Jump to content

Search the Community

Showing results for tags 'frost witch'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Categories

  • Groups
    • Nations
    • Settlements
    • Lairs
    • Defunct Groups
  • World
    • Races
    • Creatures
    • Plants
    • Metallurgy
    • Inventions
    • Alchemy
  • Mechanics
  • History
    • Realms
  • Magic
    • Voidal
    • Deity
    • Dark
    • Other
    • Discoveries
  • Deities
    • Aenguls
    • Daemons
    • Homes
    • Other
  • Utility
    • Index
    • Templates

Forums

  • Information
    • Announcements
    • Guidelines & Policies
    • Lore
    • Guides
  • Aevos
    • Human Realms & Culture
    • Elven Realms & Culture
    • Dwarven Realms & Culture
    • Orcish Realms & Culture
    • Other Realms
    • Miscellany
  • Off Topic
    • Personal
    • Media
    • Debate
    • Forum Roleplay
    • Looking for Group
    • Miscellany
  • Forms
    • Applications
    • Appeals
    • Reports
    • Staff Services
    • Technical Support
    • Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Location


Interests


Location


Character Name


Character Race

Found 7 results

  1. - VOLUME ONE: The Dreamer's Reawakening - Fjarriagua Amendment: Ice Spike Buffet Part Null: THE KEBAB MAKER'S INSTRUMENT OLD LORE: NEW LORE: PURPOSE: Ice spikes are in truth a rather complicated ability that possesses many, many uses, unfortunately their current state of general vagueness and lack of proper redlines do have a tendency of giving rise to many issues when being used out in the field. This amendment seeks to explain and solidify these mechanics as much as it can. As well as change certain traits of the ability, such as the durability of Ice Spikes has been increased to that of stone as opposed to mundane ice, as the topic of "How dense is ice" is a always the question asked upon usage of this spell and usually ends with the other person entirely ignoring the spikes' lethality. Additionally the total range of the spikes has been increased to that of 2 meters, with 1 meter per emote. This was done since in the current lore you would need to spend 3 whole emotes to create a 1.5 meter long single barrier that can be knocked out with a single strike, this would finally allow for more defensive usages of the ability all the while not being impenetrable walls as they can still be destroyed with ease if wielding a blunt weapon. AFTERWORD With all that said, this should be the last of this batch of amendments for the time being! Expect no more of them being written by me for the forseeable future. CREDITS Writing by Agy (That's me!) Music by Evelyn Lark Art by Elin Manon Mechanics borrowed by Diogen's Fjarriagua Rewrite CHANGELOG 28/3/2024 - Clarified some details regarding the durability of Ice Spikes 30/3/2024 Very much dodged a bullet there. Personal error of mine in dearly misunderstanding the mechanics of the current Iteration of Ice Spikes to its finer details and functions. The amendment should better retain the currently accepted mechanics and the general nature of this ability; -Defensive/Offensive Spikes have been scrapped as a concept, being replaced with the current system of the lore so as to not overbloat it. - Proper explanations have been given out about the different uses of this spell that are already possible in the current lore. - Durability has been decreased so that any Voidal Fires can melt the spikes off in a single strike. - Due to the increased max length of the spell, the redline allowing witches to work together to grow the spikes together has been decided to be removed from this amendment. - Conclusion of VOLUME ONE -
  2. - VOLUME ONE: The Dreamer's Reawakening - Fjarriagua Amendment: Sabbath of a Witch's Nightmare Part One: THE DARK TETHER OLD LORE: NEW LORE: PURPOSE: A lot of things to keep track of, so: - Made the Cooldown for Altar Creation be its own separate thing as well as only 5 OOC days long Most of an Altar's sabbaths are ESSENTIAL for the continued function of a coven and the CA as a whole, making it impossible to heal or revive any dead witches for a full week after the creation of an Altar, something which would imply that the Coven's previous one has been destroyed in most cases. would place the Fjarriagua in a very dangerous position that may risk the coven or the CA being wiped out in its entirety if unlucky. For the same reasons the cooldown for Altars is lowered to just 5 OOC days, given the fact that a Tier 1 Altar is beyond easy to destroy and could potentially doom the CA should it be the last one and are then forced to wait an entire week without healing or revivals, just to be able to create a new one. - Buffed the passive healing of the Altar into covering all non-fatal wounds as well as making Tier 1 Altars also capable of healing. Most of the reasons behind this will be explained within the changes for Sabbath of Healing, but in short, having it only heal papercuts is ridiculous. Additionally, forcing a Witch to wait for an Altar to reach Tier 2 to be able to heal ANY manner of wounds is a very very weird choice. - Altars can now be created in any region, no matter the climate I believe this will be following a lot of the same reasons from my previous amendment regarding 'Frozen Regions' and follows most of the same points in regards to force the same limitations upon Altars. The Fjarriagua are inherently magical creatures of ice and snow, they are not some odd yet natural fauna that live in already cold environments, rather