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  1. [!] Lo and Canticle, for scattered by the wind 'cross the hills of Almaris fell a missive; and whether it was lodged within crevasses of piled wood or stone, or caught in the vortexes of rubbish that blew within the alleyways of Providence or Karosgrad, or 'gainst the barnacle-ridden planks biding sailors from a watery grave along the strait that split the continent twixt, did it bear this foreboding message: In the jungle, the mighty jungle, The lion sleeps tonight. In the jungle the quiet jungle, The lion sleeps tonight. Near the village, the peaceful village, The lion sleeps tonight. Near the village, the quiet village, The lion sleeps tonight. Hush, my darling, don't fear, my darling, The lion sleeps tonight. I'll hush my darling, don't fear it, darling, The lion sleeps tonight.
  2. (By Omupied, DeviantArt) ((Lore written by Generalkauns’ idea, he didn’t want to post it, so I would like to thank him greatly for writing this alongside me)) ~Eseeria~ Aengul of Hearth and Gateways Eseeria is an Aengul, the child of two elder Aengul and Daemons, two believed to be in their time, The Aengul of Life, and Daemon of Death. These two powerful Beings, one of Light, and one of Darkness, created her view of Neutrality to all. She has since then been on both sides of Light and Darkness, never truly intervening in conflict between them. She has, and always will, do as her purpose decrees, to Protect the Home, protect that within it, and that around it. Few true interactions have ever been recorded or known of her intervening in the Mortal World, but very rare cases have been found, mainly following a Book she helped write along with many other Immortals. (This Book is her cause for returning once more.) Unlike her purpose in the Mortal World, she has a great influence among the other Aengul and Daemons, as she is the one who opens the Gateways of the Realms, a duty she was given strictly for her pure Neutrality, as if Light or Darkness controls this, the other would surely fall. So this duty fell to her for safe keeping. As one of the Eldest of the Aengul/Daemons, she has gained knowledge beyond most others in her time, she has learned much of Creation, and even of Destruction. She has obtained Connections that not even the most powerful of Aenguls and Daemons have achieved through her age and wisdom. She alone has created Magics over her long extensive life, however remain hidden, as many are too powerful for the Mortal World. She is known among the Aengul and Daemons as the Being of Passage, and Protector of the Hearth. Her self proclaimed duty is to open and close all Passages, and offer Protection to the Hearth when their is none. She is often one of the most respected, and feared, of the Aenguls due to the powers she has over gateways. She has the ability to decline the Passage of a Being from one Realm to another, however she is a Neutral Being, and shall not decline assage to them based on their stance of Good or Evil. Her influence on the World has been very little since it’s beginning, though now she has heard the call of a Book long ago written, and looks to the World to return her gaze upon it. She sees the Ignorance, Pain, and Danger present in the World, and so she casts down her knowledge of Connections to ancient Magics. How these Magics are known by Eseeria is by her Great Age, long has she studied and learned of Ancient and Forgotten things. These Magics and the abilities that follow them, are ones she deems the Mortals capable of using, without destroying their purpose, to Guide and Protect the Mortals. From this she gives the Connection to the Mortals through Her, as they are too weak to sustain them alone, and so she provides this lost Connection to them, however the strength needed to use them, is up to the Mortal, and them alone. Only in the most strange of times, when Light and Darkness are beyond their equality in strength, shall she intervene and aid the Mortals, or even the other side they face. The Connection is formed through her, and her alone. It begins with the Mortal’s soul and mind, latching onto the strength of Eseeria, and continuing to be nurtured as they learn more of the Magics. Eseeria will feel their mind become part of her own, from this she will strengthen their bond with her personal Connection to these Magics, through her, as they themselves cannot sustain it. Eseeria herself shall rarely interact with the Mortals in her physical form of an Elven Maiden, (Sometimes she shall appear as a great cosmic form of this Maiden; looking as if the nights sky), often she strolls the great wilderness of the World, sometimes even visiting the Four Brothers. She will most likely watch from the skies as a Great White Owl, or her Cosmic form, overwatching the Mortals in times of grief, rather than walk among them. She will only intervene between the forces of Light and Darkness if one or the other has gained too large of an advantage over the other. In the Mortal World, Eseeria’s rules, she and a great many others, created for her to follow restrict all that she may do, being one of the Eldest Aenguls, and one of their strongest. Though some things are left that she may do, the most common to be found is her creating the Connection to this Magic, of which only she can do. She can travel the world, open gateways the Mortals may use in due time, watch them with curiosity, or even intervene in the case of Light or Darkness growing far beyond the other. When this happens, her rules no longer apply and she may reset the balance that Neutrality craves. This causes great tension among her at times long in the past when she had intervened, and will do so again if she does. The Councils of the Aenguls’ and Daemons’ may take up vote to create more rules on her if this happens, restricting her in the future even further. However, no matter what rule may be changed, or