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  1. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ A fine leather-bound tome may be found in some of the libraries and halls of the Dwarves, its thick surface tooled to resemble a pair of crossed chains. Below this relief is written, in Dwarvish: “The Tale of Burri the Chain-breaker and the Fifteen Bindings of Urdûshinbâr: Chapter II.” Should it be opened, the rune-covered parchment crackles beneath the reader’s fingers. The first chapter, wherein Burri sets out upon his journey and discovers his destiny, may be found beside it on the shelf, HERE. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ The tale of the Binding hearkens back to an age in which the giant-kin of that region were ruled by a powerful clan known as the Mattermights, who were the seed of an enormous, towering creature who claimed to be the first of all his race. He was called Bad-urus in the Dwarvish Speech, and had by a giantess a series of fifteen sons who laid claim to dominion of all the lands twixt earth and sky. From his colossal throne in Brûrhardgar he ruled a mountain-kingdom to rival even that of the modern Dwarves, and laid waste to those who infringed upon it (and many who did not, also.) The other giants lived in fear of him, and followed his example to commit cruelties many and grievous in spite of their nature, which is not predisposed towards evil. The youngest and smallest of the Mattermights in those early years of our world was called Cloudy-head, or Urdûshinbâr by the Dwarves. Fate had dealt him a ***** hand indeed, for he was unlike his father and brothers in ambition and manner; he cared not for subjugation and loved well the other creatures which dwelled about the mountain passes. While diminutive by the standards of his race, he possessed a wealth of cunning elsewise unknown among his people, as well as an affinity for masonry and smith-craft. These he learnt from the manses of Dwarves which dwelt then in small numbers about those parts, before they were cast down and destroyed by his brothers. It was by the ardent labours of Urdûshinbâr that the fortress-walls of the giant-king’s seat were raised at aforementioned Brûrhardgar, the first and only true Giant fortification in all of history. He forged titanic iron hammers for the other giants as well, but despaired, for the youngest son of Mattermight saw the woe they wreaked and regretted it deeply. He often walked among the ruined dwarf-halls alone but for the stars, and sang a lament for their deaths- for there were many in those dark times. And in the broken throne of one such fallen manse he found a gemstone of uncommon visage, and was smitten with it, as many had been before him, and after. Bearing it to Brûrhardgar he made to entreat his father. “Alas! Were it not for thy warmongering the sons of the clouds could become a great and mighty people; but endless wars will diminish our race, and cause our great strength to be spent for naught. Therefore I will forge for thee no more, save only those things which do not make war and harm.” the prince spoke unto his liege, and brought out the round gem so that the latter might see its beauty. “For there is more to this world than carnage and strength-of-arms, father! I bid thee gaze into the depths of this treasure of the Dwarves, which holds all the grace of the world within it, and weep, as I do. Such things I could make for thee, and our race would rejoice in their light!” In a kinder world his father might have been swayed, but this tale is of binding, of pain, of betrayal and of other dark things. Harsh was the anger of the Mountain King, and he leapt down from his throne in blind wroth. With his own strength he tore Urdûshinbâr’s hand from his body along with the great gemstone, and said unto him:“If thou willst not forge war for me thou willst forge it for none, and as I gave thee life, it is mine to take away also!” And thereafter he smote the youngest son of his seed down upon the mountain-side in shame, to die among the ravines far from his seat. “And be cursed, Cloudyhead, dwarrow-lover!” his brothers called down to him as he fell, “For thou art no kin of ours!” But Urdûshinbâr was not slain, and bound his wound in secret and hiding, alone and unassisted. For though his dissension had been sparked for their sake, the remaining dwarves did not render help unto him. Indeed in those days many of their number who still lived in those parts began to pay homage to Bad-urus, who had set their gem in his mighty crown and claimed kingship over the dwedmar also. Among those who came were a particularly wicked House called the Black-locks, of whom more will be told later. In any case many ogres, trolls, and other mountain-folk paid the Mountain King obeisance during this time also. He ruled all these peoples harshly, and loved them not. But his scorned son had prophesied truly, and in spite of his might Bad-urus was a foolish creature- his mind was more often akin to that of a beast than a sentient being. Therefore downfall came swiftly to him, for Urdûshinbâr would bear it not to see the evil of his race proliferate and was not idle, and from the shadows conceived of ways to bring about the doom of his House. He did this first by dealing death to his cruel brothers, who oft departed Brûrhardgar in order to raid the mountains, and to fight one another among the peaks. Each in time met their ends, in deep moraines, beneath rockslides, and other traps- and each saw Urdûshinbâr before the end, and named him for a kinslayer. “Nay. Be cursed, son of the clouds,” he replied, “For thou art no kin of mine.” Bad-urus’ influence over the petty-giants grew weaker as his sons perished, and ere long even the lesser races began to quit themselves of his rule. As his holdings decreased his wrath burned ever more hotly, and he grew to fear his own shadow. Little remained of his once-great Kingdom save for Brûrhardgar itself, and it was there that his youngest offspring came to him, in order for to make the breaking of the Mattermights complete. Upon that mountain-top they fought for many days and many nights, the father by fist and the son by hammer, and each held his own. Every strike of the Mountain King’s hand cast down mountains, each swing of Urdûshinbâr’s hammer brought lightning from the heavens, and by their combat was much of Brûrhardgar destroyed in its entirety. At long last the Mountain King fell, for his strength had waned in the latter days of his reign, and with this blow his dominion also was shattered. The petty-giants fled down from the mountains to scatter on the wind, and nevermore would their kin gather thusly in one place, for they were and are a simple race with little instinct for unity save beneath a greater strength than they (which is rare.) In any case Urdûshinbâr had received a wound also, and lost his reason for quite some time. It was in this state that a group of dwarves found the two, having made their way in a great host to investigate the source of the clamor. It should be noted that these dwarrows were not of the kin of Hollowbold or even of any of the Clans of the later Grand Kingdom, but rather belonged to a far-flung house of Urguan’s folk which has since passed into oblivion. They were themselves named Black-locks, and were with few exceptions a wicked tribe of grim and malicious creatures who took great pleasure in the subjugation and enslavement of their own race, as well as other senseless cruelties. In later times their line was hunted down and slaughtered by other dwarves, but at the time of Bad-urus’ reign they were the eminent clan in the area and had no love for Urdûshinbâr. The Lord of the Black-locks at the time was a dwarf named Bybur Softbrow, whose heart was black with malice. As is often the case with petty henchmen he harboured a great hatred for all his masters, and finding Urdûshinbâr insensate and Bad-urus dead he clapped his hands with glee. “I am doubly-blessed today; for the crown of the Mountain King will hereafter be an heirloom of my house, and one never knows when he might have need of a captive giant!” he declared, “After all none is more cursed than the kinslayer, and the Brathmordakin will bless me for enslaving him.” Bybur did not forget to add the last part, for he fancied himself well-versed in religious jurisprudence (which, of course, he was not.) The Lord of the Blacklocks bid his mightiest smiths to gather up the great hammers of the giants in order for to forge them anew into fifteen shackles, and caused the still-living Urdûshinbâr to be bound by iron and magic in the darkness of a hollow mountain. In the chains the Black-lock smiths wove a mighty spell which forbade his unbinding save by a dwarf who bore their heirloom, which is of course to say, any Black-lock who might have need of him. In such a fashion was the last of the Mattermights consigned to a black pit from which there was no escape, and sealed away. The Black-locks lived in those parts for some years, but ere long were slain and disbanded across the mountains for their past evils. The tale of Urdûshinbâr therefore passed with them, and diminished at long-last into legend remembered in pieces only. The mountain’s location was forgotten, and when precious gems were discovered there many years later, the trade-town of Erabâk sprung unhindered. So it was that Urdûshinbâr’s piteous groans of captivity became local legend, and the mountain was named Aglâb-mênabad in their stead. [To be continued.]
  2. .~|The Hammer Bregolach|~. | The Sudden Flame | .~| The Anvil Oninthil |~. | Of Light Unceasing| A few final notes: These artifacts are intended to lend a more in-depth role-play facet to the process of Ascended Infusion, and as such there are some terms which may not be familiar to everyone who reads it. Our growing compendium of existing Ember and Lunar infusions may be found HERE, and the page regarding Braziers may be found HERE.
  3. [✗] [Creature] The Shapeshifter

    The Shapeshifter Brief Description The ShapeShifter is a creature that has fully mastered the art of disguise, giving them the ability to transform into almost any being they so desire. While most descendant races can make faulty and flawed disguises of their fellow races, they are bound by their own limitations. However, these chaotic creatures are bound by very few limitations. The Shapeshifters enjoy bringing harm and deceit through means of all things, ranging from harmless tricks to malicious deeds. The Lore and the First Shapeshifter When the first Shapeshifter was created it was by an act of desperation and ended up being a complete accident. A wood elf by the name of Alyndar was a master illusionist and had successfully learned and taught many students Sensory Illusion. On a rather dark night he had been driven out of his chambers by a loud knocking at his front door. He had stepped down the stairs of his manor, and placed his glasses on his head. When he had answered the door a look of absolute fear had washed over his face as a group of four armed Orenian guards. Alyndar spoke in a tired and fearful tone as he gazed in shock at the guards “W-What is the meaning of this?!” He had lowered his gaze to their weapons that they had already unsheathed as if they knew things were going to turn ugly. The head guard looked to Alyndar confused as he did not expect such a man to be the one to answer the door. He had been told a few assumptions about the appearance of Alyndar, but what he saw was definitely not what he had expected. He spoke in a firm tone of voice “Ser, we be lookin’ for a mister Alyndar! A bounty has been put on his head by the nation of Oren and its high king! He was found a few years ago to be tampering with some dark magic and must be put to justice at once!” Alyndar instantly knew what they were talking about. He had been tampering with dark magic to further his illusions to make them more of a weapon than a means of escape. He had been working for years to complete his research and teach his colleagues of what he had learned, but it was much too late for that. A few Saint’s Days ago someone had caught wind of what he was up to,and they weren’t happy for him to be toying with this kind of magic. The woman responsible for witnessing his research went straight to the nearest guard and forced them to hunt and kill Alyndar. If it were not for his remote manor they would have possibly killed him already, but it seemed it was much too late for him to get away. Alyndar slammed the door shut and successfully locked it behind him. The sound of the guards banging and beating on the front door would quickly rattle through the manor as Alyndar rushed up the stairs to collect his personal belongings and research findings. He was a smart man and knew what this research would get him if it had leaked out to the Empire and their holy ways. Alyndar knew he didn’t have much time before the guards successfully broke down the door and began their search of the manor. He took down a painting to reveal a hidden door behind it. He runs out and through some tunnels, successfully getting away from the guards. After a bit of running he perched himself up atop a mountain to look and see if he was being followed. He saw nothing but his manor burning to the ground. He knew there was no going back and turned to the nearest cave in the mountain. He set all of his research materials down onto the ground of the cave and thought to himself if they believe him to be truly dead. After all no one had known about the secret exits in his manor but him and a couple of his students. He took a moment to think when he had an idea that would prove to be his downfall. He took all of his notes and took one last time to read over them before making a makeshift ritual sight for the procedure. He convinced himself that his research to become the perfect illusionist was complete and there would be no repercussions, but even he knew in the back of his head that this had a very high chance of going wrong and possible killing him. Though he would only repeat to himself “I have no choice. . . I have no choice. . . I have no choice. . .” over and over again those words rang through the interior walls of the cave as he carved the symbol of the Shapeshifter into his chest. The blood pouring down over him as he cursed himself. There was only silence for two whole days before he awoke. When he awoke he had found that his skin had turned a dark grey. The only color on his body were his green eyes, and his clothing. His wound from the rune he carved into his chest quickly scarred over. He let out a scream of fear for what he had done to himself. Alyndar sat in that cave all alone for a few days out of fear for what the outside world would think of him. All those days inside the cave he felt hungry, but when he went outside the cave to eat fruits and berries and to gather water it wasn’t enough to satiate his hunger. His newly formed body craved something more malicious. His instincts took over, and he went out to hunt for the flesh of a descendant. He had traveled through the woodlands before coming across a group of two travelers. Alyndar had complete control and knew what his newly made instincts were telling him, and he loved it. He only wanted to satiate his hunger for the time being. He stalks the two for a few hours, and waits for them to stop and rest. One of the travelers decided to take a break. The two humans had made the worst mistake of their soon to be ended lives, and split up. Alyndar followed the strongest looking one and ambushed him. Before the human could scream Alyndar used his new found strength in his true form to overpower the human traveler and jammed his dagger into the man’s skull, killing him instantly. Alyndar feasted on the man’s body and devoured him. He reveled in the thought of eating another man’s flesh. He wouldn’t be able to celebrate for long as in the distance he could hear the other human traveler calling for his companion to return. Quickly Alyndar looked for a way to escape before trying to disguise himself using his illusion magic he had known for so long. Though when he had transformed into the now dead traveler he had just devoured Alyndar felt something strange about the disguise. It was something that he had never felt before. He felt like he actually belonged in the man’s skin, and the disguise didn’t seem to falter in any way like it would for a normal illusionist. Alyndar thought of a malicious idea and called back out to the other traveler. His voice sounding just like the man that he had just murdered. He would quickly hide what little remained of the corpse before turning around to greet the traveler, and travel with him in his dead companion’s skin. The first Shapeshifter lived on and continued to do malicious acts onto the descendants, learn more about himself and his newly found powers, and even transform others into what he became. Abilities As you may have already guessed by their name, the Shapeshifters have the ability to change their form into almost anything they so desire. To start with something simple to explain: they can change into most animals they so choose as long as they wish, from a small innocent little bird to a ferocious and aggressive bear. Transforming into animals for the shifter is a rather easy feat that requires little strength. However, it will of course take time to do so! Transforming into another descendant race takes considerably more time and can be seen through easily if they do not take proper precautions to perfect the disguise! How they are able to transform into a descendant race is simple and easy to understand. The Shapeshifter must have some sort of D.N.A from the man or woman they so choose to impersonate, examples of D.N.A that can work is hair, spit, and pieces of flesh. Using D.N.A will not give the shapeshifter a perfect disguise, and if the Shifter decides to go this route they will likely be called out as a charlatan. Deciding to do this will not produce a perfect copy for the Shapeshifter and thus it will not have all the information and power needed to become perfect. In order to make said perfect copy the Shapeshifter must kill and start to consume the the body of the poor soul they want to make a permanent disguise out of (see redlines for limitations and requirements on making a player’s character your perfect disguise). Typically, making a perfect disguise is not ideal for a Shapeshifter to do as it can wield some unwanted effects. Choosing to make a descendent race into their perfect disguise will force the Shapeshifter to give up whatever perfect disguise they’ve held before as they can only hold one at a time. When the Shapeshifter transforms into whatever race they so choose they are not limited by the race, or even gender of said race. For example if a shifter used to be a dwarven male then he would still be able to change into for example a female Uruk with ease. This does not make the Shapeshifter gender less. They can still identify as male, female, or other.The physical strength of the creature the Shifter becomes is different and can vary from time to time depending on the size of the descendant race and that races age it transforms into, at least when disguised. They have incredible strength that's worth thrice that of the average human, however their strength will not change due to whatever they change into. For example if a Shapeshifter decided to transform itself into an Olog, it wouldn’t have the strength of said Olog, no matter if it was weaker or stronger. They retain the strength of which they had when they were a descendant until they go into “True Form”. The Masters These are the only other types of Shapeshifters known and their sole purpose is to loosely guide and create new Shapeshifters. These beings gain little to no new abilities due to their status. The only ability is easily being able to manipulate and control their lower Shapeshifter companions to a certain extent. Of course they aren’t able to take control of their each and every action, though they can persuade them quite easily to do their bidding. This isn’t used often however as most Shapeshifters automatically follow the Masters upon creation out of debt, or “gratitude”. Painting of a known Shapeshifter True Form The Shifters may be masters of disguise, but they are simply unable to stay disguised for a number of years without showing their true selves. Some feel it necessary to shed their disguise for some time in order to relax or enhance their fighting capabilities if something goes very wrong. Their true form would look to the mortal eyes how they would before they were transformed into a Shapeshifter. Their true form can give them many benefits but will also hinder them just as greatly. The benefits they gain are simple and non-arcane. They grow much stronger and faster. Their speed is too great to be caught by a human on foot, a horse is necessary. An alternate option would be to try to outsmart the Shapeshifter and lead them into a trap. Do not fret for there is a simple solution. In a Shapeshifter’s true from they are very much weaker to whatever hinders them. Traditionally, a Shapeshifter will never reveal their true form unless around someone they deeply trust, or unless they are in a highly dangerous situation and need a quick escape. For them to willingly show their true form to a mortal whom they feel will not betray them is a sign of immense trust and that they will protect whomever they reveal themselves to. Their appearance when they are in this form is interesting to say the least. Their soul will always remember what they had originally looked like and will reflect the look they once had when they were a part of the descendant races. The way they look will change. Their skin tone will have a gray scale look to it, and will look almost void of all color. Is some cases the Shapeshifter can be confused for a Dark Elf by someone not paying attention, a sure fire way to tell if the person in front of you is a regular Dark Elf or a Shapeshifter is to look at their ears. This may not work all the time due to the fact that some elves are transformed into Shapeshifters and will retain their signature ears. The only color they will have on them at all is their unnatural eye color which will be a brighter color than what it had used to be. Symbol that must be carved into a Descendent for them to become a ShapeShifter Appearance and How to Identify Even though the Shapeshifters are known as the masters of disguise there are still a few ways to identify them even in when they’re disguised. To identify a disguised shifter you must somehow feel their skin. You will know that they person in front of you is not who they say or look like. Their skin will feel fake, almost like someone has covered their entire body in makeup to cover up who they truly are. Another rather easy way to identify them is through their eyes. A shapeshifter’s eyes will begin to have a subtle glow to them after a while, though the Shapeshifters can suppress the shine they cannot make it fully go away or leave it all together. After waiting long enough and looking into a Shapeshifter’s eyes it will eventually reveal this light. No one knows what this light is and the only working theory to date is that's its just them taunting anyone to figure out what they are and try to slaughter them, however this is likely false due to the fact that most Shapeshifters don’t even realize it happens. Next is their true form and it's rather hard to actually not see what they are, follow the statements above that describe their true form for how to identify them in this form. The absolute hardest to spot and find is their brand. All Shapeshifters have one somewhere on their body, and it doesn’t fade and go away with time. No matter if the Shifter is disguised or not they will still have the brand of the Shifter in the same spot they had it in their true form. Finding said brand is a sure fire way to identify the shifter, even if it is the most difficult. As for their internal organs they do not seem to be functional though they will bleed, etc. Age is not a great defining factor as they can transform into beings of any age. Not only this but their bodies in their true form stop aging as well, meaning that someone who was around the age of 35 when they became a Shapeshifter would stay that age indefinitely in their true form. How They Are Created When a Descendant feels trapped, weak, and helpless, they may seek refuge with the Shapeshifters only to be tricked into changing into one of them. Though this may sound to some like a good thing, though the process of being made into a Shapeshifter is painful and irreversible. Most do not even feel any of the stated above and only want to further their own abilities and gain the powers the Shapeshifters hold. While they will be skeptical of whomever comes to them willingly wanting their power, they will put the Descendant through a grueling and dangerous trial that may result in the Descendant being caught and killed. The only shapeshifters able to create and accept new Descendants into their arms are the Masters. The way they are created is through a sort of necromancy magic that only masters or those taught would know, though outsiders knowing the magic to create them is very rare. This magic would be considered a feat and wouldn’t take up a slot because there is only in a sense one tier. A rune is carved into their body while the Master, or whomever knows the curse, curses them and changes them and makes them a Shapeshifter. The rune carved into them will never fully heal, and only a scare of the rune will remain for the entire lifespan of the Shapeshifter. A Shapeshifter’s Diet Yes, like almost all other creatures the Shapeshifter must feed on something to keep going. Unlike most other creatures however they aren’t exactly so picky on what they must eat to survive. Shapeshifters are strictly carnivores and are required to hunt, kill, and eat something about twice every 2 elven weeks. A Shapeshifter not feeding themselves properly will become starved and due to such will slowly start to become very weak. This weakened state will last for another elven week, and will become worse as the week progresses. Eventually the Shapeshifter will wither away into nothing and die from starvation. There are some however that decide to hunt the descendents and take them captive for food. A shapeshifter kidnapping and dining on a descendant isn’t a rare thing and they will usually do this due to their unusual craving for flesh. Most Shapeshifters, if asked, will tell you that the taste of flesh to them will taste like nothing they have ever tasted before. They are mostly unable to describe what it's like, but will tell you that it is divine. Weaknesses Gold and Aurum weapons. Clerical and Holy magics Heavy amounts of light- A lot of light seems to keep these creatures away. (Fire evocationists may be able to do some harm without even burning the Shapeshifter) Though even with their weakness to heavy amounts of light they will still walk freely among normal everyday people during the day. Red Lines Unless your created disguise is a “perfect replica” and you have all the things needed for so to happen you are REQUIRED to emote a flaw ever 3-4 roleplay emotes, this can be something as small as your eye color changing all of the sudden, a voice change, etc. or something on a larger scale. Note this effect is only needed to be done with Descendant races and not creatures. No Shifter can learn any type of holy or deity magic. Voidal magic, and Dark magic is acceptable however. Cannot usually give birth to children. If a shapeshifter does get pregnant she may not be able to transform into any creature or descendant lest it kill the child instantly. A shifter may not transform into any other creature that requires a creature application. For example frost witches, ghouls, liches, and dreadknights just to name a few.