they are the very heralds and embodiments of winter itself, created by the AENGUL of Winter itself, The Lord of The Deep Cold, they should very much act the part. The existence of Fjarriagua in a desert or a sunny beach IS uncanny, unnatural and weird and that’s precisely the point, because the Fjarriagua are uncanny, unnatural and weird themselves. As such, Altars can and should be boldly created even within areas of incessant heat, which as the very lore states; will turn the immediate area around it into one fit for the witches. - Fixed a typo about the required Witches needed for the creation of an Altar Nothing to add. Part Two: THE SABBATH OF RECLAMATION OLD LORE: NEW LORE: PURPOSE: Continuing on in regards to 'Climates', the Sabbath of Frost may now be also used within Tropical/Hot environments. Same way that Necromancers create undead wastelands of undeath, same way that Infernal Magics can create hellish wastelands of hell, same way that Mystics can create ghostly lands with a lot of ghosts or something. All these examples do not do anything other than allow for the expressive creation of lairs, as well as being “rather unnatural”, same way that having a frozen wasteland in a place where it would boggle all logic for such a thing to exist, is infact not a flaw but actively the point. Thus this should allow for Dessert regions to be affected as well by the ritual, if a PRO wishes to have a snowy wonderland/wasteland within their dessert tile, then It is absolutely their right. Part three: THE SABBATH OF THE VESSEL OLD LORE: NEW LORE: PURPOSE: The current healing system for Frost Witches is an absolute nightmare to deal with, even the LT Amendment that dropped around Autumn only tackled a singular issue of only Mothers being able to heal other witches, as they opted to ignore the core problem of the CA's healing. I want you to properly internalize what it takes to restore a single limb: 3 OOC days of at least four sessions, consisting of NINE well described, multiline emotes. It is quite literally more cost effective for the Fjarriagua to get Soft-PKed and be revived with all her limbs back instead of attempting to heal a single lost limb. I don’t believe there is much to be said. And ontop of all that, having the equivalent of a witch scraping her knee, force an entire other player that has a Fjarriagua CA to get online and patch them up is a terrible mechanic that makes nobody enjoy this CA without providing anything to excuse its existence, not to even mention how much it punishes even the slightest risk-taking for a Dark CA since it means that someone else will be forced to pay for any mistakes you make. The Sabbath is to be used for only the most extreme cases, such as losing ligaments, lesser organs and limbs, with the passive healing of the Altars taking care of everything else. Of which I’ve added feedback given for the same ritual by the LT from the most recent Fjarriagua Rewrite. I have also removed any Ritual cooldown from the Sabbath since, I doubt there exists a way in which one could "spam" loosing then regenerating their limbs. There's after all waiting period for the limbs to be completely regenerated, so I feel that's more than enough and It shouldn't take away from more urgent rituals such as reviving a Witch. Additionally, Frost Mothers are now fully capable of healing themselves on their own of any lost limbs and ligaments etc, It is a small boon but a CA as poor as theirs deserves a thousand times better and this is one small step towards that.. Part four: PROSTHETICS OLD LORE: NEW LORE: PURPOSE: This was some additional feedback given to the Sabbath of Healing within the rewrite, although I opted to place the redline within 'Physical Characteristics' as opposed to the Sabbath itself. CREDITS Writing by Agy (That's me!) Music by Airdorf Games Art by Charles Vess. CHANGELOG 28/3/2024 -Altar Creation Cooldown has been decreased to 5 OOC days instead of 7 OOC days, -Got rid of the specified exception on the Sabbath of Frost from said cooldown; Its requirement of needing PRO/ST consent forbids it from being used to grief or in general be abused, so there's no reason to bloat the mechanics with otherwise needless lines.
  3. Fjarriagua Amendment: A Winter Until the End of Time. Ice Conjuration and Manipulation Summary Old Lore: New Lore: Purpose: Ice Conjuration and Manipulation Mechanics and Redlines Old Lore: New Lore: Purpose: And because this is my amendment. Here is a bonus little amendments included as a treat. Swoon's Time Limit Old Lore: New Lore: Purpose: CREDITS Writing by Agy Mechanics and Ideas by Agy Map Pictures by Lotc Wiki Music by Unlimited Cotton Art by TetsuhiroWakabayashi Told to just go and make an amendment by sam33497 (thanks again!) Actually knowing how the Frost Witch lore and mechanics function by Diogen CHANGELOG 1/1/2024 10:26PM I forgot to spoiler some thingies.. 1/1/2024 10:49PM When the incomprehensible OG lore is incomprehensible; Redlines and mechanics were changed as funnily enough, my interpretation of each of the spells was somewhat different from how they actually function. The amendment now reflects that better. 8/1/2024 6:19PM After a small break, I wanted to polish the amendment as a whole with fresh eyes just to be sure I didn't miss anything (Which I did) I cleaned up much of the writing and redlines from little mistakes, as well as remaking the visual representation of the Amendment, now including Vortice! 14/1/2014 1:04AM ST Feedback Added.