already stands, she will continue to do as she does if it aligns with her purpose of doing anything in the Mortal World, stop the imbalance of Good and Evil, and to protect the homes of those that have no protection, or face impossible odds. One thing, she is capable of doing, no matter what rule there may be, is visions. She will often give visions to the Masters of the Celestial Magics, of the future, past, and present. Eseeria will only do this however, to insure the balance she wishes to keep. Eseeria, constantly opening and closing Passages and Connections, she is often interacting with the Voidic Powers, and has grown accustomed to it’s presence. Her giving the Connection to these Magics shall not intervene in Voidic Connections. Though, her teachings and granting of abilities are like a crossroads of sorts, she does not care for if you are good or evil, though she has very few tenants to which she has strong belief of. These tenants are: Thou shalt not disrupt the balance of good or evil too excessively, and blindly follow two sides of a spectrum without considering the other.(Though you are allowed to take sides or have a bias to one another, so not to change ones own characters personality and ideals. They simply cannot be blindly following one side to another) Thou shalt not call upon other higher beings for malevolent intentions. Thou shalt stay humble, and not think thyself higher than another life form. ~Celestial Magics~ (Harry Potter: Deathly Hallows) Eternal Guidance This ability is one most unique to this type of Magic. Eternal Guidance is the Gift of Eseeria and her personal Connection to the Seven Skies, of which few have a true Connection to. When the Caster uses this ability, Eseeria shall search the Seven Skies for Souls willing to come forth to the Summoner in a Stone form. This ability has many changes to it as one progresses through it and learns it better. To use this ability, one must meditate for long hours, possibly days, to gather mana within themselves to prepare for a Summoning. However, it may seem it should require less time to prepare for a Summoning as you gain a better Connection, here it is the opposite. As the Connection grows stronger, you must meditate for longer periods of time to prepare. As the further this Connection goes, the more the Summoner provides to the Summoned. When beginning with this ability, the Summoner will be capable of summoning a mirror image of a Soul within its Stone Form. This Guide, as the Souls will be called, is incapable of communicating and interacting with the World until the Caster becomes more prepared and practiced with this ability. Early on, this ability will be highly taxing on the Summoner, for as long as the Soul is within the World, it shall drain their strength. After the Summoner has become more advanced with this ability, the Guide shall now be capable of being heard and can listen to what happens around it. However, it will still not be able to interact until a much later stage. At this point, the Guide can be asked for small advice and partial wisdom it may have obtained in its life to help the Summoner. After a fair time of practicing and using this ability, the Guide will obtain the strength to interact with the World around it, and take on its physical, Stone form. They will only be able to sustain this form for a few moments the first time this is achieved. Though once this further Connection is made, the Summoner’s body will take a heavy toll if it attempts to keep the Guide present for too long. Once the Summoner is adept with this ability, they will be able to sustain the Guide for a long period of time. They will also be capable of asking more complex questions to the Guide, and request it’s thoughts on a situation. However, each Guide shall be different for every time it is Summoned; very rarely shall the same Guide be chosen to come forth. This will create difference in the advice and wisdom given by the Guide each summoning. After a great length of practicing and meditating, the Summoner will be capable of calling forth a Guide of their own choice, be it a Wise Man, a Soldier, or a Mage, or even a particular Soul they know of. At this point of the Connection to the Souls/Guides, they will see the Summoner as one of their own, and protect them when threatened by a Mortal danger. However, they shall not go and attack whatever it is that threatens the Summoner, they shall only Defend them. The Guide, once capable of taking physical form, will be a rather weak and soft Stone that can be broken easily by almost anything. (Once part of the Guide is broken off, it shall turn into a mist and fade away, back to where it came from.) Once at the point the Guide is willing to defend the Summoner, the Stone will be stronger than a normal Stone that can be found. However they shall be very slow in ground movement from being solid Stone, no special joints are within them; though, their arms and legs will be forcibly moved when defending the Summoner, removing this drawback of speed. Depending upon what sort of Guide was summoned, they may possess different skills and abilities of their own. Soldiers/Warriors will be quick and strong, with few drawbacks. A Mage shall have limited control over the Void, and have very weak casting; fire for example would barely singe clothing, but shall still be fire, and hurt by sheer heat. At the point of Mastery of this ability, one will gain the ability to call to Eseeria herself, if, with more than 1 other Master of this ability. When these Masters attempt to do this, their strength will be utterly drained if unsuccessful; if successful however, Eseeria shall replenish their strength, and grant them 1 Question that she will answer to the best of her ability, and what she is allowed by Rules she has set herself. If they do fail in summoning her, their Connection will break for the next 2 Elven days, and all Connections to any