  4. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ A fine leather-bound tome may be found in some of the libraries and halls of the Dwarves, its thick surface tooled to resemble a pair of crossed chains. Below this relief is written, in Dwarvish: “The Tale of Burri the Chain-breaker and the Fifteen Bindings of Urdûshinbâr: Chapter I.” Should it be opened, the rune-covered parchment crackles beneath the reader’s fingers. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ It is said that when the world was young there was a vast mountain peak which rose on high and clove the clouds asunder- one of the mightiest in any land, then or since- and which for its breadth might have been a pillar of the world. At its feet lay Erabâk, a rich and mighty hold-fast which subsisted on the trade and refinement of precious gems, drawn forth from deep mines. It was a home well-suited to dwarrow-folk, for while the toil was arduous they delighted in the coaxing of gemstones from the stone, and among them were found some of the finest jewelers ever to have sprung of the line of Urguan. The mount was called Aglâb-mênabad, “The Singing Mountain”, and when the bright moonlight shone over its pinnacle a great howling was oft-heard by the dwarves of Erabâk. Many believed it to be haunted by the spirit of some long-perished fire drake, or that it was a gate into the Halls of Khaz’A’Dentrumm, but none knew its true nature; the dwarrows did not venture much upon it, and gave its slopes a wide berth for fear of being cursed by its mystery. In such a time and place lived a small dwarf named Burri, and it is he whom this tale concerns most primarily. As it happens he was a simple dwarrow of no particular wealth or breeding, the seventh son of an iron-miner who possessed only middling fortune. Destiny has a curious way of making itself known in such low places, and so it was in this instance, as you will soon read; for Burri possessed no trove of gold, nor gems, save for one which had been given to him as curious heirloom. “My young lad,” his father had uttered as he lay upon his deathbed, “Alas, for I have scarce inheritance left to give which does not already belong to thy brothers, and neither lands nor titles to gift unto thee. But keep faith, for thou art the seventh son of my line, as I was of my own sire, and therefore thy inheritance is that of the Gods’ grace; great deeds are to be expected of thee. I bid therefore that thy hand take one thing from what remains of my meager wealth, and venture out into the wider world to seek your fortune.” This boon Burri accepted with heavy heart, but when he came to the vault he found it emptied but for a few tarnished golden coins and a cracked fire-opal, which looked to have been cloven with a blade. Of these he chose the gem, and took it not for its value but as memory of his father, whom he loved well and dearly. Keeping it close the dwarf quit the manse of his elders, and departed from Hollowbold the Great into the wider lands as his sire had bid him. In those days the holdings of the dwarves were broad indeed, and Burri traveled many roads and endured many adventures, which were not always pleasant and of which no tales tell. Ere long he came to work at a miners’ Inn at aforementioned Erabâk- there he found a hard life, but virtuous, for though he was a commoner dwarf he was possessed of a noble spirit indeed. It is by this grace that Burri is not known to posterity as the “Ale-pourer”, for even in this lowest of places did providence make itself known to this seventh son. It came to him one night as he sat and gazed into the depths of his father’s boon, as he often did- for the crack did little to dim its beauty. As he looked into the opal the world became still and silent, and even the hoots of the night-owl beyond his window were dampened. And in this silence a song came from the stone: a dirge, and a voice akin to a deep summer thunder. And as he listened the voice came louder, and with it a sound like the pounding of war-drums. A bright light breached through the pearlescent cracks of the stone, and illuminated all that was in his small chamber. Great fear seized Burri’s heart, but the dwarf’s gaze could not be broken from the reflection. For in its depths he beheld Aglâb-mênabad rising from the foothills, and in its midst an ember smoldered. He saw also the dark outline of a hand upon the stone, a mighty crown, a melting hammer, and chains which bound a flame to earth and stone. The mountain howled, and in its song he heard a deep sorrow fraught with misery- bound and captive. He saw wicked, twisted dwarves also, with hair black as pitch and eyes of crystal blue which burned with greed. The light shone bright as sun-rays then, and went out- but in Burri’s grip the opal turned then hot as a glede, so that his hands were scorched by it. “Fie!” the dwarf cried as he let it fall, “For surely this is no ordinary gem, that sings so, and burns me thusly!” And indeed it was not, for unbeknownst to Burri it was called the Fihruldânak, and had by that time wrought much, both good and evil. It was said that it had been given unto Urguan himself by subdued demons of the depths, and in all of history few stones have been so coveted, and so beloved; for in its depths it was said that one could see beyond the grey shadows of the world and into the past, and furthermore that all which was beautiful to dwarves did dwell within it. Of the refining and breaking of Fihruldânak many tales are told, not least among them that of the War of Possession, but as it plays only a minor part the author will not belabour this particular telling with their length. How it had come to Burri’s father cannot be fathomed, but its fate was woven with his regardless. It is not wise even for the greatest Lord to ignore such a vision, and simple Burri knew well that the counsel of magic stones should not be taken lightly. Therefore despite his trepidation he decided to investigate, and on the next day, which was that of Midsummer, he began to ascend the great slopes of Aglâb-mênabad. He brought with him the Fihruldânak and no companions, for he had no friends who did not fear the haunted peak. The climb was a long and slow one, for he was no alpinist, and though the bluffs were largely lacking in ice and moraine the sun had sunk to eventide by the time the dwarf had reached the end of his journey. He came to rest upon a boulder, and cast his gaze about the dusk-lit summit in search of answers. “Lo!” exclaimed Burri with interest, for the peak of the mountain was no peak at all, and rather a great yawning chasm from whence rose a great and powerful stench of sulfur. “What curious fortune!” wondered he, “For the mountain which sings is not haunted at all- though it may well spit fire. Was it this I was meant to find, I wonder?” But the opal flared hot in his hands once more, and Burri knew that he would have to venture further still. Setting his piton-anchor, he began to descend along a length of his trusty hempen rope just as the silver beams of moonlight leapt forth above the horizon. Nevertheless it was a dark pit, with walls of black basalt which wicked away all light. The dwarrow’s eyes therefore sought in vain for some hint of his waking-dream, for all that could be seen in the gloaming were the endless walls of rough stone, lacking in soot or any other mark. Ere long he had come to the end of his rope, and dangling there in the darkness he felt that all his climbing might have been in vain. He made to light a candle for to see, but lo! From the darkness came a voice alike to the one which had issued from the Fihruldânak, and caused the hairs upon his neck to stand up. “I pity thee, candle-lighter!” it called from the stinking depths, and a wind like a hurricane rose with it to gutter out Burri’s lonely flame. “For many years has it been since last I smell’t dwarf, and by my will thou shalt regret thy coming.” “Ach, mountain-master! Mercy!” The dwarf shook as he was cloaked again in the gloom, clinging to his rope even as his face grew pale with fright. His sharp gaze sought to make sense of the voice in the deep dark, to no avail. “I beg thee, mercy- for I am naught but a poor mountain-dwarrow, a’sprung of Tumûnzâhar the Great. My name is Burri, son of Durmon the One-Eyed, and I wish unto thee no harm or mischief.” Here of course he committed a grave error, for as you will come to read in further tales the name of a dwarf is a powerful thing, and should not be spoken lightly; dragons, demons, and other such beasts may use it to their advantage. Luckily Burri was more fortunate than that, as you will soon see. As he spoke the moon peeked her rays into the mouth of the great dark mountain to reveal a cavernous abyss. The empty vastness lay below him, larger even than the grottoes of Hollowbold herself, and along the walls were multifarious precious gems which shone like stars in the gloom. “Dwarf!” the voice roared again, and in its tones were pain and anger in equal measure. “Come to gloat upon my piteous adversity, no doubt! Be cursed, unwelcome one, and may you wither here with me!” With these words came a tremor from the deeps, and made loose the piton-anchor which held fast poor Burri’s binding. The dwarf cried out in fear as he found himself unfastened, and tumbling into the abyss saw the moonlit maw of the mountain shrink above him unto a size no larger than a Dwarven shilling. But in place of being dashed upon the rocks he found himself slowed upon what he thought might be a breadth of hardened leather, which rose up to greet his descent. But as moongleam cast further back the curtains of darkness, Burri’s beard bristled white with terror- for he found his salvation to be no tarpaulin at all, but instead a hand of leviathan proportions, which hung disembodied from the gloom. And as he cast his gaze upward he beheld by the burgeoning light of the moon a vast and pallid face with features craggy and uncouth, as if rough-hewn from a hunk of mountain-rock by an amateur- but it was the creature’s eyes which caused Burri’s heart to pause in its steps, so fearsome was the hatred therein. Like red lanterns they were, aglow with moonlight and focused beneath fierce and bushy brows of bristling hair. Each movement of its enormous form was accompanied by a deep thunder of metal, and the coming light revealed that the beast’s corded arm bore upon it seven chains of monumental size, with seven further upon his other. “W-w-who art thou, o’ mighty one?” Burri managed at last. Unbidden his hand went to the opal in his pocket and found to be warm, as if left out in the sun. “For by thy words it seems that thou knowest me, though I do not know thee in return- and if I am to be eaten I would like to know the name of such a creature as thee, and by what sorcery thy form was bound in such a deep place.” “The mark of the Black-locks is not upon thy face, Burri the Candle-lighter,” the giant said then, and some of the passion faded from his eyes, “Very well, dwarrow.” As the giant set Burri down upon the dark floor of the cavern he began to speak, and wove a tale such that seldom few had ever heard- a tale which hearkened to the time before small dwarf-kingdoms and towns like Erabâk were the eminent force in the mountains, when ogres, dragons, giants, and other monstrous beasts waged battle for dominion of the land twixt earth and sky. Scarce records of these times existed among Burri’s people then (or now, for that matter) and those that did had begun to drift into the creeping oblivion of myth. One such narrative was concerned with the “Binding of Urdûshinbâr”, which by the time of Burri’s birth had been largely forgotten by the Dwarven lorekeepers. [The tale is continued HERE.]
  5. “Artist Depiction of the Daemon of War” Art Credit: Paizo Publishing Argos, The Iron-Clad Daemon of War, Wrath and Conquest Titles: The Iron-Clad, Avatar of Conflict, Father of Battle, The Forgotten General Alignment: Lawful Evil Sigil: Flaming Sword Sacred Animal: The Ram The Sword of the Divine Before there was Argos, there was Azazel; The Daemon of Glory, a proud yet honorable warrior. His first mentions were during the Wars of Creation against the Void, slaying horror after horror with the zeal and dedication that few could match. Always wanting to earn the respect of his divine peers and best his rivals, he was mostly disliked by his peers. Some due to his arrogance and self-centered nature, and others due to his war-loving tenancies. Azazel was ignorant of their criticisms, surrounding himself with his servants and followers who only shout praises to his name. During his many battles with the Voidal abominations, that was when he was most well-received, where even the Aenguls would speak well of his fighting skills. The praise of his peers continued to please the Warrior Daemon genuinely. His confidence seemingly unending and ever growing, his vibrant speeches to his flashy fighting moves to the splendor that was his decorated armor. However, as other war heroes rose from the war against the void, leading to him desperately trying to upstage any would be rivals. More and more did this campaigns would cost him soldiers and almost his plane of existence. Eventually, on one faithful battle, he was outmaneuvered and overwhelmed. Having to call upon the other Aenguldaemons who were fighting against the void for help, this deeply hurt his pride as the others came and took the glory of this great battle. Slowly returning to his realm; The Bastion Realm of Argus. The Warrior Daemon focused on rebuilding his host and keeping in contact with his cults. Asking of them for praise and battles dedicated to his name, finding the Descendants to be amusing but in the end, nothing but insects to the Daemon. When he first heard of the Arch-aengul’s project of the Soulstream, he decided to help by sending some of his servants to reclaim the souls of honorable warriors. However, in truth, he used it to recruit those willing, and those who worshipped him into his legions. Over the years, he would regain his confidence, yet a growing doubt would haunt him. When the wars became few, and his involvement in the politics of the divine began to fade, slowly The Warrior Daemon became bitter. Where once he dedicated himself entirely to the honorable cause of the defense of Creation, he would sell his blade to the Aenguldaemons that needed seasoned warriors. The only cost would be their acknowledgment and chances of glory. Finding work in slaying the occasional threat, and working through his agents on the mortal plane to earn the love and adoration of the descendants. Doing this for countless years until he received a summons from an unlikely patron, from the returned Arch-daemon; Iblees. The Hubris of Glory Their meeting was brief, the distraught Warrior Daemon filled with doubt was quick to be persuaded to join in the wars to come. Iblees using his pride and desire to become relevant once more against him. Although The Warrior Daemon held no ill-will towards the mortals, Azazel was promised glory and fame eternal, no longer forgotten. When the war between Iblees and creation had begun, Azazel arrived at the first war council, meeting with the other of his kin who joined on Iblees’ side. Roles were given out; The Warrior Daemon wanted to be on the frontlines, fighting in the vanguard where Azazel could find the glory he sought. However, to his dismay, he was ordered to provide Auxiliary. Despite his many attempts to refute, Iblees dismissed him, telling him that he was not truly loyal to the cause and that he should have been thankful to be even allowed to be on the winning side of history. The Arch-Daemon’s words stabbed at Azazel’s pride like a dagger. He complied and agreed, but would not be pleased with his new role. Armed with his mighty greatsword; Vanquisher, Azazel slew through ranks of Descendants with ease. The Host under his command would fill the gaps in the lines, moving quickly to provide support. Many a time did The Warrior Daemon attempted to prove his worth, to earn his place on the Vanguard, and every attempt left with hollow answers. Despite the treatment, he served as loyally as possible, for despite the growing ill-repute of Iblees. Azazel holds his honor in high regard, refusing to go against the contract that was signed. However, the final straw would be broken, for during the arrival of the Aenguldaemon host to defeat Iblees. The front-lines demolished, and aid was needed, Azazel and his mighty host would arrive quickly, to fill the lines and try to relieve the battered undead legions. Despite his valiant efforts, slowly and gradually his forces were pushed back. Until he was on the defensive, in a final plea to Iblees, he requested aid. Otherwise, he would be outnumbered and overwhelmed. Iblees had given nothing but silence, leaving Azazel to die. This betrayal, shattered the spirit of Azazel, for the first time, he staged a retreat. Survival and spite were driving him to break the contract. During this, a few of his former rivals would surround his battered host and attempt to ambush him. With strikes fueled by rage and the experience of a thousand battles, Azazel barely managed to slay his attackers. Mortally wounded from the action, his forces were scattered, and he returned to Argus. Reborn from Iron Upon his return to his prized realm, he discovered that the wounds inflicted upon him were inflicted upon his realm as well. Slowly regrouping with the remains of his Cult and his Daemonic Host, when he left his physical form. The essence of Azazel was wounded and left weakened, his realm stabilizing him and keeping him from death. For the years following the end of the war, Azazel muted himself from his former brethren. With every next year, his essence was worsening, and his mood grew dark. His desperation grew as he tried to find a way to reverse his condition. Finding no answers in the voidal arts, he would begin to delve into some of the darker magics for the answer. The Warrior Daemon was bent on one purpose; Vengeance. His grim situation drove him to a fit of depravity as he slowly sent out his cults to kidnap practitioners of the Dark Arts, before interrogating them on the knowledge of Necromancy and Blood Magic. After many long attempts, a ritual was devised, calling upon his Daemons and cultists to draw blood in their deity’s name. Carving runes into a set of Daemonic Steel armor, runes of power decorated the intimidating set of plate mail. Once the ritual was complete, The Immortal essence of Azazel infused inside the prison of metal. From the dark powers mixed with his divine nature, he was reborn into the Daemon of War; Argos The Iron-Clad. Current Day Although much of his Cult remain in secret, the only unifying features; being the adherence to Argos’ warrior code and them being warriors of prominence. Due to his steady growth, he had begun to gain the notice of other Aenguldaemons, while many would remain neutral or find distaste in his actions, Argos would remain ever distant, preferring to focus on the growth of his influence and power. It is not certain if the other Aenguldaemons remember any knowledge of his former name and crimes, all that is certain is that in any major war or conflict, the servants of Argos will be there. The Codes of the Iron-Clad Over the years of foundation since the revival of the cult of Azazel, The Cult of Argos maintains a strict adherence to a set of moral codes. Even amongst the highest of his holy mages dare not break the law, for upon doing so. Marked them for death within the order, to be quickly hunted down and taught the lesson of betraying the Daemon of War. The Sword is the Answer to any Injustice Poison is for the weak. Ambush is for the Cowardly. Our foes only deserve the Slaughter. Harm not the Child, for they could become strong. Do not fight the defenseless, for there is no glory. Conquer Yourself, Conquer Weakness. Surrender is Defeat, and Defeat is death. Goal Argos once devoted his existence to becoming the greatest warrior in all of the Creator’s creation. Wanting to have his tales of glory and battle to ring forever and be sung in halls both divine and mortal. However, with his return, his pride had been shattered and his driven nature put to his new goal. Argos wants to slowly rid the physical world of the weak and the cowardly, to replace it with battle-hardened soldiers sworn to his cause. Should he succeed, he shall take his new army, and right all wrongs with force, no more treachery, no abominations of the void, Argos will never be forgotten again. Realm: The Bastion Realm of Argus Formally the creation of Azazel, a sea of Fortresses and mountains. However after his fateful return, the sky was filled with ash, the tall and proud bastions were reduced to ruin, and the landscape destroyed. Yet under Argos, many of the rubble has been rebuilt, and from the central Citadel, a massive forge built. Rivers of Lava fill the shattered chasms of Argus, now used to fuel the endless War machine that the Iron-Clad is preparing. The fallen faithful of Argos find themselves brought to the war-torn realm, the vigors of youth returned to them, and slowly find themselves involved in one of the many roving warbands made of their fellow worshippers. Few cities exist in Argus, with the most prominent one being the City of Bellator. Built around Argos’ citadel and often the first to be provided with the new weapons made by the Daemonic Smiths. Bellator and the other Fortress Cities are under the iron-fisted rule of Self-made Warlords, former Champions of his cause which brought Martial law to the areas under their sway. To prevent any of them from stagnation, by the demands of their Daemonic master, the Fortress Cities host a series of Realm-wide War Games. Striking each other down, causing the losing Warlords to fall for stronger ones to rise again. Shortly after they succumb to their wounds, they would be restored to ‘life’ to fight once more in the following years. Great fighting pits are commonplace in these Fortress cities, used as entertainment and to train for the battles to come. The strongest of the Warlords are invited to join Argos and his Daemonic war council, as they prepare and plot for their grand crusade. “One of the many War-torn Ruins in Argus.” Art Credit: Matchack Manifestations Likely many Aenguldaemons, Argos rarely ever truly manifests upon the mortal plane, ever since the mortal wounds he suffered during the Great War with Iblees, he had been wary to ever return fully to the mortal plane. Instead, he shows a glimpse of his form through visions and illusions. He universally appears as a giant of a humanoid figure clad in darkened plate-mail. The only opening in his battle-scarred armor, being the visor, revealing only a burning pyre. His voice a metallic roar, speaking harshly and straight to the point, whenever his presence is nearby, all weapons and armor begin to stir and shake as if seeking to strike out against a hidden foe. (Modified skin) Original Skin Credit: Gleeshers Following “A devoted Cultist of Argos, coming down upon his foe with a frenzy.” (Ignore the gun) Art Credit: mynameisbryon Adjective: Argosi Warriors, Mercenaries, Barbarians, Those consumed by Violence, these are the men and women who are called to worship Argos. The Iron-Clad had slowly built from the ashes of Azazel’s cult, a growing legion of various warbands and followers. These factions are organized in such a way, that they are almost entirely indistinguishable to Mercenary Companies. The leaders of these Warbands are often Holy Mages of the Daemon, who use their soldiers and self as instruments of the Iron-Clad’s Will. Despite the seemingly organized nature of his worship, conflict and infighting are rampant, as multiple different cults would often challenge each other, to test their strength and to purge the undesirable weakness that could exist in their ranks. There is no prayer or official holy text. They venerate Argos through dedicating their battles in his name. Every wrong made right grants The Iron-Clad power, every fight a sermon in his name. While complete worship is not required to join these cults, their loyalty to the Codes of Argos and desire to further his goals is the only requirement. Within the numbers of Argosi Warbands, each of them slowly develop their own cultures. From minor changes to the usual religious uniform to extreme cases of cannibalistic rituals, believing that it would grant them the victim's strength. It is not uncommon for Dark Mages to find themselves serving such Warbands due to The Iron-Clad's neutrality of Dark Arts. This behavior causes some Cults to reinforce their mortal warriors with the undead. In the old days of Azazel, his faithful would garb themselves in bronze armor, decorated with feathers and trophies of the glories of past victories. However, in the current day, they clad themselves head to toe in darkened plate, taking the appearance of Argos himself. Those gifted with magic, take it a step further and create enchanted helms that produce an illusionary fiery visor and metallic voice so they can fully emulate their Master. Patrons Vindicta The Avenger; Patron of Ironic Justice “There is no shadow too dark. Her haze will find thee. Her justice will not be restrained, The Fires of justice will never be quenched." Art Credit: Aerenwyn The Patron of Ironic Justice arrives when a sincerely horrible injustice kills a descendant. She can see such hatred fills their heart in their last moments. They find in the darkness by an armored woman, her cold eyes filled with a calculating rage. She comes with an offer, to become an instrument of their justice, to the right the wrongs brought to them. The only price, being their eternal soul joining the cause of Argos. Should they accept the bargain, The Avenger restores them to life. However, the form they take is a monstrous being. Some believe that the Avenger was initially been a young and loving mother who had their lives destroyed before their eyes. After the death of her husband and child, her grief and hatred earned her the attention of Argos. Taking his offer for justice, she was given magical boons to turn her into a force of nature. Once she finished the deed, Argos came back to complete the transaction. He wanted a tool, a servant to spread his influence. Teaching her how to bestow the same ‘gifts’ to others, she roams near the edge of the Soulstream, looking upon the fresh deceased to grant her Master’s Justice, drawn to vengeful souls like a moth to light. Manifestations: The Eternal Legion The Legionnaires of Argos are a rare group of mortals granted boons by the Iron-Clad, often making up the elite or leading cults of Argos themselves. Acting as the closest thing resembling Holy Mages to Argos, they are combatants who draw upon their divine connection to empower their weapons and wreak vengeance upon the many foes to Argos. The magic they wield only used to improve their physical prowess as warriors and the connection, slowly destroying their bodies from the violent energies. (This will be greatly expanded upon in a separate lore post, however, should it be denied, the Argos lore will remain.) OOC Notes: Influenced by: -Ares from Greek Mythology -Gorum from Pathfinder’s Golorion Campaign Setting -Tempus from D&D’s Forgotten Realms Campaign Setting -Khorne from Warhammer Fantasy/40,000 I wrote this lore because I felt there was no Aenguldaemon dedicated to War, although there are multiple Aenguldaemons that are waging war and have war-like qualities. I wanted to write an Aenguldaemon for straight up war, for groups of warriors and mercenaries to worship. However, after taking advice from Aelesh, I expanded on the concept and added in Vengeance. Allowing a more concrete and ambitious goal for Argos to have. Also, I wanted to write an Aenguldaemon that creates ideas for events, such as groups of mercenary companies dedicated to him being hired to attack a settlement, an individual or group of people seeking protection and refuge from a vengeful being created by his Patron; Vindicta. Should an ET or other staff member have questions about how they would react in certain situations, or need help in developing an event line, I do not bite and would love to help anyone incorporate this Aenguldaemon in their events. As for players wanting to create cults of him, I plan on already doing that, and if you wish for any information or want to join, I’m always open to talking. Lore References: Written by JordanXlord/LordCommander Lore Advice and Help from: @Master Sage Delaselva @The Fire Mind @Order's Disciple
  6. I need this skin made. If anyone knows how to put a lot of detail in armor and can follow references well, around 2k $$$$$$$$$$$ big fat ones (lord of the craft minas) or more are in store for you. Here's references. Contact me on Discord via notxephos #1921. If you come at me with scams or weak ass pixels or Chinese quality import proposals, I will seriously **** you up. There will be no recovery.
