaching that while each man may have his vices, all are God’s sons and all are men. For example, an overarching lesson that is resolved only at the end of the epic is that of the acceptence of Stran by his companions. At first, they are leary of this pagan turned pious, and are skeptical to outright disbelieving of his faith. This however, gives way to acceptance and eventual admiration as the story wears on and ends. This has been viewed by many Raevir scholars as an allegory to the Raevirs slow integration into human culture. At first, they were treated with distrust and disdain. However, slowly the men of this world became aware that the Raevirs, despite their strange accent and architecture, were just as them and here only to save their world alongside their brothers. The literary classic and historical archive that is The Stran is a piece of literature that can hardly ever be translated or recorded in full. Many have tried, though it is often that another historian brings forth yet another parable that was once believed to be lost. While I may try as hard as I might to find them all, even I cannot fathom such an endeavor. Here I shall record all that I found, and here I hope that other scribes will pick up where I left off, to see to it that our culture and way of life never perishes from this world. God over you my bratan, may your quill hand never tire.] Following, is a vast collection of stories and excerpts from The Stran. The last leaf off the introduction to the book is signed in sloppy handwriting, perhaps a reason why so many of his works remain unpublished… Diedrik ‘Barrow’ Carrion II ((All Credit to the lost Raevir hero Komodo. Found this in my documents and thought i’d share a bit of Raevir history with you all, I hope you enjoyed this amazing piece of work.))
  4. Korna-Lin Tree Reference Minecraft Korna-Lin Tree (VERY MUCH WIP) Material Name and Description (Raw form) The Korna-Lin tree unlike most natural flora contains a unique, illuminescent sap that often forms bubbles upon its branches. Once a Konra-Lin tree reaches full maturity these excess bubbles of sap will fall gently to the forest floor as new bubbles will slowly begin to grow. These illuminescent bubbles of sap are often buoyant, and if not harvested may simply float away. Though its wood may be useless in harvest, due to the large veins of sap within, the tree has another purpose for its Wonk inhabitants. These tree’s would appear rather tall, with a twisted trunk. The leaves grow upon many layers, with vines slowly descending upon its branches the older it becomes. In some settlements Traditional wonks, and on occasion reformed wonks have also long since incorporated the Korna-Lin within the construction of their everyday homes. Upon the creation of a Tuma-Tuma (A mud hut) Wonks will often plant a Korna-Lin upon its peak. Over time and with great care the tree will eventually overgrow the Tuma-Tuma itself. Within the center of a Tuma-Tuma or at least somewhere notable within the home can be found a large pool of water that the wonk’s themselves work actively to maintain. This pool of water feeds the Korna-Lin, and in return the Korna-Lin purifies this water in order for the Wonk’s to scatter their eggs. This pool also works as an easy to access place for the wonks to hydrate themselves. This symbiotic relationship between Wonk’s and Korna-Lin Tree’s benefits both species, and has become a stable of wonk life. Applications (Raw Form) These tree’s somehow produce a purifying effect upon the waters that surround them. Scholars believe this has something to do with the Konra-Lins unique sap, that may work as an organic filter, that quality controls the waters upon which the unharvested sap floats upon. Because of this unique trait, Wonks often scatter their eggs around the Korna-Lins tree’s base. Red Lines (Raw Form) The Illuminescent sap even when processed will not glow any brighter than a flickering candle. In its raw farm this sap will glow slightly brighter than a simple camp fire, however by no means can this be used to blind, or negatively effect someone. The Sap cannot be suddenly placed on an ocean to purify its waters, these tree’s only purify the direct space around them due to the sheer amount of sap being naturally released by the tree. The tree may not be any larger than your typical oak. usually these tree’s stand anywhere between 20-30 feet before maturing, after the maturing process begins they will reach a typical height of 60-70 feet. These tree’s can grow no taller than 140 feet. If these tree’s grow too tall due the veins of sap flowing through the wood the tree would simply fall apart due to sheer mass. Harvesting Method When harvesting the sap you must wait till the tree is ripe, and the excess bubbles of sap simply float to the ground. These hardened and well ages bubbles of sap may then be taken to a smith, melted down at a low temperature, before being cast into sheets. The tree will drop these naturally but only once or twice a year. Attempting to remove the bubbles prematurely will cause them to burst, and in doing so will released a poisonous gas from within the bubble. This gas will often leave the victim struggling for air, induce vomiting, disorientation, and make the victim extremely light headed. The gas is not fatal, but attempting this too many times may result in a lower form of brain damage. The item in MC that represents these sap bubbles is a honey bottles, and glowstone powder which both come from the tree. Cooked Sap (Honey bottles) will to add to a tea, or brew. This sap can be melted fully into sheets. These sheets can create sap windows (honey blocks). When dealing with raw unrefined sap (Glowstone Dust) represents the Illuminescent sap that hasn’t been melted into sheets. Once the sap has been cast into sheets it looses its glow. (Glowstone powder) represents jewelry made from this raw sap. This unrefined sap still retains its glow. Harvesting Red Lines The sap bubbles that falls naturally from the tree is what may be harvested. This is in the form of honey bottles, and glowstone dust. There are rules in order to using this sap. For a starter the tree’s will only produce this excess sap every so often, maybe even once or twice a year. Taking the sap directly from the tree would render it to shatter and be useless. Only the hardened, dropped excess sap is study enough for harvesting. Material Name and Description (Refined Form) (OPTIONAL) Honey Bottles: Korna-Lin Heated Sap Desc: “This harvested sap from a Korna-Lin Tree has a rather pleasant smell. Upon adding it to a warm brew, the consumer will find their mind at ease as the relaxing texture takes over.” Honey Blocks: Korna-Lin Sap Sheets Desc: “These sheets of hardened Korna-Lin Sap are quite brittle, as if silver glass they must be handled with care. Upon inspecting the sheets one would find that they are rather transparent, and make a perfect window.” Glowstone Dust: Korna-Lin Sap Desc: “This unrefined sap may be used in order to create jewelry, It is highly sought after, and glows dimly in the darkness.” Applications (Refined Form) (OPTIONAL) Traditional Wonks often gather this excess sap, melting it into long, often flat sheets. The now dried sheets of sap are then used to create windows. My carving into the raw, harvested sap one can easily create jewelry, and a whole assortment of decorative items, used by both traditional and reformed Wonks for the aforementioned beauty purposes. If one was to heat the gathered sap at a mildly warm temperature they will be left with a runny, gooey substance that can easily be added to a tea, or warm brew. This sap is extremely relaxing once consumed, and has no negative effects. Red Lines (Refined Form) (OPTIONAL) This sap when hardened into sheets cannot create a blade. At the most at the very far extreme it could be used for arrows. The sap is just too brittle and would easily shatter under and meaningful impact. The sap if raw and carved into jewelry will not glow any brighter than a flickering candle. It must be handled with extreme care, forging the raw sap will cause it to lose its signature glow. When it comes to consumption the sap will not hide the taste of a poison. It simply relaxed the mind, and in taste is just a little sweet. Refining Technique (OPTIONAL) Honey Bottles: Korna-Lin Heated Sap: It is commonly known that stirring Korna-Lin sap in a pot of boiling water will cause it to slowly liquefy into a creamy substance. If over heated, or heated to quickly the sap will quickly turn into a pure liquid and cannot be consumed. Honey Blocks: Korna-Lin Sap Sheets: If Korna-Lin sap is heated quickly in a forge, upon fully liquefying it may be poured into a cast. Once cooled the Sheets of Korna-Lin Sap may be used for windows, or in the creation of art. This sap has no other practical use. Glowstone Dust: Korna-Lin Sap: With a steady hand, and great patience this glowing raw sap may be used to create jewelry. This sap may not be forged into ingots, and cannot endure extreme heat otherwise it will simply turn into a Sheet. Once heated this raw sap will quickly begin to lose its nutral glow if left unchecked. Refining Red Lines (OPTIONAL) When making jewelry the sap is often quite delicate, and cannot be forged into any form of ingot. It can however be carved, but only if great care is taken. The tree may also not be used to make houses. It’s wood is too brittle for construction, and its sap will never be hard enough to create an effective blade. This sap is about as hard as untreated, thin glass once processed Repeat (OPTIONAL) Honey Bottles: Korna-Lin Heated Sap Desc: “This harvested sap from a Korna-Lin Tree has a rather pleasant smell. Upon adding it to a warm brew, the consumer will find their mind at ease as the relaxing texture takes over.” Honey Blocks: Korna-Lin Sap Sheets Desc: “These sheets of hardened Korna-Lin Sap are quite brittle, as if silver glass they must be handled with care. Upon inspecting the sheets one would find that they are rather transparent, and make a perfect window.” Glowstone Dust: Korna-Lin Sap Desc: “This unrefined sap may be used in order to create jewelry, It is highly sought after, and glows dimly in the darkness.” Purpose (OOC) My intent is simple. With wonks starting to create their own buildings, cities, and culture I wish to simply provide a meaningful, good spirited flora that will create positive RP, and may encourage wonks to start using this to help with their professions, and traditional building. I think it would be rather interesting if the wonks villages and cities had such a signature item within them, and would be a great way for the community to have more unique interactions with the wonks. Currently wonks do the following few things. 1: Go to water and moisturize. 2: Screetch at people. 3: Do basically what anyone else does. In my eyes there aren’t many tools in which wonks can use to sell their own natural resources, or create their own cultural RP. They basically do what any other average joe would do with the exception of skreetching and sitting in hot springs all day. Some have even gone into drug dealing because they is literally nothing else unique they can do. My goal with this tree is to incorporate it into an already being built settlement and upon the map itself. I want to full heatedly give the wonks unique things to do. They are such an amazing race, written by such talented writers. They are a blank slate, with only a few fundamental rules to help guide them. With the creation of this species of tree it may very well increase the positive roleplay. I have already been told by a good portion of the wonk player base that there isn’t much to do. They often just walk to different water pools, and wait for RP to happen. They want something unique. This will at least provide that without being a determent the already established wonk culture. After all I think it would be extremely fun if wonks had their own special jewelry that hey they could teach a jewelry to know! Anyone can use this tree, and in hindsight it might very well help establish in character relationships. After all the purpose of the world itself it to help create roleplay. If lore team wishes to make any changes I am more than open to that. This is my first time suggesting lore for the server, and I am bound to have made mistakes.
  5. I was looking back at old forum feuds and suddenly had a nostalgic feeling to try and find a lost Aegis map. Most of my efforts over the forums were to no avail, but apparently a quick search on the Google succeeded. Have fun exploring the past 🙂 (Also might want to update this, https://files.lordofthecraft.net/maps/) [!] A Shaman performing a spirit walk through the lands of Aegis Krugmar
  6. Terrapin This post was inspired by the Tortles race of D&D we would like your feedback on the race and maybe some adjustments and tips for the future. we couldn't fit in many pictures because of forum posts Reason for the post we don't have any kind of reptile race in lotc so we wanted to make one, and what's a better way than starting with some loving giant turtle people, _________________________________________________________________________________________________________________________ Introduction to the Terrapin A lonely beach, with a single fire, crackling away, throwing uneven shadows across the sand. An old Razorback takes a deep breath as he places several skewered fish across the fire before speaking to his son in a deep yet soft voice. “Son, would you like to hear a story?” A short pause ensues as the elder looks out onto the darkened ocean, letting his mind wander back. “Of an old hero, long forgotten by texts yet remaining in our hearts?” The younger terrapin nodded eagerly, longing to hear another of his father’s stories, sitting down on the sand and giving him an expectant look. “It is of an old terrapin, leader of his tribe, back when we had no defined home, wandering from place to place. A strong yet wise, well-spoken chief. Wielding a staff handed down for many generations, along with the knowledge told by his elders, he leads his people through good and bad, pushing forward, no matter the odds for the well-being of our race” The elder Razorback brought out a pipe, filling it with tobacco and lighting it before taking a deep Puff. “Yakatoa was his name, a name that is remembered even today.” The youngling scrambled a bit closer, excited to hear the rest of his story, yet the elder took a short pause to turn the fish on the fire, a savoury aroma filling the nearby area. “Yet there was one obstacle he could not overcome.” The elder suddenly said, making the younger jump. “Some problems could not simply be overcome by sheer strength and dedication. A terrible famine struck, the land was barren and the trees bore no fruit, animals _________________________________________________________________________________________________________________________ History of the Terrapin In the olden days, terrapin would walk around the lands searching for food and shelter gathering together while they caught fish, ate fruits and made fires, becoming more civilized through the years, building their first houses after a short while. A few young and brave terrapin went on a scouting mission over the sea for several weeks. On their travel, they came across a beautiful piece of land full of beautiful flora and fauna, quickly returning home to give everyone the good news, deciding to follow them to this new land where the terrapin could be reborn and resettle for a new era. Terrapins are cool blooded, not being able to survive in the colder areas of the map, being scared of any mage with ice capabilities. Terrapin lives in all kinds of warm environments from beaches to deserts, yet they still needed to look out for the colder places of the land. As they couldn't stay in these places for a long time. _________________________________________________________________________________________________________________________ Religion and Culture Terrapin do not believe in gods, although they do believe that the spirits of their deceased ancestors will guide them. Terrapin come together every so often, putting aside their differences, to drink tea with each other and listen to the elders tell stories of the past, asking them questions and talking about the future of the clans. Elders are chosen by their experience and knowledge. A Terrapin can be as old as time and still know nothing, not becoming a chieftain in the progress. This only count for the flat shells and not for the razorbacks, who still follow their ancestors but in a different way like the orcs would do. Both races spend time sitting around with clan mates, drinking and feasting while listening to stories of their elders about their ancestors and spirits. Sometimes a Clan chief can be changed if both the old chieftain and the people agree, if this happens the next terrapin will be chosen to help and guide their people. _________________________________________________________________________________________________________________________ Terrapin Description Terrapin are humanoid tortoises. They walk upright with a ponderous, rolling gait. The creatures have leathery, reptilian skin and shells that cover their backs and bellies. An adult terrapin stands just above 6 feet tall but can not grow bigger than 7 feet and weighs between 700 and 900 pounds. Their hands comprise of three fingers, with long nails. Although being tough and resistant, terrapin move quite slowly and are less agile than most races. Despite their appearance, terrapin cannot breathe underwater and are horrible swimmers due to their weight. Terrapin have no hair, their skin can vary in colouration, from to shades of green to blue hues, red or even jet black, depending on the subrace. Their backshells are usually shinier and darker than their skin, while their front shells tend to be lighter. Terrapin are stocky, but most of their weight comes from their shells, so they tend to weigh the same throughout their adult lives. Terrapin rarely grow plump or skinny, any excess fat becoming a thin layer beneath the skin, giving it a more saggy appearance. Terrapins can only breed every 20 years making them the race with the longest wait time, they can produce 2 to 5 eggs every bale. Terrapin can age up to 800 years, getting a little more cloud headed around 700 years. Their bodies become more saggy and tougher at the age of 500 as their bodies begin become more worn out, taking a lot longer to do most of the activities they did before. An old terrapin will speak a lot slower as well taking a break after every few words. Red lines Terrapin can move in water, yet quite slowly and might have difficulty swimming. Do not RP terrapin as turtles, being able to quickly move in the water. Terrapin are not invincible as their shell will still break after a good few hits with a War hammer. Shells will bend as normal bones would if treated correctly, yet will leave large white marks as scarrings. Terrapin move slower than other races, at the same speeds as golems (Take two emotes for actions) _________________________________________________________________________________________________________________________ Language Terrapin speech is slow and calm, rarely bear any aggression in their voices as they speak out. You can hear them stop every so often while they speak taking a deep breath or searching for a word deep in there mind before further in their sentences. Red lines In RP after every 6-7 words, you stop for a second putting dots where the pause begins. Something like ‘’Hello my name is ... Drazo” and so on. At the age of 500, their speech becomes slower, lowering to 3-4 words between pauses. _________________________________________________________________________________________________________________________ Subraces Razorbacks They are the most aggressive of all the Terrapin kinds and the proudest of the terrapin. Their shells are covered in sharp ridges and barbs and are often decorated in paints. The mouth of a razorback represents that of a beak having a sharp point on the top part and mostly having sharp edges around there face. Their skin mostly varies in darker colours such as dark reds, blacks, browns, and dark shades of purple and blue. The Razorbacks are a proud, honour-bound race. Their chief is selected through a gladiatorial match, where all those in the tribe come to watch or participate in. Whoever is left standing is the strongest in both mind and body and becomes the chief of the tribe. A Razorback typically does not bear a name until one is earned. When they finally earn a name, it is usually one describing them or a feat they have accomplished. Razorbacks are not known for practising magic, even being forbidden in some places, as they feel like it’s not an honourable way of combat. However, Razorbacks are fond of magical items as they are a sort of treasure to their tribe. Whoever has earned the title of the chief may wield the most powerful of weapons. Flat Shells These terrapins can be described as the kinder of the two, always helping those in need, being people who just want to enjoy a good cup of tea in the morning sun. But by saying this, this doesn't make them any less dangerous. Their shells are rounded, being smoother to the touch. Their skin mostly variates in the lighter colours englobing tones such as yellows, greens, oranges, and lighter shades of blue and red. The faces of these terrapins are rounded with soft edges. These terrapin are often seen relaxing on a beach, fishing or helping people out with their simple shores, a Flat Shell are known for there interest in magic being able to do things for them and protect those who they are dear. Contrary to the razorback, the flat shells elect their chief through experience, the wisest terrapin being elected to lead the tribe. Most of the Flat Shells will learn to Cook at a young age making all kinds of things from there days of fishing hunting and trading with the locals, Mostly enjoying these with strangers around a campfire. Red Lines When a razorback and a round shell have offspring, the type of shell inherited by the child will be random, for they DO NOT MIX. Same goes for the facial features. Razorbacks can bite and break any material as soft or softer than bones. _________________________________________________________________________________________________________________________ Terrapin Cooking book _________________________________________________________________________________________________________________________ Common First Names and Clan Names Common Male: Plug, Dekott, Tu, Gzem, Kod, Tug, Unum, Wurog Common Female: Dappe, Sezle, Tem, Irte, Kia, Lelba, Gazuc, Tig Common Clan Names: Galu, Lanpansi, Brittleback, Rocksmith, Softshell, Flatbeaks _________________________________________________________________________________________________________________________ Apparel Most terrapins wear some kind of pants, regardless of gender, as most of the clothes made by other races not being compatible to their unique body shape. Razorbacks often wear plates of armour and chainmail, making them even more resistant and quite fearsome in battle. Flat Shells, also often don armour if needed, but prefer to wear more loose clothes, using leather straps to carry around their goods. _________________________________________________________________________________________________________________________ Writers GodModeGolem ( https://www.lordofthecraft.net/profile/98769-godmodegolem/) Poppycon ( https://www.lordofthecraft.net/profile/98767-poppycon/) Art obtained from ( https://www.reddit.com/user/CuddlySupreme/ )
  7. Origin/Backstory While working on a poison to fit his new creation, the Assassins Blade, Arkean finally found a combination that would work well with the new blades purpose in assassinations and in general combat. Description In short, Dragons Breath is a combination of Corvisange (a herb that can paralyze), Joker’s scum (a plant with a natural acid that can eat through flesh rather quickly), and Concentrated juices from a Desert Berry Bush (which is an extreme poison that will kill if too much is taken in). Its purpose is to paralyze the limb it is put into through the cut from the blade, spread the concentrated poison and cause sluggish movement, while slowly dissolve or eat through the flesh and bone around the area of the wound. Capabilities/effects The poison will slowly spread throughout the body and eventually kill the person if left untreated. if no medic is available, drink lots of water in hopes of diluting the poison in your system. The paralysis will slow down and weaken the targets movements and strikes though will dissipate with time. The acid will cause burns that will be extremely painful and can cause the loss of that limb if not washed off immediately with water. Weakness, nausea, poisoned, slowness, burning-to simulate the burning of acid and makes water actually important for this. curing this should it enter your system is simple: for the poison, simply drink an entire cauldron of water to dilute the poison in your system, then drink milk afterwards. The milk has special proteins to counter the diluted poison. for the acid, simply wash it off with water. the paralysis will fade with time, returning you to full strength and mobility when fully gone. Creation process/preparation Concentrated Desert Berry juice: Extract the juice from the plant carefully. Let juice sit for 24 hours in a cold enviroment then strain for any remaining chunks of stalk. Add sugar and put into a pot/cauldron and let it boil. put it into jars/bottles with a little bit of space at the top. let bottle sit in boiling water for 10 minutes. its now concentrated. Joker’s Scum: extract the juice with extreme caution! put in a bottle. Done. Mix the 2 together, add some water to dilute and cause an excruciatingly slow but extremely painful death. add it to the corvisange resin and mix well. once it is a decent consitancy put it into a bottle for storage, or put into the Assassins Blades’ poison well. Why am I so sadistic, and why it should be added This is for the use of assassins and fighters that want to ensure the death of their enemies. I took the time to find these ingredients and how to combine them into a decent poison/acid combination. Am I a bit sadistic with this creation? Maybe just a little, but it will be fun to see how well it does in an actual fight or assassination attempt.