  4. The Little Witch of Wrath Art Credit: @Heartesy Ooc PSA: Soft charming noises filled an old palace crippled in the decay and ash that was left of the voidal horror. The palace once filled with a beauty that held magic at its talons and shared the life that breathed in the sky. When it fell they rebuilt. They remade the functions and built a palace ment for a prince or two. Instead creatures that lurked below chased them away. It was burned to the ground.. Than frozen into a hell that was a lot colder than any mortal would like to stand. Moirai had not rested in almost fifty years, her eyes couldn't settle closed. She was unable to sleep, to rest.. to breathe.. The creature was left in her small dimly lit palace rooms to raise her vultures. To eternally kill, to eat, and to stay cold and frozen. She in fact couldn't die or live. The monster looked though she would turn to a statue, her eyes discolored one of her mother the Witch of the north, the creature who’d caused an eternal winter. The other eye of her father, the man her mother ate while the young child had watched. She was disgusted Pristine white hair and skin grayed over with her crossed lineage the creature looked frozen in time. there she’d stood a statue in her own baren kingdom. She would’ve stood there forever. had the voices gone dormant for so long that she could. “Tashnal Bhrun” The voice’s words would be a nail deranged and scraping at the ends of a chalkboard with a crisp whine. However to the frozen creature the words were a reminder of the choice she hadn't made. “TASHNAL BHRUN” The voice sounded louder banging against the steel ice caves of the monster’s mind “I am no longer the youngest.” The creature spoke to the voice; her tone was a careful anger storming in a field of snow. “I am in fact an ELDER” she hissed out her talons wrapping around a thin beam holding a iron cage up to the ceiling The room shuddered a silence had crept into the palace once more “You cannot run Bhrun” The voice sounded firm knowing and willful “I cannot or I will not?” She asked her tone, sliding into a more passive manner the discolored creature hunched over with frazzled white hair stood straighter, a shift taking over her form and leaving behind a beautiful elfess with skin that looked like smoke and eyes brighter than the ocean and skyline. The frazzled hair settled into unruly curls that wrapped around her arms and filled her face with definition. “Do not speak to me unless you intend to finish the conversation” she muttered while swinging her clawed hand towards an old wardrobe. “Serhiem has fallen Tashnal Bhrun, You are the princess of nothing” The little creature standing around 5’7 looked up as though the voice was not in her own head “I was never the princess of Serhiem. Ma’ wishes to see me follow her steps. I wish not to.” She sounded like a young teenager, defiant and wishing to prove something. “Tashnal Bhrun you grow hateful.” “I am not the youngest witch!” she protested flinging her hand and fishing out a set of robes that shared a blue and white coloration dancing freely at her form “Return.” the voice demanded its words impossibly loud dancing around Moirai’s head “I will not kill anymore, I am through with that. I will eat what is provided I will not murder I didn't choose this!” she hissed out stomping her foot on the ground letting out an irritated yell “I would rather STARVE then let mother win.” she screamed the halls of the palace shuttering slightly at the drastic yell “You’d live in denial than chase what you wish” “Think that as you will, we had an agreement” the woman mustered out a few scowles “Azunul” “I'm the selfish one now?” she asked cursing under the little air in the castle There was silence. Moirai's gaze closed and the wind was still, she had not consumed air in almost a decade. “Is she really dead.. the ome’ii?” asked the immortal creature “Kex” There was a long moment where nothing was said and the creature’s mind lay baren of voices. She spoke her words with a soft and careful attention “I wish to be more powerful than her, I will take her power.. I will take her people, I will become what she will fear.” the witch spoke her voice not faltering once “Then wake up” The witch’s nose wrinkled up as a small flurry of cold air brushed against the creaking palace snow began to trail down the water’s slowing into a frozen wasteland the charred tattoo’s along the creatures arms and legs glowing a white then blue the snow was coating the palace it must’ve been. “Al’ Tashnal Bhrun zu’ pzym” “Ulde” “Dektu” “Vorkuhz” The witch opened her eyes before her were the last remnants of the palace, looking as though they had been tarnished and destroyed for many many years. There was no snow, there was no ice, there was a barren world and a dangerous creature which had been let out into the open once more. The woman looked like a beautiful embodiment of death. She looked calm, as she took in a breath her glare pinned startlingly to a monster next to her, coiled in smoke and a dusty ash. The monster looked like a bird, a vulture’s shape with talons twice the size of a large one. The monster looked at the witch and the frozen creature looked back. “Ulde al’ pzymzol.” Moirai stated her eyes turning into a dim blue, the beautiful discoloration similar to a cat dissipated leaving behind no trace of the mortality she often pretended to have. Moirai had awoken, a terrible fate the world would share Ooc Translations: Ooc notes:
  5. {Blizzard by Tyler Smith} Music For She saw everything Writings of an Elf ”For only acid can purify you” Nuala Uradir BLESSED BE THE CITIZENS OF HAELUN'OR Frozen it was, the city of Karinah’siol, frozen breeze covering everything under her ice blue gaze. No stone unturned, no corner blind. For she saw everything. Was it not for a certain trio of High Elves– of different ages. One was ancient, older than the relics we showcase in museums. One was old, yet young compared to the first one and the last one was the youngest. Equals they were to one another, however. One more educated, one holding a rank above, one's experience beyond comparison. This trio, differences aside was equal, on a mission. On a mission to once more have birds singing, butterflies flying and worms of the earth wake up. “I will make sure every one of them will be eradicated” Said one of the elves, a potent magi “They shall all face my wrath, burn under the flames of myself” She would continue Like this, it was a common goal for these brave elves, for they were alone, surrounded by ice. Simple was their mission, melt down something built by those servants of ice, the lonely women. A fire evocationist, a water evocationist and a transfigurationist together, putting their heads together figured out how to get rid of the frozen construction. And in no time, they began to work– bringing down the cursed icicle. It was trust that had been broken into million pieces, women now suspected. Patriarchy infested its way into the blessed society of equality, men taking habits of lesser races. Subjugating women. Come forth my children of Silver, for we shall not let that. Come forth and free yourself of the powers of the outside. Come forth, for I shall bring you clarity. Come forth, defend what you hold dear. Come forth, women of the lesser to defend womanhood. Come forth, men of the innocent for you shall be eaten. Come forth believers of the holy, for they represent what is unholy. Come forth. I speak to you, my children. For I shall protect you. I shall pledge my life in order to sustain yours. I shall burn to keep unburnt. I shall starve to keep you nourished. I shall weep to keep you happy. I shall be forgotten for you must be remembered. As you are mine, I am yours. Call them what they are, for they will not hear you speak. I write this letter, a head decorating my desk. A head of a lonely woman, who once was like any of us. Now she but resembles everything we despise, crying for her sisters as I cut of her head, burning the rest of her body. Hear my pledge, women of the lonely– I shall bring you liberation. You shall be burnt for your sins and mine shall be the last you will ever see. I will be the liberator, unlonely once more. For fire shall be your demise. Signed, The Sun AY'LARIHEI MAEHR’SAE HIYLUN’EHYA
  6. Basics Name: Elorna Avern Lle'hileia Nicknames: Lle'hileia, El, Lorna Age: 198 (as of July 3'15) Gender: Female Race: Wood Elf Status: Good Villainies: 1a, 1b, 1c, 2a Description Height: 5'6 Weight: 110 lbs Body Type: Pear Eyes: Deep Blue Hair: Dark Red Skin: Tan Markings/Tattoos: A faded scar in the shape of an 'A' on her right cheek. Her pointed elven ears were cut and left rounded and scarred. Health: Good Personality: She would most identify with the ISFJ personality type. She tends to be friendly, but reserved, formal, and polite. Over time she has grown deeply suspicious of strangers, and her former trusting naivete has given way to extreme caution and near paranoia. She has strong maternal instincts, and is usually selfless. She tends to be clingy, sometimes overbearingly so, toward the people she loves or finds safe and familiar. Normally, she is a very gentle woman and does not want to see anyone come to harm, but has developed a more stern, strong-willed side over the years. Inventory: An opal pendant on a chain of braided vines, a diamond necklace on a chain of silver, and a variety of other such jewelry. A staff of living birch; at the top several leafy branch-like wooden tendrils grow, sometimes used for various things when Elorna needs them. Journals and books, a leather helmet/cap, a feather covered in blue runes, a music box, and a clock from a land where time stands still. Further Details: Hair is curly Life Style Alignment: Neutral Good Deity: The Aspects Religion: Druidism Alliance/Nation/Home: Nature, Laureh'lin, Lin'ame Job/Class: Heirophant of the Druidic Order, Iyat'ento (think vice president) of Laureh'lin. Titles: Dove Druid, Heirophant, Keeper, Iyat'ento Professions: Iyat'ento of Laureh'lin (Previously Keeper of Lin'ame and Okarir'ame of Haelun'or, Guide Druid, Leanniel Laurir and Conclave Adjudicator -> Steward on the Lower Council of Malinor ->Head Scribe on the Lower Council of Malinor -> Farmer.) Special Skills: Farming, sewing. Can talk to animals, control plants, and heal tainted land. Flaws: Can't cook, has no skill in healing, abandonment issues, overbearing/obsessive, clingy. Magic Arch-type: Druidism Sub-Type: Nature's Communion, Control of Nature, Blight Healing Abilities: She can easily communicate with and befriend any animal. She can influence the growth of trees and other plants, and even have them move around or form different shapes. She can bless individual plants or fields of crops to grow with exceptional health and bounty. She can cleanse patches of corruption or heal sick or damaged plants. Weaknesses: She can sense pain in the nature around her, which can be distracting, uncomfortable, or even tormenting in some cases. Her abilities are useless if there is no plant life nearby. She relies heavily on hand motions to portray how she wants plants to move, so if she's immobilized her control of her abilities are greatly hampered. Weaponry Fighting Style: Keep at a safe distance and control tree roots to trip, block, strike, or grab an opponent. If that doesn't work, shoot. Weapons: Tree roots, branches, vines, thorny rose bushes, or a bow and arrow. Armor: A chainmail shirt and open-faced iron helm, or leather cap. She rarely uses armor though. Archery: She's a decent shot, but not a master. Biography Parents: Mayilu Avern (mother, deceased), Viris Avern (father, missing) Siblings: None. Spouse: Phaedrus (link). Previously Avern'len San'taeleh (link) (deceased) Children: Gregory Baldwin (ward/adopted son). Lenniel'onn (son with Avern'len, born June 15th 2013). Miruel (daughter with Phaedrus, born November 14th 2014). Extended Family: http://www.familyecho.com/?p=IR7ID&c=k5a5lt2dgc&f=495287913265079130 Known in RP: Hera Acius (cousin) Pets: Leyu, sparrow (lost in Elysium). Autumn's Rain, horse ('died' in a server crash). Lenti, dove (died during the corruption of the Equinox Grove). Asul'narnir, horse. 