other Magic, shall also cease for those 2 days. Cons~ Eternal Guidance -Incredibly difficult to learn. -Very taxing on the body. -Long periods of time needed to simply prepare for it. -A large bust of Mana is used for a Guide’s summoning, over time the Summoner’s strength shall be depleted slightly faster than what they are obtaining naturally. -Summoning Eseeria is a life threat. Attempting to summon her will cause the body to exhaust all of its strength in the process, killing those that attempted the summoning. The chances of summoning her, even with a fair few Masters, will be very difficult beyond compare. -The Caster will pass out if enough strength has not been gathered. -There is a very slight chance, though not mentioned, of a Guide being broken on their path to the Physical Plane, and may see the Summoner as an enemy. -Souls that are directly summoned may not be brought back, they may only be brought once on precise wanting. -The statuettes or images of the soul are the same size as they were when living. No extremely large or extremely small versions can be made. (By Joseph Devon) Esseria’s Sight This ability grants the user the ability of an improved sight. It starts out passive giving those sight that is slightly better than that of an elf. As their abilities increase their sight will become even more potent, though to increase ones sight further than that of the passive sight they must activate the ability staying active as long as the caster is able to keep their eyes open and once they blink, the ability ends. As their experience increases, so does their depths perception as well as details, allowing one the ability to see across an entire valley in great detail when activated. Though, once they gain a near mastery over this the ability will mutate to a degree. With their normal sight and activated sight they would be able to move into a state of projecting oneself further than the eye is able to grasp, this is known as Astral Ascension. Through meditation for a period of time the caster would be able to project their very own image in a state akin to that of a ghost. Where they are transparent but remain visible. During the beginning steps of the transmutation of the ability the caster is able to project themselves but a few meters away and where they would be able to see normally. When this takes place they are given minimal movement abilities and if they move out of an area that would be unseen to the caster the projection of themselves would shatter and forced back into a state of consciousness. As well if they come into contact with any form of a being with a minimal concentration of mana being an animal, tree, large plant, and the descendants. The image they are in would be shattered. Slowly, as they progress with this mutation of Eseeria’s Sight the user is able to increase their distance now granting them the ability to project themselves at a far distance warping through the land and their projections appearing into an unseen location. An example of this would be the caster meditating inside a small hut in Fiandra forest. After a time they would see themselves in a third person view, that rises and rises into the sky and sifts through the land going as far as the elven city they, project themselves into their home. Their image taking form as they look around their home. They once more are granted minimal movement they cannot dash off or fight if someone chases the image rather they can walk or jog. At this time though at their most potent level of ability only sentient lifeforms that are able to think, speak and communicate, having a good concentration of mana and energy may shatter the projection. This being descendants, large animals and monsters. Or any other “higher” life form (Basically any player). These projections have a limit though, as they can only go so far out of the casters physical body. When they form a projection of themselves, their bodies slump and go into an unconscious state rendering them useless if someone were to find their bodies and decides to mess around with them any way they wish. As it takes time to go into the projection and a few moments in order for them to naturally return into their bodies. When they return their senses barred, mind heavy, and vision blurred. Though, if unnaturally forced out of their projection, such as a concentrated form of mana previously stated making any contact with the projected image of the caster. Friendly or with malevolent intent their image shatters and disappears, due to this trauma of being forced out and vision returning to their bodies. They are rendered incapacitated for a time going through convulsions, and spazzes giving them great pain for a few moments and if it happens too often perhaps a permanent mental or physical pain due to the constant stress. This makes the magic fragile and unable to be used aggressively, as if they are spotted their body acts physical for the most part though lacking senses besides sight and hearing. Leaving them highly exposed and susceptible to the image forcefully being shattered. Cons~ Eseeria’s Sight -You must make it known, once entering an area, that you are in the Astral Ascension state. -If forcefully removed during Astral Ascension, permanent damage to the physical body shall take place, and upon each “resurrection”, you shall obtain a great and terrible mental pain. -If you come in contact with a life form while in Astral Ascension, you shall receive a burning pain where you came in contact with them. -Once you have used this ability, it cannot be used until the body has returned itself to full strength, otherwise you risk burning and scarring as the Mind is transferred to the Astral Plane. -This ability leaves the body near drained of energy when you return from its use, longer use will drain the body further and possibly create a Mental Scar if staying after the body has used all its strength. -Occasional