  8. ((Disclaimer)): The Realm of Anthos before Thorin’s Conquest. THE CHRONICLE OF VAERHAVEN Vaerhaven’s Western Tower over Lach MacGowan– one of two entrances into Vaerhaven. Vaerhaven was a ((IG)) city located in the Vale of Azgoth. Built by migrants form Silva Insulae, under the Jarl Ferron Andvare MacGowan, Vaerhaven prospered as a continental center for culture, trade, magic, alchemy, and architecture in Anthos. The tragedy of Vaerhaven is one of intrigue and power– a warning to the wicked. THE DOMAINS OF THORIN During the reign of Paragon Thorin Grandaxe, all prospered. For it was an age of auspices, sent down by Armakak and honored by blood-offering to Dungrimm. This was the Second Grand Kingdom of Urguan, in the thick of the Age of Paragons. It was the era of Thorik, Omithiel, and Yemekarr’s First– Thorin the Conqueor– who forged an age of glories and gold. The entire realm was the Dwarves’ frontier. And the chronicle presented here before you, dear reader, is precisely that– a story from Thorin’s first Anthosian frontier. Paragon-Emperor Thorin Grandaxe, Yemekarr’s Fist. The crown jewel of the Urguanic Empire was the city of Kal’Azgoth. It was a fine city; a city of great treasures and exceptionally fine ale. Great arches, thrice-and-twice the size of the tallest poplars, held up the great vaulted roofs. Cities and fortresses lay etched deep under the main halls of Kal’Azgoth, providing the overcity with food, water, alchemy, engineering, and all manners of sophistication. Culture boomed. Trade bustled– Renatians, Malinorians, and descendants of all stripes flowed through the city in search for fortune. Indeed, the Brathmordakin were smiling, for it was the age of Dwarves. And therefrom the Obsidian Throne did Thorin Grandaxe and his Lords rule the vast territories of the Khazadmar: Kaz’Ardol of the Doomforged, etched into Strongbrow’s Way in the Valley of Azgoth; Kal’Halla, far away in the Wild Isles; the Adunians and Mages’ Guild; and the Emerald Isles– all under the Urguanic Yoke. The Obsidian Throne dictated and folk obeyed. Yemekarr’s Balance was emerging from the chaos of aeons passed. For the ruler of the world would be Thorin– Paragon of Conquest. And the most prosperous of the cities under Dwarven sovereignity was Vaerhaven– the breadbasket of Urguan. VAERHAVEN– FIEF OF FERRON Aye, for Vaerhaven was prosperous indeed. Larger than any overland city (save, perhaps, Renatus) Vaerhaven was mighty and powerful. The city was encircled by formidable cliffs. Both its entrances were mired by lakes. Terraced walls cascaded down into the Valley of Azgoth, isolating the city’s farms from raiders and vagabonds. Three castles stood watch over the city’s bustling expanse. And eagles flew over its high peaks. All found a home in Vaerhaven. Jarl Ferron Andvare McGowan, with Compass and Scroll. Ferron was a reknowked architect who built several cities in his lifetime, most notable Silva Insulae and Vaerhaven. He was a contemporary and reported cousin of Paragon Omithiel Strongbrow the Builder. Jarl Ferron Andvare McGowan, a seldom remembered cave dwarf of high peerage– and previous Jarl of Silva Insula– founded the city upon arriving in Anthos as a continuation of the former. The tale of Silva Insulae, the tree-covered Asulonian isle of magic, alchemy, mystery and beauty, is another story entirely. The vagabonds, pariahs, misfits, and brigands who had previously occupied the Forested Isle became the denizens of Vaerhaven. And Ferron led them well. And Ferron led them justly. And it was because of Ferron that more souls called Vaerhaven home than anywhere else in Anthos. And the city would enjoy that life for many decades. It was Ferron who constructed the entirety of Vaerhaven. It was Ferron who secured the large bounties of the earth and kept the peace. It was Ferron who fought off raiders and maintained the law of the city without resorting to oppression. For Jarl Ferron was fair, and Jarl Ferron was just, and Jarl Ferron was good. And the many criminals who lived in Vaerhaven dared not steal under him. And Grand King Thorin respected him, and did not quarrel with him, for Ferron was a seasoned general as well as an architect. Dwarves like the Lord Ferron Andvere McGowan are a breed seldom seen– for Ferron’s greed was only carried out in justice. Aye! And the people paid no taxes– only their houses did they buy with tender, which was in part paid to Ferron under rite of Armakak. Vaerhaven’s Palace, which was built on a perennially frozen waterfall ((closest image to IG build)). Ferron was a great patron of the arts, alchemies, magics, and other trades of hand and mind. Vaerhaven was exceptionally beautiful. And its early citizens of utmost culture. But all good things must spoil in their own time. And, inevitably, his generosity was like honey for flies. And all sorts of persons did congregate in and under Vaerhaven. And all sorts of evils did they bring with them. But when Ferron lived, in their boots they did tremble– for Ferron’s axe was quick when it came to the wicked. But Ferron grew old– he approached one-hundred seasons without fear. And as he grew frail, and as his bad blood did outweigh his good humor, more wicked persons travelled to the sanctuary of Vaerhaven. And among those wicked newcomers was Vallei, the Fire Witch. Vallei the Coldless, for whom winter was spring and blood but water. No man knew where Vallei came from. But the whispers of history tell her tragedy through the pages. The Fire Witch was a high elf. She had fled Haelun’or. For Vallei was once a consort to Kalenz Uradir– the Khadrin’Hor, most hated of those most hated, thrice cursed Sohaer of the High Elves. Those who saw with their eyes whisper that he had tormented her endlessly because she refused his advances. Those who heard with their ears whisper that he broke her because she challenged his leadership. The beast that arrived at Vaerhaven was but a shadow of a woman once kind and warm– beautiful on the outside, yet a monstrosity of fragmented spirit. Many evils would come at the hands of Vallei. Men and Dwarves alike would waft away in the wind at her hands. For it was known that Vallei was a beautiful woman and desired by many. And even to Ferron were there whispered tales of her beauty, and he did listen and enjoy. And as men and women alike flocked to her kindness– as her flock of followers grew– Vallei came to assume a role in the shadows. A role which, in Ferron’s old age, began to usurp that of the Jarl. This group was called the Fallen, and Vallei called herself their mother. And rarely did things seemed to happen without their approval or knowledge. The Fallen, tormenting a passing merchant. The Fallen were worse than bandits. The Fallen were worse than vagabonds. For the Fallen did not draw blood for coin. The Fallen killed to sate their own twisted desire– the desire stoked by Vallei, the Fire Witch. Vallei began slowly, winning over hearts and minds. Then, the Fire Witch enchanted her followers into proving her loyalty– she challenged the tranquility of Vaerhaven and disturbed the rule of law. For she needed to assert her power. For she needed to satisfy her wicked impulses. And here starts the tragedy of the Vaerhaven Rebellion against the Grand Kingdom of Urguan: at the behest of a witch. As Ferron breathed, the Fallen were beholden to his strict governance. Ferron’s death was a tragedy for all: he was mourned for seven stone weeks. Ferron’s appointed the title of Jarl to Kardel Irongut. His placement came at the expense of Rosso, a Counselor to Ferron and the rightful inheritor of his titles (and, reportedly, a member of the Fallen himself). As Kardel was the former Ogradhad’s Alchemist to Paragon Omithiel Strongbrown the Builder, he was connected to the Urguanic government. Vallei stirred. Ferron was intentional and crafty in his succession choice. He knew that Thorin Grandaxe was conquest-minded: he had seen Paragon Thorin make short work of the Adunians and capture the Emerald Isles with bold maneuvers. And Ferron knew that Thorin despised the Yrrok. Ferron figured that a dwarf would be better able to maintain Vaerhaven’s independence and retain some autochtony under Urguanic oppression. And Thorin was pleased with his choice, for Kardel had served him as well. Ferron trusted that Kardel would not change much and maintain the spirit of Vaerhaven. But Vaerhaven’s tranquility would not be secured for long. Fate had written otherwise. A younger Jarl Kardel Irongut– before his Alchemical accident, which bleached his skin and hair. Kardel took upon himself the name Andvare MacGowan and styled himself kin to his predecessor– a political stunt. He gave speeches and utilized rhetoric. He attempted to convert the inhabitants to the Brathmordakin. But this was to no avail. He was perceived as a foreigner, and Kardel was an alchemist and guildmaster–he had never been a statesman. He lacked the tact to see with foresight the consequences of his election, and underestimated the Fallen and several other criminal groups that called Vaerhaven home. Rather, the new Jarl was all too happy to enjoy the boons of his power under the yoke of Urguan for leasure, an ignored the rot underneath. So it was that Kardel willingly gave tributes and handed license to Thorin and the Lords. And in exchange, he was in their good favor. And Thorin demanded that troops be quartered there. So the Legion of Urguan began patrolling the city– and the Glacial Guard of Vaerhaven was subordinated as a militia. Kardel permitted this– for the dwarf’s true allegiances had always lain with Urguan, despite his long and successful career as an alchemist on Silva Insulae. And underneath the pot continued to simmer. The liberties of the citizens of Vaerhaven were gradually lost for security. And the Fallen were enraged by this newfound order. THE ANARCHY: In the unknowably vast Sewers of Vaerhaven, which linked to the Deeproads of the Dwarves, the Fallen congregated. Vallei demanded her own order. She ordered her followers to spread their blasphemy and kidnap children for recruits. Terror and disorder spread. Throughout the city, legionnaires were murdered by torchlight. Their bodies left to freeze, only to be found thawing under sunlight. Stories of black magic and extortion ran rampant. Jarl Kardel and his council were ordered to remedy this at once. The Jarl was reluctant to prosecute his own residents, for the social order in Vaerhaven was more fragile that it appeared. After all, there was no proof that the Fallen were implicated in any of these incidents. Furthermore, the Fallen were a good source of income for Vaerhaven. Jarl Kardel made a few symbolic attempts at “quelling” the Fallen. His power over Vaerhaven would suffer as a result. For Vallei had increasingly begun demanding tribute. Hauberks of Chainmail. Provisions. Armaments– enough to support an army. And Kardel supplied these happily– he had little choice, for armed Fallen had visited him many a time in his palace. And so the corruption spread deeper. And, as do all roots, this corrupt plant would bear fruit. Vallei’s legend is epitomized by one incident. For as she was walking the labyrinthine streets of the frozen city, she was recognized for a bounty by a newly quartered, and rather unlucky, cohort of Legionnaires. Evoking unholy energies from the Void, the Fire Witch cooked the soldiers in their armor. It was only after the Fire Witch turned that entire troop to ash that Kardel ventured into the sewers to meet Vallei and put a stop to her madness. The Fire Witch turning a cohort Dwarven Legionnaires to Ash with the help of her Fallen. Those who heard with their ears wrote that Kardel was seduced by the Fire Witch, and became one of her Fallen. But those who saw with their eyes confirmed a sadder tragedy for the son of Heron. Jarl Kardel Heronsson– like his father, who was corrupted before him by the temptation of the mystical arts– was enchanted by the Fire Witch’s power. He coveted it. And Vallei played her role well. Vallei offered Jarl Kardel magic in exchange for political protection. She promised him arcane powers unimaginable and bizzare. And Kardel obliged, for he was stricken by greed for knowledge. The Jarl would become a mighty sorcerer in his own time, but never as powerful as Vallei, the Fire Witch. Concurrently, Duregar Thunderfist– a rebel Irongut who was a Maer of Blackreach and the Underholds–began his rebellion from underneath Thorin’s feet. In the Aquifer of Kal’Azgoth, a band of Ironguts who detested the idea of a Mountain Dwarf on the Obsidian Throne rebelled. Among them were powerful mages, and their control of the Undercity under the capital of Kal’Azgoth gave many holds under Urguanic yoke hope for salvation. The Thunderfist Rebellion organized swiftly. And many heeded their call for uprising against Thorin Grandaxe. It was at this time that the Adunians, completely subjugated after their defeat at the hand of Thorin, swore off Urguanic hegemony. Lachlan Mor Elendil, a coward and famed mace-catcher, joined the resistance against Urguan. The Adunians were, historically, a spineless people. Nevertheless, their rebellion swelled the instability already straining Urguan. The Thunderfist Rebellion threatened to delay Thorin’s plans for continental conquest. Duregar Thunderfist– A Former Legion Commander who began the Vaerhaven Rebellion because of his refusing to kneel to a Mountain Dwarf king. Vaerhaven caught wind of the emerging rebellion. With the urging of Vallei, Kardel abandoned his fealty to Thorin and closed the gates of Vaerhaven. The Legionnaires stationed in the city were attacked and executed. Those who did not turn perished in fire. Vaerhaven and the Fallen allied with the Thunderfist clan and the Adunians. Bandits and rogues gathered in Vaerhaven and prepared to stand against the Dwarven legions. But Thorin was cautious– he waited. Vaerhaven had ample food on multiple walled terraces. The city was too well stocked. Its defenses were impregnable. But Thorin Grandaxe was too crafty. He felt by intuition that this rebellion would not last. And so he waited again. A few skirmishes ensued between the Rebel Forces and the Legion of Urguan. Each time, the Rebels were crushed decisively and with no mercy. Attacks on the city failed due to its geographic advantage. And as time passed, the sutures began to fringe on the inside. Despite the best efforts of General Dizzy Thunderfist, the only sally the Vaerhaven Rebels attempted– the Skirmish of the Great Arch– failed miserably and cost the rebels many lives. The rebellion began to unfurl as quickly as it began. The Legions of Thorin, mercilessly triumphant over the Vaerhaven rebels and tasting the first blood of their conquest. At their forefront: Commanders Olaf Ireheart and Igor Ireheart (red beards). The Fallen were the weakest link in the Rebellion, for Vallei was driving herself into increasing insanity. The Fire Witch was fond of alchemical brews and fumes, of which there were plenty in Vaerhaven, and lost control over her “children.” The Fallen began ravaging the town’s citizens on the inside. Skirmishes broke out between the Rebel militia and the vagabonds. And this weakened the Rebellion at its heart. But what truly broke the rebellion was the defection of the Adunians. THE ADUNIAN DEFECTION: Aye, for Paragon Thorin was crafty! Thorin knew his enemies all too well. Thorin Grandaxe was familiar the character of the Adunians. He had fought them before and defeated them without raising his sword. The Adunians were a spineless people, lacking courage and overly self-interested. They were famed for catching the maces of their enemies and running away in the thick of battle. Thorin did not want to risk his manpower on capturing Vaerhaven– for he had bigger plans. Instead of