'Ponybird', horse. Miral, phoenix. Fred, owl. Many different wolves, cats, birds, mice, and other animals. History Elorna's Journal: [link] Elorna has a kept a journal for a large portion of her life, starting when she was about 40 near the beginning of Anthos, though there are many gaps where she didn't write anything. The current journal is not included. These are her actual RP writings, which I think show better than anything I can write in a biography how she's developed as a character over the years. (Warning: it's long and there's a lot of sappy emotional rants. And keep in mind not to meta!) Biography (not up to date): Updated but short: Artwork Progression of Skins: Art of Elorna by Awesome People: Stupid Pics of Elorna I Made:
  7. LM EDIT:: Anyone can become one, yet you must be turned IC by an accepted Witch Mother. ~=The Fjarriuaga=~ “They are called Frost Witches.” Far north, in the ice land of Skjoldier, fathers tell their sons to beware the “Fjarriauga” or “Frost Witches”. Stories are told of foolish men who ventured into the deep woods, unaware of the dangers that lie there. So often, those men would come across beautiful, weeping girls, mysteriously out in the middle of the snow. Being kind men, they would pause to help, only to disappear without a trace. These are the Frost Witches men warn of, cunning beasts that were once women but who now consume the flesh and blood of young, unwary men. Stories warn of their cleverness -- how they hide behind the forms of young, lovely women -- and will lure in any man foolish enough to fall for the disguise. However, any warrior who can see past the witch's disguise may earn a quick witted friend and a powerful ally. =Lore= The myth goes that the first Fjarriauga was born when a young bride, abandoned at the altar by her would be husband, charged out into a snowstorm. The snowstorm grew more and more violent as the young bride struggled through the snowdrifts. Eventually, she collapsed. Old Father Winter saw the bride and took pity on her. He leaned in and gave her the wedding kiss she'd longed for, turning her lips blue and her skin grey. Icy coldness crept into the young bride's heart and, when she awoke, she found her body was as cold as the snow she lay on. The snowflakes bent to her will and, out of the ice, she formed a chariot finer than anything her husband could have given her. This Fjarriauga, known in myth as Kriemhild the Witch Mother, spread the curse of the Frost Witch across the land. ''Any woman with deep despair in her heart may embrace the cold and find power, if she is marked by a Witch Mother. It is only the strength of their faith and will that many women avoid falling and becoming Frost Witches.'' The powers of a Fjarriauga are tempting, though, and there are those that might seek out a Fjarriauga to gain the benefit of her knowledge. Fjarriauga are masters of disguise. Their skin is naturally grey and their eyes a glowing blue, but they can slip into a mortal skin as easily as changing clothes. They cannot impersonate others, but they can make themselves look normal. One can only identify a disguised Frost Witch by her icy touch. Fjarriauga can control the ice and snow, though they are powerless in the heat. Many Frost Witches are known as great seers and fortune tellers, offering to divine the future for any man who catches them in disguise. ''However, Fjarriauga are as fickle as the chilly northern breeze and are just as likely to eat a man as they are to help him. Fjarriauga delight in the succulent flesh of young men. It is one of the few things that gives their cold hearts pleasure.'' Though violent, fickle, and tricky, Fjarriauga can be both helpful and harmful. They are required to provide aid to anyone who spots them in disguise. Unfortunately for those seeking their power and wisdom, a Frost Witch's mood may only depend on her appetite. Men, especially married men, must beware most of the Frost Witches. A favorite tactic of theirs is to devour a man and then mark his grieving bride for Witchdom. In this way, their numbers continue to swell. The curse of the Fjarriauga, like its creators, is fickle. A woman must first be willingly or unwillingly marked by a Witch Mother (a powerful Frost Witch with the ability to spread the curse). The mark of a Witch Mother is hard to discern. It appears on the back of a woman's neck -- a blue splotch no different from a bruise. Indeed, many women dismiss it as such. Some never even know it's there. However, being marked by a Witch Mother is not enough to cause a woman to fall. If a woman is strong in faith and in will, she can escape becoming a Witch. To become a Witch, a woman must give into the despair that plagues her. Only then will the curse take over, giving her the powers of disguise and frost and binding her to the Witch Mother who marked her. Each Frost Witch Coven is governed by a Witch Mother. ''With time, a Frost Witch may grow powerful enough to spread the curse and create her own Witch Coven.'' Such was the case in Asulon. =History= Though there are legends about who or what created the first Fjarriauga, no one quite knows for certain how they came to be. All anyone knows is that they have been a plague on Skjoldier since times immemorial. Fjarriauga covens, some with fifty members or more, stake their claim on large chunks of land throughout the island nation. Entire forests are lost to the Fjarriauga and no man