use is required to keep the Connection beset by Eseeria to keep it there, otherwise it shall fade and must be reforged. -If you overreach the distance allowed, your body will turn against itself and become sickened as well as the Ascension shall fail and the connection broken for a few IC days The Passage The Passage ability is an ability that allows the caster to form a wormhole of sorts commonly called a rift. Which forms a rip in the realm connecting on area to another, where two places a distance away, commonly viewed as separate locations become one for a short period of time and in a short space as well. With this ability it is in a way similar to the Soul Stone. As to where at first it may only be casted to places of meaning where the caster calls home. This place having a resonance of sorts and comes nearly naturally. As they progress they would find the ability to differ immensely to Soul Stones as they would find themselves able to form “Rifts” to other places that they wouldn’t call home or safe. Towards the beginning, the caster would only be able to form the rifts to places similar to Projections it must be in the casters general vicinity though increased further to which they do not need to see the area they are warping to, but rather know the area well, and be able to form a vivid mental image of the location. Vividly remembering sights, sounds, smells, all senses and then some. When picturing the location and concentrating, their sight would shift to a different wavelength of sorts, seeing different ethereal shapes, Hexagons, squares, circles, triangles. they would see many of them and in different colors each tied to different areas of the world, though the ones the caster is searching for would gather around in a “Clump” around them which they must piece together one by one like a puzzle. This depending on the casters dexterity, and mental strength may take a long while, especially for those new to Eseeria’s magics. Taking somewhere from forty five minutes to an hour for new casters (ICly, so it may differ from person to person but I would say about 15-20 minutes IRL when starting it would take them) After piecing together the different, thin sheets of images which would require you to point at the shape and slowly bring it over to the frame which would act like a canvas to which you create the rift on. After the time and a suitable frame is created, the caster would subconsciously know when it is finalized, after this it requires the caster to make contact with the frame which would be unseeable to others, unless they are concentrating, as well as know of the magic at a higher level. Once contact is made with the frame, the caster would feel a slew of mana rush from their body, as it melds with the frame causing it to become physical and, able to be seen by all. At this point the rift comes in different, shapes sizes, and appearance. So while your initial rift may be simply like a window to you. So it may appear as a literal “Rip” in the air and as you look inside from one side you see the other land while of someone happens to come across the rift while you created it and look through the other side, they would see you and the area around you like a window, though unable to speak or hear the other side, to another or later on as you progress it may appear as two obsidian pillars with a portal frame in the center with the same image. Though the common factor with each is that you will be able to see through the frame like a window to the other side. ((This allows creativity between each person, though is completely aesthetic)) As you get higher leveled you are able to create rifts that go farther and farther away from your initial location, as well as be able to form them faster, of course the farther the location the more mana it consumes, and longer it takes. Though, once the caster himself or if it is a group of casters that create the rift together go inside. It would immediately shut and disappear behind them. Though common mainly in long distance rifts you won’t appear directly where you set out to be. And may be a few yards, or even a few miles away but normally has some form of a hiccup in it. Aswell, if the castors decide to stay outside and wait for others to go through, the rift is only able to stay open for a short period of time at the highest levels about 2 minutes in total. Cons~ The Passage -You must RP Fatigue after the rift formation of the frame, however it isn’t entirely taxing, even at lower tiers as it plays more on sight and to piece each “Puzzle piece” of the frame. But when forming the rift it is normally very taxing even at higher experience there will be some form of fatigue from even the shortest distances. As the mana drains from you in a very fast period of time -While making the rift, if even the smallest of concentration is broken it may cause a hiccup or depending on how large like turning around and losing sight. The caster may have to start over again completely -You must wait time to cast, it is not an instant magic and takes time to form through each step. Longer rifts take much much more time even for seasoned casters, while shorter distances may be much quicker and be formed in a matter of a few minutes if experienced. -You need to RP out forming the portals, others unless concentrating, and know the magic itself cannot see the piece of the frame or the beginnings of forming one. It would look more like you are reaching and grabbing the air pulling it in front of you if looked at. -You must have vivid detail, experiences, and sense of where you are making your rift for if you don’t it may collapse the rift you try forming, or cause a hiccup and be transported to a different location. ((Hope you guys liked the lore, if you have any questions, qualms, or see any mistakes please write it below both me and Kaun will reply))
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