employing brute force, Thorin employed his strategic mind. He broke the alliance up from the inside– he needed his manpower for later, for larger realms. For the true apple of his eye lay to the north. After allowing the rebellion to continue for a few months, simultaneous with Paragon Thorin planning his Great Conquest, Urguan laid siege to the hold of the Adunians. Mangonels and Onagers rained fire and stone onto the city of the half-elves. And there were no Adunians there to defend it. And so, the Adunians quickly surrendered and left Vaerhaven. They could not bear the idea of their treasure-lined halls crumbling into the sea. Thorin’s plan had worked seamlessly. Adunia under siege by Thorin’s Legions. To pour further salt into the wound, Thorin offered pardons to any rebel dwarves who defected. Morale was low in Vaerhaven. As the Adunians comprised half of all Rebel forces– all now gone– Vaerhaven capitulated next. Jarl Kardel had secured his magic and sold out Vallei to the Dwarves. Kardel bent the knee before Thorin. Those who saw with their eyes write that Kardel kissed Thorin’s boot and took a severed hand to avoid having his beard shaved. The Thunderfists were left with no base and no manpower, and went extinct as a clan– either banished, welcomed back as Ironguts, or killed in futile battles against their kin. With trouble at home quelled, Paragon Thorin Grandaxe– the Fist of Yemekarr– would go on to achieve his legendary conquest of Anthos; Thorin is the only mortal King ever to have conquered an entire realm, and the only Paragon to hold patronage from Yemekarr. Duregar Thunderfist was banished to the depths of Blackreach for the rest of his life– allowed to visit the surface only once: his descendants would grow sick and die of diseases, forever condemned to live under the feet of Urguanic Dwarves. Kardel Irongut would found the Third (and last) Grand Kingdom of Urguan in Vailor, establish the Consulary Republic of Holm, and die a famed alchemist and sorcerer– but he would be claimed by Dungrimm dishonorably, by old age: not in battle. And Vallei, the Fire Witch, would lose her mind and her following. The Fire Witch went insane after entering a Voidal Node and being possessed by a Voidal horror. She was subsequently captured by mercenaries and held for ransom. Kalenz Uradir would pay her bounty, bring her back to Haelun’or to burn her and her remaining Fallen at the stake. Vallei burning at the Stake in Haelun’or, her followers having pursued her to the fire. And thus Vaerhaven’s glory was never again regained, and the city was buried under ice when Ondnarch returned. It was Ondnarch that would kill Paragon Thorin Grandaxe, for no mortal creature could have killed such a monumental Khazad. And still, to this day, the Rebellion of Vaerhaven remains a tale of wonder and intrigue– an epitome of the war, corruption, betrayals, and power-games which characterized the realm of Anthos and defined the mighty empires of that time. For ruinous annihilation comes quickly those doomed things which are wicked– and they end not spectacularly, but pathetically. Vaerhaven’s ruined Western Tower over Lach MacGowan after Ondnarch’s frozen scourge of the Vale of Azgoth. When the Dwarven capital moved to Kal’Ithrun, after the Battle of the Crossroads and during the Trench wars, Vaerhaven was cut off from major trade routes. Its population slowly emigrated. The Dreadknights remained until Ondnarch– the corrupted Daemon form of Wyrvun– laid claim to the city from the south as Setherien gained territory from the north. Tl;dr:
  9. The Seaglass Marvels of Aegrothond Greater and Lesser Renarias Many distinct cultures upon the Continent maintain traditions of craft which exist solely for the purposes of aesthetic beauty, and the realms of Aegrothond are no exception. While the crafty among the Houses of the Elder Blood may be known primarily for their skill with the smith’s hammer, and in the realms of metallurgy and gemcraft, the greater collective has developed an art which is far less utilitarian in nature, and pleases the eye with its colourful fashions. This art is known as the Mode of Renarion, or renarias in common parlance, after the elf who first promoted its use and caused it to become a mainstay in the cultural fabric of the Elves who dwelt in Aegrothond. In those early days, the seafaring Houses came into common contact with the vibrant stones made smooth by the rolling of the interminable Sea- and it was not long before the aforementioned master of stonecraft began to fit them into various craftworks of his own hand. The decoration of weaponry and other personal effects came first- but ere long it became common for the Households of Aegrothond to inlay their door-frames with intricate designs of seastone and shells which told tales of the Great Sea and the deeds of their forebears. It would be many years before these miniature artworks began to spread into the realm of what a modern observer would consider a “true” mosaic, and due to the difficulty of transportation very few have survived from those elder days. The first among them were placed around oblique menhir, standing-stones which lend themselves poorly to ship travel. In more modern days, the larger mosaics are generally placed upon a flat surface and framed with traditional stonework and carving. Lesser Renarias- The Art of a Seaward People Despite their somewhat diminishing name, “Lesser Renarias” are far more diverse than their “Greater” cousin, and a far larger body of the former exist in the modern time due to their smaller size. In most simple terms, the phrase refers to the practice of fitting small seastones into designs upon weapons, jewelry, furniture, door-frames, and standing structures of importance. Sometimes, these designs are as simple as three stones in a line- but the more extensive among them tend to depict stories and moral fables derived from history. The practice of door-frame renarias are particularly common, with most family homes possessing these stony artworks across and around their central portals- it is believed that such a practice was originally intended to ward off evil sea-borne spirits, but in modern days it is more directly a representation of familial pride. Though the process of creating such designs is varied, the basic methods centrally involve an adhesive agent derived from beeswax. This agent is applied to the carved sockets of the stones, alongside a powder of seashells- together, these components ensure that the stones will not come loose in time. Of course, inlays which need to withstand greater torsion forces and wear will commonly instead be applied with smithing techniques- a fine example of this is the sword-hilts crafted in the Forges of Aegrothond, which are usually inlaid with crimson and golden stones. A common decoration employing renarias in modern days is the depiction of spirits of the ocean, who are myriad and go by many names. These minor deities, and others of a similar nature, are atimes conflated into the realm of the Sealord, who is a near-defunct religious staple of the Almenodrim. An elf-like god, he wields a mighty trident capable of calling down thunder and a driftwood crown which allows him to control the Sea itself. While his religion has been lost to time in large part, his influence remains. Greater Renarias- The Mosaics of Aegrothond By far the most famous and acclaimed version of the renarias tradition are the vast mosaics compiled by the citizens of Aegrothond in order to depict the great events and historical deeds accomplished by those that dwell within the bounds of the realm of the Free Elves. Without exception these marvels take several months to complete, and as a result they hold a very special place in the society of the free Principality- and most Elves of Aegrothond who have any skill with craftwork tend to attempt at least one in their lifetime. Some grand examples at the current capital, Caras Sylvadrim, are as follows: Edrahil and the Dragon Depicting the epic combat of Edrahil against the Dragon Ankar, who preyed on the Folk of the Mountains and the Wood in Aegnor’s day. This mosaic was created by Lord Cullas Sylvaeri, inspired by the then-recently discovered third part of the Lay of Aegrothond. It employs red granite stones along with some sandstone and silica fragments, which create the illusion of flame from the dragon’s maw. It is located in the library of Maehr’evar. Illynora Sylvaeri Depicting the legendary healing abilities of the first Princess of Aegrothond in the modern day, Lady Illynora Sylvaeri. The mosaic was also created by Lord Cullas Sylvaeri, to honour the passing of the great healer and to ensure her likeness would inspire others to continue along her path. It is crafted from petty-jade stones and malachite, as well as shale. It is located in the Houses of Healing, in Aegrothond. Sylvaen the Everflame Depicting the forefather of the House Sylvaeri and the first leader of the Almenodrim, who is featured prominently in the beginning chapters of the Lay of Aegrothond. This mosaic was created by Prince Belestram Sylvaeri in the early days of Arcas, but lost until Cullas performed a curation of all of the mosaics and restored it. It is crafted of granite, sandstone, obsidian, gold and red silica, and is located in the upper portions of Aegrothond which are often shut to travelers. A Mural of Kaer’s Fleet Depicting the seafaring ships of Kaer, forefather of the Kaeronin House and descendant of Aearon who was a son of Malin. The mosaic was created by Feanor Kaeronin to honour the ancestor and to try his hand at the creation of one of these marvels, at which he of course succeeded. It is made of various stones, primarily chert and shale, and is located near the upper portions of Aegrothond. Hamatsa, Spirit of Mercy Depicting the mani-god Hamatsa, which is highly regarded among the Almenodrim and considered a guardian of sailors and shipwrights. The mosaic was created by Illynora Sylvaeri, when Aegrothond was first settled, and was wrought of blue seaglass and basalt fragments. It is located outside the citadel, in a small eastward-facing crevasse. The Battle of the Gorge Depicting three comrades in defense of Aegrothond- Cullas, Azdal, and Jorvin- in their fight against a demonic tiger. This mosaic depicts a rather recent event, which occurred in Arcas during the early reign of Feanor I Flameborne. Crafted by Cullas Sylvaeri, it is located near the storehouses, behind the Inn. [To Be Added To]
  10. HOUSE KAERONIN Basic History Kaer was born a long time ago to two elves who followed the prophet Larihei to the golden pools of yore. His Grandfather was a son of Malin by the name of Aearon, a Mali loyal to the King of elves with an adventurous streak. Kaer and his Grandfather got along well despite the disapproval of his parents. The Young elf learned his respect for the ways of old from his fatherly Grandfather and admired him deeply for it. The day the news of Aearon’s passing reached the rash Kaer, it lead him down a path filled with distraught and the questioning of the meaning of what life could be or offer. He did what he saw was best to stay close to his beloved Grandfather; He privateered a ship and set sail over the waters his Aearon had loved so dearly. Over the years Kaer acquired a crew of elves alike to his ways, including a certain Elfess stunning in looks and cunning. He married an elven lady by the name of Onin, he loved her, and she loved him. There was no one more caring than her. With her they gave life to two sons and Kaer got swept up in his new life, continuing to explore the seas with his new family and kin. Decades had passed before eventually, Onin died. Pushed off the ship by the wind of storm in attempts to usher a crew-member inside for safety. Kaer was broken and for many a year hardly himself. Even when he remarried and had more children, he was never the same man asOnin once knew. Colder and without much joy in his passion. Kaer and all of his crew died. Atleast, that is what is assumed due to their sudden disappearance. His family had long since split, the younger Generation had built a ship of their own and set out to follow their own course. His bloodline remained strong and alive, setting sail to Atlas. Where their voyage ported, but never finished as the lines of Kaer exist to this very day. Residing within the halls of Aegrothond along the Almenodrim, follow Mali of the Sea. they are currently lead by Kailu Kaeroinin The Kaeronin and the Almenodrim The history of interaction between the Kaeronin and the Almenodrim is a long one with various encounters occurring. Once a large battle was fought between the two! The Kaeronin and Almenodrim did some cultural exchange over the many years between then and now but mostly they stayed clear of one another to avoid more bloodshed. That is until the Kaeronin’s arrived in the Dominion of Malin on Atlas, ready to instate there place. The Kaeronin then moved to old Aegrothond in Atlas for a safer home base. The Kaeronin in Arcas wandered for a small bit even creating their own charter by the name of Attica but they eventually found themselves in Aegrothond once again. RELIGION The Kaeran praise their ancestors and a handful of minor entities for their prior ways and deeds. They aim to roam free and follow their hearts to distant shores yet unknown. The Edge, the home of afterlife, where the souls of all Kaeran go and their voyages come to an end to live with those who had previously been brought there. There they live together as they wait for the Ferryman to bring more kin or sail them back to roam the world once more. The most important and influential ancestors are Kaer, Onin and Malin as well as Aearon. Some Kaeronin will follow other religions alongside this belief in their fore-fathers. Followers of the way of the Kaeronin named themselves ‘Kaeran’. Weaponry The Kaeronin do not have a common set of weapons, each Mali preferring their own. Though, reoccurring preferences tend to fall upon nimble blades such as Cutlasses or Sabres. Traditions/Customs 1.) Kaeronin are from day 1 thought to always follow their own path and live with the wind in their backs. If this path guides them to different shores compared to that of their direct family, so be it. It is expected all Kaeronin will support their kin in their voyage to their own life. 2.) The Kaeronin are a caring bunch. Prioritising family and close friends over the masses in any situation and often seek for ways to show their unity. (Such as common colours) 3.) One of the visual traditions of the Kaeronin is the red-beads they proudly wear within their hair. It serves to remind them of who they are, what they follow and what is important to them. 4.) Kaeronin more often than not seek to drown themselves in both physical and magical crafts and arts. From Sailing, Shipbuilding and Weapon Crafting to the Arts of Weapon-Wielding and Magic. 5.) Not as much a tradition as a cultural pass-over; Kaeronin often posses superiority complexes passed down from their founder, Kaer HOUSE RELICS Kaeronin Relics are far and few between. Plenty of tales run within the house, telling of these mythical objects, though none have yet been found. 1.) The Cutlass of Kaer and Aearon. A cutlass of fine elven make, forged by Aearon very long ago and passed down to Kaer to aid him on his journey. The supposed unending sharpness and controllability of this weapon would surpass the common blade by thousands. 2.) Onin’s Cloak. Though Onin was not of any traceable decent. Her love for her family solidified her importance to the Kaeronin only second to Kaer himself within Kaeronin history. Legend has it her cloak, soaked in blood from her death is still floating in the sea, not rotting and free of decay from so long in the salty brine.