  7. [✗] "The Phantoms" Submission

    The Phantoms BY: captrivside The Phantoms (not a ghost) ancient protectors of life that in the recent years have returned. A Phantom's sworn duty is to protect the innocent no matter what. They have genetically been advanced a bit too do the job their senses are raised and their eyesight is a bit better. If a Phantom breaks their duty by killing or hurting someone the Prime Phantom will decide. If the die or will have their ability as a phantom ripped away from them either for life a certain period of time. A Prime Phantom is the leader of the Phantoms until he either dies or resigns. Or are kicked from the rank after the date of 200 years of being a Prime Phantom. If a Prime Phantom does not resign passed the date of 200 years of Prime leadership the phantoms will have to threaten them to resign or to kill them. The present Prime Taltic Van Hall formerly known as Teal’Ugluk is the first Phantom to be born for over hundreds of years. Before the people of Vailor moved to The Isles of Axois The Phantoms existed. They were different back then they did not protect they did the right thing in a large scale way. When They just learned language the Phantoms fought wars against what was and truly a threat to peace. They had no allies because their allies could have tried something bad and the Phantoms would of have to weaken them or kill them. They were lead by “Grand Empress Xyvire” she and her Phantoms eventually died off. With the rest of the original Axois races which composed of Oren, Orc, Elf, and Pale knights The Phantoms then had all races in their ranks. Xyvire became a powerful spirit and chose Taltic to be a Prime Phantom. But they did the right thing on a large scale just under that they sacrificed and brutally murdered many. This is a reason that they didn't make a come back for such a long time. To become a Phantom you either must have the blood or be enlisted by the oath. A phantom would look very dark and cultist like buts only too blend into the shadows. Rules YOU must not ever kill or hurt an innocent or you Prime will suspend you or kill you To be Phantom YOU must have the blood or have done the Oath Do not get aggravated because someone insulted you for being a Phantom DO NOT kill a fellow Phantom you will be killed When a Prime tells you what to do do it if it's against the rules tell some other Phantoms It is highly preferred that you wear your mask on duty
  8. The Poor-Fellow Soldiers of Horen and the Temple of Kaer’Rosencrantz The Order of Saint Lucien of Savoie The Army of the Church of Canon, Soldiers of GOD Mission The Order of Saint Lucien, a body of men whom have taken to the call of his holiness, the High Pontiff, has been reformed after centuries of inactivity in order to reform a stable and armed militant wing of the Church of Canon to both defend and enforce the tenets of the faith. As such, the Order of Saint Lucien is not an Order which responds to any secular government, thusly allowing the Order to undertake missions considered unconventional to many. Such missions include expeditions into the corrupted wastes of Iblees’ kin, the hunting of heretics/abominations, the safeguarding of the Clergy and its Missionaries, the escorting of Pilgrims to holy-sites, charitable work and to ultimately educate the masses in the word of GOD. Faith Brothers of the Order are to follow a strict format of the True Faith of the Humans. All are expected to devote themselves to the forgotten sect of Lucienism, after Saint Lucien of Savoie, the patron saint of the Order. They are hence called Lucienists. This faith protects the men of the order from punishment in the afterlife, and, when practiced, provides a sense of monastic servitude. The conservative aspects of the Lucienist ideology forces the Order to be pious representatives of their master on the soil, the High Pontiff. Many Lucienists can be seen in the halls writing books and re-printing various copies of the Holy Scrolls and Church Thesis. A Promise of Rebirth The Order of Saint Lucien, despite a mission to rid the world of heresies through physical means, is unique among all other holy orders, bearing the power to convert and forgive those who cross their way. A last plea for mercy is accepted for criminals, thieves, and heretics who look for a way out of both physical and eternal punishment. Enlistment is for life, unless deemed physically or mentally unfit to continue. In rare occasions, timed servitude can be granted, but this does not allow for one to rise up any more than that of a regular brother. History The post-Exodus age brought new challenges to the pampered remains of the Holy Orenian Empire and the Church of the True Faith. Bandits mercilessly roamed the lands, looking for any sign of wealth in a land stripped bare of value by endless factional war. Abresi, once a jewel of Human aristocracy and power, degraded into a cesspool of crime and sin. Petty gangs roamed the streets where such acts would have been swiftly put down years before, and the gall to rob anyone— even the High Pontiff— was plainly present and commonplace. Churches and clergymen fared no differently, and were only spared from meeting their maker by the hands of red-masked men for their precious tithes. Fed up with these constant hostilities towards passive men, Lucien II sent word for any god-fearing men who would be willing to take up the sword and cross. Though most of the Order of the White Rose had left with Emperor Godfrey V to the mythical lands of Aeldin, a handful remained in an unsuccessful bid to guard their home fortress of Ard’Kerak in the Kaedreni heartland. After being ousted from their native homeland by competing Raevir, Flay, and Dwarf-backed Adunians, these veterans found themselves on the streets of Abresi, penniless and without direction. Of them, Jack Rovin— a mere man-at-arms in the White Rose, formed a mercenary band with his son, Voron Rovin, and an ousted Adunian noble Rymuel Elendil. Though initially performing small contracts for their community, the band was swayed to come to the aid of Lucien II, narrowly saving him as he fended for himself against a group of marauders. With his life saved by these strangers, Lucien II offered them a place as unique holy men; those who would take up the sword in defense of the cross. Although initially hesitant, the men agreed that their lives would be better lived under service of a force of good. This band took up Lucien I, Velwyn Ashford, as their patron saint, and thus the Order of Saint Lucien was born. Offering service to God and his clergy in exchange for expungement of criminal records and entry into the Seven Skies proved to be a lucrative investment for hundreds of sinners, who made their way to the Order’s mountainbase in the Eastmarch, near the ruins of the former Imperial Palace. The Lucienists numbers swelled, attracting the attention of competing forces. Local nobles were notably unhappy with their newfound lack of manpower, and the Decterum, the official military band of the Kingdom of Oren, was suspicious of the competitive nature of the Order. Although the Lucienists kept well within the good graces of King Heinrich ‘the Bastard,’ hostilities were amplified and only narrowly avoided on the old Imperial roads. The authority of the Church to enforce clerical law often collided with the local interests of petty lords and the Decterum, raising tensions skyward. As time passed on, the Order found it necessary to establish a new bailiwick upon the River Pontar, just miles from the ruined fortress of Ard’Kerrak in the former Kingdom of Kaedrin. This permitted their patrols to run farther than had previously been possible, and created a well-supplied armoury on the strategic divide between the Orcish-controlled ruin of Kingston and the rest of the Orenian Kingdom. This expansion and flaunted power was not taken well with the local Raev residents, who had both resented the advanced architectural secrets employed by the Lucienist carpenters and their adoption of Lucien I’s dogma over the locally-preferred Ruskan Orthodoxy. Soon enough, a local guerilla faction known as the Coal Miners’ Union waged a continuous assault on the Order’s bases, leading to the issuing of the Proclamation of the Deep Cold by Grandmaster Jack Rovin. This demand for reparations was refused by the guerillas and their supporting nobles, and so forth the Raev-Lucienist War was ignited. This conflict was put on hold, however, by larger tensions to the south. War broke out between the fledging Kingdom of Oren and the Dwarf Empire that had just brought humanity to its knees. Operations at the southern half of the continent were abruptly paused, and a seemingly successful war against Setherien left the Lucienists confident. At the request of King Heinrich, the Order successfully lobbied Lucien II to aid the Orenian Kingdom against the Dwarven Empire. Early successes in battle were directly correlated with the Order’s intimate knowledge of siege equipment— mechanisms seldom used since the Exodus. Naturally, tensions between the Raevir components and Lucienist forces arose, and in-fighting between both the various commanders and their subordinates. Insulted after a particular round of bickering in-which the Raev commanders accused the Lucienist Order of being “useless”, Grandmaster Rovin withdrew his forces completely, arguing that if they were so useless, the Raevir could win the war on their own. The next battle was promptly lost, and a temporary stalemate established between the Humans and Dwarves. Domestic warfare broke out once more. Although their domestic enemies caused a variety of problems in supplying the network of Lucienists bases, a growing legion of undead warriors was amassing in the snowy wastes north of the Petty Kingdom of Herendul. The Order thusly sent scouts and a small task force under Ser Rick Felder to investigate. In response, the Harbingers of Setherein were raised to combat the Order, and a frontline was established on the northern Orenian border. Furthermore, the Order expanded into the Elven-splinter factions in search of capable auxiliary troops and in search of Setherein-allied cultists. The Order eventually rooted out a cultist insurgency in the Elven Conclave and was rewarded generously with supplies and disposable elf-power. Although once holding staunch traditional values towards these beings, the Order found great use in converting them and using the agents on missions to areas where humans were not easily able to infiltrate— namely the city of Hae’lunor and the reclusive Dwarven nation. These agents were key to informing the Lucienists about a pending invasion plan of Setherien to take over the beloved Cloud Temple. Although too late to rescue the sacred land, a force of Lucienists and Decterum were able to forge an uneasy alliance against the common foe and expel the horde from the area. Later, this was granted by King Heinrich to the Lucienists, who then went on to establish a new papal seat for the recently-adorned High Pontiff Adeodatus. The feuding between his personal bodyguards and the devout followers of the Ruskan Orthodoxy cost High Pontiff Adeodatus popularity with one of the largest sects of the Church of the True Faith. With his new palace still under construction upon the Old Cloud Temple, he held many audiences with Wilfriche Buron, who demanded vast reforms to benefit the Orthodoxy in order to avoid a schism. During the last of these talks, the undermanned Lucienist garrison at the temple was caught off-guard by a large band of Ruskan and Orcish raiders. While putting up a valiant defense against the aggressors, a runner was sent out in a desperate effort to arrange a relief party. In the meantime, the Lucienists held for three days and three nights. Deprived of food and water, a courageous man-at-arms known as Octavio ran out from behind the fortifications with a pickaxe, as his sword had broken earlier in the fight. Single-handedly, the men behind the thin wall witnessed as the lone Man-at-Arms stood his ground against five, and then ten raiders, making it back with a handful of fresh provisions. Inspired by the feat of bravery, the Lucienists launched an offensive at the dawn of the next day, catching the raider camp by surprise. As the forces fought on, a roaring could be felt bolting through the ground, and leading a cloud of dust rode a relief force lead by Faiz Kharadeen and a band of converted guardsmen from the Elven Conclave. The raiders were nearly all killed, but at great cost to the small Lucienist garrison. The Order sought a decisive end to the domestic conflict. Their wish was granted when the Lucienist garrison of Ard’Krallachk, marching out to investigate the ruins of Castle Greywynn, were met by a large Ruskan-Orcish war party on the frozen fields of Savoy, including King Heinrich’s Decterum. Although outnumbered and on inferior ground— the Ruskans held a steep hill— the centerline under the Knighted Elendil Lord and the auxiliary forces of Faiz Kharadeen were able to hold back a Ruskan advance. This allowed Grandmaster Rovin to wheel around the hill with his mounted regiment and pincer the force, closing the battle and giving a decisive end to a hard-fought war. This would lead to a historical rivalry between populations of Lucienists and followers of the Raevir Orthodoxy for generations. Code and Tenets Tenets Though the origins of the Rhodesian Cross are unknown, it is held as a special symbol of the Order. The arms of the cross represent the four virtues which the order upholds. ☩ Prudence ☩ ☩ Justice ☩ ☩ Fortitude ☩ ☩ Temperance ☩ On those four arms are eight points. The eight points of the cross represent the eight beatitudes which which thou must preserve. ☩ Spiritual Joy ☩ ☩ To Weep Over Thy Sins ☩ ☩ To Love Justice ☩ ☩ To Be Sincere And Pure Of Heart ☩ ☩ To Live Without Malice ☩ ☩ To Humble Thyself To Those Who Injure Thee ☩ ☩ To Be Merciful ☩ ☩ To Suffer Persecution ☩ Originally formed in the continent of Anthos, the descendents of the original Order of Saint Lucien have since carried on the tradition of upholding their ancient code of honor, the Vander Code, throughout various militant incantations. Why do Vanders fight? † To fear the Creator and maintain His Church † † To serve the liege lord in valour and faith † † To refrain from the wanton giving of offence † † To live by honour and for glory † † To despise pecuniary reward † † To obey those placed in authority † † To guard the honour of fellow Vanders † † To keep faith † † To at all times to speak the truth † † To persevere to the end in any enterprise begun † † To never to refuse a challenge from an equal † † To never to turn the back upon a foe † SENIOR COMMAND The organization of the Order is key to a strong military force that can respond at any threat to the Faith immediately. Grand Master Brother Robert Rovin, Bishop of Metz The Grand Master is the leader and penultimate head of Order. The Grand Master wields absolute authority and has full command of the men, running the head commandery. Though keeping most of his legislative work for his priors, all reforms and construction papers need to pass through him. Furthermore, due to the nature of the Order, the Grand Master also acts as the Grand Prior, acting as the spiritual leader and clergy representative. Master Ser Cain de Denesle, Knight of Justice Masters of the Order act as the main commanders and run subsequent separate Commanderies. Wielding the highest authority on the battlefield, only comparable to that of the Grand Master, Masters are expected to have a sharp mind and a swift swinging arm. Masters must also be excellent commanders, required to prove themselves to be honored with such a significant position. Masters act as the administrators of the Command, the right hand men of the Grand Master, and are also charged with administering the Order’s land. Knight Constable Ser Farley Hanethor, Knight of Justice Knight Constables are extremely skilled and experienced knights which are required to be Knights of Justice. These men have full control over all the Knights on the battlefield and are subsequently the Thirds in Command of the Order when engaged in combat. Low Command The lower commanders of the field, these men are tasked with directing the lower ranking men of the Order. They act in the commander of the priories, with the subsequent duty of leading the men of the priory to victory in battle if ever called upon. Low commanders have proven themselves worthy for such positions of honor. Knight Only the best of the order can achieve knighthood. This is an extremely prestigious position and is only afforded to those who’ve shown both diligence and honor in fighting for the Faith. Knights are also given the authority to command any of a lower ranks. Note, the rank of knight generally applies to their level of knighthood in formal situations. For example, a Knight Constable of Justice. Furthermore, Knights act as the bridge between the High Command and Low Command, making them the most involved and trusted rank within the Order. Knight of Justice A knight that has taken the triple vow. A holy vow that is enforced for one’s life. It consists of the vows of poverty, chastity and obedience. They don a white mantle with an embroidered Rhodesian cross. Knight of Obedience A knight of noble blood that has taken the oath of obedience. These men are sworn into service for life and are considered full fledged knights of the Order. They may be married. They don a white mantle. Knight of Devotion A knight that does not descend from noble blood but has taken the oath of obedience. If a Knight of Devotion has proven himself then he may be given the option to become a Knight of Justice. They don a white mantle. Sergeant Acting as the chief support officers to the Knights, Sergeants are grizzled veterans who have showcased a long-lasting devotion to the Order. Sergeants are responsible for ensuring that standard troops are well trained, well equipped, and well disciplined. As such, they often times take on additional non-combat roles. Due to their service, Sergeants are the most optimal candidates for knighthood and are often times the most beloved by the lower ranks. Brothers of the Order Average rank-and-file soldiers who form the bulk of the Order. These men are considered the backbone and core. One becomes a Brother of the Order by completing a standard Tour of Service (one saint’s week) and by acquiring approval from a Sergeant. Brothers, upon being initiated, uphold a lifelong vow to the Order, and are required to be devout men of GOD. Initiate The first step in becoming an official brother of the Order. They are only given the lightest armor and are expected to form the ranks on the front lines until they are proven worthy and confess their sins. Special Ranks Special Ranks are assigned to individuals deemed capable of undertaking tasks of responsibility without adding to their rank. Thus, specialist ranks do not neatly fall into any particular level within the chain of command bar that of Squire and Page, and are usually assigned to Sergeants. Medic The Medic is one of the most essential non-combatant roles in the order in regards to ensuring that soldiers remain healthy and among the living. The Medic conducts physicals, treats wounds, and provides remedies to those afflicted with ailments. Medics are trained in the art of wound mending and other variations of health welfare, and thus are to be respected with all matters health related. Conservator Conservators are in charge of making sure their bailiwick gets their supplies to effectively feed and arm their troops. Their task is relatively simple, to work with the main work force and cooks to keep track of general logistics of the order. They also serve as the Heads of Labor, Agriculture and Quartermastery. Squire Squires are young men who are seeking to become fully fledged knights. They are assigned a knight to train under and assist in all tasks, no matter how marginal. These men cannot give orders and are not officially part of the order, unless they take proper oaths. Squires are not accepted out of the blue, though. They are expected to be a relative of a count and must have a letter of recommendation from said count. Page From around the age of 7 to 14, these young boys are beginning their training to become a squire. They generally work as servants until given a knight to train under and official squirehood. These men do not participate in battle. One is required to have noble blood to become a page. Not an official member of the order. Non-Combatant Roles While certainly not as glamorous as life as a soldier on the front lines, they are still as essential to the order as the soldiers are themselves. Often, soldiers will take on these responsibilities in the peacetime, and usually take up quotas to do every month. Training is usually available for men who want to make a profession in certain areas of sell-able skill. Alchemist The Alchemist is one of the most necessary non-combatant roles in the order, second only to that of the Blacksmith. The Alchemist puts important enchantments onto the weapons and armour of the soldiers to assist them in battle. With this, the Alchemist takes on the secondary responsibility as the Order's librarian. He is to make notes of his alchemical experiments and examine and store books in his free time. Blacksmith The Blacksmith is the most necessary position in the order and is required to be nearly self-sufficient. The Blacksmith creates and repairs armour, and often serves as an architect in his spare time. He is knowledgeable of metals and the furnace, and can often create the strongest and most trustworthy metals available. Layman A laborer of the Order, under the ultimate command of the Head of Labor, the Layman acts as the miner, the lumberjack, the farmer, and as any other position needed for the order's success. These men are not usually directly under the order, and usually work for Noble Sers or other landholders affiliated. In the case they are part of the order, they are under the command of the Conservators. Land Organization The Order organizes land in a rather simple manner. Priories hold Commanderies. Commanderies hold Bailiwicks. Priory These are groupings of commanderies into an official area denoting the Order's presence. The Priory is administrated by a Prior and his staff, whom are always clergymen. Usually, Priories are formed to organize further development in the area by the Church. The largest Commandery is usually the seat of a Priory. Commanderies A commandery is a fortress of the order and headed by a master-and-commander. For an undeveloped priory, a small bailiwick might be the central fort. These generally boast a larger garrison, much more well made structure and better living conditions. The purpose of the Commandery is to support the many bailiwicks that are around, and to provide a last line of defense for a Priory that is under invasion. Bailiwicks These are small forts of the Order. To be considered a bailiwick, there needs to be at least one bailiff and a garrison of five men. These are small forts and are granted by local lords wishing to help the cause. Bailiwicks are commanded by bailiffs, the bailiffs shall act as a commander in battle unless merged into a larger army under the command of a commander. Administration The administration of the Order’s worldly Holdings. Commander of the Land Acting as the primary architect and land developer of the Order, The Commander of the Land acts as an assistant to the Grand Master and Masters of the order via construction, the tilling of farms, the upkeep of homes and the maintenance of castles. Commanders of the Land, albeit holding no martial chain of command position, are able to dictate to all those below the rank of Master to aid or to recuse themselves from projects or land development. Prior Once part of the Clergy, the only link to the position of Prior and its name is the task it holds in the order. Priors administrate the various Priories of the order, ensuring fluid communication, recruitment, and other tasks are fulfilled. Though they have no battlefield power, they hold powers of assembly and can enforce the quota demands from the Conservatory. Bailiff These men are the head of their bailiwick and are in command of their garrisons. These men lead their garrisons into battle bravely and are their local leader in everything unless commanded otherwise by a higher rank.
  9. Omne Datum Optimum: Every Perfect Gift

    Omne Datum Optimum Every Perfect Gift On the Horizon of Adelsburg a green and yellow cart jittered back and forth, its wooden wheels bumping upon the coarse and semi-unpaved road. The cargo which it hauled was in no way valuable to the common individual, yet, at the same time, it had the potential to become so. Aboard were four men. A qalasheen, a warrior, a singer, and, oddly, a monk. The four had entered the cart as an entourage, self-entitled “the Coven of Bob” due to the monk's name. The monk had baptized this motley crew in the lake before Metz not a saint’s day prior, making them both fresh in the faith and eager to worship. The cart halted, and the men departed from its rugged confines. Brother Robert, the monk, chuckles to his compatriots as he waddled up the steps of the Orenian Capital. Once within the mighty city, the entourage with accompanying priest made its way to the Cathedral of St. Humbert, and, subsequently, his Holiness, the High Pontiff, himself. Brother Robert motioned to his devout to stay at the doorway whilst he slowly entered the cathedral. His brown robes dragged upon the floor, mopping up the filth of the world. His Holiness was before him, clad in pristine white garments and the ecclesiastical colors of the Church of Canon. Thus, the two men remained drastically contrast in appearance, yet united in faith. Robert knelt before his Holiness, only to be motioned upward via Everard’s protruding Pontifical ring, the Monk being obliged to kiss it as a show of respect. He did so. Everard inquired as to the business of Robert, and why he had returned to the capital. After all, it was Robert’s duty to wander the world spreading the faith as a Canonist monk, and not to cycle between the cities of men. Robert, after taking a moment to collect his thoughts, replied to the simple inquiry. “I have returned to our great Cathedral to report to thee of what I have found in my journeys, your holiness… I have wandered these lands, these isles of Axios, for many years now. I have seen many a people, and educated many more. I have been to the deserts of Haria, and to the frosty North, the Kingdom of Haense. I have inhaled the fresh and crisp sea breezes in the West upon my visit to Halstaig, and I have been covered in the shade of the great Wood-Elven treeline. I have converted those who would commit malice upon others, and baptized those who wish to take upon the mark of GOD. Alas, your Holiness, although initially I may sound gleeful, I have, in truth, seen more evil than good. Orcish shamans preach the butchering of men, and sip the blood of their foes from chalices fashioned by skulls. Norlandic pagans sacrifice the sentient to appease the color red, for they continue to spit in the face of our righteous GOD. Kingdoms have formed revolving around the heretical ideology of Xionism and the toleration of the necrotic being, and many more Kingdoms refuse to purge them from their soil. Even when I first met you, your Holiness, a peaceful wedding conducted in Santegia turned into a massacre as men clad in its colors assaulted the congregation!” Robert would pause, attempting to calm himself from this sudden burst of vigour. He inhaled deeply through his nostrils, looking to the domed ceiling above them. “Truly, your Holiness, we may be in the darkest era of our collective history. The unfortunate part is, due to the lack of light, we do not see such as out of the ordinary. Thus, I have come to you, for I believe the fate of our descendants rests upon a decision made this day.” Everard IV nodded slowly, hearing Robert’s good word with clarity and careful analysis. After some time of collection, he spoke once more, agreeing with Robert. “Truly,” began Everard in a tone of solace, “These are dark times indeed, Brother Robert. What do you intend to propose on this day?” “Centuries ago upon the sprawling continent of Anthos, my forefathers established a sacred order, the Order of Saint Lucien. Its original intent was to defend the High Pontiff from would-be assassins and to spread the faith as warrior-monks. Holy-Warriors, if you would. Alas, the Order eventually succumbed to the politics of mortal men and fell into the political game of Darfey. However, despite the controversies, I believe the original intend of the Order to be both true and just. To protect the faith from evil, and to spread it as its missionaries. As Robert spoke of such an Order, Everard IV glanced to the three men whom made up Robert’s entourage, for they would potentially be the first men of this proposed Order. “To purge evil akin to our great Exalted Owyn,” continued Robert cautiously. He paused a moment, thinking of the implications that such a request could result in. “I had pondered whether I should come before you with this request, your Holiness, and offer a change in the Orders’ name. However, I believe that Saint Lucien would remain the most fitting, for he is both the patron saint of Crusaders and of Change. I have found that, staying true to the qualities of our Saint, that perhaps vital change may come internally, rather than externally.” Everard would shift his eyes back to the jolly and stout monk, nodding attentively as he heeded his words. “Yes, I am quite learned of such an order’s existence, for much of this Church’s history has been stormed with secular toils and heretical practices run amuck. I surely now feel compelled, more than ever, to reaffirm the primacy of our faith and our people as Horen’s elect. Moreover,” he continued as he cleared his throat, “I deem it fitting to re-inaugurate the order as a means of revitalizing the vigor of Canonical law and faith life to this realm. So much have we been plagued by the negligence of our people that we allow heresies abroad influence and roam freely to plague the minds and souls of humanity.” he’d say with some fury. Brother Robert nodded humbly, folding his arms within his warm and coarse robe which allowed him to showcase his respectful nature to Everard. However, Robert too knew of the gravity of such a decision, and of the Order’s previous flaws. Thus, with this in mind, he spoke once more. “Certainly, your holiness, with Clerical guidance, this Order may prevail once more with Truth, Honor and Piety rather than to fall from grace, succumbing to worldly desires. Perhaps with a member of the clergy at its head, the Order may stay true to doctrine, and hold legitimacy to its teachings.” Everard looked back upon the entourage, speaking once more in response to Robert. “And are these some of which you speak of that stand before me today?” Robert nodded silently, eventually replying in a low, yet hopeful tone, “And many more will certainly rally to the Faith in these Dark Times.” Everard smiled, gazing upon those who were willing to risk their lives in the name of GOD, and who would be willing to defend the righteous from the wicked. He swung to his about face, slowly making his way up to the Altar. He produced the holy Scroll of Spirit, looking down upon Brother Robert once more. “Place a hand upon the holy scroll, and your other upon the Altar.” Brother Robert rose to the dais, carefully placing his right, dominant hand upon the Scroll of Spirit, and his left upon the Altar. Everard then took a vial of Holy Water, lightly sprinkling it within the general vicinity. “Almighty GOD, to whom we offer this oblation for the sake of our salvation, we implore Thee in Thy saving grace to consecrate Your Servant, Robert Rovin, Brother in Faith and Titular Bishop in Metz. To this we seek guidance from the patronage of Thy beloved servant, Saint Lucien, and all the communion of saints to whom We implore for Thine intercession. Everard then took a vial of holy oil, muttering a prayer over it before dipping his thumb and tracing the cross of Lorraine on Robert’s palms, “May these hands labor for the greater glory of GOD. May the good work done in you be brought to fulfillment.” The Pontiff then closed Robert’s hands, wrapping a white cloth around them saying, “Be sealed by the merits of faith through the working of the Seven Skies.” For as Exalted Owyn had commissioned the defense of faith, we the Pontificate hereby inaugurate the Order of Saint Lucien, established by law, on the Sixteenth of the Deep Cold, Anno Domini, Sixteen-Thirty-Three.” Everard then took his staff, signing the cross of Lorraine, “In Nomine Patris, Et Horenus, et Exaltus Honorem.” Brother Robert upon the conclusion of the ceremony, with newfound vigor, was a mere monk no more. He had become a righteous servant of GOD, to uphold the duties prescribed by the Exalted Owyn and to no longer roam the world as a pacifist. Robert then bowed his knee, lowering himself to a knee. He swore unconditional loyalty to the church before GOD, and thus, Brother Robert was transformed into Grand Master Robert “Bob” Rovin of the Order of Saint Lucien, and the Order was once more returned to the grace of GOD. “Deus Magnus, Deus Vult!”