with his wits about him dares to enter them. The men foolish enough to hunt or explore in a forest owned by the Fjarriauga often never returns. Any women who venture into these lands return unharmed, but not often unmarked by the With Mother who rules the lands. However, Fjarriauga are not entirely a plague. Some bold men and women may earn a witch’s favor if they are clever and strong enough. The ageless Fjarriauga prove to be powerful and wise allies. Many tales in old Skjoldier were told of conquering heroes who enlisted the aid of a powerful coven. Subterfuge and seduction, the trades of the Fjarriauga, proved immensely useful in whittling down the barbarian hordes of Skjoldier warlords. Their mysterious magic -- the innate ability to shift appearances and conjure ice -- also made them exceptional allies in a world of simple swords and shields. A Witch Mother is never satisfied, though. While Witch Mothers may be powerful allies and spiritual guides, the curse living in their bodies compels them to expand their covens. Myths advised leaders to protect their women when dealing with a Witch Mother. A Fjarriauga’s keen eyes can spot the telltale signs of a broken heart. To mark a young woman with the curse requires only the slightest touch on the back of her neck. This is why, when dealing with Witch Mothers, Skjoldier warlords always kept their women as far away as possible. However, casualties can still slip through the cracks. Brunhylde Volsung was a young woman serving aboard her father’s ship when she was marked. Olaf the Old, a legendary raider with a weakness for beautiful women, set down anchor near a Witch Mother’s cove one fateful day, intending to ask for her advice on where to raid next. The Witch Mother allowed Olaf and his men to dock peacefully...at a price. Though Brunhylde kept her hair cut short and her chest bound, the Witch Mother’s keen gaze singled her out as one of the only women on the boat. As payment for her scrying ability and for allowing the men to dock near the coven unmolested, the Witch Mother placed her curse on Brunhylde, knowing full well that Olaf would take her to a new land where she could grow and spread the curse. Olaf wrecked his ship in Asulon. Many of his men died, leaving only a precious few to find their way in the new land. Brunhylde was among the survivors. The trials of finding a new life in Asulon proved too great for her. She succumbed to the power of the Witch Mother’s curse and transformed into the first of Asulon’s Fjarriauga. The distance between her and her Witch Mother meant the Brunhylde’s power grew exponentially. Within mere months of transforming into a frost witch, Brunhylde had enough power to mark other women for witchdom. The curse inside her body compelled her to do so - seek broken hearted women and turn them into monsters like her. Though still timid and squeamish about her powers, Brunhylde followed her instincts and began marking the first of her new coven. Seeing as it was the first, newly born coven in Asulon, it became known as the “Frostborn Coven”. =Biology= Despite appearances, a Fjarriauga witch is no longer a member of whatever race she was prior to her transformation. The transformation does more than change the color of her skin and hair – it alters the entire makeup of her body. The most defining feature of a Fjarriauga is, of course, her cold skin. This is more than just having a low body temperature. The curse inhabiting her body projects a tactile magic that turns most liquids, including blood, salt water, and tears into an icy slush. As such, Fjarriauga lack many of the bodily fluids that most normal women would have. They do not bleed. Instead, when struck hard or pierced, a Fjarriauga’s body would fragment like chunks of ice. A very old, battle-worn Frost Witch’s true body may be covered with small cracks much like scars. One way to tell a disguised Fjarriauga from a normal woman is to cut her. If the woman in question does not bleed, she may be a Fjarriauga in disguise. Even innocuous body fluids, such as saliva, become slushy and icy. The same goes for mucus. How their organs still function in spite of the “ice aura” is a matter of magic and is yet to be studied. They have learned to use this to their advantage, however. There are records of Fjarriauga spitting what basically amount to hail pellets. Fjarriauga, due to the strange “ice aura” of their bodies, are entirely sterile. While it is not possible for a Fjarriauga to become pregnant and carry a baby to term, a woman who is pregnant during her transformation may still give birth; however the baby is likely to be stillborn or deformed when born. It’s said that these children, rare as they may be, may contain a tiny bit of the curse within them. While they may not hunger for flesh, the son or daughter of a Fjarriauga may enjoy things like rare meat and cold environments. Fjarriauga also do not age. The curse and “ice aura” essentially traps their bodies in cryogenic stasis. A Frost Witch’s true body will look more or less exactly how it did when she transformed. A Fjarriauga transformed as, say, a twelve year old will remain looking twelve for the rest of her life. Aside from the other changes, such as white or blue hair, grey skin, glowing blue eyes, and the occasional “crack” from battle, a Fjarriauga’s true form will look largely the same her entire life. =Magic= An affinity for ice magic is an innate ability of all women who have succumbed to the Fjarriauga curse. It is drawn from an unknown yet powerful elemental spirit, responsible for the curse and the Fjarriauga in their entirety. Although their magic is not overly powerful, frost witches are able to manipulate cold and ice and use it in any manner they see fit - from conjuring ice as weapons to defend themselves to forming a lair out of snow and ice; the capabilities of the magic are