  11. The Gorkil Warrior’s Arsenal “Zteel iz onleh az hozh az dah flezh dat wieldz it, but ah warriur ztill needz hiz toolz” - Mûrak’Gorkil The Philosophy on Armaments An Orc is born into the world with the gift of his race’s evolution and descendance from Krug to be naturally gifted killers. When thinking about an Orc, and their physical condition, they are closer to chimpanzees or gorillas, than Humans, in terms of strength. But even so, there are more beasts in the world that were born with even greater feats of natural, predisposed ability to take the lives of contesting prey. As such, a Blacksmith must look apon the Orc condition as the framework to a killing machine, then with a fine and precise tool, decide what must be added, and what must be protected. A sword, to many Orcs, must be massive, heavy and adorned with numerous spikes along it’s serrated edge. However, such a crude weapon gives little benefit in exchange for a clumsy and tiresome experience for the wielder. The rules of weaponry and armour must apply the same to a Gorkil as it does to the weaker races, who can’t rely on strength alone to keep them alive. Every ounce of steel, serrated spike or gap in the armour must have its purpose. Gorkil swords seem very similar to their Human counterparts, albeit Gorkil swords are proportionally sized to their strength, so that they are not too cumbersome, yet take advantage of being able to be longer. The same applies to armour. Breastplates are only as thick as is necessary to withstand the piercing of bows and crossbows. Helmets as enclosed as possible without causing too much restriction in the eye-sight of the wearer. When such a philosophy is carried out by an Orc, they become an almost unstoppable force of nature. Both physically gifted, and paired with fine-tuned weapons of war Common Weapon-types Military Weapons Shaatii, the Spear The weapon a Gorkil is first taught to use is the spear. Perhaps the most neglected weapon amongst Orcs and many races, however, it has been present amongst the entire duration of history. A spear is longer than the vast amount of weapons carried, far faster, capable of delivering fatal stab-wounds upon first incision, and can be paired with a shield. Such a weapon is most prevalent during hunts, where many beasts, such as Wyverns or Straadoths, may decapitate an Orc with one singular strike. To avoid such a quick demise, it is advised to remain at a distant, outside the beast’s attacking range. However, spears also make exceptionally well at piercing tough hides. If the spear-head is thin, even a Wyvern’s rough hide cannot resist the streamline metal piercing through, sethering arteries and tearing tendons. Poleluzk, the Poleaxe - Similar to the spear in use, a Poleaxe is granted to a Gorkil once they have grasped the fundamentals of using a Spear. With a spike on its head, an axe-head at the front and hammer-head on the back, it’s a highly diverse weapon, but requires more skill, and is best paired to a warrior when fully armoured. Due to the added affixes at the top of the weapon, it needs to be shorter so that its weight is not too far away from the wielder, thus meaning the wielder is then closer to the enemy, and more likely to be hit. Despite the set-back, however, the Poleluzk is often a display of a Gorkil’s prowess in combat. Shaatii-Luzk, the Halberd - Adopted after its use by many Human nations, the Halberd is a two-handed weapon, as long as most spears, but carry an in-wards angled axe-head underneath it’s spike. The weapon is best used on the battlefield, in a formation of Halberds to create an opposing formation that have the capability to both hold off and withstand an enemy for long periods of time, or cause heavy hitting strikes whilst standing at range to deal a surprising amount of casualties. It’s not entirely uncommon for a General to switch-out the use of Spears amongst the main force of his army to use Halberds, if the General believes the enemy will be fielding few archers, or if the General believes the enemy is most susceptible to being over-run and slaughtered in the battle. Leydzult, the Greatsword - Perhaps the rarest sword used by Gorkils that is still documented to be used, the Leydzult is chosen by very few Gorkils, and just as many are skilled in its use. It’s advantage lies within its size, and hitting power, however, such advantages are also gained in other two-handed weapons, but have less downsides. Many Gorkil commanders and strategists have debated over how a Leydzult should be used in battle, but perhaps the most prevalent is their ability to make big, scything swipes against spear or pike formations, batting the weaponry aside so that the opposing side may advance. Despite the weapon’s controversy and rarity, the Leydzult is still considered a noble and honourable sight. Representing the power and strength of the Orcish race, and it’s potential to cut a fighting warrior cleanly in-half during battle when in the hands of an Orc. Side-Arms Longzult, the Longsword - Every Gorkil should be armed well enough to defend himself, and his kin, at all times. Where-as a spear can be cumbersome to carry around during your daily tasks, a longsword can sit more comfortably on the hip. Compared to other sidearms, such as a single-handed axe or mace, the Longsword has impressive range, and is also very agile, whilst capable of delivering immediately fatal blows to foes. The weapon is very well balanced in all aspects a sword can be used for. Thrusting, cutting and even, in many longsword designs, piercing maille. A skilled Longswordsman with a longsword tapered well enough to pierce maille can defeat even a foe in full-plate, so long as they employ half-swording. Kurvedzult, the Saber - Instinctually, for many Orcs once adrenaline has taken over and the bloodlust has sunk in, the natural pre-disposition is to start start wailing and slicing at the opponent. Although such lack of skill and control over the bloodlust is frowned upon by Gorkils, it can be easier for some to use a weapon that emphasize cutting and slicing in it’s fighting style. Thanks to the curved edge of sabers, striking an opponent will cause the edge to slide even more along their body, and due to the curve, the edge of the sword lands with less surface-area. To anybody that knows about physics, something that is sharp, hits hard and has less surface area will pierce deeper than a normal sword with a flat edge, which has more surface area on impact. However, such emphasis and cutting power of sabers comes at the price of more difficult and restrictive stabbing. Depending on the curvature of a Saber, the wielder must angle the weapon at an angle in order to get a clean thrust, and even then, such an angle often makes the thrust less powerful, and make piercing the target more shallowly. The saber, to many Gorkils, is considered a more savage and ruthless weapon. Duf, the Knife - Carried by every Orc almost everywhere, a knife is highly useful in everday life. However, due to the philosophy of always being armed and ready for combat, many Gorkils carry knives that can be used in combat if necessary, or specialized to pierce chainmaille when grappling. A design for combat would be a Messer, a design created by Humans, or a stiletto, excellent at piercing chainmaille. Shakop, the Mace: A fairly uncommon sight amongst Gorkil warriors, the mace is purely designed for striking opponents in armour, or more particularly in the head. A poor choice for a main side-arm, however they can be useful if carried around with another weapon, like a sword, incase fighting an armoured opponent. When compared with the strength of an Orc, however, they can cause devastating blows, snapping bone, mashing flesh into a bloody pulp and caving-in skulls. The mace can also be affixed with sharp flanges surrounding it’s metal-globe, causing it’s force to be centralized on a small surface area, sometimes allowing it to deliver more force upon armoured targets, but more importantly, it also means when used on unarmed foes, the metal flanges may cause deep lacerations on the skin, almost as much as a sword. The Mace is the most crude and bestial of a Gorkil’s arsenal, however, it is often very prevalent amongst ritualistic killings. Ranged Weaponry O’Lig, the Bow - One of the most common ranged pieces of weaponry used by numerous races, an Orc can make far more effective use of it’s simple design. A highly experienced and trained archer may be able to use the Longbow, at most weighing around 110lbs in draw-weight. However, an Orc, far stronger, can pull 200lbs or more, making armours such as chainmail vulnerable to it’s use, aswell as the thick hides of numerous beasts. af-Shaatii, the Javelin - A common ranged weapon used by many infantry and cavalry forces in the Gorkil army, it can be thrown with tremendous power from an Orc, and with the right spear-tip, can pierce targets better than a bow, such as shields. If in desperate straights, it can also be used as a short spear, however the only downside having to carry it around, which is usually only done when expecting conflict. Flakas, the Sling - An ancient weapon, used before Orcs knew how to make bows and used in replacement of throwing rocks. The Sling, despite it’s crude and ancient origins is still an effective weapon when used by the right wielder on the correct target. With the power of an Orc, swinging around the slung rock, or even metal ball, it may be propelled with skull crushing and bone splintering force. An added benefit to the unlikely weapon is it’s incredibly easy to carry size and inconspicuous design. af-Pilik, Tomahawk - An uncommon weapon, only a select few Gorkils choose to carry one or more of these weapons. Ineffective against most armour, and even gambeson is most cases, the Tomahawk, or throwing axe, is a close-ranged throwing weapon that is optimized and specifically made to devastate unarmoured targets. This weapon, however, takes a long time to train with and is limited in it’s use. Krûklak, the Crossbow - A typically unfavoured ranged weapon, due to the fact it generally doesn’t benefit from Orcish size or strength, the Crossbow is still a choice for any Orc. It’s by far the easiest to aim, requiring a small amount of time to practise with and can be pre-loaded to be quickly and readily fired when it may be needed later. However, it suffers from a load and prep time that’s longer than the other forms of ranged weapon, and generally must be done when standing still. Light Armour kaal-Mau, Gambeson - The most common and easily accessible type of armour, many believe Gambeson to be only used by peasants, or that it is next to useless when protecting against weaponry. However, the tightly packed and thick layers of cotton or other fibers creates a very effective form of padding, and can often even restrict blows from Longswords completely, or make their damage on the body minimalized. Not only that, but they are highly effective when worn under another layer of armour, such as chainmaille, plate or even a leather jerkin. It is essential to all forms of warrior, from peasant to fully armoured veteran. horn-Mau, Leather - Typically a rare form of armour, due to its price and usefulness for other more important items, like boots, belts and gloves, it’s a much more common sight amongst Orcs who belong to Clans with it’s own Clan-beasts that have hides more sturdy than common cattle, aswell as going on many hunts against large beasts who may yield a large amount of highly durable leather. When standard cow leather is boiled, it’s durability is on par with standard gambeson, however it typically does not provide as much padding, making it less preferable against blunt weaponry. However, if a beast such as a Wyvern or Jabbernak is slain and skinned, it’s thick and dense leather can sometimes rival the strength of chainmaille. A skilled warrior often chooses such armour as a sign of his prowess. Medium Armour gaium-Mau, Chainmaille - One of the most common armour types used by a Gorkil, gaium-Mau is well-rounded in it’s protection, weight and mobility. Both scouts and warriors can put this armour to good use, paired with gambeson beneath to bring it to its peak potential. Many Gorkils do not increase the thickness of their rings to provide extra protection, but keep them at the same size of a Human’s. This gives them enough protection from most weapons, but makes the armour very light, making long-lasting combat much easier, and allowing the Gorkil to undergo a bloodlust in peak vigour. hiis-Mau, Scalemaille/Lamellar/Coat of Plates - Also called lamellar by some, scalemaille is less common than chainmaille, however it’s design of overlapping plates makes piercing more difficult, as weaponry must first slip through the plates at an awkward angle before passing through. Some instead make the overlapping less tight and compact, allowing more movement to grant the wearer less restriction, but makes penetrating the armour less difficult. More commonly worn by Warboar riders, the design is less heavy than chainmaille, although more-so because it cannot cover as many areas, such as the joints, and so thinner chainmaille is often worn beneath, or segments are wrapped around exposed areas. What truly makes scalemaille popular, however, is due to cockatrice scales. Usually a task of great undertaking and difficulty, elite Gorkil warriors will track down the dangerous beast and slay it on a hunt, collecting each scale from it’s large corpse to make 2 or 3 sets of complete cockatrice scalemaille. Due to how lightweight the scales are, whilst retaining the strength of iron, a Gorkil Warrior with a set of cockatrice scalemaille is a fast, explosive and durable combatant on the field, capable of sustained pro-active combat, or riding with the fastest of the Warboar vanguard. Heavy Armour goth-Mau, Plate Armour - The most expensive, yet most protective armour any could buy. First made by the other races, it’s highly effective design was quickly adopted by the blacksmiths of Clan Gorkil, and serve as a great deed in the name of Azog upon being forged. Such all-encompassing armour slung over the body of an Orc creates an extremely powerful entity of war, and its use is regularly employed. uf-Mau, Bone Armour- Perhaps the rarest type of armour, this armour is primarily and most commonly ceremonial and used as a form of outfit, usually to show of the wearer’s skill in bringing down as many beasts as they would need to in order to make the armour. However, the rare few, often mad or obsessed with the hunt, wear bone armour for combat. In these instances, it’s usually from beasts with bones renown for their strength, such as Wyverns. Since it is bone, it regularly needs to be treated with oils and kept in the right conditions so it does not dry out and become too brittle.
  12. They’re small, they’re green, they’re nifty. They’re Ox. From the deepest caverns and deadliest badlands, the wee sized greenskin folk are marching through time. Even since Axios the goblins of Ox are existing as a family and culture. They may be not biggest orcs, may be not best fighters either, but they’re smartpants for sure. Goblin honour is something far different from Uruk-like, some uruk say they don’t have any though. Their people are also called Golin’Dar. Clan Hierarchy Big Bozz This one is a title is the same of Urukish Wargoth, but according to Golin’Dar’s culture. That is a superior gobbo, leading his Oxies (young Ox goblins) to the brighter future. The new Big Bozz is to be chosen by previous one, or with the debates on the court. Current leader is Snawt’Ox, the first Ox. Big Bozz himself. Dankzter That is the rank of a goblin who dares to dive into the life of a Criminal. Those are usually the ones that gather the wealth to their clan. Bandits, Thiefes, Assassins and Drug Dealers of course. They’re the main military force of the Clan. Dankzters have to go through many trainings to practice their skills well. Every Ox has to prove himself before going on a real Deal. They must prove they’re tough and artful enough to handle their duty, such as roof-jumping, lockpicking, assassination and teamwork. Ox Dankzters mocking on an Oren Soldier. Puzzlah This is the rank of those who are caring about fate of their Clan and carrying the knowledge of Engineering and Trading. Many great deals were done by the Puzzlah of Golin’Dar, many Shekelz (goblin currency) were gathered by those who invent and move the progress. Usually Puzzlah are practicing in building warmachines and forts, some of Puzzlah managed to sell their blueprints to other nations. They also managed to restore the lost technology of Steam-Engines, though some may say it was stolen from the Dwarves. Oh yes, Dwarves and Ox Goblins are blood enemies for many centuries already. An Ox riding a rhino traveling to Icy Mountains of Fenn. Clan Codex An Ox jurist. As in every well formed group Ox Clan has it’s own Authority and it’s own Laws. Such As: Big Bozz is a Big Guy, listen to him, kid. Don’t be dumb. It’s a fine. If there’s disagreement between two gobbos, or a gobbo or any kin, the lawsuit must be done. That’d be a fine. Don’t steal anyone’s chicken, that’s a fine. Pay Fines, or you’ll be fined too. Ox Culture Snawt’s Blodline – The true Oxies are carrying blood from Snawt’Ox, the First Ox. Those are midget sized goblins, being from 3 to 4 feet tall, having long twitching ears and a long pointy nose hanging down from their nose, such pointy it can be confused with a knife. Goggles – Children of Snawt have a chance of having vision problems, their eyesight tend to be blurred by unknown mutation. Probably the same mutation that turned Ox goblins that small. Don’t fight, ask a Brudda - True Oxie wouldn’t throw himself at the enemy. He’d probably give his fellow Uruk a well goblin crafted weapon and ask them to slay the foe. Praising Trokorl – Being faitful Engineers and Builders Ox gobbos are worshiping the spirit of Engineering, the Trokorl. Every well built goblin structure is a Trokol’s shrine itself. Ox Naming – Every Ox has his own unique name that represents their nature, skills or even their further fate. (OOC) Be a Gobbo, fill in the Application! MC Name: RP Name: Timezone: Discord:
  13. [CA Race Lore] - Kharajyr Kharajyr Origin The creation story of the Kharajyr is one not bound to the tomes and tales of old, nor found on any shelves known to the world. It is held within the minds of those scholars who are considered madmen, those who are denounced and forbidden to speak. These men are the wisest and yet they suffer the worst fates. It is one of these scholars who bravely defied his peers and came forth to impart the story of the Kharajyr to the Aelkos, and it has since then been passed down generation-by-generation. The legend tells that in the dark times of old, during the world’s infancy -- a time few people believe existed where powerful Aenguls & Daemons roamed freely -- a time before Iblees’ War, there was an old wives’ tale whispered from the tongues of ancient storytellers. They spoke of a Daemon, one who kidnapped elven babies in the shadows of nightfall from their very homes. Metztli in her humanoid form However, it wasn't an isolated tale and was commonly known to many in their afflicted areas. Despite this, few knew the truth of these tall tales -- a reality unheard in this world: under the cover of silver starlight, the Daemon Metztli would visit lonely farmsteads and hovels in the forests. Called by the cries of infant elves, she would arrive with an intent to steal the children away, even before their parents, brothers, and sisters. Legend has it that Metztli’s form was so beautiful those adults who looked upon her were driven mad. Manic, their parents would tear free their eyes to blind themselves from such an enchanting appearance. Fearing and denying the truth, elders would attribute this phenomenon to the intense grief the parents experienced from their child’s kidnapping rather than an otherworldly being’s influence. However, the reality behind the disappearances unfortunately does not end with the vanishment of children. What followed is the birth of the Kharajyr race -- a race of elves, and a race of feral cats mixed as one. A magical science experiment, one carefully conducted to produce the ultimate result Metztli could manufacture. These elven children were taken far away to a paradise within the blue expanse of ocean waters. Amidst the waves stood an island of extraordinary beauty, giving life to an incredible variety of fauna and flora that stood as a bastion to Metztli’s incredible power, beauty, and control in this world. All that was missing was sentience; Metztli needed a master race. Feral felines that called the island their home were collected by Metztli, and in a series of horrifying magic-ridden experiments, they were crossed with the infants. It took centuries of perfection and genetic tweaking, hundreds of hideous failures discarded into the ocean as vile homunculi, monsters and disgusting atrocities incapable of being considered sentient. Metztli at last created a single white, humanoid feline. This was the first of the Kharajyr, the father; he of the Purest blood. Overwhelmed with joy, Metztli immediately adopted a maternal desire to protect this child of her’s, to nurture him, and to bring forth from him a new race of his kind to this world. After all, she had created what she deemed to be perfection. Desperation overtook her desires to recreate her perfect design, and in spite of countless more failures, Metztli managed to create a hand full of Kharajyr. Just enough for them to spawn an entire race. When her children had matured, she knew that it was time to depart the island paradise and leave her children to thrive alone, to exist and advance as any race in this world would. Although the Daemon’s true intentions for the creation of these people were never revealed, it has been speculated that she wished to recreate a long-lost lover who was stolen away from her in times past. Others say she wished to grant the world a race of beings in her own ultimate image, and still, others suggest Metztli wished only to play the vain game of God and nurture over beings beneath her. Time may tell her true intentions, but for now, the Kharajyr grows. The origin story has been tweaked in order to fit this lore rewrite. Physical Description Kharajyr, often referred to as Metztli’s children are a race created by the Daemon Metztli. Their form is that of a humanoid feline, with their subraces taking on the appearance of different types commonly seen. Their heights vary according to the subrace they belong to. They retain their feline appearance with their tail, pointed and jointed ears, an elongated snout or maw, retractable claws in the toes and hands, and palms in the shape of paws. However, they retained the trait of opposable thumbs from the elves, allowing them the ability to manipulate objects articulately like other humanoids. The feet more closely resemble their feline counterparts and at the ankle, the Kharajyr retain their feline predecessor’s dewclaw, which can become an issue when fitting shoes or socks. Kharajyr receive another boon from their