  10. Ethereal Knights “Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming dreams no mortal ever dared to dream before.” A being trapped betweens realms, unable to move on yet not fully in the mortal realm these beings are drawn to collect their armor’s parts for eternity, spurred on by the desire of completion. The ones who created these beings, as a way to test their might. These necromancers attempted to seal souls into inanimate objects, much like that of a dread knight and his armor, though with only their own experiments to go by. Kidnapping descendants to use their souls they fueled their experiments. A unnamed Necromancer, about to start skinning the victim, an important part of the ritual needed to create an Ethereal Knight. Within these experiments it was discovered that the soul being used must have had a strong will, for if not it will break during the ritual to seal it to the chosen object, usually a suit of armor. To finish the seal, skin is carefully peeled from the body of the victim, tanned to last long, then runes are added to it. These specially made runes draw out the energy from whoever places the armor on, creating a symbiotic link between the armor and wearer. With the runed skin applied to the inside of the armor, the last of the ritual can take place. The remnants of the soul are forced to last within the armor, unable to speak save for when the armor is worn by a mortal being. The rest of the victim’s body is discarded, usually without proper burial, this causes the soul to wish for one, and gives it a secondary purpose in the half-life it was given. Unlike Dread knights and DarkStalkers, which would ultimately be the closest cousin the Ethereal knights would have, the Ethereal knights would not have been given a goal by its creator, rather it would be used as a tool by said Necromancer. Although it cannot use magic, and any magic it had once used in its life is lost in the ritual, it is given enhanced strength, exceeding that of a normal man. In return for acquiring enhanced strength, it uses its wearers energy, using the runes engraved in its skin lining to draw the life-force through its owners skin and power itself. If one were to focus on the Ethereal Knight’s mind-link, many would claim it as a light, differentiating in color, the stronger the light the more fed the Knight. A mind link is formed through this contact, at first having another mind inside of the owners own can be disastrous, which is the reason why the Ethereal knight seeks out ones who are strong of mind, for a weak willed being could be driven to insanity if exposed to the knights warped mind. As such exposure is to be limited, which may be the ultimate reason why its creators the necromancers separate its pieces in the first place, the more pieces used the greater the drain on the wearer, and the stronger the soul’s will grows. Often pieces are lost, traded, or otherwise forgotten in places around the world as its creators change locations. With the soul being separated into multiple pieces, it enters a deep sleep, until a passerby or treasure hunter dons it. Once on the runes would fuel the Ethereal to awaken from its slumber, at first its voice would sound like what it once had as a living being, but as the new owner wears the piece, the voice would slowly change, growing accustomed to its owners voice and mind its would soon sound like the owner. If said owner were to remove the piece, though they may need help in doing so from another being, for the runes would strengthen the bond between the flesh of the owners and the tanned skin from the Ethereal knight. With a mind of strong will, the Ethereal knight could tempt others to wear it, using the natural auras that flow from the runes inside it, this is one of the only ways it can tempt another to wear it, for the runes inside were meant to bring physical strength to the wearer. As such the wearer cannot use magic while wearing the armor, the link with the void will be weakened considerably and its wearer will find any use of magic a immense drain on their body. And as it is a being born from the darkest of magic, Aurum causes pain, whether they touch it or a blade made of it hits them, the wearer will find the trapped soul screaming in anguish. Holy and Fi magics are also dangerous to the Ethereal knight, both can blind and mute them for a time, rendering them into a comatose state, much like when they ‘sleep’, although even if their wearer were to try and use them, they would find that they would be unable to use the enhancements the armor brings. The only thing that can revive them from this state is for their owner to continuously wear them for a period of time, allowing for the runes to, albeit sluggishly, sap the energy needed to restore them fully. Along with not being able to touch aurum without feeling pain the armor cannot have aurum adornments. Aside from Aurum and slayer steel, the armor can be made of anything, though the stronger the material the harder the process is to bind the soul, iron plate is the preferred metal. The armor last considerably longer than a normal set, but without proper care it will begin to rust away. Due to the trauma sustained from the ritual, the Ethereal knight cannot remember the process in which it was turned, nor the place. Memories that had once kept it alive during the process diminish, only the strongest of emotions remain and even they are diluted. While worn the armor, through the mind link, can feel the emotions of its wearer, can feel his or hers heartbeat if they have one, and is susceptible to their demands and whims. In truth they are a tool with a consciousness, born to obey and lead to serve until they rust away or is thrown into flames hot enough to burn their rune-etched linings. ------------------------ Pros: -Gives the wearer enhanced strength, the amount of enhancement depends on how much energy the Ethereal absorbs. -With the mental link the soul can advise its wearer on multiple different topics, though as the soul ages it may lose whatever morality it has left. -It can see around itself, save for the parts of its owner that blocks its sight. It focuses on one spot at a time though it has a small fifth sense for its surroundings. (IE: hearing the wind whipping past an arrow as it flies or if a sword catches the glint of the sun) the more energy it takes the better it can focus on this fifth sense. -With the skin link between the owner and the Ethereal knight, it can sense when the owners body is at its limit. - it has a very obscure sense of where the other pieces of itself are, location names are lost to them and if the piece has not been fed for awhile it cannot see through it. -It can still live if a piece is completely destroyed, but will feel incomplete forever. -It has a mind of its own. Cons: -It cannot move on its own, it needs someone to carry it or wear it. -It cannot control the person that wears it, it can tempt them to put it on but other than that it cannot control the wearer. -It can drain the wearer to the point where they pass out, though will limit this so as not to harm its owner. -It is weak to blunt weapons, as such armor is. It is weak to Fi magic and Holy Magic to the point where it is left in a comatose state. Fire and lava can destroy it out right. If all the pieces are destroyed it is killed and the soul is released to return to the soul stream. -It can only give the wearer enhanced strength in the part of body in encompasses. (IE: Gauntlet would give the wearer strength in that arm) And only for the time it is worn. (Strength will only be twice that of the wearer. IE: Human male would be twice as strong as a Human male) -Wearing it for prolonged times can cause damage to the wearer. Bone fractures, torn ligaments and tendons are common injuries. -They can rust away into nothing, their metal needs to be taken care of regularly. -While it has its own consciousness, it can only remember vague emotions and names from its past life, it uses its owners emotions and heartbeat to stay relatively sane. -It has a terrible sense of direction. It relies on sensing its other pieces to confirm its own location, it can take weeks for it to realize a piece has been moved. -The wearer cannot use magic while wearing a piece. It simply wouldn’t form and would be a waste of energy. -If its owner is weak willed they can be driven insane/pass out by having such a tortured mind inside of their own. Strong-willed owners can also sometimes become weak just by having it on for too long, or become dependent on it entirely. -While it wishes for its discarded body to be given a proper burial, its ultimate goal is to have all of its pieces together in one place. It cannot sense it’s discarded body so it hopes to someday come across it. In order to check if the body is their they must touch it. -Necromancers enjoy collecting pieces for their collections, often they hunt them down and may even attack their current owners to try and get them. They are often given a nickname by their armor’s appearance, though it's the necromancers discretion if they wear the armor themselves, as it is usually used for manual labor. -While you can wield a sword while wearing them, the armor would rather be used for hand-to-hand combat. Using a sword in its gauntlet would be as if you held one between your teeth, doable but not comfortable. -Feeling pain, whether being from a hard blow to holding Aurum and even magic, the soul will cry out in pain in the mind link, this can cause the wearer to flinch or be stunned for a moment. Having someone scream inside your head is not the best thing to happen when you are in the midst of fighting. ------- In Character: Each Ethereal Knight will have different sets of armor, each set will be comprised of no less than seven pieces. I myself will be following the below image: Armor parts ------- (OOC: Please let me know if you have any questions)
  11. MC name: z3m0s Character's name: Kalviin Ireheart Character’s age: Three-Hundred and Thirty Character’s race: Sky-God Mountain Dwarf Link to your accepted MA: What magic do you desire to teach?: Runesmithing Summarize the Lore of this Magic: Runesmithing has always been shrouded in mystery and vagueness, it’s humble beginnings lost in time to those that so devotedly serve to learn and utilize it’s craft. The Runesmithing we understand today consists of the creation of symbols, markings or runes into various surfaces. The runes alone are but markings should they not be crafted with a bound set of tools given to a Runesmith via a secret binding ritual. The combination of the Runesmiths knowledge, the runes themselves, a desired surface and the bound tools, can reap a host of varying effects from manipulating elements in different manners, to more unique runes able to hold a memory safe within, or brand a thief foolish enough to attempt to steal the chosen item. Write up a lesson that your character would give to a student: Kalviin sat patiently, rested within a large golden gem encrusted throne within his private quarters deep within the mountains of Urguan. Twiddling a golden coin carefully between his fingers as he avoided the large orb like gems that adorned his fingers, he waited on a young beardling he had seen potential in at first sight, though as he lacked the sight of this beardling within his quarters, and his set time grew later and later, Kalviin began to doubt his gut feeling was up to scratch as usual. After many a moment later than they had intended to begin a lesson, a stocky young beardling loudly waddled into Kalviin’s exquisite quarters, slamming the door behind himself as he held a wide yellow toothed grin towards Kalviin’s direction. Kalviin stood quickly from his throne, downing a small set of steps to meet eyes with the beardling “Wipe the grin of your face beardling, and for Yemekar’s sake clean your teeth once an elven week would you. . . You’re incredibly late” he’d frown towards the beardling, an awkward amount of silence going by before the beardling perked up to speak “I- I’m deeply sorry Kalviin, some urgent business kept me from my lesson with you, it was not my intention to disrespect you” Kalviin shook his head slowly as he stared deep within the gray eyes of the beardling “There is no greater business to a Khazadmar than that of the ancient Dwarven art of Runesmithing, do you understand that child. . . Your play dates and petty barter compares none to the glory I have offered you here today, and you spit on the gods with your lateness and rubbish excuses.” The beardling sighed with wide eyes as Kalviin began to pace about with his back turned “I’m eager to start. . . I’ve brought my tools! I’m ready to evoke some fire. . . Or- something. Kalviin continued to shake his head, though he couldn’t help but keep a faint smile from his face as he turned back to face the beardling, the comment reminding him of himself in his younger days. So eager and naive “Nay child, you’ll not be using your tools for some time now, it is important I trust your ability in carving before you may lay your tools to stone for the crafting of runes. At your desk is a rune drawn on parchment and a stack of mock clay runes, carve the pattern until your hands bleed and you’ll be a raven’s feather closer to creating a real rune.” he’d grumble as he headed back to his throne “That’ll teach you for being late you bastard” he’d mumble to himself as he loudly plonked both feet up onto his desk, beginning to read various parchments as he waited for the beardling to pass out from sleep deprivation or blood loss. Do you have a Teacher App you are dropping due to this app? If so, link it: No Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes Have you applied to teach this magic on this character before, and had it denied? If so, link the app: No
  12. [Addition] Replicants

    Tier Five: Replicant “The final stage; perfection.” _________________________________________________________________________ Legends tell of a final and nigh unattainable form of homunculus- the Replicant- which is born of a rare and paradoxical conjunction of alchemy and holy magic. Building upon the soul shadow within higher tier homunculi, a divine magic user is able to form the facsimile of a soul template from soul essence- effectively granting the homunculus the ability to experience true sentience. As most Holy Orders denigrate and hunt homunculi as a general rule, to find a willing participant for such a creation is almost impossible. While other methods may be possible, one must obtain raw, pure soul matter and have the means to bestow it upon the Doppelganger to achieve the evolution to Replicant. A homunculus gifted in such a fashion will bear the same wealth of feeling and purpose as a mortal man- for, in practice, he has been given that which all other homunculi lack- a mortal soul. The Replicant would be capable of feeling higher emotions- love, empathy, friendship- and would appear almost entirely indiscernible from the mortals around them both in physical and emotional presence. They will retain the personality which they developed in their time as a Doppelganger, as well as any memories, skills, and emotions. Due to the nature of the soul material used, their soul is fresh, and unhindered by the curses that normal Descendants bear. This allows them to live significantly longer than any of their predecessors, with the true extent of their lifespans yet unknown. The possession of a soul also allows the owner a connection to the void. Due to the unnatural state of their being, Replicants do not possess the full range of magics that a normal mortal would. They are unable to learn any diety magic whatsoever. (3 Slots) Any attempt to modify or change the fragile soul of a Replicant will cause the soul to fracture and fade. Replicants are unable to possess a new fully formed soul, and thus if one were to try and make use of the patchwork version they did have, the soul would simply be lost, and the Replicant would return to their previous Doppelganger form, retaining any scars or maims acquired along the way. Despite the addition of a soul into their body, the ability for it to function normally has long since past. Their internal organs remain in stasis, and they have no blood. They continue to lack the necessity for air, food, and sleep, however they gain the ability to go into a trance like meditative state to rest and dream. This meditation is required for the Replicant to regain lost energy and mana, and to prevent fatigue. A Replicant should go into this trance for at least four hours a day to fully rest their body. Their previous replacement of blood remains, and depends on their symbol. Death is again similar to that of a Doppelganger. Once a Replicant has received a mortal amount of wounds, their body will begin to break down. Particle by particle, their form disperses, leaving only their internal symbol. Unlike Doppelgangers, though, a soul is present. This will cause their body to be reformed as other mortals do, within the Cloud Temple, and not the Abyss. This also means they retain scars upon death, as their bodies did not rebuild themselves in the same fashion as before. In the same sense, any lost limbs or body parts will remain lost to them permanently. While a mortal would be able to seek out a potion of regeneration, Replicants do not possess the blood necessary to create the concoction, and thus are unable to make use of this feat of alchemy. Similarly, healing potions and poisons do not affect Replicants. It is said that the only potion that can affect a Replicant is the potion of unmaking, the brew that kills homunculi. It is important to remember that things like acidic substances still hurt Replicants however. The regeneration that the Doppelganger possesses is completely lost to a Replicant. They will now begin to heal at the same rate as a mortal being, with broken bones needed to be set and deep cuts needing to be stitched. This is due to the presence of a soul, and their closer link with mortality. As well, they will experience normal, physical pain much more vibrantly. A blow or cut that was easily shrugged off before is now felt in full. A Replicant is far from the berserker fighting style of their previous form. With the use of magics, they will also find themselves fatigued due to exerting their mana pool, something all beings with a soul must endure. However, due to the nature of their body, voidal poisoning does not affect their muscle mass or strength as it would a mortal. They will also now experience fatigue in normal, melee combat instances. They will have a hard time adjusting to this change at first, but as with any soldier or athlete, they can eventually learn to utilize their stamina throughout a fight. Their bodies are still of unnatural construction, thus they remain vulnerable to aurum weaponry and most holy magics. The single exception to this rule is the magic of the Ascended, Aeriel’s followers. Due to the nature of their new found soul, being pure and untainted, Ascended magic will not harm a Replicant in any way. They remain weak to their opposing symbol. The most important thing to remember about a Replicant's soul is that it is extremely fragile. One might imagine a this patchwork soul as a glass object which has been carefully and meticulously pieced back together. The slightest bump will send it crumbling again, and the object itself is far from useful. Replicants will never have a full grasp on magic, their connection to the Void is barely stable and difficult to maintain. They can in no way whatsoever alter their soul, not for magic or any kind of transformation. They risk themselves to gain the soul and sacrifice much to maintain it. Acquiring a soul is far from becoming perfect. If a Doppelganger does manage to receive a soul, they are trading off certain aspects. The soul is difficult to acquire and easy to lose, and should never be viewed as some small thing. _________________________________________________________________________ Must be created from a living Doppelganger Retains the strength and speed of a Doppelganger, as well as their memories, personality, and skills. Retains the racial buffs from when they were a Doppelganger (necrolyte). No blood. Instead, they will excrete whatever liquid/solid they are formed from. Gain the full emotional range of mortals. Possess the ability to form a moral compass. Extreme length of life. Lifespan extends tenfold. Having acquired a soul, they are now able to practice magic and possess a mana pool. However, they are unable to learn any diety magics. (3 slots; 1 T5, 1 T4, 1 T3) No limit on feats or artificery. Weak to holy magic (excluding Ascended), aurum weapons, and their opposing symbol. Healing is done at the speed of a mortal. Scars are retained permanently. Loss of limb or other body parts is permanent. (Regen potions do NOT work on them due to the nature of the potion’s required ingredients.) Connection to the Void for extended periods of time is difficult. Replicants must go into a meditative state for at least 4 hours a day to regain energy and mana. Replicants become fatigued after excessive exertion of the body. Cannot be transformed into anything else (lich, shade, etc) that would change or affect their fragile soul. Attempting to do this will result in the fracturing of the soul, and subsequent loss of it, reverting the Replicant back into Doppelganger form. _________________________________________________________________________ Thanks go to Fid for helping me start this lore and PurpleCola for helping me finish it. Revision History: 9/7 - Lore Posted
  13. "Lady Cora," he said, "sometimes one has to do things which are unpalatable. When great issues are involved one can't toy with the situation in silk gloves. No. We are making history." -Mervyn Peake, Titus Groan Introduction to Kloning {Klone - based on Ancient Greek κλών (klṓn, “twig”) Twigs would be cut from trees and grown into identical trees or grafted onto other trees.} It was originally tested on rats and mice, and after much trial and error, was proven successful. It is possible in theory to klone any living thing- even including plants- but one must be warned that not all things will be able to survive the necessary extractions involved with the kloning process. Upon death, one will wake up in their Shell, to put it simply. A Shell is not ‘alive,’ nor does it have a soul. Duplication of the soul does not occur when the body is replicated in this way. A Shell will not perform basic functions of life such as respiration, maintaining internal environment, growth/repair, intake of nutrients, or excretion on its own. When removed from the chamber in which it is grown, it will begin to decay at the same rate as a normal body. By itself, a Shell is in a way, a corpse that was never lived in to begin with. A ‘Hermit Crab’ is a slang term used when referring to someone who swaps bodies relatively often, or in an ongoing cycle, like how a hermit crab swaps Shells. The Procedures The Original When creating a Shell of something, the body it is being made in the image of is called its Original. Because Shells can be produced using other Shells, “the Original” does not always refer to the body in which a person was born of their mother. That would be called the “True Original” to clarify. THE JELLY AND THE SLIVERS The Jelly is the alchemical concoction which keeps a Shell safe and prompts it to grow. A good portion of the Jelly will be recycled to build the body of the Shell itself with no waste product. It varies slightly in color, but is never vibrant, and is transparent but murky. It will be either a red, fatty off-white, pink, bruise-like violet, or something in between. It is smooth to the touch and difficult to wash off skin but not especially sticky in texture. At the proper temperature for use, it is a thick, slimy liquid, but when solidified, it behaves like Jell-O. It smells funky and meat-like, and tastes like raw flesh with an unsavory metallic aftertaste. The slivers are key, basic pieces of differing materials that make up a Shell’s body. In descendents, the most sound Slivers one can use are hair, skin, muscle, blood, and bone. But one can also use various organ tissues (such as liver) as well if removing bits of those organs will not be lethal. The masses of the slivers should be the same or the Shell will have problems in development. These will coalesce into a structure similar to a fetus, and from there will grow by accumulating mass using the jelly surrounding it as mentioned before. Slivers do not need to be enormous, but should be roughly proportionate to or larger than a raisin when dealing with something the size of a human or elf. Required Ingredients Everybody will require a different mixture of ingredients when creating their Shells’ Jelly. However, there are some important guidelines that you must follow. Here, we will use the mass of the Original as a unit of measurement, abbreviated MO. The base of the Jelly is actually made up of two components: +0.1 MO of blood (The amount of blood in your body) from the Original +2 MO of lard +0.005 MO of cerebrospinal fluid from the Original Blood is a very personalized alchemial base, lard is thick and highly caloric, and cerebrospinal fluid is created by the body to protect the brain and spinal cord. In cases where the subject does not have blood and/or spinal fluid, substitute with other vital fluids. (Some experimentation with others of its species may be required to determine how much is safe to remove at one time.) After the base has been created, begin adding reagents. Jelly requires reagents of all four elements, but primarily relies on air and water symbols. The ratio of elements and symbols differs based on the bone structure and other physical or even mental aspects that are unable to be changed naturally. (Bone structure, a mental disorder, race, a genetic disease, etcetera. Not fat, muscle, or opinions.) A relatively large amount of each reagent will be required, considering the volume of the base. Moderate to incredibly rare reagents are all that will suffice. The specifics of which reagents are used varies from subject to subject; one combination of reagents may work for one, but that does not necessarily mean it will work for another. There are two important ‘sets’ reagents in a Jelly recipe can be divided up into. The first set contains the essential symbols for accomplishing the general growth and functionality of the Shell. 2 Symbols of earth (protection, connection) 2 Symbols of fire (warmth, passion) 4 Symbols of water (nourishment, life, rebirth) 4 Symbols of air (movement, perception, precision) The second set contains symbols that vary from subject to subject. This will usually require specific reagents to be used as well. I haven’t listed specific reagents here though so that these examples can still be used as templates but will not be repeated for two characters by accident... I recommend using 4 to 6 extra symbols for these. Here are a few examples: Example 1: A stocky northerner with big bones and an inherited pain and cold tolerance. 