open-ended and up to the imagination of the caster. While the ability is innate, a newly-turned witch must be taught how to control her powers. While this process is somewhat easier than the process of learning to use conventional magic, it is still usually necessary for a frost witch to learn to use her innate powers. A witch with no guidance from her witch mother might eventually learn to control her powers through trial and error, but due to the nature of frost witches this would more likely lead to her demise well before she can effectively control her abilities. Because it is sourced from a spirit rather than the void, frost witch magic is more similar to shaman magic than evocation. Unlike evocationists, Fjarriauga do not conjure elements from the void to use how they will; similar to shamans, they manipulate cold and ice on the plane of what already exists. While they may seem to produce ice from thin air, this occurs by freezing the moisture in the air into ice. For obvious reasons, their magic is far more effective and easier to use in cold and wet environments, while dryness and especially heat makes their magic very difficult to use. For example, in a cold, damp area, such as a frozen lake, given the already present cold and moisture in the air, conjuring ice by freezing the air would be a very simple and swift task, whereas somewhere like a dry plain it would take more time to both gather enough moisture and chill it to the point of solidification. In extreme levels of heat, such as a desert during the day or close proximity to a fire, frost witches very quickly grow weak to the point of passing out in moments and become unable to maintain their disguise or use any form of their magic. However, this does have several other effects on the magic. Perhaps the most significant one is that conjuring ice by freezing the moisture in the air is not instantaneous - a skilled frost witch could likely conjure a wall of ice in front of someone depending on the circumstances (and moisture in the air), but it takes precious time to freeze water into ice in great enough quantities to be of use. The other main limitation of frost witch magic is that it is heavily touch-based. While manipulation at a distance is possible, albeit substantially weaker, if a frost witch is in direct physical contact with what she’s manipulating, the effect of their magic is significantly more powerful and takes place much more swiftly. As an example it would be far easier for a frost witch to freeze someone in place if they were holding their hand than if they were sitting across a table from them. The witch mother, as the head of the coven, has a noticeably stronger affinity for their ice magic than her daughters. The most obvious demonstration of this is their ability to mark other women with the Fjarriauga curse, but aspects of it can be seen in all forms of their magic. While the difference in power is not overly large, a witch mother’s frost magic is notably more powerful again than a regular frost witch. Because their ice is not conjured from the void but produced from what already exists, ice that is conjured by frost witches does not require constant mental effort to keep in this world. Rather, they are using already existing water and ice, and once it is frozen it is exactly like normal ice in the world - if the frost witch pays it no further attention, it will gradually melt back into water just like normal ice. Since it does not take mental strain to maintain the ice, there is no fixed limit on how much ice a frost witch can control. As an example, the Frostborn coven constructed a large tower of ice in Asulon over the period of several days, which was erected in a cold, snowy area and required only infrequent maintenance to keep it standing. If a frost witch continuously applies her magic, she can keep ice from melting in conditions it normally would, and even strong enough to be used as an effective weapon of near-iron durability. During a fight, a frost witch might conjure a blade of ice and use her abilities to reinforce the blade or keep it from melting - for example if it were plunged into someone’s body, the natural body heat would quickly melt a typical ice shard. However, a frost witch could keep her blade from melting by using her magic to strengthen the blade. Once she is finished the battle, she might discard the blade on the ground, where it would eventually melt away into water now that she is no longer maintaining it. =Disguises= Frost witches usually adopt magical disguises to interact with those outside their covens. Disguising is considered the most essential of all frost witch powers and is the easiest to learn, with new witches being able to effectively take on and maintain a disguise only days after their initial transformation, assuming proper guidance and teaching from the more elder fost witches. Their magic lets them completely change their form and voice to the appearance of a female any sentient race. However, their disguise only applies to their physical body - anything else, such as clothing, weapons and jewelry, need to be obtained separately and changed into or put on. While their disguises are effective for mingling among others and hunting for prey, their physical stature and abilities are not affected. A frost witch can never surpass physical capabilities of her true, undisguised form, no matter what disguise she takes. If a frost witch is not particularly strong, even if she takes the form of a well-muscled warrior, her strength is still limited to that of her true form. However, if she takes the form of one more feeble than herself, her strength will shrink to match. In the same manner, a frost witch cannot take on a disguise significantly larger than her true form, but can take on those smaller than herself. While frost witch disguises are generally very effective at