unnatural origin -- the ability to eat nigh anything, including flesh to slight carrion from the bone. Kha’ possess some degree of heightened senses regarding their big cat counterparts, including moderately enhanced hearing, along with more capable photoreceptors within their eyes, enabling a Kharajyr to take a somewhat significant advantage in a darkened environment over any other race. Pelts, Hair, & Eyes: The Kha race retains their feline appearance with their fur coat, appearing with the texture of a real-world cheetah, tiger, panther or leopard, depending on the sub-race they belong to and that of their parents. Head fur as it is called, is a unique thing for kharajyr. While women can grow hair as normal Descendants, males typically can’t and instead grow manes. Kharajyr can braid their manes and hair in order to personalize it, with the addition of non-permanent colorations such as war paint being allowed. Eye color ranges in the colors of normal human eyes along with the coppery yellow, green or orange of cats. Kha’Tigrasi The largest of Metztli’s children and often the strongest. These tend to be the hard workforce of the kharajyr or the common warrior; though they are not limited to such. Tigrasi are adorned with an orange coat accented with black stripes. The Tigrasi, being one of the largest sub-races, reaches between 6.4ft - 7.5ft in height. Kha’Pantera The most cunning of Metztli’s offspring. Almost always, the pelt of a pantera is jet-black, though can be dark grey or might ascend to a dusty grey, either with age or just by an anomaly. Often, due to the coloring of a Pantera’s fur, it can be rather difficult to read their emotions through the subtle movement of their eyebrows or the shaping of their mouths. Following the Tigrasi closely the Pantera reach between 4.5ft - 7ft in height. Kha’Cheetrah The fastest and in turn historically the shortest of Metztli’s children. Those of this sub-race are commonly found to hold jobs such as merchants or the production of daily goods for the Kharajyr. Typically, their fur is a bright to dusted yellow along with brown patches or spots. Being one of the smallest sub-races of Kha’, the Cheetrah reach between 3.6ft - 5.2ft in height. Kha’Leparda The fourth child of the Goddess stands as Her creation for balance, standing near the middle of the four in height and build. While they originally were known for being priests they now branch out to many professions. Their pelts normally are a light tan to darker and medium yellows. The Leparda reaches between 3ft - 6.2ft in height. Red Lines: - A Kharajyr’s coat is thick, allowing them to stay warm; however, this is also a detriment in the war-torn world of LoTC. Armor is difficult to wear, and may cause overheating. - Additionally, a Kharajyr’s dewclaw and digitigrade leg anatomy prevents the wear of common footwear. Any footwear must be specifically created for the Kharajyr. - A Kha’ with a removed or ‘docked’ tail retain minimal ability to balance. All agility is lost should this occur, and the Kharajyr will commonly fall even while standing still without their tail. - A non-Kha’Tigrasi submerged in water retains an incredible water weight given their fur coat. This slows them, and causes great loss of agility after drenched unless dried. - All Kharajyr regardless of age or knowledge will speak with an accent. This is required due to their anatomy of a maw/snout and small incisor teeth alongside large canines. - Kharajyr do not possess manipulable lips like other humanoids and can not easily articulate words regardless of age or knowledge. - A Kha’Cheetrah will never run as fast as their real-life counterpart. It is better comparable to an Olympic sprinter. - Kha’ are incapable of reproduction with other races. No mixed-race offspring are permissible. - Armor, particularly heavy armor, is impossible to come by in Kharajyr culture. Lamellar is an option although it is highly uncommon and, despite its purpose to reduce overheating and maintain agility, it still induces heat stroke with ease. Life Cycle 0-1 years old – Kitten 1'2" - 1'8" In this age range, the Kha’ cannot talk and can only walk on all fours. 1-5 years old -- Kitten 1’8" - 3'0" This is the progression of minor physical maturity. Walking and talking will be very hard, but they still vaguely capable of doing so with some effort. Their teeth will be grown in. 5-16 years old -- Cub 3ft+ During this time they are fully maturing (full maturity reached at 18). 16-450 years old -- Adult At this age, the Kharajyr would continue to grow and are now able to speak fluently, most commonly with a thick Kha’ accent. It is not possible for a Kha’ to speak without one given their anatomy. 451-600 years old -- Old Age After passing the age of 450 they will now begin to age considerably and their movements would begin to slow. They grow physically weak. Once 500 is reached, the kharajyr would now either by very frail or weak, primarily due to the fact the Kharajyr is now entering the last years of its life. Age affects the subraces slightly different depending on the features of the particular individual. For example, larger kha are susceptible to heart and back issues while smaller tend to be joint-related. It is common to see that the members of a pride that have reached this age are taken care of and fed by the younger members of said pride, often living in cots decorated according to their status in their pride. 600 y/o is the natural capacity that the Kha’ can live unless magically assisted. Red Lines: - FTB is only permissible for 20+ Kha’. - Kha’ may not age beyond 600 y/o. This is their biological limit. - Kha’ aged 0-5 must walk on all fours as a typical cat. They may not speak and do not progress the same as elven counterparts would as a child. Progression begins at the age of 10. Crossbreeding Crossbreeding in the Kharajyr race happens only amongst the sub-races of Kharajyr. It, in general, does not change much Kharajyr anatomy other than their fur and the range at which their healthy height and weight can maximize or minimize it. (IE: A half-Tigrasi/half-Cheetrah would be taller and larger built, though typically they will maintain lesser agility to a typical Cheetrah). Crossbreeding does not signal impurity in the race. Mental Description Fanatically religious tribalists, the Kharajyr have a great affinity for the Muun and the greater advancement of their people -- despite the technological plateauing of their entire society at a basic level. This is to the extent of all kharajyr performing a faith trial where they nearly kill themselves in faith that Muuna will allow them to live, by putting their lives in her hands. They also have a great desire to learn about their position in the world, though use little of their knowledge to impact their work. Despite their fanatic point of view, the Kharajyr have minimal interest in indoctrinating other races. The only exception to this has to be approved by a priest to allow a non-kha to be considered a soul kha. The soul kha are honorary kha that observe all Kharajyr beliefs within reason considering their physical race. The reasoning for this allowance is that the kharajyr believes that it is possible that their siblings may have been born in the wrong body, and as such, they wish to have their soul-kin as close to Metztli as possible by allowing them into their society. To receive this recognition is of the highest honor and should this honor be sullied by the actions of this individual, a mercy killing may be performed by a priest. Kharajyr are sometimes innately precarious, similar to their feline counterparts -- however, this is not required and differs between individuals. Precarious Kha’ are careful in all they do, often causing overthinking and the complexification of rather ordinary situations. However, this allows the Kharajyr to prepare for the best and worst of any situation. This sense of caution has also been the effect of the constant persecution made by other races in order to acquire their pelts. Red Lines: - Kharajyr hate loud noises. Their acute sense of hearing causes your typical shout to be almost painfully loud if in close proximity, and are sometimes brought to anger in these instances. - Wealth is not desirable by the Kharajyr, especially their priests. Kharajyr have no purpose in holding material wealth other than for cosmetic appearance, and it is frowned upon by the Kharajyr to hoard massive amounts of riches for little purpose other than to gloat. - Any knowledge obtained by the curious Kharajyr is rarely utilized to advance any methods in Kharajyr culture. Abiding by tradition is law, and it is heavily frowned upon to tinker and attempt to abandon the old ways. - Kharajyr must be taught to enjoy the water. It is a learned concept, bathing with water instead of by the tongue; it is considered rude to clean themselves with their tongue in the company of others, as well. Abilities Despite their divine origin, the Kharajyr have not been granted any unnatural abilities or magical ones. All abilities stem from their natural anatomy. Nightsight A Kharajyr is equipped with the advanced photoreceptors of a feline and therefore have the natural ability to maintain visibility in low light. Total darkness in an enclosed space does not allow vision, however, under the cover of starlight alone, a Kharajyr can see clearly in the dark. - A Kharajyr, if presented with intense light whilst the eyes are focused for nightsight, will be temporarily blinded. - Nightsight incredibly reduces the range of vision. Only nearby light reflected from surfaces will be easily visible unless a higher level light source is distanced. Mechanically, a 16 block distance is visible. - This is a passive ability. Acute Hearing A Kharajyr is equipped with acute hearing and jointed ears, allowing them to turn towards the direction of the desired focus. When rotated in the proper direction, a Kharajyr is capable of superior hearing and can hear #quite chat more easily, including #whispers. - A Kharajyr can be temporarily deafened if a loud noise, such as a firework explosion, occurs within 10 blocks of their person. A shout within 5 blocks will cause pain, but not deafness. - A Kharajyr may only hear #quiet within 12 blocks distance. - A Kharajyr may only hear #whisper within 4 blocks distance. - This is a passive ability. General Red lines/ Restrictions - CA application is required to rp as a Kharajyr of any subrace - Do not actually run as fast as their real-life counterparts. A Kha’Cheetrah is not going to run 60 mph. - Their strength would not surpass that of an olog - The Kharajyr can’t reproduce with other races - Between the ages of 0-29, kha can’t walk or talk properly. - A kha can’t walk properly if its tail has been cut off, thus serving the purpose of allowing them to keep their balance.
  14. Metztli The Daemon of Time “What was time? Before seconds or minutes came to be, how could they have defined When? Simply not. There was no when or past, present or future. Not even sure if it even went forward or in reverse. Did any time even pass before my existence?” A tall, slim feminine figure pondered as she watched the silver glow of her everlasting creation. As she touched the water of the endless stream with her gloved fingers, the water began to display a series of various events. The woman in white was entirely covered so no physical attribute was to be shown of her. A pure white dress with gloves that reaching her upper arms. She wore a hood to hide her physical face in her own realm. Similar to how her river flows, she shift her appearance at will, depending on whom she visited. The race representing the container she would form herself to fill. Here in her own realm, there is no form to take. Here, however, her true form cannot be hidden. Her actual form represented the physical and sentient passing of time. A feature that when mortals laid eyes upon, would drive their minds to insanity. Her attire, beautifully decorated by the white fur of animals, what a diva she was. From behind the darkness she watched the image sequence play out. She watched how the Descendants were at war, how some lived in peace, how some gained magic or accomplished heroic deeds, it gave her a sense of satisfaction as well as fear. . She watched as Descendants had families. Brothers and sisters playing, wives caring for their babies, men working hard on the fields. Slowly, a more negative feeling came to stir within her. She watched how the Descendants worshipped their gods and brought them their sacrifices. The feeling was jealousy. It rose within her akin to a tsunami when she watched the worshipping beings. The descendants worshipped the ones who created them, gave them life, but not worship the one who maintains their world to move forward. As time is not a stable phenomenon, she was envious towards the Descendants. Her work went unnoticed, how she prevented time from going in any direction. She watched the Descendants live their lives in their world… Sigil Origin Metztli is believed to be born when the first second was able to be registered. When time began to move so did Metztli. Metztli is the one who maintains the timeline of the mortal realm. It is her passion to take care of it however watching scenery that has happened in the past with the Descendant races can frighten, make her pity or angry as she cannot fully comprehend the actions or actions enforced by the Descendant’s curses. Regardless of those emotions towards the Descendants, she becomes jealous quickly of not being worshipped as others are for her work. This is in combination with their actions gave her motivation to create a better race that would follow her and repair the world alongside her. They would be the better race without a curse to influence them, they would worship her and satisfy her desire, they would help her maintain the timeline and hopefully help in maintaining the mortal realm itself. Her task As for time, time is definitely not a stable something as it can go in any direction it can choose. It is a wobbly concept and if not maintained, has the potential to stir the world into chaos. Time as we know it goes forward and has special measurements to indicate when what happened. Time is unstable and so it is possible for time on certain places to stop, move forward or backward. Here, time no longer follows the standard laws that we know. The Daemon of Time is what makes it go forward at a constant pace and who fixes it when a time anomaly shows up. However, the endless river that is the timeline she creates is sometimes hard to fully oversee. Especially when it is possible to be easily manipulated. As to why the gift of her magic will also bestow helping her with the maintenance of the timeline. Realm of Desa The home and realm of the Deamon of time. The realm of Desa. The realm is an eternal jungle. When her followers and children die, they have the option to live with her in their afterlife. They form the stars on the eternal night sky in the realm. they can come down from those stars to interact with Metztli, interact with each other or tend the river with her. The realm possess one important element. Through the realm, an endless silver-colored river flows. The river has no subtle waves, a peaceful stream that moves forth calmly with an almost flat surface. The stars giving the river its glow as the river is the representation of the mortal realm’s timeline. It came to be when Metztli and the concept of time were born and clocks were able to tick. The birth of time is represented at the beginning of the river as it also the source of all the water in the river. A waterfall that drops from a cloud of mist surrounding the beginning of the stream. Metztli takes care and sails on this river. With every second that passes in the concept of time, the river grows another inch. Metztli resides on an ominous, ship made out of birch and named Meva. Her ship is slowly pushed by the calm current. On the edge of where the river still grows and the bow of the ship sails is where the vessel itself carves a path which the river shall follow. Metztli is able to steer the instrument and uses it to carve the future. This way, Metztli weaves the timeline of the mortals through her own realm where she can tend to it. With a simple touch on the surface, she can let the water show any past events she wishes to see since all history is stored within the stream. The river’s current should move at the same speed at all time so it is equal to one second passing by. It can occur that somewhere on the river these currents can change as time begins to diverge. This means that in the mortal realm time anomalies pop up. On the river in Desa, these are also represented. The time anomaly can be identified by for example on how fast the current on the spot moves, stands still, reverses, splits off, or suddenly drop down all have an effect on how the anomaly works in the mortal realm. Creation of Kharajyr Those later known as her children. The Kharajyr who she saw fit for the position. She wished to create a better race who would value the beauty of nature and and see the importance of the world in balance but also possess emotions and devotion to her and others. So said, the Daemon entered the mortal realm to create her new master race. Her ability of taking the physical shape of a race helped her greatly. This way, she deceived many Descendants. For she would take on the form of a female variation of the individual focused on. At first, she searched the land for worthy candidates to give conscience to. She found a pack of primates within the jungle. She unlocked the mind of Hou-shen and made the creature sentient. She gave him a crown of jade and the ability to give sentience to all the other primates within the jungle of Asul. However it was Hou-shen who got worshipped and not Metztli for her deed. They began to detest her and in return, any memory of their creation by her was wiped from their memories. Leaving the race with an unending anger for their creator. As the Hou turned their backs to Metztli and left, Metztli continued to experiment. She began to walk among mortals as she gathered intel where to gain her subjects. From that, she kidnapped elven children from their cribs and conducted experiments with the cubs of the ocelot, resulting in hundreds of failed creatures. Then one, of the thousand failures, stood out to her as her perfect being. A humanoid and feline creature with spotless white fur. From this, she wanted more however could not recreate this creature. As a result, she created 4 subraces that could bring forth new generations. However, she was not yet ready to let the world of Descendants see her creation. She did truly treasure the race she had created. She also feared as they were so different from the descendants and were meant for a greater purpose, to which the rest of the mortals that roamed the realm were not ready for, yet. She kept her creations on an island far away where they grew, prospered and through Metztli’s signs, came to know for what they were destined to become. The sign of white fur was nothing but a mere coincidence but such rarity of fur color was praised by the Kha which more or less led to a misunderstanding that those born with white fur, were actually a messenger from Metztli. This was not the case however. The race that she had created satisfied her desires and became something she did not wish to leave this world. She became attached to them giving her the worship she always wanted and as return guided them for the possibility of having a better purpose, assisting her maintaining time and her own creation. However one day, the ego of her creations’ led to their paradise’s demise. She hurled them from their paradise and threw them in the harsh world. As both punishment for neglecting her and showing a frowned upon behaviour. Following Metztli is tasked with the important duty of maintaining the flow of time, for which she does not get the recognition she desires. This makes her more jealous of the fact that other ethereal beings get worshipped instead of her, even though she believes that her task is one of the most important ones. This jealousy is furthered as she has watched countless wars and catastrophic events caused by the Descendants, along with the suffering of their curses. This is what gives her the motivation to create a better race to her own design and a potential group following her ways. To earn her gift to be bestowed upon you, you are not required to be a Kharajyr yourself. The followers who have her magic bestowed upon them are also given the duties of helping her maintain time. However, Metztli becomes jealous quickly due to her desire of being worshipped. As a result, her followers have strict rules of giving sacrifices and only are allowed to worship and follow her religion. Those who break these rules would be stripped of their power as well as not given a place in her realm to accompany her. This goes for all worshipers of Metztli. Present day To this day, Metztli spends her time on the river and giving guidance to her followers as se bathes in the praise she has wished for so long. She is stuck with her eternal duties of tending to the timeline. She is sometimes obligated to enter the mortal realm to handle time anomalies as they are too far out of control to contain in her own realm.
  15. Origin: The creation of this instrument follows suit, The Amber Cold of 1740 was upon the land of Arcas. Tinkering in his little cave abode, Goilard Costa Olivera the Second, alongside his manservant, created what he would call “The Accordion”. Months prior to this, Goilard had been researching and brainstorming ideas on how to make a new instrument. Being a Bard and a musician, his love for the piano heavily influenced his creation. The idea was to create a sort of portable piano, but also not making it a piano at all. When Goilard drafted up the plans on a strip of leather, he brought it to the trade master of Sutica, Mr. Uialben. Once the plans were explained, Mr. Uialben gave a gracious donation of 100 minas for the creation of this new instrument. Appearance: This portable instrument has two almost circular wooden disks being held together by what looks like the folding part of a fire bellow. Embedded in one disk is a miniature piano. On the other disk is several small buttons laid in a few rows and a hand strap. The size is around that of an orc’s skull and can fit comfortably on the lap or in the hands of a regular-sized male highlander ((It resembles more of a concertina, which still falls under the category of an accordion. Sound: The small instrument gives off a rich, reedy, and organ-like sound unlike any of its time. Its sound can envoke emotions of happiness and glee, making the player seem more charming. Purpose (OOC): I have been on LOTC for a long time now and I have never heard or seen someone with an accordion and I have not found 1 post of anyone actually inventing it. I also thought this would add more character to my Bard if he made/played a new instrument. If someone claims to have had an accordion before this post I do not discredit them, this is just an official unofficial post.