2 more symbols of earth (endurance, hardiness) 2 more symbols of fire (pain, courage) 1 more symbol of water (ice or cold) Example 2: A dexterous and lanky elven lad. 3 more symbols of air (grace, fragility, quickness) 1 more symbol of water (clarity) Reagents should be ground to a very fine dust or smooth paste. Kloning the dead? Kloning cannot bring the dead back to life. If their soul has already departed to the soul stream, then it is too late for them. Shells can be generated from corpses if you wish, for some reason, to have more than one corpse of a person. The only thing is that the subject’s soul will not be pulled from the soul stream and deposited into it, and the Shell will not be part of any Shell Pool. (Shell Pools covered more in-depth later on.) Acquiring the Ingredients Many of the ingredients used in Kloning are siphoned from the Original, and if done without care, extractions can be fatal. One must know how much of each substance is safe to remove at a time, and how long they should wait before drawing more. I recommend you read through the links below to learn more about how to accurately roleplay symptoms of losing your precious vital fluids. Be careful when drawing blood from a major blood vessel. Profuse bleeding can easily lead to deadly hypovolemic shock. (About hemorrhages: ) (The following cautionary advice applies to descendents only, due to the fact that different creatures are proportioned differently.) it is not recommended that you draw more than 10% of the subject’s blood at a time due to the risk of developing anemia. An average human male has 10-11 pints of blood, while an average human female has 9-10 pints of blood. You can use these mass to blood proportions to determine average amounts of blood in other descendent races. (About anemia: ) The human brain produces only 500ML of cerebrospinal fluid each day. This fluid is constantly being reabsorbed, so that only 100-160ML is present at a time. Be very careful not to draw too much at a time, because a deficiency in the fluid can have a negative effect on the brain and lead to symptoms from headaches to paralysis. (About cerebrospinal fluid: and ) “GROWING” AND CARING FOR A SHELL “Growth:” Speed and General Appearance Over Time Once you have gathered the proper Slivers and assembled a Jelly mixture, it’s time to combine the two. Completely fill a large jar or other sealable container with the Jelly so that airspace in the top of the capsule is minimized but not necessarily eliminated. Introduce the 5 slivers, making sure to place them close together toward the center. The environment should be dark or dimly lit, and the Jelly should constantly be kept within three degrees Fahrenheit of the Original’s internal body temperature. (98°F or 37°C in humans.) THE FIRST ELVEN WEEK: If conditions are satisfactory, the Slivers will begin to mesh together and form a lumpy blob. All slivers other than skin will group around the sliver of bone before being covered by the remaining sliver of skin. After the Slivers have fused, we finally refer to the single mass they have formed as the Shell. The Slivers’ initial reaction with the Jelly will be a slow one; taking up to an elven day to display any noticeable changes. If this fails to happen, quickly move the Slivers to a different mixture of Jelly. Development is gradual and slow enough that it isn’t apparent to the naked eye from one moment to the next. It would be like watching a plant sprout. During this first week, it is recommended that the recipe used to make the Jelly is recorded exactly, and only a small portion is created to test whether or not it will take to the Slivers. THE SECOND ELVEN WEEK: Over time, the blob of a Shell will increase in size, and take on the grotesque silhouette of an infant version the Original. Rough features begin to form, but no eyes, nostrils, toes, fingers, ears, sexual organs, teeth, or a tongue will have formed. A cord-like structure begins to sprout from the back of the neck. It will take roughly an elven week to reach this point after the Slivers have formed together. THE THIRD ELVEN WEEK: The Shell will begin to grow hair and fingernails, and continue to develop complex body parts like the eyes and fingers. If no mutations are visible by now, it is recommended that a larger quantity of the mixture of Jelly used for the Shell is prepared so that the Shell can be transferred into a more spacious environment. THE FOURTH AND FIFTH ELVEN WEEKS: The Shell begins to refine its digestive, respiratory, circulatory, and nervous systems, in that order. It continues to grow larger and larger, but it is still not prepared to receive a transferring soul (talked about in the Soul Transfer section in further depth) because its underdeveloped organ systems would cause immediate lethal complications if put into use, putting it on par with a Shell that was stabbed to ‘death.’ THE SIXTH TO EIGHTH ELVEN WEEKS: The Shell continues growing larger and refining its vital organ systems, and while still flawed it is technically ready for use. The brain, especially, is still in development, and the areas responsible for higher mental functions such as concentration, planning, judgment, emotional expression, inhibition, creativity, and long-term memory are not ready. (This is also talked about in the Soul Transfer section.) THE NINTH ELVEN WEEK AND ONWARDS: The Shell is now safe for use if its development went as according to plan. It will continue to grow, entering ‘puberty’ at a usual age and adapting to changes. In the long term, a Shell will grow and mature at the same speed its Original grew. It is also bound to a life span, more commonly referred to as its shelf life. It will become unusable and start to dissolve if left in the Jelly as soon as it reaches the age where the Original would have died of old age. Elves, 1000 years, Humans, 100-150 years, etc. Elven Shells + Dying Jelly While an elven Shell will last for the typical 1000 years, the Jelly will not. Jelly lasts for a very long time, but it does not last forever. 100-150 years from its creation, it will go bad and begin to decay. When this happens, it will begin to get lighter in color and more opaque. Eventually, it will begin to liquify any Shell inside of it, and condense into a dry, flaky crust on the inside of its container. To preserve an elven Shell that’ll last longer than its Jelly, the Jelly will need to be completely replaced with new Jelly of the same exact recipe each time it begins to go bad. Are Shells in Any Way Different From the Original? You will notice as time passes that any features of the Original that were not influenced by genes will not appear in the form. This includes scars, belly buttons, callouses, missing body parts, tattoos, other modifications, etc. Shells are built based on the genetic makeup of the Original, and not the soul. This lack of basis on the soul is also why it is possible for a Shell to develop deformities and mutations. The difference between a deformed Shell and a mutated Shell is that the deformed Shell is still genetically identical to the original. A mutated Shell is not. (More on deformities and mutations will be included in the Botched Shells section and the Soul Transfer section.) There is only one non-genetic structure that will form, however. A mysterious, eerie, root-like network will sprout from the back of the neck, and stick to the inner wall of the capsule the Shell is being “grown” in. It seems to serve a similar function to the roots of a plant; idly absorbing surrounding Jelly to be recycled into the mass of the Shell with no waste product. It takes on a ghostly white tint instead of the skin color of the Shell, as it does not have any blood vessels or bones. However, it does has nerve endings throughout it that are linked to the Shell’s lifeless brain. It isn’t clear whether this is even a part of the Shell, or if it is a part of the Jelly, or if it is a third part all of its own. If a major section of it is cut off or strangled, it will cost the Shell valuable time developing until it forms a new cord or is relieved from pressure. Tampering with the roots does NOT expand a Shell’s shelf life. Monitoring a “Growing” Shell There are a few procedures you should follow when monitoring a Shell’s “growth.” It’s important to know as soon as possible if something is going wrong. One should perform routine inspections on a developing Shell. A few things to note when conducting an inspection are as follows: SKIN QUALITY - It is normal for the body to appear paler than usual, as it shouldn’t be exposed to too much sunlight. Watch out for the appearance of dryness, flaking, cracking, appearance of albinism, visibility of muscles, splotches, lumps, sagging, tightness, and anything else unnatural like that. NAILS - Toenails and Fingernails should lengthen at a normal rate. Make sure the Shell isn’t being poked by its nails where the skin might be punctured from repeated scratching. If nails grow too fast, and take on an unnatural color or appear breakable, be warned. HAIR - Hair should also lengthen at a normal rate. Make sure coils of hair do not strangle the root network. Watch out for unusual hair color, unusual hair loss, unusual receding of the hairline, appearance of dryness, and thinning. EYES - Eyes should be open, but appear restful, as if gazing off into space. Watch out for pinpoint pupils, cataracts, redness, unusual eye color, heterochromia, bugging out, and rolling back into the skull. However, it is usual for them to appear sunken. LIPS - Watch out for puffiness and cracking. It is usual for the lips to appear purplish or blue, but a healthy red is optimal. THE ROOTS - Again, make sure they are not being strangled. You may have to move parts of it around to keep it from tangling around itself. Avoid cutting it, but if you must, be careful not to cut off too much. They will usually be squishy like a water balloon; make sure they do not flatten easily or feel empty. When opening the capsule to tend to any unusual things you may see, be careful not to leave the Jelly exposed to the air for too long, and make absolute sure your tools are clean. This can easily be ensured by building tools for manipulation into the interior of its capsule. Leave any things you remove from the Shell in the Jelly at your own discretion. It is recommended to leave behind clipped hair and nails, though, as they will dissolve within an elven day and be recycled. If an eye, ear, or some other structure that doesn’t regenerate normally in members of the Originals race, do not worry. The wound will be sealed over in under an elven day, and blood expelled from the wound will be dissolved and recycled. Some structures will grow back in time, but anything larger than the forearm will not regenerate. Removing these parts in increments is not an option. BOTCHED SHELLS Not every Shell will turn out perfect, and sometimes whether or not one even ends up usable seems to be hit or miss. However, it really isn’t. The conditions a growing Shell must be kept in and the ingredients used to encourage its growth are more specific than researchers had speculated. It is easy to ruin a Shell though, and the topic deserves its own section. If you’re not careful, you’re at risk for botching a Shell at any time in its creation. Make sure to keep equipment and environment sterile any time the slivers, the jelly, or the growing Shell are going to be handled. Dirt, dust, hair, sweat, flakes of skin, and other contaminants, even in small quantities, can throw off your results. Botching Before Growth Once you have assembled your Jelly and gathered your Slivers properly, and you’re sure no contaminants have come in contact with your work, there is still a chance that the Jelly won’t take, and the body will not form. This can be attributed to a number of factors: +Dust/dirt/foreign blood/pollen/lint/etc contamination +Distancing between Slivers (If too far apart, they will not coalesce) +Excessive exposure to sounds exceeding 120 decibels +Intense light +Overexposure to air (Keep in an airtight capsule) +Rough handling and constant movement +Sudden increase or decrease in atmospheric pressure +Unsatisfactory conditions of cold or heat +Strong magical presences nearby, such as a voidal rift or an archon in transcended form If no change is observed within one elven day, you can be sure that the Slivers are being impeded from forming together, or that they have been permanently shocked out of reacting with the Jelly. Be careful not to wait this long though, as some of the Slivers will begin to decay normally if not in the process of growing! If this occurs, they will no longer be usable. If your Slivers are simply being impeded from forming together, quickly remedy poor conditions they may be under, and consider swifter correction by exposing them to the opposite of what had been a problem. (Ex: Exposing Slivers impeded by heat to the cold.) If your Slivers have been permanently shocked out of reacting with the Jelly, you will have to swap out the Slivers. If this happens, you will probably know what went wrong, because it would have had to be very major. (Ex: Dropping down a flight of stairs, rolling down a hill, freezing/boiling, or leaving open to air for a month.) Botching During Growth Do not congratulate yourself too soon after your Slivers form into the Shell. While a Shell will not stop accumulating mass if exposed to the factors mentioned above, they now risk deformity and mutation. Different contaminants and unsatisfactory conditions will cause different effects on the developing Shell. These are mistakes. They will either be neutral or detrimental; never solely helpful. (This will come up again in the Soul Transfer section.) Mutations Mutations encompass all previously known (irl) genetic disorders and can range from slightly differing hair color to horrifically scarring tumors, extra or missing limbs, cancer, and issues with formation of the brain that can cause severe psychological disorders. They can occur randomly in newly forming Shells and must be rolled for. First, roll a D6. If a 6 is rolled, your Shell will have a mutation. Second, roll a D100 to determine the severity of the mutation. Roll results 1-50 will produce a benign mutation. 51-100 will not. To help an appropriate mutation be decided on from each result, here are some example kinds of mutations to give you a feel for what kinds of mutations can come from a certain roll. 1-10 - Extremely minor mutations such as a SLIGHT change in eye color, hair color, hair thickness, and skin color. No differences in bone structure, ear shape, nose shape, etc. 11-20 - More noticeable versions of the mutations from 1-10. Freckles may be gained, eyelashes may be lighter or darker. 21-30 - Extremely noticeable versions of the mutations from 1-10. Albinism not included in the possibilities for change in skin color. 31-40 - Minor differences in bone structure, ear shape, eye shape, nose shape, the way fat is carried, etc. 41-50 - More noticeable versions of the mutations from 31-40. 51-60 - Relatively small non-deadly mutations such as albinism, blindness, color-blindness, deafness, lack of smell, and very minor mental disorders. 61-70 - More serious yet still non-deadly mutations such as moderate mental disorders, marfans syndrome, osteoperosis. 71-80 - “Less aggressive” deadly genetic diseases and mental disorders such as sickle cell anemia.. 81-90 - Serious malformations and terminal genetic diseases such as cancer, progeria, heart disease, conjoined legs, etc. 91-100 - Extremely serious and over-the-top mutations. Extreme coverage in tumors and/or cancerous lumps, grotesque malformation especially in the facial region and torso, progeria, etc. Deformities Missing External Structures - External structures like limbs, digits, ears and noses fail to form early on This deformity is linked to insufficiency in two or more slivers. Sealed Shut - Orifices fail to form early in development. For example, the eyelids are sealed shut over the eyes and eyelashes don’t form, and the mouth and nostrils are also sealed shut. This deformity is linked to excessiveness in the sliver of skin. Pellucid Skin - The skin of Shells with this deformity is reduced to a thin, semi-transparent membrane. This causes the Shell’s blood vessels and other innards to be visible, while being susceptible to skin damage and infection. Melanin is not necessarily absent from pellucid-skinned Shells, but the skin lacks color and is so thin that it will not be able to protect itself from the sun, causing it to burn easily. Because the skin is so insubstantial, hair loss is also common, and callouses cannot form. This deformity is linked to insufficiency of the sliver of skin. “Skin-tight” Skin - This deformity causes a Shell’s skin to grow too slowly to keep up with the rest of the body, resulting in angry stretch-marks and even tears and gashes. This skin is the equivalent of skinny jeans so tight the wearer is fearful of ripping them when sitting down. Any cuts inflicted upon the body will cause the skin to burst apart a little further due to the release of tension, which can prove to be very harmful and dangerous. This deformity is also linked to insufficiency of the sliver of skin. Parched Skin - The skin fails to produce oils, and the pores are tiny due to the lack of oil flow. The lack of natural oils also prevents the skin from holding water effectively. This results in extremely dry skin that is delicate and prone to damage. Dead skin cells can build up and cause congestion, because there is no oil to push them out. This deformity is linked to dust contamination of the Jelly during development. Absolute Baldness - Hair and nails made of a protein called keratin. In Shells with this deformity, keratin will fail to form. This results in weak, flaky nails and a complete lack of hair, including eyelashes, eyebrows, and body hair. (Alopecia universalis.) Note that eyelashes and eyebrows keep dust out of one’s eyes. This deformity is linked to absence or accidental exclusion (placing a sliver too far from the rest, causing it to be excluded during initial formation) of the sliver of hair. Lack of Nails - A varied version of the perfect baldness deformity; the body will only fail to produce keratin around the fingertip and toe area, resulting in a complete lack of fingernails and toenails. Hair remains normal. This deformity is linked to insufficiency of the sliver of hair. Small Pupil - Light intake is restricted, and the eyes will perform best in strong sunlight and optical flares are suppressed. Vision is also very crisp, due to a lack of light refraction. However, the pupil cannot adjust to see very well in the dark. When the light goes out and the sun goes down, you’re essentially blind. This deformity is linked to overexposure to bright light in early stages of development. Enlarged Pupil - Light intake is so great that sunglasses are almost always necessary. Optical flares are very over-pronounced, and sunlight is painful. However, vision at night is very good, even on the darkest of nights. Shells with this deformity are prone to developing nearsightedness, farsightedness, and/or astigmatism. This deformity is linked to extreme absence of light in early stages of development. Clawed Hands - Fingernails grow extremely thick to the point where the distal bones are displaced downwards, compromising fingertip dexterity. The nail still retains the normal growth speed, and will grow blunted, but there is nothing preventing the nails to from being sharpened into points. This deformity is linked excessive use of earth reagents representing tenacity in the Jelly. Nemerta Rooting - The roots of the Shell seem extremely eager to grow, resulting in the umbilical web continuing to grow even outside of the Jelly. Massive complexes grow indefinitely like hair, but are painful to trim due to the nerve wirings running through them. This mutant root will continue to make attempts at sustaining the Shell, meaning that there may be an advantage to allowing this freakish complex to grow. This deformity is linked excessive use of earth reagents representing resilience in the Jelly. Glistening Skin - The skin produces oils and moisture at an extreme rate. This causes to skin to constantly maintain a wet, oily coating akin to the mucus membrane of a fish. Individuals living in a glistening Shell risk severe dehydration if they do not consume enough fluid. “At my most badass I make people want to take a shower.” This deformity is linked to excessive use of water reagents representing nourishment in the Jelly. Hyper-Melanin - The skin and hair is coal black, with a slightly bluish tint. Extreme resistance to sunburn but no notable resistance to skin cancer. Absent Melanin - Classic extreme albinism. Extremely pale skin, snow white hair, and red or light blue irises. Be very careful when going outside in the daytime, even on cloudy days. Luciferase Nodules - Hard nodules form in the flesh around the fingers, toes, and spine containing isolated luciferase enzymes. These enzymes produce bioluminescence, resulting in glowing spots and patterns in the flesh. These enzymes aren't always active, but they are triggered by symptoms of anxiety, fear, lying, and panic. The color of the glow produced ranges from green to indigo, appearing to come from within, underneath the skin. This deformity is linked to overexposure to salty, humid air, thus it is less common than other deformities. Osteogenesis imperfecta: Brittleness - The bones of the Shell lack a critical collagen bond, which results in fragile bone structure due to lacking density. The risk of fracturing bones is high, especially as the Shell ages. This deformity is linked to insufficiency in the sliver of bone. Osteogenesis Imperfecta: Density - The bones form unusually dense and constrict the marrow. This means the Shell will have a more sturdy and heavy skeletal structure, but will have difficulty replenishing blood, as the marrow is responsible for creating new blood cells. The body will bleed at a slower rate, but will suffer difficulty in repairing wounds due to lack of blood flow. This does not mean the body will not recover, but wounds will have a more difficult time clotting and sealing themselves off, and lost blood that would have taken days to replenish in a normal body could instead take months. The lack of rapid blood replenishment also means that the body may take longer to fight infection. Osteogenesis Imperfecta: Stunting - The growth of the bones is stunted, resulting in dwarfism. The adult height of the Shell will range from between ½ and ¾ of the Original’s adult height, depending on the onset of the deformity’s development. Osteogenesis Imperfecta: Gigantism - Growth of the bones is amplified, resulting in the formation of bigger bones. The adult height of the Shell will range from between 1 ⅓ and 1 ½ the original adult’s height, depending on the onset of the deformity’s development. Webbed Digits - The natural skin membrane between fingers and toes may extend to the first knuckle, creating an amphibian-esque web structure. THE SOUL TRANSFER The Shell Pool & The Prioritized Shell No matter how many Shells you have, the soul can and will only inhabit and grant consciousness and ‘life’ (growth, respiration, and other behaviors of life) to one of them at a time. This one shell will be referred to as the Prioritized Shell until the soul changes its home upon death or transfer. Unlike a normal descendent’s soul, the soul of somebody with one or more spare, usable Shells will not be swept into the soul stream upon death. If one of the available bodies were to die, or the currently inhabited body were to die, the soul does not perceive it as death, rather it perceives it as injury. The soul doesn't admit death because from its perspective death did not occur. Then, of its own accord it moves to inhabit one of the already existing bodies because it perceives those as a part of its self. The Soul cannot distinguish between the Original and the Shell unless the Shell is severely mutated. Each of the Shells pull on the Soul all of the time, just a little bit, because the whole is naturally trying to reach an equilibrium and spread the soul out evenly amongst its physically separated parts. However, this can't happen because the Shell Pool isn't actually strong enough to tear the soul apart. Because of these two points, the Shell Pool is created; the theoretical space between all of its available Shells where the soul goes before randomly selecting a new Prioritized Shell. This is not a literal location or space and cannot be visited/pinpointed/etc. (Numbering your character’s Shells however you wish, typically by order of their creation, /roll D<total Shells minus the one the soul just left> to decide upon the new Prioritized Shell.) The soul will constantly resist the pull of the soul stream and instead be pulled to the Shells until all clone bodies are dead and uninhabitable. Each Shell available to a Soul at one time makes up that Soul’s Shell Pool. There are a few reasons why some Shells may not meet requirements to be included. -The Shell has exceeded racial lifespan -The Shell is under 5 years old (more on this later) -The Shell has been left outside of Jelly long enough to be affected by rigor mortis -The Shell suffered a fatal injury and was never adequately repaired -The Shell is not accurate enough to the genetic makeup of the Shell that was just left (This can be affected by serious mutation, or the fact that the Shell in question was based off of somebody else’s Original or Shells.) A representational animated graphic of what happens upon death to the soul of a normal descendent vs. the soul of someone with 3 spare Shells in their Shell Pool: The “Juliet” Potion (Named after the scene in famous playwright Shilliam Wakespeare’s Romeo and Juliet, in which Juliet fakes her death to escape with Romeo by drinking a potion that causes her to appear dead.) This potion is an odd and potent brew comprised primarily of earth reagents. It has a dark, inky plum hue-- appearing, like blood, lighter when spread thin on a surface-- and tastes like a sour berry with the burning sensation like alcohol. While not technically lethal, the body will quickly enter a deathlike state for several hours (30 minutes irl time) upon drinking it. It takes effect quickly, starting with a strong burning sensation in your chest, blacked out vision and lightheadedness, gradually worsening for half a minute or so. The heart will stop, consciousness will be lost, and all bodily functions will cease until the potion wears off. It is unclear what happens during the hours it is in effect, but after that time is up, someone with a Shell Pool will awaken in the body of one of the other Shells in their pool just as if they had died. A normal person who ingests the potion will awaken after that time with a great shock as their heart begins pumping again and their senses return one by one. Recipe Base - Aqua Vitae 1 Symbol of air (lightweight) 2 Symbols of fire (disorder, overwhelming) 2 Symbols of water (rebirth, tranquility) 4 Symbols of earth (death, immobility, patience) Night Sap The Priority Hierarchy Not all Shells are created equal-- mutated or underdeveloped Shell aren’t as significant within the soul pool as a ‘normal’ Shell would be. A mutated or underdeveloped Shell will never be prioritized over a ‘normal’ Shell if one is available in a soul’s Shell pool. In the same way, an underdeveloped Shell will never be prioritized over a mutated Shell if one is available in a soul’s Shell pool. Simply, a Shell lower down in the ‘Priority Hierarchy’ (presented below) will never be prioritized by the Soul during death/transfer over one that is higher up. Deformity will not affect a Shell’s priority. 