hiding their presence, there are several downfalls to using them. The most important trait to note is that a frost witch will always bear the ice-cold touch of their skin, no matter what disguise they take. Their skin is always icy cold, which leads to many frost witches donning thick clothes, or at least gloves to enable them to physically interact with others without arousing suspicion. Frost witches also cannot disguise their sharp, serrated teeth, which is so that they may consume men even while disguised, instead of reverting to their true forms to devour a kill. Frost witches may take any number of approaches to avoiding suspicion where their teeth are concerned, the most common being avoiding it being noticed at all - for example, using their lips to hide their teeth as much as possible, keeping their mouths closed whenever they’re not speaking and avoiding speaking when being directly looked at. The other major drawback of frost witch disguises is that it suppresses their magic while they are donning one. Aside from their ice-cold skin, they cannot use or manipulate ice or cold in any manner until they revert back to the true form. While their disguises are near instantaneous to change from, they wish to keep their coven secretive, so reverting to their true form to use their magic where there is any chance of word getting out is a last resort at best. When a disguised frost witch is identified as a Fjarriauga, through her disguise, the curse requires her to offer a favour to her identifier, as a way of escaping danger. Favours are not restricted to being identified, and can be offered at any time, but being identified requires them to offer a favour - they have no choice in the matter. Once a witch has offered a favour, she is bound to fulfill it - the nature of the curse prevents her from breaking her word. The only exception is if the favour asked would cause direct harm to the witch herself, or her coven. The harm does not necessarily have to be physical - being asked to identify her sisters in disguise would also be considered harmful, and therefore a witch is not bound to fulfil it. Favours can only be used at the point of time they were offered - one cannot “bank” favours for use on a later date. Sexual favours of any kind will not be accepted (I’m disgusted I even had to put this in here). Circular favours also cannot be fulfilled (ie. favours asking for more favours), and if a favour is made which cannot be fulfilled, the witch is released from her obligation and no longer owes a favour - so choose wisely. A frost witch is also under no obligation to explain these terms to their discoverer (unless, of course, the requested favour is to explain the terms of the favour…). =Removing the Curse= The Fjarriauga curse cannot be revoked or removed by any manner known to the descendant races. It goes deeper than just a magical affliction upon the body - the curse is an irrevocable taint upon the soul of the victim, forever intertwining itself with their soul and their fate. However. Fjarriauga draw their powers of deception and mastery over ice from their witch mother, but that which is given can always be taken away again. Until a frost witch grows powerful enough to forge her own connection with the powerful yet unknown elemental spirit responsible for the Fjarriauga curse and become a witch mother herself, she is forever dependant on her mother for her magical abilities. In this manner a mother exerts authority over her daughters, and like a parent disowning a child, a witch mother may choose to sever the link with one of her daughters. Such a daughter would find herself stripped of the powers of the frost witches, leaving her only with the physical traits of a Fjarriauga as a mended wound may yet leave a scar. These features, such as white hair, pale skin, icy blue eyes (albeit no longer glowing) and wicked, pointed teeth remain forever as permanent scars of their brush with the curse. They may be hidden or tampered with, but they will not revert to what they once were. A witch mother can retract her gift from a daughter in the same manner it was given - a gentle brushing of her fingers against the back of the neck is all it requires. Once a daughter has been severed from her witch mother, she will find her powers waning over the course of an elven week until they are gone completely. Should a witch mother pass away, any daughters of hers will suffer the same fate with no witch mother to draw their power from. However, any once-daughter may again be cursed and brought under the wing of another witch mother, should she mark them, and it is in this way a coven will persist even through the death of its mother. In the absence of another witch mother to contest with, the most powerful daughter will typically rise to claim the mantle of witch mother and take her then-sisters as her own new daughters. =Red Lines= You can not play a frost witch or use frost witch magic without being cursed and taught by a Witch Mother in Roleplay. No frost witch magic can be used while in a disguise other than changing between disguises. Non-frost witch magic is not affected. Frost witch ice magic, unlike evocation, cannot be summoned at will. A skilled witch can conjure enough for formidable use in combat, but a witch must devote her magic to freezing ice around her before actually using it. (Minimum of 1-2 emotes to conjure ice before using it in battle, depending on circumstances) Evocation is not Fjarriauga magic, and evoked water cannot be utilized by frost witch magic. In the same manner, an evocationist cannot take control of ice under the command of a frost witch. One may learn both subtypes, but they cannot be properly used together. Disguises may not be used to impersonate another character - it’s simply impossible to replicate enough detail in a disguise to fool anyone.
×
×
  • Create New...