  16. ]=+ The Clan +=[ Emberhorn “How fair the mount at Hollowbold, And bright the embers’ forge of old, [...] Alas their halls the darkness swept, And there, forevermore, it slept.” -The Song of Tumunzahar The Aspects and Mannerisms += of the Emberhorns =+ The Emberhorns are fair of skin, with bright eyes the colour of emeralds which shine beneath bushy brows. Their hair is auburn, and rarely worn long enough to braid- though oft-times the older Dwarves among them will decorate their beards with braids and clasps. The Clan-members are slightly less broad and stocky than most Dwarves, but are still possessed of barrel-like torsos and powerful arms well-suited to the hardy professions. Their ears are slightly leaf-shaped- a peculiarity which some believe results from a far Elven ancestor. Mention this to a member of the Clan, however, and you may swift find yourself a few teeth lighter. While some are grim, prideful, and solemn, they are seldom evil-hearted, and cruelty does not come naturally to them except in the rarest of cases. They are possessed of a fortune to rival those of the richest clans and individuals upon the Isles, and as such the Emberhorns are somewhat more inclined to display Urguan’s Curse than others. Even still, the Clan will often be willing to help those in need, and charity is common and encouraged. There is only one line of the Clan at present, that of Hodfair, though it is believed that there may be others which have not yet returned to the Kingdom of Dwarves. Dwed of this blood bear all of the earmarks of Mountain Dwarves, but are not purely such- as stated above, it is quite likely that the Clan had an Elf in its ancestry, and even more-so that the Clan interbred extensively with Forest Dwarves. Their affinity towards their slightly leaner build and willingness to welcome their forest-dwelling kin into their clan is testament to this. They dress in tones of green, brown, and other natural colours, preferring to stay away from brighter shades and considering them needlessly garish. They often ornament themselves with gold to some degree, with many wearing engraved golden clasps and jewelry in their beards. This also translates to their armour, which is traditionally enameled green and gold like so: +=+=+=+=[=]=+=+=+=+ The Stones of += Tumun’zahar =+ Much of what is known today of the history of Clan Emberhorn finds its origins in the revered Tumun’zahar Stones, which were partially deciphered soon after the family's re-emergence in Axios. A series of seven stone-carved tablets, they appear to have been created around the year 800 by a skilled mason who used the moniker ‘the Keeper’. Of these stones, the first three detail the genesis of the Clan, and the last four various tales and stories of their exploits. Together compiled, they form the Song of Tumun’zahar, which is held in regard above all other relics of the family- though it was not always so, and a few of the stones (primarily the first few in the series) bear a great deal of wear and damage due to being at one point used as paving material. A central focus of the epic is the eponymous Citadel Tumunzahar, known also as ‘Hollowbold’ in the Common Language. Said to have been constructed some thousand years ago by Dwarves fleeing an unnamed cataclysm (possibly a dragon,) it nestled among mountain peaks and was possessed of a vast underground system of natural caverns. Precious little is known of this burg save its name and reputation for tremendous beauty, for the Stones which regard its construction are among the most damaged. To further cloud the matter, the stories that are translated have a tendency to conflict in the location, structure, and size of the settlement. This has led some to believe that the “city” is actually several cities, spread out over a long period of time, and that the Song of Tumunzahar is simply a retelling of much older stories. To quote the testament of the late Hodfair I Emberhorn, who spent many years translating the Song: “I shall tell it as it was told to me, many centuries ago, by my father- who heard it from his father, and his father from his father’s father, who had seen the glories of yore with his own eyes and beheld the founding of the great city Hollowbold, known as Tumunzahar in the Old Tongue. Carved into the side of a great and mighty mountain by myriad stonemasons, the citadel stood defiant in the face of all tribulations. By hammer, chisel, axe and shield was built upon that mount the greatest legacy of our Clan, the likes of which shall never again upon this world be seen. Such beauty there was that even the hardest of Dwarven hearts softened to see it. But ask me not to tell of it fully, for even my own father did not know its tales but for scraps and pieces which avail us naught. Perhaps it was as they say, in days of old, or perhaps not- those secrets are lost but for the earliest of the Seven Stones, and all our will must now be bent to translating them.” +=+=+=+=[=]=+=+=+=+ += The Ram =+ While we know very little of the city itself, it is told that the lone mountain of which Hollowbold was carved was surrounded by verdant highlands, upon which was found wildlife diverse and varied. Among these there lived an unusually large and abundant type of mountain-ram, exceptionally woolly and twice as dangerous as the frozen moraines upon which it survived. The rams were possessed of a pelt-wool softer than any other, well-suited for garment, rug, and all manner of weaving- but perhaps more importantly, their swift cloven hooves could traverse the treacherous alpine paths better than any Dwarven pony. Their violent disposition and resistance to any sort of domestication, therefore, presented itself as an obstacle to be overcome. A late passage in the Song of Tumunzahar tells that the dwarves of the colony attempted for many years to tame these so-called ‘Gabhar Rams’ to no avail, until the coming of a particularly lucky individual. The following excerpt from the Song details his victory over the largest animal in the herd, which led to the domestication of the species: "He leapt forth then, this tamer mad, whom in his hand a rope-length had, And with this made to gabhar bind. Lo! Ramhorn fierce, he kicked behind, for hempen bonds behooved him not, And dwed fell sprawling, temper hot. He tore his beard and cried aloud, To make return with spear he vowed. That clamour echoed through the peaks, There was a shattered, grinding shriek, And moraine swift came tumbling down. The dwed did sweat, and he did frown, And tumbled too, as not to fall, For snow, and ice, and boulders all, Came quick to bear upon his heel. He shut his eyes, his death to feel, But instead found himself aloft, As if by bough of tree. He coughed, And, baring frightened eyes, beheld, That by fair goat was he upheld. It bounded twice, s’if borne by wind, And as the falling glacier thinned, It set dwarf down upon the ground, Who reached fair up, removed its bond, And ever since, my sons, to fore, Gabhar and dwed, they fight no more." Whether it be true or fanciful, this passage records the beginning of a fruitful friendship which has lasted many generations, and in many ways defined the legacy of the Clan. The ram and its horns are often used in imagery, and the family employs them in everything from warfare, to caravans of goods, to shearing their wool for weaving. Members of the Clan who have proven themselves in war or other service to the family are said to have ‘earned their horns’, and receive the right to wear upon their helms the great spiraling antlers of the rams- a fearsome sight. Artificery, however, is not the only thing in which the rams have contributed to Clan’s culture, for they are also the inspiration of the Clan’s modern name- though it is never once mentioned outright and was never used to refer to the progenitors of the family. The passage is such, and recounts a battle against goblins late in the Song: And in that fateful charge of auld The dwedish clan, those brothers bold Dealt death unto the eldritch dark, Threw down their enemy, and hark! From that brash clamour embers flew, ‘Pon clashing horns, and bloody dew, which fell like rain upon the ground. And filled was glen with death’s grim sound. From which was gathered the name ‘Emberhorn’, and henceforth such was used to refer to the family in present times. The ram’s horns are also on the Clan’s banner, writ in gold upon a field of verdure. (to join contact D3F4LT#4284 or meet Nagorain Ekaraadorul)
  17. A unexpected fire turned a prospering district of newcomers and businessmen to ash and charred frames in a matter of days. No one knows what caused the fire, whether it be an uprising, the damnation between interracial love, or a misplaced match. The damage is clear to anyone that nothing survived the raging flames, but it is unknown to everyone the amount of lives that may have been lost. Some victims will never be like who they were before the great blaze had robbed them of their homes and many citizens look to the Lord Mayor to find a solution to their homelessness. But... Thanks to the brave citizens, the ISA, and the Church of the Canon to come together and save who those trapped by the enveloping flames. When asked the Lord Mayor said, “We did all that we could today... Tomorrow will be the true test of what we can do.”
  18. The Wyrvunic Contract The basis of our worship is on the Wyrvunic Contact. In saving Mali’Fenn from our insanity, our lives are indebted to Wyrvun. The Wyrvunic Contract is the binding agreement of the ancient Snow Elves and Wyrvun, Aengul of the Deep Cold. Upon passing through the World Altar, the first Snow Elves were created, but such a rebirth came at a price. That price was their sanity. For years, the Snow Elves wandered aimlessly, crippled by their insanity. A passing aengul, however, took pity upon them. Wyrvun, Aengul of the Deep Cold, sought a people to populate his mortal domain, Hesin’fin, for the land was harsh, and its occupants few. Thus, Wyrvun struck a bargain with the Snow Elves, known as the Wyrvunic Contract. In return for their worship, their settlement in Hesin’fin, and their stewardry of the lands, Wyrvun restored their sanity, and promised them an afterlife of eternal slumber. It is thus that the Snow Elves came to worship Wyrvun, and it is from this contract that beliefs of religious conformity are derived, for it is feared that if enough Snow Elves cease their worship of Wyrvun, and forsake their stewardry, the aengul will punish them all for breaking the contract - by depriving them of their sanity once more. Worship Worship of Wyrvun is expressed in everyday life, but done in official measure at the temple. This entails a prayer and offering left within the temple. There are different materials that can be sacrificed, each one coming with their own connotation and usage within worship. Their uses are as followed Frost Vine This is to be presented in times of war, famine, and hardship. Frost Vine flourishes in the cold, when other plants are dead or wilted, and so it presents perseverance within the Mali’Fenn Root from the Starlit Monacrie This is customarily presented after the birth of a child. The roots represent beginnings, and as such an offering of the roots is said to bring luck and prosperity to a Mali’Fenn child Ashes of Tippen’s root This is to be offered upon the death of a Mali’Fenn. Tippen’s root, when alive, has healing properties. While burning it rids the root of these properties in life, in death the ashes will lead the souls to aira'fin Water mixed with blood This is to be offered in times of change, such as beginning work within a guild. Using one’s own blood is ideal, although other blood also seems satisfactory to Wyrvun, simply slightly less efficient Overview Those that follow Idhren’tirn are dedicated to the life and ways of Wyrvun, to protect his lands and his people from outside influences, including the worship of other deities, the corruption and corrosion of land and realm and beings or forces showing malevolent tendencies. Those that follow Wyrvun are a neutral people, not engaging other people in fights, nor offering them safety within their walls. Those found practicing other religions publically shall be cast out immediately, banished from Wyrvun’s territory to never return again. The protection of Wyvrun’s territories is of the utmost importance, and must come before one’s own safety. Worshipping Wyrvun is a requirement for all Mali’fenn, and those that do not worship Wyrvun shall suffer from mental degradation, often losing what is left of their sanity. Those that follow Wyrvun are not good, nor evil, and hold no emotions toward those of non-Idhren’tirn worship. They do not fall to the kindness and lies of the so-called good religions, nor do they fall to the power-seeking and control of so-called bad religions. Nor do they terminate them, so that these religions may continue their fight with one another. The Idhren’tirn’s people must remain true isolationists, neither seeking out nor allowing others to find them for any reason, lest they wish to alter the isolationist path that they are set on. Garnering attention toward Wyrvun’s realms in any affair is generally frowned upon, lest these other religions come to spread their influence or to tear apart the realms in a physical sense. One must remain neutral to all affairs of outside nations and religions, and not find themselves swept up in the chaos between them. To allow non-Mali’fenn any ranking within the Idhren’tirn is outlawed, for those that do not share the Mali’fenn blood are not inclined to the dedication required to serve Wyrvun, nor do they share the promise of gifts in exchange for their service. If a non-Mali’fenn takes up residence in Wyrvun’s territories, steps should be taken to encourage them to take to the Idhren’tirn worship, including all practices of offerings and upholding beliefs, but they should never be allowed to hold office within the temple. Wyrvun’s Gifts When the first of the Mali’Fenn came to settle in the tundra, the harsh environment did not seem to welcome them, and as such the Mali’Fenn did not feel that this new environment was truly their home. For many years the Grand Prince Aelthos, the first of the ‘Fenn, made attempts to bring life to the hostile lands of winter. Year after year he would bring new plants and animals, only for them to wither and die, succumbing to the cold. Crown Prince Aelthir I could see how much his father’s failures upset him. Not knowing what he could do to help, he began to pray. On the third night of The Deep Cold as Aelthir lay down to sleep, Wyrvun visited him and filled his dreams with wondrous visions. Aelthir saw a land filled with life and vigor, his father on a throne carved into a magnificent tree. Wyrvun approached the throne, welcoming Aelthos and all Mali’Fenn to Talath’Fin. When Aelthir awoke, he couldn’t help but feel affected by the grandiose imagery of his dream. As he sat up, planning to inform his father of the dream, he felt something in his hand and looked down. It was a large seed, the color of snow with blue-ice streaks running down its side. He had never seen anything like it, and he rushed to tell his father, clutching the seed close to his chest. By the time Aelthir arrived by his father’s bedside, it was too late. Aelthos lay cold and lifeless, and Aelthir wept, although deep in his heart he knew what had to be done. The days to the funeral passed, seeming dreary and void as Aelthir prepared for both his father’s death, and his own coronation. The day of the funeral came, and all of the Princedom came together to grieve. As Aelthos was buried, Aelthir placed the strange seed on Aelthos’ chest, over his heart. Three days later, Aelthir was coronated. As the crown was placed on his head, a small sapling emerged from Aelthos’ grave, growing faster than just nature could account for. In the years following as Aelthir continued his new reign of the Princedom, the tree continued to grow, and with it came other trees and flowers, turning the once barren tundra into an icy paradise, and the Mali’Fenn finally felt at home in the strange new land. Every time Fenn has needed to move from place to place since Wyrvun originally blessed Aelthir I with the first seed, the tree has dropped another seed for the currently reigning tundrak to take and plant in the next location, and so wherever the Mali’Fenn may go, the new place is transformed into a haven for ‘Fenn. Leadership Tahu’naeri Tahu’naeri, also known as the Arch Vigilant is the overall leader - therefore there can only be one. The only way to become the Arch Vigilant is by being chosen by Wyrvun - as they say - or the Grand Prince himself. Rewelier’uhier Rewelier’uhier are the one’s in the temple who are just under the position of the Arch Vigilant - meaning, the highest rank you can hit, unless the Arch Vigilant retires or dies. This means you can’t earn any more Talismans. Lar’naerir After the graduation ceremony, a new Lar’naerir are expected to take on more responsibility from the church itself, and to Report to the Rewelier’uheir that leads them in their understanding of the specific aspect. This includes more maintenance and upkeep of the temple, more time dedicated to holding ceremonies and teaching the Mali’fenn of Wryvun, and participating in debates and discussions about the Aengul aspect they are dedicated to, and the other 6. This includes aspect bridges, a metaphorical idea that in between each Aspect, is a bridge that connects them. These bridges are how the 6 relate to each other philosophically and do not exist physically. Getting talismans are no longer seen as a way of “Upgrading” but more of an award to showcase how much time/effort you’ve put into your work. They are given out by the Arch Vigilant. Another thing that Lar’naerir are expected to do is help teach the Lentir’naerir. That is Another thing that all Lar’naerir and above are expected to do is accompany one of the Ivae’fenn during a pilgrimage to gain a flower for their coming promotions. Refusal is not an option if tasked with such duties Lentier’naerir When someone wishes to become an Acolyte of Wyrvun, they come to the Temple and seek guidance from the Idhren’tirn or the Arch Vigilant. One of the Rewelier’uhier or the Arch Vigilant, then commemorates them into the temple and their new life starts. The new Lentir’naerir are provided robes, books, scrolls, quills, and ink pots, to help in their studies. An assigned tutor, usually an experienced Lar’naerir, though rarely, a Rewelier’uhier, starts by giving them each basic assignments such as first visiting each shrine and praying to it, understanding the significance of sacrifices. How to hold a wedding. How to hold a funeral. Lessons on the history of Wyrvun in a classroom esque setting, and the different ideals and understandings of what it means to keep the Mali’fenn on the path of Wyrvun. These are imperative basics that all Idhren’tirn need to learn if they are to lead the Mali’fenn properly. During their training, a Lentir’naerir is given simple duties they must uphold to build discipline and responsibility. These include yard chores, community service, fundraisers, and event volunteers. Sometimes volunteering in the Tavern, or Helping the Clinic a little bit. Most Lentir’naerir are also tasked with helping the Lar’naerir clean, and upkeep the Temple. This includes replacing candles, washing the floors, windows, walls, and seats. Replacing the sheets of different dorms. They are also tasked with cleaning up any leftover mess from a sacrifice. The Writing down of information, thoughts, ideas, prayers, and understandings of what it means to follow the path of the Idhren’tirn are important for a new Lentir’naerir to learn. Most Lentir’naerir write things already written, to increase their knowledge of history, community, and understanding of each Aspect of Wyrvun. Through their lessons, understandings, and discussions of Wyrvun, they start to gain an understanding of both themselves, and Wyrvun. Eventually, once a Lentir’naerir has shown they have grown, they are awarded with one Beautifully intricate Snowflake shaped Talisman. Once they gain 3, they are then allowed to partake in their Trial to become a Lar’naerir, which they can request to take within a months time of them obtaining their last Talisman. -------- The Trial of Wind The Trial of Wind takes place during the transition from Lentier’naerir to Lar’naerir. It is a way to prove one’s faith to Wyrvun, and a way for him to eliminate the weak applicants. The trial takes place on the coldest day of winter, wherein each applicant will be sent out into the wilderness as the sun sets. They will be stripped of all their possessions, and they will be made to meditate for the duration of the night. Those who are not truly devout will succumb to frostbite over the course of the night. Those who pass the test and are found living at daybreak will be returned to Fenn and promoted to the rank of Lar’naerir. Any who return to the gates of Fenn before daybreak will be stripped of title and excommunicated from the Idhren’tirn. Clothing and Markings When the Mali’fenn hosts a funeral they will be wearing all white; as a symbol of mourning and respect to the deceased person. As for the ranks within the Idhren’tirn, they have the exact same uniform shared in between them, but as they rank up they will gain talismans to signify how far away they are from being promoted. Religious Law All matters of religious law are decided by the Archvigilant. They will use Wyrvun’s guidance to determine an appropriate punishment for the heathen in question if the heathen does not choose to convert. Once decided by the Archvigilant, the punishment will be given to the Grand Prince for final review. Blasphemy The act or offense of speaking sacrilegiously about Wyrvun or His Sacred Contract as committed by a non Mali’Fenn will result in a fine and an official apology, which must include a denouncement of their statements. Continued sacrilegious speaking may result in banishment, exile, or execution. Non-Mali’Fenn do not have to believe in Wyrvun, as they are not included in Wyrvun’s contract, but they can not deny Wyrun’s divinity. Defacement The action of spoiling the appearance of statues, wayshrines, art pieces, artifacts, or any other paraphernalia used to honor Wyrvun. This offense will result in no less of a fine of 500 mina. Continued offenses may result in banishment, as well as continued fines. Defacement as done by a Mali’Fenn may also be counted as a form of public denouncement. Denouncement To publicly declare Wyrvun to be wrong, therefore disrespecting him and disregarding the contract taken up by the Mali’Fenn people. This offense will result in required conversion. If the heathen repents and converts to the Idhren’tirn, all will be forgiven. On cases of repeated denouncement or inability to convert, the heathen will be executed. Lack of Faith The act of worshipping deities apart from Wyrvun as a Mali’Fenn, or not worshipping Wyrvun at all as a Mali’Fenn will result in required conversion. If unsuccessful, the heathen may be executed or banished. Public worship of false Gods Public worship of false Gods by non-Mali’Fenn is prohibited. However, non-Mali’Fenn are permitted to privately worship any deities they so choose within the confines of their home.