1. ‘Normal’ Shells 2. Slightly mutated Shells 3. Heavily mutated Shells 4. Underdeveloped Shells 5. Mutated Underdeveloped Shells A transfer into an underdeveloped Shell should be avoided because filtering your memories and knowledge through the underdeveloped, lacking brain of such a Shell will cause permanent memory loss. Unlike with an underdeveloped Shell, transferring into a mutated Shell will not cause memory loss unless its mutation would directly affect the brain in a way that would inhibit memory. However, there will be a shift in the priority hierarchy of the Shell Pool. Once the soul has transferred into a mutated Shell, the soul no longer recognizes it as a mutant. Instead, it is seen as the new example of ‘normal,’ and those that were normal previously are seen as the mutants, being genetically different from what would then become the Prioritized Shell. Mortally wounded/critically damaged Shells, Shells belonging to someone else entirely, Shells under 5 years of age, and any other Shell with complications (excluding the surrounding environment) preventing it from being able to support life for more than a few short moments are basically ‘dead’ and cannot be transferred into even if it is the very last Shell left in a Shell Pool. Some damaged Shells may be repaired and used again afterward. Unordinary Souls All unordinary souls, such as corrupted, displaced, ascendeds' souls, archon souls, soul shadows, etc. are all either unable to have a Shell Pool, or in the case of corrupted souls, unable to use their Shell Pools. When a soul is corrupted, a Shell Pool becomes useless because the Shells are unable to take in the unusual soul. Even new Shells created after the corruption of the soul will behave that way. If the soul becomes unordinary for some external reason while involved in a Shell Pool, its Pool will simply become unusable, and the person may feel an ambiguous sense of loss. The body it resided in at the time the soul became unordinary will be the permanent body. The PK Clause When all of the Shells in a soul’s Shell Pool are destroyed or exhaust their shelf life, Juliet potions will work as it would for a regular person. But if death occurs, the soul is finally surrendered to the soul stream upon death, resulting in a permakill. The Cloud Temple monks will not revive a person who avoided death when it was their time and toyed with their soul through kloning. Suicide permakill rules also apply-- but only in the case of a suicide filled with grief and a true longing for peace in death. A soul will rip itself out of its Shell Pool with the power of its will to leave forever and flow into the soul stream. A suicide without that same kind of desire does not propel the soul with enough force to leave its Shell Pool. The only exception would be the scenario at the beginning of this paragraph. OOC GUIDELINES Roleplay Requirements A further alchemy TA will be required to teach someone else how to create Shells, of course. A further alchemy TA will be required to create a Shell of somebody else because the process is so involved with the subject. A further alchemy SA will be required to create Shells or to get someone to make a Shell for you. This cannot be self-taught because the process is too complicated for the experiments to be reproduced exactly without guidance. OOC consent is required to klone someone else's character. A Step-By-Step-ish RP Guide The first step of Kloning is preparation! This includes building airtight vats where the Jelly will be put. 1. Begin drawing blood and storing it in containers, making sure it doesn’t go bad. The first time around, you’ll need to collect more blood than will eventually be used for the Shell’s official creation, to give room for testing. This will cause anemia if rushed. Cerebrospinal fluid drawing should also begin. (Information in the ‘Acquiring the Ingredients’ section.) Gather reagents and pig lard, being sure to collect a little bit extra of these as well. 2. Only after all of your materials for Jelly are gathered should the Slivers be taken. 3. Each person will need their own unique mixture of Jelly, even identical twins, but the possibilities for that mixture can be greatly narrowed down by following the skeletal build of the person’s body. (Muscles, fat, and other things like that that can change shouldn’t be accounted for.) Once a person’s Jelly mixture has been found, it won’t change. -- If it’s the first time someone or something is being Kloned, test the Slivers in different mixtures of Jelly in small jars, writing down the exact recipe for each. 4. Roll a d4 for each jar of Jelly. The first to roll a 4/4 will succeed. (If this is the second+ time the person is being Kloned, a roll is unnecessary, as their Jelly recipe has already been discovered. The first Shell will always be the hardest to make.) The Slivers will coalesce into a lovely little meatball with skin, and you should start reproducing the recipe you recorded for the Jelly used in that jar on a larger scale and moving the newly formed Shell into a larger tank. This can be done gradually, so long as the Shell never gets too big for its tank and risks strangulation by its roots. The first transfer into a Shell can be made through the usage of a Juliet potion or will happen on its own via death. When this happens, your character will forget consuming the potion or how they died as usual but will be able to infer that something happened to result in their awakening in the new Shell. 1. Senses will begin to awaken one by one, starting with a touch, a tingling sensation in the roots making contact with the contained and the jelly and maybe each other. Next will come the taste of the jelly surrounding the body and within its orifices. Shortly after, scent, then hearing, a ringing in the ears as the brain continues its activation. Finally, sight returns, introducing a straining pain in the eyes as they are used for the first time. 2. All muscles in the body, unless somehow exercised (through electric shock therapy, maybe..?) during development, will all be extremely weak. It may be impossible to push oneself out of one’s own container, and it is not recommended to have the container dump itself out as the Jelly should not be wasted. Have someone on standby who will not be phased by your nudity or horrible stench to help. 3. Leaving the container is all around a painful and strange experience. Most notably, the Roots will be torn or cut away, as they are even more painful to separate from the inner surface of the capsule while the body is conscious. They contain lots of powerful nerve endings, so some subjects may even faint from the pain if prolonged for more than a few seconds. 4. A cognat will be temporarily disconnected from their Horror during a transfer. For the connection to the Horror to be reestablished, the cognat must meditate. For the first elven week of its return, the abilities will be practically useless as the minds go through recalibration, though there is no violent mind trial. 5. The first time a Shell emerges from its Jelly, all voids that would have been inhabited by air will be filled with Jelly. Oddly, it is impossible to drown in one’s own Jelly although the weight inside one’s lungs from it will be very uncomfortable and create an illusion of suffocation. Although it isn’t exactly harmful, the body will still try to rid itself of the stuff by vomiting and coughing violently. Occasionally, a seizure can occur at random with first time transfer. ----- If it isn’t the first time the Shell is emerging from the Jelly, there isn’t a risk of seizure, but some Jelly will still have seeped into the body which will be expelled. 6. When there is a chance, the stub from the removed Roots, likely bleeding slightly, should be capped off to prevent them from growing back if the Shell is returned to the Jelly for preservation in disuse. However, this will not have any effect in hindering that if the Shell is afflicted with nemerta rooting. Adjusting to a new Shell takes about two elven weeks. The muscles of never-before used Shells are very weak in the beginning, but will eventually strengthen with use. When not in use for long periods of time though, there is a high risk for a decrease in muscle mass. 1. During the first elven week of a new Shell’s usage, the muscles must be allowed to gain mass, and thus, voidal magic should be used frugally. During the first two elven days, the muscles will be too weak to crawl or to sit up on one’s own. By the third elven day these can be accomplished, and one can move onto standing with a cane or walker. This will be very difficult at first, but by the end of that first elven week, the cane should no longer be necessary. The person will still struggle with physical labor and activities like running, swimming, climbing, etc. for a while afterward. The minimum time (total) for returning to normal is two elven weeks, with enough protein and exercise. 2. It should also be noted that Shells cannot produce gametes, and are permanently infertile by consequence. Only the True Original may be fertile unless it already has complications. RED LINES: -Kloning cannot be used to bring back the dead. -A Shell cannot have any mutation or deformation that is solely helpful. -You cannot have anything but a regular ‘grey’ soul while having a Shell Pool. -A soul transfer will not be successful before your Shell is at least 5 years old. Memory loss and other mentioned mental trauma will still occur until the Shell is 9 years old. -If all of your Shells are destroyed and you die, it’s a perma-kill. -Jelly expires 100-150 years after creation. -You cannot inhabit someone else’s Shell (unless you have some way of husking it with dark magic, but that isn’t the same.) -The alchemest does not directly manipulate the soul, rather they just abuse an anomaly to cause the transfers. -Permakill rules apply as specified in the PK Clause section. A First-Hand Account At first, all that could be produced from the first rudimentary Kloning experiments were tiny, horrific abominations. Barely recognizable to their ratty Originals, which could be accurately viewed as victims, although the removal of rats from ships to use served the same function as a rat-hunting cat would. One cold winter in the early 1600’s, two alchemists created the first perfect Shell of an animal, a grey rat named Polly. After that first triumph, they thought that the worst of the studies was behind them; that the countless days of picking swiftly and delicately through the untouched interiors of the filthy critters over and over again would give way to a groundbreaking success. However, much of that success was in actuality a result of spectacular luck, as mysterious variables that had not been accounted for had miraculously aligned auspiciously for the development of Polly’s Shell. Giant, leathery mitts pluck me squirming and lashing out in protest from my wire box. They hold me at arm’s length as if trying to distance their owner from the sounds of my clear and obvious distress as I did not want to be carried back to the flat, iron tower; the place I was sometimes taken by the mitts.. just sometimes.. but I could sense their intentions somehow. It is the worst place a person can go. Over a vast checkered canyon the giant’s heavy boots carried its body- and myself- to the room that kept the tower; a bleak, metallic platform lipped at the edges to prevent fluids from leaking onto the floors- fluids like red water. The giant’s eyes were set forwards, not looking down at me as I writhed and yelled, but with sinister intention at the door of the tower’s room. I tried to look past him, back where he’d taken me from, as we got closer to it. The gleaming eyes of my fellows winked back at me with little emotion and as we passed through the door they were replaced by hundreds of jars on shelves that lined the towering walls.. Jars containing a thick sludge, and some of them were filled with other people.. But they never moved, and grotesque roots erupted from their necks and blocked them partially from view. Nobody knows if they’re dead, or sleeping, or are part of an elaborate farming scheme.. But I hate them. When people go missing, rumors start to spread that that’s where they ended up… in one of those jars, so the giants-- there are more than one-- can keep them as trophies. For a moment I had been distracted, but then I felt my back and my feet touching the cold iron tower and I lost control, lashing out again and baring my teeth in fright. I hear another giant jump somewhere outside of my field of vision. It says something in the garbled, hostile tongue of the giants, and I know from its voice that it’s the small one that was usually around.. Always somewhere in the room with its awful eye watching… I’m held down and offered a pungent liquid, but as I struggle away from it the scent changes. It smells so wonderful and sweet- but it was a familiar smell that often led to waking up with mysterious scars and portions of my fur shaved off, but a drop had already fallen into my mouth and I could somehow no longer reject the substance. My senses slipped away into a soothing nothingness. But something was wrong.. Something was terribly wrong, I felt, and the darkness that had comforted me only moments before suddenly suffocated me. The taste of flesh rose in my mouth, as if trying to strangle me from within, and I thought it must be my own. Suddenly, a giant’s mitts pluck me out of the thick sludge, but there is no room for air yet in my lungs. A terrible ringing pain shoots down my spine as a tension pulls at the back of my neck like something had been lodged there that was being torn out. I still couldn’t see what was going on through the foul slime coating my eyes although I tried to blink it away. As I cough and retch to rid my system of the stuff, I can begin to see my surroundings just a little.. I’m on the shelf with the jars.. They’re taking me out of one? Then, who am I? I have some memories, yes, but memories are not solid evidence that something was. I see the iron tower across the room. I see someone else there that looks familiar, but I can’t quite make out her face… No… I know who she is. CREDITS Vezzin - Lore writer and artist Dunstan - Co-writer with immense knowledge of alchemy The Pink Lion - Help with ideas, ooc networking, and proofing for inaccuracy The Fire Mind - Help with ideas, ooc networking, and proofing for inaccuracy Tox - Help with ideas and proofing for inaccuracy Beordan - Help with ideas and proofing for inaccuracy SpodoKaiba - Help with ideas + peer editor Whiplash - Peer editor
  14. [Recruiting] CLAN BRADUK

    The Braduk Clan "Ghash Nagraufom" - "The fire rises" -Credit to Samoblivion for OP -Credit to AmKrules for scroll artwork and formatting Easier to Read version: Forum Formatted Version: OOC Intro: The Braduks are a clan with one of the most extensive lores out of all of them, most of it the work clan alums ilikefooddude, MakkaP, the1bow, samoblivion and the late Higgsy written in a longform epic style. Although in the past we were seen as a primarily AUS clan to promote RP at Oceanic friendly times, nowadays the clan membership is more varied with members in the EST timezones. Our active times conform with standard server peaks in the GMT/EST/PST regions. Braduk RP can be a little more insular and focussed than other clans, but that does not mean we’re closed off by any means. Although the clan comes above all in Braduk culture, the clan is currently highly engaged and influential in the current Orcish playerbase. Clan Lore Threads Overview of the clan history: History of the wars of the clan: Lore of the Braduk Rhinos: https://www.lordofth...-braduk-rhinos/ Overview of pureblooded Braduks: Previous Braduk thread including information on specific bloodlines: Recruitment Information: Considering joining the clan? You can join in one of three ways: Approach the clan on your current character and ask to join. You will be tested, and if found worthy will be inducted into the ranks. Create a new character that is a returning Braduk (either pure or normal). You can either have your character be a Braduk who was previously in the clan, or the (possibly adult) child of one or two of them born outside the clan. After testing for traits of cowardice and divergent behaviour, your character will be re-inducted. Be born into the clan. Start from childhood and work your way up. To join, approach us in game or post here. Alternatively, message me here on the forums.
  15. House Keint

    House Keint History House Keint was founded long ago, they lived in Johannesburg, the old capital of the Orenien Empire, When the tragedy happened, all of them where in Johannesburg execpt a few ones, who survived the tragedy and are now the last Keints alive. Ser Corvus 'The Brave' Keint, former Baron of Keintania, would receive lands by King Joseph Staunton for his loyalty, upon these lands is where Corvus would build the Fortress of Keintania, the lands where the Keint's still live on till this day. After completion of the fortress Corvus would swear the oath of fealty and become the vassal of the County of Hallowfell and Lord Merentel, the man whom he squired. During the time of the war between the Coalition and the Orenian Empire, House Keint would join Abdes De Savin in the fight to retake courland or as it was renamed then Evreux. Some time after the war was ended the Baron of Keintania at the time, Lord Corvus Keint would go missing, his half brother Ser Thomas 'The Lion' Tarsington-Keint would take over the role of Baron of Keintania and would later swear an oath of fealty to King Abdes De Savin of Santegia. House Holdings and Family Land: The Barony of Hallowfell is one of the Vassal lands within the Kingdom of Santegia. These lands lie behind the County of Hallowfell/Hallowfell Castle. Upon this land lies the Fortress of Keintania, the fort where the Keint's reside and stay in till this day. Current Patriarch: His lordship Thomas Tarsington-Keint, Baron of Keintania. House Relics: Lionsbane: House Keint's family sword, which Lord Thomas Tarsington-Keint had forged for the house. The sword is a bastard sword.The hilt of the sword is made out of Ash wood with thin layer of reddish coloured leather, wrapped around it for a more comfortable grip. The pommel of the sword, which is a growling lion's head, is made out of gold, with two rubies encrusted into the eyes to give it a more noble look. Current Members Lord Thomas 'The Lion' Tarsington-Keint, Knight of the Order of the Stallion, Grandmaster of the Knights of Keintania and Baron of Keintania. (TJB_Minecraft) Eldrick Tarsington-Keint, Heir To The Barony of Keintania. (Hesto) Richard Keint, Brother to Lord Thomas Tarsington-Keint (Boogie_) Camilla Tarsington-Fearhaig (Themaster2003xxx) Ranch (ilovepotatoes_1) Gabriel Tarsington-Fearhaig (_Noah_) Numa II Tarsington-Keint (Alleypoopa) Edward Tarsington-Vertilla (Nuttellaboi)
  16. The Wings of Fire, Phoenix and you.

    *A book would seem to be published wrapped in regal red leather and bound with a strange enchantment that causes the book to glow when touched* Before we begin as an author’s note I’d advise that the Phoenix, though great in majesty is not a mere pet, and can be very dangerous when roused to anger. These creatures as beautiful as they are can cause great harm to those not equipped with the knowledge and skill necessary in order to properly handle this mythical creature. Saying this however, with the proper training and care a Phoenix is much more than a pet can ever be, it is a loyal lifelong companion once bonded, and an intelligent one at that. As a keeper of a Phoenix for several hundred years I can tell you that she has brought much happiness and joy to this old man’s heart. I can only hope if you are fortunate enough to gain the trust of your very own Phoenix that it brings you as much happiness as it did to me. Introduction: What is a Phoenix you may ask yourself? To begin, a Phoenix is largest bird of prey in the known realms, with a wingspan of over 15ft across in some instances. There are several species within the Phoenix family, each with their own colour, style and behavior. However the Phoenix is not merely your average valley Eagle or hawk, it is imbued with a magical essence of the element they are born into so much so that each species of Phoenix become living embodiment of the elements they represent. Phoenix possess razor sharp claws and beaks capable of breaking bone and tearing flesh. However their main diet consists of usually small vermin, such as the common hare, to fruit and nuts. Phoenix possess a fiercely keen sight and an intelligence unlike any common animal in the realm. A Phoenix possesses the rarest of all traits unique it seems only to them, for they possess the ability to rebirth themselves into the world once more once they’ve lived to a certain age or have suffered from grievous wounds. Shedding their mortal coil in a blaze of elemental fury, their ashes giving form to a Golden egg which will eventually hatch into a young Phoenix, reincarnated from the ashes of its predecessor. Why exactly these strange creatures do this it is unknown, though I’ve always suspected it is the natural life cycle of these creatures to reproduce through the ashes of their deceased to begin anew. Whatever reason as to why this event I call ‘The Anatalisa’ or ‘ The Rebirth’ occurs, eludes even the most learned of scholars. However those whom have the honor to witness such an event are said to gain good fortune. From what I was told by the mysterious stranger that gave me my Golden Egg, there are only ever 12 Phoenix in existence at any one time, why this phenomenon is apparent alludes us to this day, I suspect it may have some sort of AnguelDaemonic Deity involved manipulating the inner workings of how the Phoenix operate as a species, and may explain their unique gifts and elemental powers. Phoenix are capable of bonding to the Descendants of this realm, however you cannot forcibly tame such creatures as you would with a horse or a dog. Phoenix are intelligent enough to understand when one displays the prominent attributes that are considered desirable amongst their kind, they will not bond with those they considered weak willed or physically incapable of protecting themselves or the Phoenix in question. Phoenix above all else desire those whom either possess the physical prowess of a champion or the intellect of the wisest of scholars and are drawn to such beings, seeing them as a sort of leader to which they can follow and be protected by. The Phoenix are also drawn to the element of their birth, favoring owners that exemplify a similar aspect of the same element as themselves. Behaviour: Going onto their behaviour I’ve found that a Phoenix’s behaviour is as complex as some Descendants I’ve known in the past. Phoenix are most comfortable within their own element or climate, however a Phoenix can potentially live anywhere without any impact to their physical health. However this tends to cause the Phoenix to have very common and violent moodswings when forced to live in an unsuitable environment for long periods of time, potentially causing them to lash out at others or perhaps even their own owners if they feel as though they’ve been mistreated or otherwise believe that their owner is considered an inadequate protector. Eventually perhaps even causing them to leave their owner in search of a more adequate one. A Phoenix is willing to take orders whilst still under duress however an unhappy Phoenix will make its complaints known if it feels as though it is being mistreated. Species of Phoenix: The Ignis Species: The Ignis Phoenix is the most common Phoenix that exists within our realm, as well as being the most well known variety of Phoenix. An Ignis Phoenix’s element is the raw power of fire, it’s plumage a mix of yellow and crimson as the feathers themselves would ignite into sparks of white hot flames that would continue to burn for its entire life from the moment they first appear. Growing more powerful as the Phoenix grows older until eventually the flames become so strong that the inferno eventually consumes the Ignis Phoenix during its Anatalisa, starting the whole process all over again. They prefer much hotter climates compared to the other variety of Phoenix for obvious reasons, preferring to live in deserts or even in some rare occurrences, active volcanos. The Ligno Species: The Ligno Species of Phoenix has a plumage ranging usually from dark green to dark brown in colour, however if you were to take a closer look you would see that the Ligno Phoenix’s plumage was in fact more like leaves and twigs, earning its nickname as ‘The Flying Bush’, even its tailwings are made from Vines, twigs and branches. The Ligno species is most comfortable within the forests and glades of the woodland realms, resting commonly amongst the large oak and sequoia that can be found dotted around the wilderness of the forests of the realm. The Glacium Species: The Glacium species of Phoenix is a Phoenix of ice, its plumage varying from a dark blue to a light blue. If you were to approach this creature you would find the air around you visibly getting colder as this species of Phoenix radiates the element of ice and water, its feathers heavily encrusted with what seemingly looks like permafrost. Snowflakes can be seen trailing behind such creatures when they take flight. They are most commonly found within the icey tundras and cold seas of the Northern areas of the realms, preferring the cold climate and the bitter elements of those desolate places. The Aether Species: The Aether Phoenix, or the Phoenix of Air, is the rarest of all the Phoenix family within existence. Usually seen soaring constantly at high altitudes, only the sharpest of eyes would be capable of even catching merely a glimpse of this rare creature with the aid of a spyglass. Usually found circling the peaks of the tallest of mountains these Phoenix are known as being the fastest of all the species. Their plumage ranging from a crisp pure white to a slate grey colour, its wings always generating an unseen draft of wind from under its wings allowing it to soar ever higher than the other species. How to look after a Phoenix: A baby Phoenix once hatched cannot fend for itself and requires years of careful nurturing in order to help it fully grow to its adult size. A diet of carefully chopped nuts and insects grounded up with a pestle and mortar is the best method I’ve found to feed a baby Phoenix. Continue with this diet until they are able to fly, after which switch to a diet of dead mice and walnuts. I’d suggest at this stage as the bird becomes more curious and quicker to become bored to invent unique methods of reproducing it’s need to hunt and forage in order to teach it the skills it will need once it is older. An adult phoenix once matured is capable of feeding itself though it will still accept the occasional treat once in awhile. How to treat your Phoenix: Always treat your Phoenix with the utmost of respect. Though it has chosen you as its master it is not a subservient beast like a dog. When greeting it you must always do so with a small courteous bow, you must show it kindness and most importantly, you must continue to show that you are a worthy leader for it to follow. I hope with the help from the information within these pages you will capable of retaining your very own Phoenix within the future. Though if you need any help regarding the matter I would be more than happy to provide my services. The Wings of Fire By The Wizard Blundermore With special thanks to a life long companion, Aeternus the Aether Phoenix for making this book a reality. ((Given Phoenix are coming back I thought I would develop an in RP guide for budding new Phoenix handlers to take note of and as general flavour text. I hope I'm not stepping out of line doing so, I've always found the Phoenix rp fascinating to do))
  17. [✗] The awakening of Fox

    I'm Fox I am a 20 year old wood elf I prefer not to be seen most of the time and I like to use bows I'm not so good with magic but I can still use earth and water magic I will try my hardest to protect all wood Elfs I don't know where I came from I was abandon as a kid I lived in the woods for years and traveled from woods to woods for a long time now my quest is to find my mom and dad or at least find out where I came from.