  19. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Introduction: The magical arts of evocation is often viewed as simple and basic, given its straightforward nature. An aspiring mage is advised to learn a simple elemental evocation before they choose to delve further into the world of the arcane. With that being true, no spell is without its uses; the different elemental evocations offer the mage a diversity of tools that might be expanded upon further, depending mostly upon their expertise, experience, and creativity. Electricity is conjured into the world in a way no different than all other evocations; the mage must connect to the void, create electricity inside of it, and then tug it into the material plane so that it might temporarily be materialized there until whatever will the mage has is performed through it. Magic Explanation: As previously described, the art of electromancy is performed as any other evocation might be. The mage connects themselves to the void, creates whatever construct of sparks they wish to form within the void, and then drag it to the real world through the use of their mana. A mage’s capacity to manipulate their element depends greatly upon their familiarity with it and their awareness of it. A novice mage would understand the physical concept of electricity - how it behaves whatever environment it’s in, but a mage who has mastered the magic will understand the very idea of electricity, the way it may be conducted by water or metal. The roar of a powerful thunder, of the destruction of a calldown. This understanding allows the mage to craft complex and unique spells. Learning Electricity Evocation: when learning evocation it is much like the other evocations you must know the properties of electricity and how it works/flows. Much like the other evocations you learn this magic through tiers such as Tier one- Tier five getting more spells and more knowledge as you get taught and progress through the tiers. Properties of Electricity: some of the main properties are listed here. Once a spell of electricity is launched, it is launched and cannot be undone. Electricity normally does not have an appearance, instead it is the arcing of the energy off the particles which the mage commands that produces the visible light. Electricity that arcs as described above produces visible light, this visible light can be either yellow, white, purple, or blue. These colours are unique to the mage and typically model the closest colour to the mage’s aura (not the colour of the aura, but a close cousin of that colour instead). This means that there should normally be no black or red lightning. Electricity moves extremely fast, faster than sound even in normal conditions. This is exactly why you hear thunder after seeing a flash of lightning, for light moves faster than sound. This makes reversing damage from an electricity spell impossible, unlike a fireball, a mage cannot fizzle out a spell mid-cast, since it is a near instantaneous effect. These instant projectiles can be countered with metal deterrents, or shielding insulators like wood. Electricity takes longer to charge up and cast than other evocations, due to the larger than normal amount of mana needed to charge the particles. Metal attracts electricity very effectively, since metal is a conductor of electricity. This means that those wearing armour will be affected with more severe burns, but will not suffer similar immobilization as unarmored foes, and the electricity will arc off normal course towards metals and magnetic apparatus in the close radius of a mage casting electricity; somewhat attracted towards armoured targets naturally. It is a common misconception that water is a natural conductor of water, while this is normally true, water with minerals is what actually provides the ionic particles required to conduct electricity. Pure water itself (water drawn from water evocation for instance), is incapable of conducting electricity and will not attract bolts towards them. The larger an arc, or rather the longer a projectile travels, the more energy required to cast it. This is because arcs normally do not occur in electricity, rather they occur from the attraction between point a to b. As a result, spells that have larger distances to cover will naturally be more taxing than ones that are closer. -Zythus Spells and Abilities: [T1-T5]Orb of Electricity [Non-Combat/Combat]: Description: With this spell the practitioner can channel sparks of electricity into an orb, and hurl it towards their target or enlarging the orb until it reaches a desired size to then dissipate. Mechanics: This spell takes two emotes to use correctly meaning the Voidal Connection and then summoning the Orb. This spell can only cause someone to feel slight pain such as a small shock to the skin. As it is used for combat it is also used to light up your path making it another form of MageLight. This spell can be thrown up to a maximum of 10 blocks after 10 it will begin to lose form and die out fading away into nothing. The spell grows up to the size of a soccer ball, and is not able to phase through things. Effects: Small shock to the skin causing very small burns. [T2-T5]Bolt [Combat]: Description: With this spell the practitioner is able to conjure a bolt of electricity and hurl it against their target, making it a fast and efficient attack. Mechanics: This spell takes up to three or four emotes including having the connection, summoning an electricity orb and making the spark bigger and longer into an almost javelin type form along the forearm. This spell can be thrown/hurled up to 15 blocks. The spell is more sensitive to different types of metal. Effect (S): Small and Lethal Shocks and also being able to give an enemy up to 2nd degree burns also being able to stop the heart when lethal. [T3-T5]Stream of Sparks [Non-Combat]: Description: With this spell, the caster is able to form a stream of electricity, that is able to mesmerize those about with a show of light sparks of light flowing from the caster’s hands. Mechanics: This spell will be taking up to 4 emotes to do such correctly meaning, the connection of the void, the summoning of an electricity orb, then tossing it up making more and more spark appear over and over almost in a circle. No harm is done to anyone who reaches in your of doing this spell but they will feel almost a tickle sensation to the body or hand of some sort. It can not be tossed/hurled or thrown in any way shape of form. No Effects since you can not use it to harm anyone. [T4-T5] Calldown [Combat]: Description: With this spell the skilled caster is able to conjure a thunderbolt and hurled it at their target, making it for a lethal and noisy instance. Mechanics: This spell is one of the most powerful spells taking up to five to seven emotes to complete in this cycle, Connection of the void, focusing on a target (somewhere above it), making an electricity orb in mid-air, making it into a javelin shape/form in the air stretching wider and getting bigger then also making it cast down on something or even someone. You must be in direct sight of the object you wish to cast on and up to 25-30 block radius. This spell can only be used outside. Effect (s): Some effects of this will have to a human or any living being could be Death, Brain Damage, Losing limbs and much more, but a very high rate of death. [T2-T5]Electro Whip/Chain [Combat]: Description: With this spell the caster may be able to conjure a whip or a chain that can reach up to three meters in diameter, being able to harm or hold the mage’s target in place. Mechanics: This spell will take the caster up to four to five emotes to complete in the cycle of, Voidal Connection, conjuring electricity orb, making the orb grow bigger and bigger turning into more of a snake like structure.build to it then slinging it or whipping someone with it. It can reach up to six meters in length Effect (s): This spell could leave someone with small degree of burns leading up to maybe a cut/infection of some sort. [T4-T5]Electricity Wall-Field [Defensive/Combat]: Description: With this spell the caster may be able to materialize a field or a wall of electricity, making it so others can’t reach them through their barrier Mechanics: This spell takes up to 4 emotes as well in the cycle of Voidal Connection, focusing in front of yourself, making electricity flow in front as then it becomes almost like a shield. The spell can be up to 1 block and only to the person's personas height will the wall reach. There can be up to one walls summoned at once, meaning that it requires continuous focus. Effect (s): This effect is just a push back leaving a small shock. [T3-T5]Electricity Orb Blast [Combat]: Description: With this spell the caster can make that the orb that was previously mentioned above implodes into a blast of electricity, making them able to electrify their opponents with sparks of electricity that were contained in the orb. Mechanics: This is a rather short spell. Consisting of three emotes. Once burst it can reach up to 3 blocks in front of the caster as it stays in front of the caster at all times in the casters hands. Effect (s): This spells effect is simple leaving any open area to be hit with a small blast of electricity making a very stinging sensation and maybe if a strong enough mage uses it a small burn of some sort. [T5]Electricity Coat [Combat]: Description: With this spell the caster is able to constrict their opponents into a coat of sparks that the mage conjured, holding them in place to their possible dismay. Mechanics: This spell takes up to four or five emotes to use properly. The person you wish to cast has to be up to a 5 or 10 block radius, Creating up to 3rd degree burns. Effect (s): This will go to be like a taser in a form wrapping almost a blanket around the targets body and shocking them. This could leaving to the heart failing. And some high degree burns. [T4-T5]Electricity Shock [Defensive]: Description: With this spell the caster is able to let electricity surround them almost in a defensive state making it if someone wants to harm the caster it will shock them back but only to the physical takes upon the caster. Mechanics: This spell is a spell used only in close range when an enemy tries to harm a person still having to connect to the void. This spell also takes up to three emotes to use properly and is maybe half a block away from the caster. Effect (s): Leaving small degree burns to the one attacking. [T5] Minor Electricity Manipulation [Non-Combat]: Description: With this spell the caster will be able to manipulate small quantities of electricity such as sparks, so it can grant them convenient flexibility to the resources. Mechanics: This spell is a lesser form of electricity and acarnism baby in a way making the caster to connect to the void and basically manipulate Electricity in small shapes and small objects. This takes up to four emotes to do one minor spell and is mainly used as a helpful tool. Effect (s): The effects on this spell depends on how the mage uses it. General Redlines: A mage cannot manipulate real world objects or the real world version of the element. All electricity pulled from the void has to be casted within a line of sight. Electricity follows a path of all conductive metals. Can not pass through walls and other solid objects unless conductive metal. A mage is not immune to his or her magic hen casting. Purpose: The purpose of me and Iconic writing this over is to make sure we keep an important and a long lasting element to Lotc for the player base. We also did this because we would rather not let people just lose their magic of this element because no one re-wrote it. Citation: Some credits that we used to work on this piece are, https://docs.google.com/document/d/1qehcY6h4CYRNl1Rcd8VJAOAAiUMtl1LY9z1IKtF5lDM/edit the original electrical lore and also this first rewrite from _ZythusRequiem. Credits: TheJollyHefty, Iconic_fluff ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  20. Origin/Background/Culture On rare occasions, once every blue moon, a seed or spore slips through a fae ring, entering into the mortal realm from the Fae realm. If it manages to grow, it will appear much like its mundane counterparts. Unlike those; however, it possesses a unique method of spreading its offspring. This Fae organism can be either a fungus or a plant, of both woody and herbaceous varieties. Regardless of whether it is plant or fungi, it will draw people in by calling out to them; much like tales of “Dryads” hearing a voice luring women to trees, or opportunistically nab unknowing Descendants who by coincidence, choose to fall asleep beside the organism. Anyone who falls asleep next to the plant will be quickly cocooned in roots and plant matter. Within the cocoon, the victim’s soul is held as their body is fundamentally remade out of plant matter. In the end, they end up resembling the plant that transformed them, their flesh, organs, bones, and appearance made entirely of the same plant. Epiphytes have always been around in some form. The oldest was by the fae trees, who made Epiphytes commonly referred to as Dryads. Herbaceous plants have made their own Epiphytes in time, which have commonly been known as Bryophytes. While their close relation hasn’t always been recognized, they are, in fact, the same base creature. Finally, the newest form to arise has come from fae fungi that have made their way here. These get referred to as Saprophytes. They are all Epiphytes. Physical Description Epiphytes bear a resemblance both to the plant they are connected to and their original race, especially before their first rebirth. Height and weight should be based on the race of the character becoming and Epiphyte. After their transformation, they bear a strong resemblance to their previous self, save that they are made out of plant matter. The plant in question matches the plant they were changed by. As they are reborn, their individual features can begin to drift away from a descendant-like appearance to something more overtly evocative of the plants they are made up of. As an example, feet could end up more of a mass of roots then something that resembles feet. This is aesthetic, however, and can’t grant the Epiphyte any sort of advantage. In spite of being made out of plant matter, the Epiphyte is able to bend and move as well as a descendant. This, unfortunately, compromises the strength of the plant matter they are made of such that they are actually susceptible to being cut more than a descendant. Despite this, they aren’t able to regrow their limbs. Of course, a new Epiphyte born from the rebirth process isn’t limited by their predecessor's injuries, but that doesn’t help the current Epiphyte. This weakening for mobility also seems to eliminate any medicinal or poisonous properties within their body, which is generally a non-issue since they normally have easy access to their plant, which does retain these properties. This also has little effect on flammability, however, as they burn about the same as any well-hydrated plant. Most Epiphytes are herbivorous, though this isn’t a strict rule. Epiphytes from carnivorous plants like pitcher plants are known to be carnivorous, and Saprophytes are known to eat just about anything dead. Epiphytes of the Dryad and Bryophyte variety require regular sunlight like the plants they are based on and will grow ill without it. Saprophytes, on the other hand, prefer shade and will grow sick with too much light, much like the fungi they are based on. Like other creatures created from descendants, the Epiphyte does retain the original race’s lifespan. That said, they also go through a more frequent cycle of renewal and rebirth, this cycle is about 50 to 100 years in length. When they reach the end of a cycle, they go through the process of rebirth mentioned below. At the end of their lifespan, they die for good like any other race. Epiphytes are connected strongly to their plant, to the point where the state of one will actively affect the other. If one grows ill, the other will as well. An Epiphyte’s growth can be stunted through the pruning of its plant’s roots. This effect has been long noted with the existence of bonzai dryads, though it is a technique that can be employed more widely than with trees alone. This connection is so deep, it resembles druidic communion, although the truth of the matter is that the connection between Epiphyte and plant is more so that one is an extension of the other. Epiphytes can produce any number of mundane seeds of their plant’s variety, and often spread them around wherever they go. They are also able to produce a single seed of a fae variety of their plant. If they try to produce a second, the first dies and becomes unable to grow. It is said that when several Epiphytes cluster their plants together, the close proximity of several fae plants makes conditions ideal for either a dryad’s tree or for a new fae tree to grow and give rise to a Treant. An Epiphyte reacts poorly to blight. Worse, if either they or their plant is blighted, the blight will spread to the other as well. A blighted Epiphyte is driven mad, attacking on sight and attempting to spread its blight. There is one silver lining to this, where if one gets healed by a Blight Healer, the blight will be healed from the other as well. Unfortunately, going to blight heal the plant usually means having to get passed the Epiphyte anyway. Anyone looking to cleanse the fae plant or the Epiphyte will likely have to fight to subdue the Epiphyte in question. Epiphytes are still generally able to learn magic, with the exception of void magic as the void is toxic to Epiphytes and breaks down their bodies under extended exposure, making its use unfeasible. Mental Description While the Epiphyte is still fundamentally themselves. They experience certain shifts in their priorities and desires. They will now care about spreading their seeds far and wide and will seek to find a place to grow their Fae plant. Once grown they will prioritize the wellbeing of their plant first and foremost. Other priorities may remain unaffected or skewed in favor of these new priorities as appropriate. Abilities Rebirth Epiphytes go through a 50 to 100 year cycle. As they get near the end of their cycle, they wither and slow. When they reach the end of their cycle, they seemingly pass away, and a new, infant Epiphyte is born from the corpse of the original Epiphyte. This Epiphyte bears some similarities in appearance to the previous Epiphyte. They also notably retain the soul and memories of the previous Epiphyte, though to what degree memories are retained is up to the player. They can be anywhere from hazy and distant to just as strong as they were before. Due to the impressionability of the young, personality may shift some. This infant Epiphyte grows incredibly fast, reaching full-grown within the span of a year (irl 1 week). The young Epiphyte is extremely vulnerable during this time, and will often imprint on someone to serve as their guardian until they come of age. While they retain magic, they will not have access to it until they are once again full grown. The span of this cycle translates to the player being able to have their character reborn anywhere between once a year and once every other year at the player’s discretion. It is short enough that characters with the human curse will be able to engage with the ability a few times before dying, and also allow it to happen frequently enough on an irl timescale to be an occasional source of RP. Redlines Becoming an Epiphyte does not erase existing lifespans. Epiphytes will still die of old age at the end of their original lifespan. The original Epiphytes soul is retained through this process, carrying over memories, magic, and curses. Iblees’ curses are always present. Magic goes dormant until the new Epiphyte is fully grown. Memories are up to the player to determine how they carry over. Due to no underage magic allowed, magic is temporarily unavailable during the RP year where they are growing up again. This is for the best. As a real-life year is equivalent to about 52 RP years, this means that this process can only be gone through close to once a real-life year at the most frequent, and should happen once every other real-life year at the least frequent. (This range of real-life time is why this length of cycle was chosen) While personality can shift, it doesn’t become the opposite of what it was in the previous life. A total reversal of personality still requires the same amount of extensive RP to justify as it would for any other creature. Connection An Epiphyte holds a strong connection to the fae plant they grew. They are aware of its location regardless of their own location and are able to communicate with it directly when in person. Redlines This ability can’t be used to inform a character of their death. This ability does not allow communion with any plant other than their own. That requires becoming a druid. Fae Seed The Epiphyte is capable of producing a seed in order to grow one fae version of the plant that changed them. If they try to produce a second seed of their fae plant, the first will die and be unable to be coaxed back to life by a Blight Healer. If the plant is destroyed beyond a Blight Healer’s ability to heal or a map change occurs, a new fae seed can be produced. Redlines The Epiphyte can only have one fae plant at a time, and thus can only produce one seed at a time, and can only produce a seed if the old plant is either dead, or it’s a map change. The Epiphyte is driven to place this plant somewhere. They should find a place to plant this. General Redlines/Restrictions An Epiphyte does not give birth. The only “children” they have is the Epiphyte born from the rebirth process. An Epiphyte cannot bind to a plant that is rare enough to require approval or an event to find. Such plants are too rare to find a fae version of outside of the fae realm. An Epiphyte does not retain the medicinal/poisonous properties of their plant. To have access to plant matter that contains those properties, whether from their fae plant, or a mundane plant they have grown or found. A Bonzai Epiphyte is treated like a child character for the purposes of server rules and real-life law. No magic due to server rules. No ftb or erp due to server rules, the law in most countries, and basic decency. An Epiphyte’s fae plant is a fae plant like the one that changed them and is capable of changing new people. Epiphytes can prevent this from happening due to their connection if required. Generally, Epiphytes tend to allow people to come by their plant unless the person is considered a risk, or under agreement with whatever authority they live under. Epiphytes don’t try to force people to sleep beside their plant as doing so puts them and their plant at risk of extermination, which is an unacceptable risk to their altered priorities. Epiphytes can’t learn void magic. Void magic is toxic to their plant bodies. They cut pretty easily. Easier than a descendant. No shrugging off sword slashes. A tree lord can’t become an Epiphyte as their soul is not housed in their husk. The fae plant will not try to change them, and if it were to try, it would simply kill the husk. An Epiphyte, likewise, can’t become a tree lord, though this due to the fact that it would sever the connection to their plant, and that would run directly counter to their post-change priorities. Only descendants can become an Epiphyte. Other creatures like liches, dragons, or animals are not targeted by fae plants. When it comes to the influence of druid abilities, communion, control, or herblore can’t be used on the Epiphyte. The fae plant can be affected, and any normal plant the Epiphyte grows can be affected. Blight healing can be used on the Epiphyte, and can be used to cure blight and heal various injuries, up to and including lost limbs. Purpose (OOC) This lore is meant to serve as the successor to both the Dryad and Bryophyte lore. Both filled the niche of a playable Fae that served as an easy entry point into playable creatures. This lore attempts to overcome the shortcomings of both prior lore pieces. This lore creates a creature that bears a resemblance to both Dryads and Bryophytes, but is open to members of any race and offers a unique experience without severing existing RP bonds. Citations
  21. [!] The scroll was sent out to the libraries of Irrinor and Talus, as well as some specific druii. A collection of writings from Sister Orison on the Emerald Way On the Nature of the Tayna Tayna. The soul of life. It is the living energy that contains all. I speak of the balance, of the living, breathing, growing, changing soul, one alive just as you are. You are part of the tayna- connected and one with every living thing on this world. With every moment, ripples and changes cascade outwards as time goes on. Just as any living being, it can be harmed just as you can. But it also can heal, and grow just as you. One can hear these ripples, these... cadences if one tunes themselves into the world around them. The tayna sings these changes constantly, and with a trained ear, one can sense and notice this song. To do this, a disciple must be sensitive to all of the living beings around them, to each and every one, no matter how insignificant they may seem on the surface. Once you do this, you will hear the song of the tayna, and you will know its will. By being in tune with the balance, you will be guided. It will influence your feelings, your instincts, and it will bring you where you are needed most. Follow your instincts, and your feelings, and the balance will show you its will. It will become your own. And now a question we face, a question answered in different ways by the creeds. Are the Aspects like water, formless spirits of nature? Or beings such as you and I, living, breathing, talking? The answer is not so simple, I think. I believe them to be both. They exist within the balance, and I know that the balance is but one living and growing energy within the world. It holds but one soul, in which is held every life as we know it. It makes its presence solid through its various forms. A blade of grass, a boar, a tree, and even the mani themselves. And within this soul, I believe the Aspects dwell as well. Their spirit formless as ours all are, but omnipresent as the tayna. But still, beings that live and breath just as you and I. Must the two be mutually exclusive when dealing with forces as universal and powerful as the tayna and the Aspects? To Strengthen the Three Your body is your tool for your will, and the tayna’s. Your instrument with which to tune the world. It is both your sword and shield that you must use to defend yourself and the balance that we hold so dearly. It is the arrow that reaches its target, and the home that protects you from the biting winter rains. What use is a broken tool? Would you fight with a blunt blade, or a shattered shield? Would you seek shelter inside of a rundown shack? I would think not. As one would sharpen their blade, so too must we sharpen ourselves. And just as one would survey a fortress’ walls, we can leave no part of ourselves unable to withstand the coming battles. This process does not come without pain. To build yourself up in such a way is to undertake great suffering. A necessary suffering to build a fortress from crude beings such as we. This hardiness sits at the core of the Emerald Way. Endurance through all things. In order to become as emerald, the mind, body, and spirit must be trained and hardened to withstand all that a disciple of the Aspects may come across. To become a guardian of the Emerald Way, one must undergo this rigorous conditioning, that they may uphold the balance in the face of the countless threats this world offers the balance. Mind - To be sharp and alert. Aware of the world around you, and of the world within you. To remain calm when confronted with great tragedy and terrible loss. To stand unflinching against unimaginable horrors. Do not let adversity shake you, even when faced with overwhelming odds. Find the calm which keeps your serenity through the darkest of times. A calm, steady mind brings strength, and through strength you will endure. This is what it means to follow the Emerald Way. Body - Let not the frost bite, nor the flame burn. Let not the blade sting, nor the arrow pierce. Make your skin as an ironwood shield, your breath deep and cavernous! Know thy body, and wield it as you would a quill. From now forward, you pen a letter to those above with your life. Spirit - Live in tune with the tayna- the living energy that runs through the veins of the world, and within the veins of every creature that walks it. The energy that both contains us, and that we contain within. For those that live at one with the tayna will be able to bring the Eternal Forest to the earth. Open your eyes, and look within the balance to show you the path ahead. Trust in the will of the tayna, and allow it to guide your actions within the world. To Be in Tune with the Tayna Bring yourself to the present moment. The song does not exist within the past, nor the future. Do not allow your mind to bring you to these places. Do not dwell on the events of the past, nor on what has yet to come. Be mindful of them, but do not allow them to tear you from the present. Do not allow your worries, or your shame to distract you. Focus. It will determine where you are. If you live within the past, then within the past you shall live. If you seek to reach into the future, the moment you are in will slip by without notice. Be now. Keep your serenity. A calm mind brings strength, and through strength you will endure. When you are in tune with the tayna, you will become one with it. It will make its will known to you, deep in your heart. When you are in tune with the tayna, your feelings will guide you towards its will. You will be able to sense its cadences, its ripples. You will be able to read them as one reads a book. Trust in your feelings and in your instincts when you are at peace. It may be the will of the balance making itself known to you. To Fight for Harmony Cities of stone are great wounds upon the earth. Great wounds within the tayna- within the Balance. Picture this place, the bustling roads full of people. Picture the great towers of cut stone that threaten to pierce the sky. Now picture a ruin. A fallen fortress within your mind’s eye. It is overgrown, reclaimed by the life around it. Between the stones in the walls, life stretches between, breaking even the tallest of walls into piles of rubble. Water floods once busy causeways, washing away even the memories of the past into the rivers and into the oceans. This is the power of the tayna when it is allowed to heal. Life reclaims all in due time. These stone palaces can know no permanence when left at peace. When the bustling roads become barren, and the constant fight against the balance ends, the tayna reclaims. As adherents of the tayna, our fight must be to bring this peace to fruition- to end the constant fight against nature, that these wounds may heal on their own. By this, I do not mean to fight against those within cities. I do not intend to end the city as we know it. No, our path lies in teaching harmony to those within cities and stone. Look to Irrinor. Look to Talus, though it is not a city of its own- many people live within its borders. These places are examples of how we may live in harmony and peace with nature. See how the streets themselves are bountiful with life, and the places in which they live provide bounty of their own. In return, they provide protection for the land upon which they rest. The tayna need not fear wounds within their bounds. They work in tandem for mutual benefit. Bring this harmony to the world, and fight against those that would seek to upset it. Fight against those that would have discord and chaos.
  22. =================== The Radaghastian Herbalists By Lilianna C. Vilchyc =================== The Radaghastian Herbalist is a form of Medicus, that uses herbs and other natural substances, to promote the healing as well as prevent and treating illnesses. The Radaghastian Herbalist use the seeds, berries, roots, bark, leaves, flowers and plants - called herbs or botanicals - for the sole purpose of medical treatments, and they are rather seen as dietary supplements - rather than pharmaceuticals. Most of these herbalistic procedures are safe, and most likely will not cause any adverse side effects. However, many of the herbs that the Radaghastian Herbalists interact with, are also for the sole cause of improving the, already healthy, Radaghastian - with vitamins and minerals from different herbs. Though, the Radaghastian Herbalist take a holistic - the Radaghastian Herbalist does not only take to the account of the disease, but also the sole mentality and social factors, of the person that they are treating - approach to medicine. Though, the Radaghastian Herbalist doesn’t only take to the very account of herbal mixtures - salves - but they also have the very basic knowledge of medical procedures - as the Radaghastians live in very harsh conditions, they take upon whatever fate may bring them - they still have the very vast knowledge of proper medical procedures. The Radaghastian Herbalist is trained right from the beginning; to stitch up battle wounds, fixing broken bones and etc. ======================== A Radaghastian Herbalist, Illustrated by Lilianna C. Vilchyc ======================== =================== A sickle would be used for harvesting the herbs, as the Radaghastian Herbalist would carry a sickle, mostly all the time. ==================== Within the ranks of a Radaghastian Herbalist, there is the very first stage of becoming a Radaghastian Herbalist; Herbalist Trainee, Herbalist Apprentice, Herbalist, Herbalist Seer and the one that oversees the Radaghastian Herbalists, the Herbalist Overseer. The Herbalist Trainee seeks the basic knowledge of herbs and herbal mixtures, as the Herbalist Trainee can go through the most basic procedures of surgeries and etc. Being taught under the official lessons, lead by the Herbalists and Seers - the Trainee can easily go through the most basic knowledge, by joining in on the very lessons that they held. The Herbalist Apprentice seeks either a Herbalist or a Herbalist Seer - at rare times, if the Herbalist Apprentice has shown amazing skills in the herbal and surgical procedures, they can even merely be accepted by a Herbalist Overseer - This is a very rare case, as the Overseer has a norm of only apprenticing a Seer, that will become the Overseer. When you have gone through years of being a Herbalist Apprentice, you will receive the title of an official Radaghastian Herbalist - this doesn’t mean that you won’t gain new knowledge, this simply means that you have gone through the very basic steps, and are able to evolve your skills on your own, from there on. Though, it is also possible for a Herbalist to seek to Seers and the Overseer, as it is most likely that the Seers and the Overseer have more knowledge, compared to the Herbalists. This is a very common thing, as the Seers and the Overseer are fairly older in norm, than the Herbalists. Now, the Herbalist Seers, are specifically picked out by the Overseer - as it proves to a Herbalist, that they have the very potential, to pick up whatever the Overseer may leave behind, once they pass away. A Herbalist Seer studies and researches for new knowledge, and just as a Herbalist, they search and study on their very own, but utmostly have the possibility of reach out to the Overseer. ========================= A Radaghastian Seer Illustrated by Lilianna C. Vilchyc ========================= ========================= Most Radaghastian Seers are fairly older than other Herbalists, as they have been there for a longer period. ========================= The Radaghastian Herbalist Overseer, is the very lead of the Radaghastian Herbalists, the Overseer hosts the meet ups of the Seers - to follow their research and studies, to be kept up to date - so the Overseer, doesn’t grow out of the modern ways of the Radaghastian Herbalists. The Overseer is not one to defy nor say against, as the word of the Overseer, is the final word, no arguing for sure. ======================== A Radaghastian Overseer, Illustrated by Lilianna C. Vilchyc ======================== ======================= As you can see, a Radaghastian Overseer doesn’t slack around. They still study and research on their very own, as well as keep the other Seers and Herbalists busy with their own studies. =======================
  23. Gavin_

    The Folk Nazarov

    The Folk Nazarov Chronicled on the 14th of The Amber Cold, 1745 _________________________________________________________________________ ‘Beneath the ground, can moy rest’ _________________________________________________________________________ The Chronicling of the Folk Nazarov begins with Filo, the firstborn son of two labourers, Karolina and Frederik, born in the year 1695. Kaidrik Nazarov, the second son, was born in the year 1726. The family lived on a petite ‘Ruskan Isle’ - The township they inhabited was so named Muscovy and it was there that they toiled. Frederik tended mostly to the construction of the township, starting towards the end of 1715, his mother tending to matters of house and of herbiage. A daughter was born to Frederik and Karolina a year later, they named her Anna. _______________________________________________________________ Karolina toiling away within the Nazarov home _______________________________________________________________ Life, for young Kaidrik, was difficult. His day-to-day consisted mainly of tiresome, manual labor, assisting his father, brother and the other Raevir men. His education consisted in the stories that his mother would tell him at night time and his wisdom came from the grumblings of old men as they toiled during the day. He learned how to fight from his brother and the other ruffians who comprised the township - his was a life of simple proportion. Just two years after the Muscovian people had adorned their thresholds, war ensued - The War of Two Emperor’s. Under the leadership and vision of Dragoslav Romanovich and his brothers, a mercenary group was assembled - The Kompanyia Muscovia - the year, 1717. Filo with little hesitation joined the group and was trained in combat. He soon found himself fighting alongside the armies of the Marnantine Emperor. It was betwixt the ranks of those men and his own, that he would perish. In their entirety, the Nazarov’s were taken by a grief so unspeakable, harboring the ferocity akin to that of a wild animal being caught in a trap - the sudden release, almost deadly. And it was that very same grief which followed the family Nazarov to Availain, alongside their people. _______________________________________________________________ Muscovian settlers mixed in with the Curonian population of Avalain, rather poorly as they are prone to drunken brawls _______________________________________________________________ This was a place of wealth and luxury, of good tidings and clean confines. Life here improved for the Nazarov’s. The widower found a new persuasion, that of tending to the needs of wealthy women. Be it preparing clothing or food, pampering or cleaning, at least she was occupied. Young Kaidrik was not spared - his youth laboriously continued. Under seemingly auspices circumstances, he found himself under the tutelage of a warrior merchant. A master of the fist once learned that compared to the sword, he was naught and so it was, through blood, sweat and tears, that this youth began to flourish, a sword at his hip and a coin purse in hand. Affluency did not follow him as he returned home in the evenings, but his horizons began to expand as each day, he became more of a man - adopting more responsibilities of both house and occupation, and with this growth, came a thirst for more. It was here, in Avalain, that Kaidrik first met love - what a devilish and tricky companion love was. He found it at the age of 16 - another Muscovian who he had not noticed as a boy in the township. Her name was Anastasia. A hard people, the Muscovian’s are. Prideful, hard working, and accustomed to woe. They weren’t the most intelligent, nor were they the most charming, but they were loyal and valued community and tradition over most. It was these exact attributes which led to their departure from Avalain, for it was one of Muscovy who must lead. _______________________________________________________________ The Ruskan and Raev peoples of Muscovy set out from Avalain to find a new home, following the lead of Dragoslav Romanovich and his brothers _______________________________________________________________ Trailing at the rear of a band of Raevir, was now a young man. He belonged to no Royal House nor had he any sense of grandeur about him. His beginnings were humble, his life simple - a labourer of meagre proportions, a jack of all trades, master of none. Yet his future awaits him. Around his arm, he cradled his love, Anastasia as they walked alongside troops of men and women, of differing shapes and ages, and they were in exodus, leaving behind in their muddy tracks, the Kingdom of Curonia, the year 1744. Over a year later, the settlers came to a halt. They had found a land which they believed they could call their own, over which they could preside, and they named it Rominsk. Between a forest and the Orcish plains lay a fertile and verdant valley, this budding idyll, its flora alluring, its fauna abundant, is where the Folk Nazarov now call home - a new dawn rising. _______________________________________________________________ At last staking claim to a swath a land, a new beginning for the Muscovians - Rominsk _______________________________________________________________ OOC: Hey folks! Looking for some family members for a new House! Father (68), Mother (64), Sister (18), Wife (19). If you’re interested, just hit me up with a DM 🙂
  24. Swifty Sam turns up at his homeland, limping, bleeding along the path. He would scream at the front gate, “Let me in!”. Tharik of the Haense Brotherhood would be on the gate duty, suddenly being alerted, he opened the front gate. Swifty would be asked, “Hello, welcome to Haense, what is your name?” He responds with his cover name of “Clarence.” A woman named Edyth within the city would be shaking in her boots, hearing the voice of a killer who was very familiar with her. Clarence then tries to plead to Tharik, after being asked, “Do you wish to remove your mask?” Trying to hide his identity, Clarence responded, “In a time of war, people knowing your face is a dangerous thing!”. However, no matter what Clarence was saying, the intelligence of Tharik saw right through it. He pushed until Clarence cracked, showing the face of an old Brotherhood member, “Jakob Carter”, also known as one of the Ruswick leaders, “Swifty Sam”. Following this conversation, Jakob Carter collapses onto the floor, blood dripping from his nose and mouth, clearly injured from his bandit travels. He would become unconscious from his blood loss, being picked up by the mighty Tharik, assisted by his Brotherhood guard, Jakob was carried to the clinic to be treated. He would be given tippen’s root as well as other herbal remedies to stop the bleeding and wake him back up. Suddenly, as he awakens, he lashes out not knowing where he was, hitting Edyth and being pinned down to the bed. He was fed a herb which put him to sleep, to stop the resistance. Waking up hours later, after being confronted by Jonathan Frostfire, Tiberius and Otto Sigmar of Haense, he was carried to the cells, eyes widening at he was attached by one hand to the bars of the cell. He was told the crimes he had committed, returning no excuses to why he did so other than he was forced into leaving Haense due to a lover. After pleading guilty, Tiberius chopped off his ear, Jakob falling to the floor screaming, not being able to hear from his right ear, all he heard was a high pitched noise as his old Brotherhood friend Tharik faces him now. “I was once in a position you were in, but not the beast you became. Justice will be served.” He stated, as Jakob looks to him with the eyes of the Brother Tharik once knew, “Tharik, Brother, help…” After Tharik had left Jakob in the cell, Jonathan Frostfire enters the cell, not wanting to hear any words from Jakob, he allowed him to say his last sentence. “Amadeo Clay...I love you.” He stated as his head got ripped off right from his now dead corpse. His head was presented to the Frostfire as a trophy, Swifty Sam the killer of Tyrants, collector of heads and lover to Amadeo Clay was brutally murdered in the cells of Haense. Some would say a relief to Arcas, some would say it was a tragedy, however there is one thing for certain, he left his mark forever. ----------- ((No signature was written, signifying the death and absence of Jakob Isaak Carter)) https://cdn.discordapp.com/attachments/642186138244612113/653371508483424286/c.mp4
  25. The Lunar Domain of Asimu’lei ☽ A Settlement Guide ☾ WATCH OUR TRAILER “A traveller gets lost in the forest of whispers; an unexpected helping hand is there to help and welcome them” ☽ Overview ☾ The Lunar Domain of Asimu’lei is the home of the Mali’ker, though it is open to the other descendants. Asimu’lei is a peaceful town focused on commerce, harmony and progress. This blooming town can be found near the druidic grove, in the south-eastern region of Arcas (762 / 55 / -130), being a mere five minutes walk from Cloud Temple. To reach, just follow the signs for the southern road from Cloud Temple, follow for Sutica until you’ll see a sign on the left that will guide you to the blessed moon glade, Asimu’lei. ☽ Points of interest ☾ The “Adont’Haelun” clinic The “Twilight Trade Square” The “Dante’celia” Tavern The “Ilum’indor” Library The housing district “Diraar’ker” : the guardians The “Vallel’ame” forest The “Vihai’ame” forest ☽ Asimilian Government ☾ The Asimilian government is composed of many organs. First of all, the Lunar Sage, a guidance for the settlement. Then we have the “Council of many arts” with the ministers regulating their own ministries and fields of competence. And last but not least, the Lye debaters, the lifeline of the town, the citizens. Through debating sessions, they are be able to vote and express their desires and decisions, for a better future. Everyone is subject to the Ker’tir or the “Night Law” , a constitution-like document that regulates the everyday life and justice within the asimilian borders. ☽ Activity ☾ Need some guidance? Ask our stewards! Tigergiri#0744 / Mr.LordVoop#3803 / LordYuki#3274 / Josey#5073 Peak time: 3 Pm EST / 9 PM Gmt+1 US – EU timezones A huge thanks to everyone that helped and continues to help with this project.
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