  18. The Clerical Revamp is finally done and here it is! This has taken me just about a whole year to do due to a mix of real life, throwing ideas all over the place, the fact I lost my laptop for 4-6 months, and that I like to work at my own pace - where I am most comfortable. I am sincerely sorry this revamp took a while but the end result of the long time was truly worth it. This revamp was both fun and a pure pain to do but the relief I felt when it was done cannot be described. Hopefully this revamp is the one that the clerics truly needed and one that helps clear up all of the contradictions regarding the clerics. So without anymore delay! Enjoy! - Farryn ~~~ Change log What has changed compared to the previous lore. Spell Roster for Teachers and Simple Folks An easy-to-access roster for teachers to save them time scrolling through the lore to see what spells their students will know. “For many years have the clerics of Tahariae walked upon our realm, bearing the light of the Aengulic being, Tahariae, to bring forth purity to the realm. These descendants are known for their ability to heal the maimed, and take up arms against the growing darkness through the use of His light. Utilizing it not out of good will; rather evoking His power out of necessity, that purity must be achieved for the sake of all. Yet the path of the cleric is proven to be a hardened journey to take; it is not advised for those who desire a peaceful life.” - Extract from a journal of a cleric of Tahariae. Tahariaen Clericalism Overview Tahariaen Clericalism, also known as Clericalism or Clerical Magic, is a form of Deity magic that is strictly used by the clerics of Tahariae, the adherents of the Aengul of Purity, Justice, and Judgement. Tahariae strives for complete purity within the realm of mortals; a land where there is no taint, darkness, or impurity. A place where all wounds are healed and suffering is vanquished. Many believe that the clerics heal and fight impurity out of goodwill and kindness, yet that is not the case; they do so out of necessity because it has to be done to bring forth purity and to keep the darkness away from overcoming all. To fulfil their patron’s desires, the clerics have been given the ability to wield His power through invoking divine light. Clerical magic is divided into four sub types: Priest Healing, to heal wounds and impurities within the mortal body. War Clericalism, to eradicate living impurities that roam the land and threatens mortals. Holy Alteration, to tackle impurity through limiting the corruption and ensuring purity is kept when clerics aren’t present. Lastly, Divine Wardenism, where more advanced spells are used through the use of sunlight. A single cleric is capable of learning all four subtypes to their maximum level. However, it must be noted that if a cleric knows Priest Healing and War Clericalism, one of the two will be slightly weaker than the other (see more in Effects of the Magic). For a person to use these powers, they must be connected by a cleric who knows the connection ritual. The connection serves as the most important aspect for the clerics, the connection itself serving as the bridge which allows the Aengul’s power to reach them. However, the user must be taught spell by spell, and they must allow their light to develop naturally so that they can use stronger abilities. It should be noted that the clerics follow a very strict set of rules and traditions, some of which are set by their very deity, that have been known to limit a cleric’s lifestyle. These rules are known as the Tenets and Utterings; They must be obeyed at all cost for they prevent clerics from performing acts of impurity, keeping their attention on the task at hand. Violating the Tenets, and some of the Utterings, will result in a cleric’s disconnection - the removal of their bridge to Tahariae and His magic. If someone wishes to become a cleric, they must be made fully aware of the rules as well as about disconnection both in character and out of character. If the student is not aware, the chances of the student being disconnected are extremely high. Down below are the Tenets and Utterings fully explained. When a cleric dies, their souls do not go to their racial afterlife but rather pass through the soulstream before being brought to Tahariae’s Realm where they spend all eternity by Tahariae’s side, watching the clerics of the living perform their duty. No one knows for certain how the clerics appear as within the realm but many hold different beliefs to such. One thing that is certain is that Tahariae sends back these souls in the form of messengers, to give messages to the clerics or to provide guidance when needed before bringing them back to His realm. These messengers are extremely rare but are treated with utmost respect, for they were clerics who too aided in the mission but have long passed. The Light Tahariaen clerics are gifted with the ability to channel their patron’s power into the mortal realm through the form of light. How this is done is through the connection between Tahariae and the cleric. The cleric must pray to Tahariae to open the connection between them, while more experienced clerics can willingly open their connection through powerful emotions. When this connection is open, Aengulic energy will flow from Tahariae into the cleric; using the connection as a bridge. From here, clerics can bring forth energy in the form of light and use it, as long as they know the spells from their respective subtypes and how to use them. Once the cleric has done what they needed to do with the light, they must reseal their connection, causing the Aengulic energy to return to Tahariae. A more unique aspect regarding the magic clerics use is that a cleric’s light can take on the colour of one of the four hues of Tahariae, upon being connected to the Aengul. The direct purpose and reason for these four colours are unknown, but each colour holds its own unique trait and representations. Some clerics believe that the colors represent what Tahariae sees most within a cleric’s heart, or what sort of cleric they will likely become. White - White is the light colour seen as the Light of the Wise and the Pure. It is said that clerics who bear this coloured light are the wisest of the clerics, the keepers of lore and relics. It is said that they are the ones who serve well as teachers and speakers of Tahariae’s name and glory. Blue - Blue is the colour seen as the Light of the Determined and the Warrior. It is said that clerics who bear this light boast the greatest willpower of clerics, the ones who are always the first to heal wounds or ready to fight against the darkness. Some consider them as the grunts of Tahariae and the ones actively out on the field. Gold - Gold is the light seen as the Light of the Selfless and the Knight. Clerics who bear this light are rumoured to have become clerics to protect those they care about and use the light of Tahariae to bring good to the world. They tend to bear a great amount of valor and bravery within their hearts. Silver - Silver is the light seen as the Light of the Devoted and the Servant. Clerics with this light are supposedly those with pure hearts as they fully devote their heart and soul to Tahariae and His mission. This is the most ambiguous of the lights, as clerics bearing the silver light can bear aspects of the other lights; selfless, determined, and wise. Many powerful clerics and leaders bore this light colour. Clerics who have grown attuned with their light may find certain changes within themselves and their radiance. On some occasions, a tier 3 cleric’s light can take on a second colour: the colour of the cleric’s aura. This secondary colour can appear as a tint, shade, or hue while the cleric’s light maintains the primary light as a base, while the light self may take the form of tendrils, water, fire, or any other element but will not behave as that element. Meanwhile, tier four clerics would soon notice their eyes could change colour - changing into the colour of their light, glowing when their connection is summoned. For example; a cleric who previously bore brown eyes and a blue light will find themselves bearing brilliant blue eyes that are the exact same as their light’s colour. In roleplay, there are many speculations as to why such changes occur, although some clerics presume that these are signs that the light has becomes part of the cleric and represents their true personality, symbolising they have embraced their role as a cleric. A reminder to the clerics of who they’ve become, and who they serve. If a cleric’s light holds two colours, the outer ring of the iris will hold the light’s primary colour, while the inner ring of the iris (closest to the pupil) will bear the light’s secondary light. These changes are not compulsory, therefore a cleric can oocly decide if their character’s eyes and light will gain these new effects. Additionally, a cleric’s primary colour, the colour gifted to them by Tahariae, can change into one of the other four lights fully. This occurrence happens when a cleric shows more of another light’s traits than the one given to then. For example, a cleric bearing the gold light may see their light become silver as they become more devoted to Tahariae’s mission rather than using it to protect their loved ones. This change in colour takes a few days to occur, although some may shift faster than others. As one’s personality and views can change countless times, there is no such limit as to how many changes a cleric’s light may have. However, a more darker visual for the clerics is the appearance of glowing veins when a cleric is entering Extreme Clerical Exhaustion (see Effects of Magic for more details). This effect occurs when a cleric is nearing the danger zone for their body, as it is beginning to struggle channeling more Aengulic energy after a long period of time. The veins appear where the light is being channelled out of, such as the hands or finger, and they will grow with time as a cleric channels the light. This serves as a direct warning to other clerics, letting them know when a comrade is in danger of over exhausting themselves… or a sign to potential enemies the cleric is growing easier to attack. Summoning the light After a cleric has been connected to Tahariae, they are now capable of summoning Tahariae’s light. However there are two ways that a cleric can summon their light. One used more commonly but takes longer, while the other is more exhausting and slightly faster. Yet both are vital to summoning the light. The most common and easiest way is through the use of prayer. This prayer could be rehearsed or made up on the spot, sung or gently whispered, and can be in another language but must be stated clearly to Tahariae. This prayer is to ask Tahariae to lend them His power so that they may use it to perform their duty. A cleric would offer a prayer to Tahariae out loud, asking for his power with a clear explanation for what they will use His power for. Summoning a light by this method typically takes three to four emotes, but two emotes is the minimum limit. For example: Ashanaak would take a deep breath as he concentrates, beginnings to recite a well rehearsed prayer under his breath: ‘O Tahariae, Divine Aengul of the Seven Skies. Lend I, Thy loyal servant, Thy glorious light to restore the one before I to full purity. Let their wounds be healed and their pain be no more.’ A soft glow emerges from Ashanaak’s palms, while a fair breeze comes from the cleric. His robes fluttering as he concentrates. His eye glowing bright like a sapphire. A few seconds later, the light emerges forth in a radiant blue light, flaring over his fingers. He turns his eye towards the wounded and approaches, gently placing his hand upon their wound. The light flooding forward as he repeats the prayer once more. The second option is a more advanced yet difficult method; the use of emotions. This technique is commonly referred to as ‘Silent Connecting’ or ‘Emotional Connecting’, due to the lack of words spoken to open up the connection and the use of emotions to do so. When a cleric wishes to summon their light, they must focus on summoning forth their emotions and direct them to the connection in order to will the bridge between Tahariae and themselves open. They use the emotion to fuel themselves with power in order for the cleric to will the connection between them and Tahariae open. For Priest Healing, the use of determination and the urge to save a life are the key emotions for summoning the healing light. Whereas the use of rage and urgency to end those of impurity are key for summoning the war cleric light. Due to this method requiring full focus and practice, this method isn’t taught until a cleric has been connected for a good amount of time (Tier 4). This method is useful for life threatening situations, such as healing someone whose injuries are severe and need treatment swiftly, or within the midst of a fight where praying would distract or cost the cleric their life. However, this method is far more exhausting than praying as it is the cleric using their will and emotions, rather than praise, to open and close the connection. Elvira concentrates on her connection, taking deep and calm breaths. The cleric’s posture remains strong as she takes a calm stance and she would begin to focus. Within her eye, fury and anger would flare up within. Her breathing becomes sharper as a soft glow emerges from her palms. With a deep breath she would release her anger, going to will her connection open. The air around her heats up greatly while her eye glows silver, the connection formed. Around her palms, hints of light begin to appear. A few seconds later, a gleaming silver light with crimson hues would roar into existence, a powerful aura radiating from the cleric’s light. It flares quite uncontrollably in her grasp as she turns to face her opponent. When a cleric summons their light, they are free to describe if the summoning of their light effects the environment or themselves by just a little. These effects are visual and rather minor and do not aid in terms of healing or combat, instead these effects make a cleric’s light summoning different than others, reflecting their personality. For example, a cleric with a fiery personality may cause the air to grow warmer by a few degrees, whereas another cleric may cause a small breeze around them. These effects will not cause any issues within combat RP but helps show the cleric’s power and personality a bit. After a cleric has completed their task, they must cut off the stream of power coursing through them. However, this is not an easy task as stopping it is like damming a rushing river. The cleric must focus solely on thinning and closing their connection. Should they be too exhausted by the time they attempt this, it is very likely the cleric shall fail to maintain focus, and thus be overwhelmed by Aengulic energy until they fall unconscious. Upon becoming unconscious the connection shall simply cut off. It is important that exhaustion is emoted after closing the connection such as: sweating, panting, wobbling, etc. as the cleric’s mortal body would not have been made to channel Aengulic power for an extensive amount of time. The cleric can decide what effects the cleric will show when unsummoning their light, but they must emote exhaustion in any form. This typically takes one emote but two or more emotes are fine. Example: The cleric lowers his hand, focusing once more as they go to close their connection slowly. The light gradually begins to fade away from his palms, while the air returns to normal. The clerical light soon vanishes, leaving the cleric exhausted and panting. Connection and Disconnection Connection Connection is the process in which a descendant is connected to Tahariae, forming a bridge between the descendant’s soul and the Aengul. This connection is a spiritual bridge and shield around the soul, allowing the cleric to be able to receive and send back Tahariae’s power, as well as for the Aengul to send visions to the clerics when necessary. It is this connection that makes a descendant a cleric, what allows them to bring forth the Aengul of Purity’s light to heal and fight. A descendant can be connected to Tahariae through another cleric who knows the connection ritual (They must have an accepted TA). The descendant must kneel before an altar devoted to Tahariae, while their teacher to be is knelt by their side. The teacher must channel their light into the descendant and call to Tahariae, telling him of the willing descendant and how they wish to join his ranks, how they will bring forth purity into the realm, and bring forth glory in his name. The descendant would then feel a powerful gaze settled upon them where they must recite their own prayer, to truly show their devotion and fealty to Tahariae. From then, Tahariae will bestow one of the four lights to the cleric, connecting the cleric to him. When Tahariae connects to the descendant, the mortal would be surrounded by the colour of their own choice, will feel overwhelmed by the sudden rush of Aengulic power channelling through to them, which could potentially place them into a coma if the teacher has not bathed them with their light beforehand. The teacher would help take most of the power through their own light before vanishing their light, taking the blow for the student. Both would be left exhausted but the descendant would successfully be connected. Therefore allowing them to learn the divine invocations. It is advised that the descendant makes the MA right after being connected. The teacher can emote the descendant seeing a silver stag in their mind, or a powerful aura gazing down on them for faint development and interaction, as well as create tension and make the roleplay interesting. However, the cleric cannot emote out as speaking as Tahariae, which only a Lore Master can do. Furthermore, the person being connected can choose one out of the four main colours to bear OOCly and the teacher has to emote them being surrounded by such light. Upon being connected, clerics can only draw power from Tahariae through their connection with the Aengul. If they were mages before becoming clerics, their Voidal magic would decrease in power immensely, and would quickly fade as the cleric grows in power. A clear example of this decrease would be a Tier 5 water evocationist suddenly becoming a Tier 2 in power upon connection. By the time they are a Tier 2 cleric, they would not be able to use water evocation anymore. If a cleric served another Aengudaemon or a dark force prior to becoming a cleric, their connection to the (un)holy host would need to be severed before connection to Tahariae. Connections with multiple other connections are strictly not allowed. Furthermore, the connection protects the cleric’s soul from being corrupted by any dark magic or changed into a dark being by soul corruption. Once a servant of the Aengul, the cleric is placed under Tahariae’s protection, stopping them from becoming the very creatures they have faced. While the body of a cleric can still be tainted, the soul cannot. Although silent, the Aengul of Purity still ensures the safety of His followers by sparing them the agony of becoming impure against their will. Fi mages will not be able to halt this protection with their magic as it is coming from Tahariae, instead of being channeled through the cleric and entering the mortal realm. Disconnection Disconnection is the opposite to connection. It is a powerful yet devastating spell; with the power of disconnection, a cleric can remove the ability of any other cleric of or below their level of power to use the power of Tahariae ever again. The easiest way to understand disconnection is attempting to cut a rope by burning it with a candle’s flame. If the connection between Tahariae and His cleric is a rope, then the disconnector (the candle) focuses their light (the flame) on this bond and burns it away. The cleric has to be a teacher, with an approved TA, in order to know the disconnection ritual. Disconnection can only be performed on a cleric if said cleric has broken one of Tahariae's five tenets or any established rule that has disconnection as the main punishment. This is because the cleric has disobeyed Tahariae and broken His trust, therefore they are no longer trusted with the Aengul’s power. The cleric would be deemed a rogue cleric, finding their growth in power as a cleric having ceased. Other clerics will have to hunt them down to their power and connection to Tahariae. The disconnector must find out about the tenet breaking ICly. The only exception is if the LT or MAT feels the to-be-disconnected cleric is a particularly bad cleric, in which case they will notify someone with the ritual to perform the disconnection - the LT is allowed to play as Tahariae to give forth a vision of the cleric that requires disconnection, although this only occurs when the rogue cleric is causing mass murder or situations that are utmost serious and requires the cleric handled as soon as possible. Abandoning clerical duties (i.e., not healing the injured when encountered, no longer praying to Tahariae, ignoring unholy creatures, et cetera) easily breaks the Third Tenet, arguably the Second as well. Clerics who do such will be disconnected by an elder cleric with knowledge of the spell. Abuse of their power is also disconnection worthy, such as using War Clericalism spells on descendants for no reason, or to do harm. Player inactivity does not bring forth disconnection. This rule only applies to active cleric characters. Inactive clerics are assumed to have been called on some quest into the wilderness and thus have not had the opportunity to ignore wounded or the spread of unholiness, because they simply aren't around the main locations, rather they are somewhere else. A cleric can also request a disconnection on themselves, should they feel as though they are not suited for such duty or if they feel as though their time being a cleric is over. This disconnection will still be extremely painful for the cleric being disconnected, however they will not be shamed or seen as traitors by the clerics, although Tahariae will not reconnect them. Unlike those disconnected for breaking the rules, those willingly disconnected will not suffer the disconnection effects permanently, the effects wear off after two ooc weeks. To disconnect a cleric, the elder cleric must gather up all of their rage and fury, meld it with how Tahariae feels regarding the cleric's decision. The cleric will summon their light within its most chaotic state and place their palm upon the other cleric's chest. They must send their light deep into the cleric, deeper until the light enters a spiritual state and approaches the soul of the cleric. It is there that the elder cleric must allow their light to burn away at the connection until nothing remains. Upon the connection being broken, a short beam of righteous light flashes out before vanishing, indicating that the process is complete and that the cleric has been disconnected. The severed connection between the cleric and Tahariae is incredibly painful, a burning throughout the cleric’s entire body due to the connection being entwined with the soul. Once the disconnection has happened, a range of after effects that include (to varying degrees the player of the disconnected cleric decides) severe depression, auditory and visual hallucinations, psychosis, and anxiety. The most noticeable is that the cleric would no longer feel whole, as if they are missing something - they will no longer feel warmth and will constantly long for what they are missing, even if they do not know what it is. They can search and find a way to replace it, yet the empty feeling would simply stay with them. What is missing is a part of their very soul, which has been brutally ripped upon the connection being torn. They may become followers of other patrons, but the disconnection shall never be forgotten by the patron they betrayed, and they are forever unable to be reconnected through the connection ritual. If the cleric has been disconnected for breaking the Tenets or certain Utterings, these effects never disappear, even with the application of holy magic, as this is the price every cleric may face for disobeying the Aengul of Purity. Those disconnected may find their symptoms temporarily relieved through mental healing, but they will return in full-effect after only a few days. These effects are permanent for those who break a Tenet or Uttering, whereas temporary for those who were disconnected willingly. Tier Guide and Describing the Magic Cleric magic doesn’t work in a tier system like most other magics, where a cleric feels a tremendous rise in power after a certain amount of time. Instead, it’s a gradual growth in power. The speed of this rise in power is determined between the teacher and their student, but the standard time is around each of the tiers The tiers are used to mark specific points in their growth where they have adequate skill to learn certain spells since being connected. For example, the cleric will have to be connected to Tahariae for three weeks in order to learn the tier three healing spells. Power progression does not end after reaching Tier 5; someone who has been a cleric for a year will be a far better healer than a cleric who just reached Tier 5. Someone who just reached Tier 4 will be a poorer healer than someone who is almost to Tier 5. The Tier system serves more as a teaching guide, aiding teachers in noticing what spells a cleric can learn within a tier or whenever the cleric can use such spell at their current tier. When it comes to a cleric describing the magic in roleplay, the cleric is not limited as to how they can emote or use the spell. Clerics are free to add their own small twists onto summoning/unsummoning the magic, whenever it be chanting rather than just reciting a prayer, describing the hum of energy as it coalesces into your palms; have your light manifest in tendrils that rush down your arm; have wind suck in towards you when you summon energy, and so forth. There are many options that a cleric can do to make their own emotes unique to them and are heavily encouraged to make their emotes reflect their character. The clerics summon and using the power of a god, therefore make sure your emotes reflect that! Clerics can emote their magic however they wish or feel comfortable with, so long as it is not powergaming (such as the light taking the form of massive tendrils that can squish a dark being, etc) and purely aesthetic, do consider other players as well but adding more unique aesthetic descriptions help to provide more in depth roleplay for everyone. Effects of the Magic Effects on the cleric It should be heavily noted that the mortal body was not made to channel Aengudaemonic power through them, this applies for the clerics. Unlike voidal mages, clerics do not suffer long term physical drawbacks from using their magic overtime, as having their bodies wither while using the power will greatly hold back their duty. Their magic, however, is exhausting to channel for a long period of time when they have their light summoned. As the cleric practices channelling their light, the connection between themselves and Tahariae grows, allowing them to summon more and more power without becoming overwhelmed. However, a cleric will have to be careful when they are channelling their power, as well as knowing their limit to how many spells they can cast. The more spells the cleric uses, the more exhausted they will face (depending on their tier). This state is known as Clerical Exhaustion and is always recognisable through a cleric unsummoning their light and appearing exhausted through sweating, panting, potential struggling to stand, etc. However, this is not a dangerous state and is perfectly natural as the cleric will just need some time to relax and rest to regain their strength. Extreme Clerical Exhaustion, however, is the more dire and urgent stage of Clerical Exhaustion that will potentially endanger the cleric. This is common amongst newer clerics as they are likely to try and heal a wound they are not ready to heal yet, unaware of their limit. However older clerics have shown to willingly enter this state in order to save a life or keep fighting against the darkness, pushing themselves to ensure their duty is done. If a cleric keeps channelling their power for an immense amount of time, they will exceed over their natural limit and are in danger of a range of extreme exhaustion and effects. For example, a cleric going over their limit will begin to suffer from mass exhaustion, nosebleeds, temporarily going pale in the skin, tiredness within the bodies, extreme nausea, potentially falling into an unconscious state or coma, even death should a cleric go completely and beyond their limit. Once again, it is up to the cleric user to decide what effects their character will show upon entering this extreme state. However, Extreme Clerical Exhaustion is evident when casting, appearing as a radiating light coursing through their veins and channelled to a focal point of their choosing, often their hand. This helps to inform nearby clerics that their comrade is going over their limit and will need someone to take over or aid them in whatever they are doing. This sign of Extreme Clerical Exhaustion will occur for all clerics, therefore it must be emoted when the cleric is going over their limit. If a cleric knows both Priest Healing and War Clericalism, one of the two subtypes will be weaker than the other depending on which one the cleric uses most. If a cleric uses war clericalism more than healing - their war cleric spells will be powerful and swifter, yet their healing will be much slower when it comes to summoning and feeling more exhausted upon using the healing subtype compared to the other subtypes. This applies vise versa - cleric who knows priest healing will find using war clericalism spells slower to summon and more exhausting to use. This is believed to be because of how the two subtypes require two different forms of light - one gentle and peaceful, while the other is chaotic and raging. The cleric’s body grows more accustomed to using one light, thus finding the other more difficult to perform. Despite this, the cleric can learn and master all the spells within both subtypes but will find channelling one of the subtypes harder. This only occurs with Priest Healing and War Clericalism, therefore Holy Alteration (minus the Healing/War Blessings) and Divine Wardens are not affected. However, finding a balance between Priest Healing and War Clericalism through training is difficult, causing some clerics to rely on relics in order to give them an advantage in the weakened subtype. Effects on others The key thing to know about Tahariaen Clericalism is that the magic affects anything considered impure and corrupted within Tahariae’s eyes, those that go against the Aengul’s ideal perfect world. The lights of Healing, War, Alteration, and Wardens each affect impurity, although each light holds a faintly different effect than the other. There are two known groups that this magic affects; Dark Beings and Dark Mages. Dark beings are terrifying and corrupted creatures, defying the cycle of life and death by being undead, bearing darkness within and those who desire the lifeforce of descendants to strive over the land. They are a dark force that goes against Tahariae’s views and a cleric has to eradicate the dark beings they meet before they cause harm to those around them. These creatures includes: Ghouls / Morguhuuls Wraiths Dreadknights Ghosts Shades Liches Drakaars Gravens Strigae Deathstalkers Any other creatures that specifically state in their lore are affected by holy magic. Dark Mages are descendants whom taken up the dark arts for many reasons unknown. While clerics cannot harm descendants in cold blood, dark mages are an exception of this rule as they wield magic that can create tainted beings, and bring corruption through to others. Clerical magic will still heal them, but war clericalism, warding, and combat based Divine Warden spells have no direct effect on the mage’s body due to them still being a descendant, although any blunt damage from the attacks will still be received. However, the spells of the mage will still be directly affected by the light, such as a dark mage using drain. A cleric can counter it with an orb of light or Flames of Reckoning, but the spells would not cause any burns or damage to the mortal’s body. Although seen as dark by ideals, Frost Witches are not as affected by clerical magic compared to most dark forces, although healing a Frost Witch will prove difficult and hard due to their bodies being more ice than flesh. While the clerical light does affect those deemed as unnatural, sometimes the clerical light will not affect those deemed unnatural due to them belonging to an Aengudaemon that does not attempt to cause impurity purposefully, or that they are creatures who have been bringing forth more purity or bearing a similar mission to the clerics. Such as the Ascended, Keepers, and Druids within Soul trees - although they can be considered deemed unnatural, the clerical light affects them the same way as Descendants. The reasons why is because the Keepers were made through Tahariae’s own assistance in terms of giving Xan the blueprints and the form the cleric see the keepers use is a body full of divine ichor, while the soul is residing within Xan’s realm. Ascended are not affected negatively due to them being more arisen than the normal Descendant, which allows for them to be immortal and use such magic that can heal impurity within the soul. Soul trees are the exact same as Keepers, only relating to nature instead of holiness. Some speculate that they are not affected due to Tahariae considering them beneficial toward Purity, even if they are causing slight unnatural. Why rid of those bringing greater purity than they are of causing minor impurity - is an ideal some of the clerics follow. Priest Healing’s light does still cause agony to impure beings, such as ghouls, etc, but the healer cannot keep contact with the being they are attempting to heal. What happens during this is that the healer will find themselves overwhelmed by immense power and more likely to be rendered unconscious. This is because the creature they are healing holds an infinite amount of taint and the light is flooding forth to constantly burn the taint as it is being replaced by more taint. The cleric essentially wears themselves out swiftly. As for the dark beings, upon being touched by the healing light, they would feel as though they had attempted to touch a boiling hot piece of metal with the area that was touched. However, with all lights, they follow the same effect when being touched by a dark being when outside of healing or combat. As Tahariae’s light targets anything impure, it is natural for the light to slowly begin to burn away at the impurity within the body. What happens exactly is that the longer an impure remains in contact with the light, the more damage is caused to its flesh until the light begins to actually burn the flesh. At first, the pain will be durable and not physically harmful but as time goes on, the pain intensifies as the light burns into the flesh, like holding onto a hot piece of metal for a long amount of time, and erodes away at the creature’s form. The physical damage does not appear immediately unless caused by physical weapons or if the impure is under attack by Flames of Reckoning (which usually appears around 2-3 emotes without releasing the impure.) This process usually takes up to five or six emotes without letting go of the dark being. Holy Alteration can affect impurity in a range of ways, depending on what spell is used. Warding affects impurity by either revealing disguises formed by dark magic or means, containing land taint, or by preventing the use of dark magic within a radius. Blessing will cause the same damage War Clericalism causes upon contact, able to cause physical damage the longer the blessed item is touched by an impure. (Art belongs to Genzoman from DA) Priest Healing ‘Go forth, My healers, onto this world. Bring forth My Light to those who are ill or harmed by the shadows, end their suffering through comfort and peace. Let My Radiance cleanse and purify their wounds to nothing.’ Priest Healing is the act of calling upon Tahariae’s light in order to heal those who are hurt or suffered by the hands of the dark or others. To Tahariae, the wounds and suffering of others are deemed impure for how he sees the world, for they are unneeded and cause only displeasure to all in the mortal realm. How this is done is through channeling the power through the cleric and they must focus their power on a wound, and concentrates on what the site of the injury appeared as and how it functioned before the injury occurred. A cleric must have a clear and detailed understanding of what they are healing in order to do the healing right; failing to properly understand a wound or ailment will result in either scarring or simply not fully healing. Greater wounds require power only attainable with larger connections, as well: muscles will require more energy to heal than a cut, bones even moreso, et cetera. Failure to have the power necessary for a healing will result in extreme exhaustion or a coma for the cleric. When a cleric is healing a descendant, the light is soothing when it comes in contact with a wound and automatically eases the descendant from any pain they are in. The light helps stop the pain and gives off a comforting feeling for the descendant being healed. Those around will feel a calming aura come from this light, as it represents the more gentle and warmer side of Tahariae, the healer. Bodily taint and curses are the only exception to this; when healed, taint and curse will cause incredible pain to its host as the taint will stick to the body to try and stay there as the light burns it away. The Spells of Priest Healing Necessary Notes on Priest Healing Reattachment - A cleric can reattach extremities and limbs, but only within an Elven week (one ooc week) of not being attached to the body. Furthermore, the cleric must have the very limb that was sliced off in order to reattach it - another body limb from someone else will fail as it does not belong to the body you are attempting to attach it to. Healing Animals and non descendants - A cleric can heal an animal that is not impure or deemed dark by Tahariae, as animals are seen as natural and needed within the world. Non-descendants (races outside of the four main races, such as Kha) can be healed also, as long as that they are not impure or dark in any form. They also must be organic, meaning that golems and non-organic beings cannot be healed. Pain while healing - Clerical Healing magic does not cause pain to the descendant being healed, except when healing taint and curses. When healing taint and curses, the process will be extremely painful for the afflicted person, the pain varying depending on where they are cursed and tainted but the pain will always be higher than just a very bad stomach ache. Extreme Healing - Extremely skilled clerical healers may even be capable of repairing what a body cannot do on its own, but this is one of the most difficult things a healer can perform. While more simpler spells do not require biological knowledge of the body, extensive knowledge is required for more difficult wounds that are beyond the simple spells. For example, If one were to attempt to cure blindness that occurred after birth, for example - years of preparation and study would have to be made, along with very practiced hands doing the ritual. Multiple clerics performing the spell would be strongly advised, if not necessary, for a satisfactory result. The interruption of or a break in concentration during any healing is dangerous, requiring the cleric to divert focus to holding their connection with Tahariae. With an affliction the body cannot restore naturally, failure to complete the healing will result in a coma that will inevitably lead to dehydration, starvation, and death, Priest Healing and Dark Beings - All cleric magic causes agony to unholy beings. However, Priest Healing connection does not allow for them to hold contact upon the unholy creature, and the healer would almost immediately be overwhelmed by their light and rendered unconscious, as they are trying to "heal" infinite taint without sufficient power. The same result would occur if a cleric attempted to use their magic on the creations and magic of unholy entities. As for the dark beings, upon being touched by the healing light, they would feel as though they had attempted to touch a boiling hot piece of metal with the area that was touched. Priest Healing and Dark Beings 2#: The only tainted beings that can be healed by a clerics are Shades and Fjarrauga (Frost Witches), but their wounds are far more difficult for a cleric to heal than a normal mortal’s. The Shade would feel mild discomfort at the presence of the light and a cleric would be half as effective healing them as a Descendant, and a Frost Witch would feel incredible pain while a cleric would be a fourth as effective healing them. Soul puppetry and Shades - Tethers created through soul puppetry can be removed in the same way as newly-born shades. The connection between a soul puppet and the victim forged by a soul puppeteer is a curse, and is broken by operating on the victim (not the puppet). Newly-born shades require a powerful war cleric to exorcise, as does ghost possession. These would be done at great pain to the host. This is done by burning the tethers between the curse/shade and the victim through the use of Purification. Redlines for Priest Healing Priest Healing is not an offensive magic in any shape or form. Although Light in any form causes extreme pain to dark creatures, the cleric will be quickly exhausted and fall unconscious within seconds of attempting to purge the unholy being. Resurrection is impossible for clerics. Only the monks have power to do revive the dead. Full Regeneration (the growing) of complete limbs (i.e., arms and legs) is impossible for clerics. Regeneration of extremities (fingers, eyes, et cetera) is mostly impossible. While full regeneration of a limb (such as fully regenerating a whole leg) is impossible, a cleric needs at least part of the extremity in order to regenerate it. If it is attempted, the regenerated thing shall flake and turn into dead tissue that disappears by the end of the Elven day. Extremities of simple muscle and cartilage, such as the nose, outer ear, and tongues, can be gradually regenerated over a minimum of three healing sessions within a week of the removal. If attempted after a week, the tissue would flake off and be gone by the end of the Elven day. Clerics cannot also regenerate blood that is lost, therefore the patient will slowly recover from blood-loss naturally. A cleric with Priest Healing cannot possess or learn a Dark Art. They must lose their unholy connection prior to receiving the holy one. A cleric with Priest Healing cannot possess or learn Arcane magic while connected. If possessed prior to connection, the cleric’s ability to use the Arcane art would diminish to half the original tier upon connection. It would halve again once the cleric reaches Tier 2, and would be unusable by Tier 3. All cleric magic, no matter IC belief, comes from Tahariae unless specified otherwise by the LT. Connection of body parts that were not originally the patient's is impossible, i.e. replacing an eye or transplanting an organ. If it is attempted, the connected organ or limb shall flake and turn into dead tissue that disappears by the end of the Elven day. A cleric cannot draw body infused taint into a gem. Lore for this taint-holding gem would have to be written. Any old gem or a blessed gem cannot hold taint. You can't use cleric magic to expel sizable amounts of non-biological material from the body, such as water from lungs after drowning or large pieces of shrapnel. Tiny amounts of material that cannot be removed mundanely can be destroyed with cleric magic. These materials will have to be removed mundanely. It is the patient's choice whether or not a healing works. If they do not wish for the healing to work, or want scars, then the cleric's magic shall have no or little effect. Mental healing cannot be done in a single session or without the communication seen in a therapy session. It requires multiple sessions and a proper therapy session. This is done through the use of Calming Light on the mind and mundane therapy sessions. However, clerics cannot heal mental illnesses or mental disabilities such as dyslexia, etc. Healing can take multiple emotes but summoning the light must take a minimum of two emotes -the first including the prayer, while the second involves the light coming forth. The next emotes can vary, while vanishing the light can take one or two emotes. (Art belongs to unknown artist) War Clericalism ‘Go forth with My Power, and eradicate the impurity within the realm. Do not allow the darkness to reign over the realm and harm all. With the light of war, shall you be able to combat the darkness and help purity prevail.” War Clericalism is the act of calling upon Tahariae’s light for the use of combat against the darkness that roams the realm in the form of undead, dark beings, and dark mages. To Tahariae, these beings are a disgrace to His ideal world of purity, a stain upon a white canvas that needs to be removed. Thus, the art of War Clericalism was formed to combat against these threats and ensure that purity is kept through such. Those who know this art are capable of summoning orbs of light that knocks back foes, while others can bring forth chains of light to held tie down an impure while another cleric goes to finish it off. The stronger the cleric’s light is, the more capable and powerful the cleric will be against the darkness. It should be noted that unlike Priest Healing, War Clericalism requires a light that is more chaotic and unstable, which can be powered through the use of emotions such as rage, fury, and determination. As stated in ‘Effects of the Light’, the longer a dark being is touched by a light, the more pain and physical injuries are caused by such. This certainly applies here with war clericalism, the very art made to harm dark beings. The Holy War Light, Palm of Radiance, and Chains of Damned follow this process - the dark being will be slowly burned the longer they are touched physically by these spells, but they can pull away when able. This harm rate takes an estimated five to six emotes/turns to increase to a mortally dangerous level (when the light will cause a great amount of damage to the physical body such as burning through the flesh). Simply holding the dark being while your hands and body are surrounded in light will also follow this same effect. Spells such as Pulsing Light, Orb of Light and Sacred Aegis are more defence based or vanish a few seconds after contact, meaning that the burning effect will not occur for these spells as contact will never be held at a longer period upon contact with a dark being or mage. Flames of Reckoning, however, holds a faster harm rate than the other war cleric spells, due to the raw power and emotions within the spell. The flames will cause more damage than the normal spells, thus making this spell more dangerous towards dark beings. This harm rate will take an estimated two minutes to increase to a mortally dangerous level (when the light will cause a great amount of damage to the physical body such as burning through the flesh). However, in exchange for this power, the clerics themselves will find themselves more exhausted and tired as they keep fuelling this particular spell. War Clericalism spells do not affect descendants or dark mages exactly how they harm dark beings but can instead still cause blunt damage through force and physics. For example: being struck by an Orb of Light will not burn the descendant but the small explosion will be enough to knock them back - this applies for Pulsing Light, Orb of Light, and Chains of Damnation (which can cause slight crushing when tightened). Each spell requires a different level of expertise. As a rule, offensive spells should take at least three emotes to summon the light, and a fourth to cast the spell, in order to keep roleplay fights fair. As with priest healing, war cleric magic is a gradual growth, not one of incremental leaps in power after given time periods. Following are the descriptions and lengths of time a cleric is considered each tier. Clerics can roleplay the magic however they see fit and however they interpret the magic, provided it does not powergame or break the lore. Some spells will have an Advanced Form within their description, explaining that there’s an advance part of the spell that can be achieved when a higher tier is reached. The Spells of War Clericalism Redlines for War Clericalism A cleric with War Clericalism cannot possess or learn a Dark Art. They must lose their unholy connection prior to receiving the holy one. A cleric with War Clericalism cannot possess or learn Arcane magic while connected. If possessed prior to connection, the cleric’s ability to use the Arcane art would diminish to half the original tier upon connection. It would halve again once the cleric reaches Tier 2, and would be unusable by Tier 3. All cleric magic, no matter IC belief, comes from Tahariae unless specified otherwise by the LT. Pulsing light does not hold a powerful enough force to send foes flying into a wall 40 blocks away from where you are standing. The cleric must be 1-2 blocks close to their opponent to be able to use this spell effectively. Palm of Radiance will temporarily blind others and clerics but not the cleric using the spell. You cannot force someone to be permanently blinded by the Palm of Light spell. Orb of Light allows for a maximum of four orbs to be summoned at once - with two floating around the cleric on standby, while the other two are ready to be thrown. The two orbs on standby MUST be moved to the cleric’s hand in order to be thrown. While clerics can mentally move the light within a five inch radius of their body, trying to throw the orb mentally out of the radius will result in the orb fading as it requires physical movement to be successfully thrown. Sacred Aegis cannot be used to shield anyone else but the cleric in terms of using the spell on. A cleric can, however, act as a meat shield, when using this spell. However, this spell only blocks dark magic and dark-based attacks - it will not be effective against normal physical or magic attacks. Furthermore, when the shield breaks, it will take an OOC hour for the cleric to be able to reuse another one. Chains of Damnation can be broken by strength and both magical and physical means. An estimated three attacks will be enough to shatter the chains by any means, depending on how powerful the person is. The max limit for the length of the chains are fifteen blocks and clerics can only summon two, one in either hand. Clerics are to not abuse this spell. Additionally - the Chains of Damnation can assist in haltering movements but the cleric cannot pull a living person towards them swiftly as physically, the cleric lacks the strength to pull the person towards them. The cleric must slowly recall the chain to them in order to bring their opponent towards them. Objects heavier than a cart full of objects will be impossible for one cleric to pull. Holy Alteration "I bestow upon you, My Servants, the power of Alteration. Give mortals blessed weapons so they too can aid in ceasing the darkness, and form walls of light to shelter, discover, imprison, and reduce the impurity within an area of choice. Be steadfast and true, and bring forth glory to My Name and My Mission” Holy Alteration is the subtype of Clericalism that allows for clerics to imbue their light within objects and areas in order to help reduce the amount of impurity when a cleric is not around, as well as aid clerics upon fighting the darkness. It is an old art rediscovered during Vailor and has grown to become a vital art within the clerics to this day. It is not uncommon to see a cleric or a guard walking with a weapon surrounded by one of Tahariae’s holy lights, or a city bombarded with spooks now bearing a holy ward to help protect the citizens within. There are three sets of spells within this area: Blessing, Wards, and Sanctify of the Dead. Blessing is the imbuing of light within an object to give it clerical properties, such as healing, damaging, the ability to store light, or a unique property. Warding is the imbuing of light within a selected area to bring forth a wall of light capable of disabling disguises made by dark magic, quarantining taint within the land, and disarming the use of dark magic within a certain radius. Lastly, Sanctify of the Dead is the imbuing of light in the form of a seal upon a dead body to prevent it from being turned into an undead, allowing for a secure burial and that the body is not used for dark means. The Spells of Holy Alteration Divine Wardenism ‘Come My Wardens, take My Light and meld it with the power of the sun. Let the two become one and open up a path to more purity. Wield fire and water alike to aid My Mission and spread the glory of My Name.” Divine Wardenism is a subtype of clericalism that is based around the concept of imbuing the light of the sun with the power of Tahariae. Whereas the normal clericalism allows for light to be manifested through the soul, Divine Wardens cannot due to this light being considerably more extensive power, even trying to pull forth that degree of power through a mortal vessel would surely do considerably more harm than good. This power relies upon both the radiance of the sun and Tahariae’s power, combining his own power with its beaming light to bless either water or flame into certain states. Unfortunately this comes at the cost for outside the reign of the sun, as the moon rises and casts its dreaded shadow his power too comes to fade. Thus, without a light-well present any blessings will fade. This subtype is known for being more ritual-based and advanced than the other areas, allowing newer and useful spells to be used. The lore for this subtype can be found here: Acknowledgement I would like to give a huge thanks to: Ventusyr - Massive thank you to Ventusyr who wrote the previous clerical lore and served a major part within the clerical community. Sad to know you have left but I am relieved you are doing much better in life now. This lore is dedicated to you, mate. The Adherent Clerics - Thank you all for the encouragement and idea giving, I probably would have given up on this if it wasn’t for you guys encouraging me on writing this lore. Love you all! Sutican Clerics - Thank you for giving your voices and views on the revamp, even if some of your ideas were wacky and a bit extreme - the awesome and badass extreme we did not need (well we need but the LT would not approve of) Cleric community - Thank you all, regardless of order or IC views, for being patient for this revamp. I know it took much longer than anticipated but the lore is now more explained and less confusing than Ventusyr’s. I trust you all to follow this lore but also use it to have fun on the server. The Dark community - Thank you all for you input, as well as providing RP for the clerics since the very beginning. I hope this roleplay makes things more interesting for you all and that you won’t feel as though the clerics are overpowering you. Vailoen /Delmodan - Cheers for giving me advice and feedback when I needed it, plus giving me inspiration and determination when I had none. Nekkore - Helped provide the Pulsing Light spell and aided in giving feedback on the lore when I needed it most. Lynxy - Thank you for working with me during the first draft of the revamp and I am sorry your ideal for war clericalism did not work out. However, your idea did provide some inspiration so you may have seen some of it worked into this lore. Pandann - Thanks for creating the Divine Warden Lore and helping me start off this project. Squirtgun - Thank you for assisting with the wards and helping in giving some feedback during our talks. Although we had a rough start, I am glad for your input (P.S: Your ward example will be included within the guide, hence why it’s not here) The overall community - Thank you all for being patient while this revamp was underway, as well as providing feedback when I asked for it (ward feedback). This revamp was to make clericalism enjoyable for both the clerics and the general community, so hopefully my effort has paid off here. And that's the lore. If you have any questions before this lore is accepted/declined, please post them below and I will answer them the best I can. If afterwards, PM myself or whoever the cleric lore rep is.
  19. The Emberhorn Clan

    ]=+ 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. += The Roster =+
  20. [Pending]Zindran's LT Application

    Minecraft Account Name(s): Zindran Skype: zindrann How long have you played on LotC?: roughly 2 years now, though I've gone on hiatus twice. Once in Mid-Athera and once at the beginning of Axios. Time zone and availability: PST(3 hours behind EST), and during this summer pretty much all day unless I have stuff IRL. Such as being that I will not be able to be contacted in the last week of July and the first week of August due to me leaving to go camping for 2 weeks. What lore are you versed in most?: Mostly Druidism, but on the other hand I would say Alchemy. I know a good bit of Ascended lore as well (and a good bit of kharajyr lore). If needed I can read more lore of multiple different things. Give a summary of any staff positions you have held on LoTC: I currently hold a staff position of ET builder, which I have held for a few months. Other than that I currently have a FM app and now this LT app. The Event Team is fun, though if you stop working then you could quickly get burnt out and eventually resign, though what I like most about it is the free-range of creativity that can be had in the builds and the events themselves if the person tries hard enough. Have you ever written lore for LoTC? (this will not augment your chances at obtaining the position of LM.): I've written lore for a potion (Cold Resistance, has not been approved or denied on the Potion Index) and lore for an herb named Nightglow of which the wiki link to it can be found here. I also made lore for another herb named Phoenix' Teardrop, the wiki link to its lore is right here. Have you ever received a blacklist or ban?: I have not, no. Who do you not get along with on the Lore Team?: I don't believe I am on bad terms with any LT member, though I have heard of some people being genuinely annoyed at some. Otherwise the answer to this question would be nobody.
  21. [✗] Dah BuTtUhr Knyfe

    Legends say that a blade of immense power was forged within the great blazing fire of Krug’s volcano, they say that this blade was folded over 10,000 times; its handle carved of an ancient tree that dates back to the time of Krug himself; it has seen countless battles, and tasted the blood of over a thousand elves… This sword was once said to have held up a mountain, and was wielded by Krug as he fought back Iblees and was said to have almost cut him in half. It's said in an ancient scroll that this sword is only one of a legendary set of weapons known as the ‘Kuhtlerry’ and is known as the strongest weapon of the bunch; it was said that it once deflected a meteor back at the Sun… After a thousand years this mighty blade has reappeared in the Nub Clan's lair, presenting itself to the Leader of the clan, Schnub'nub. The spirit of fire, Skathach, blesses this blade and chooses the most worthy member of the Nub clan to lead the clan and wield the blade. When in the hands of the chosen owner, the blade would glow with brilliant heat and be able to cut through most organic materials like butter. This is the first of many Nub Clan relics. a fearless Nub Clan leader readying himself for a duel, Dah BuTtUhr Knyfe sheathed
  22. SpiffyTaylor's LT Application

    Minecraft Account Name(s): NailmasterSpiffy Skype: You have it. How long have you played on LotC?: 4-5 years. Time zone and availability: MST though I'm generally up until about 1-2 in the morning, sometimes 6. What lore are you versed in most?: Playable creature lore, ET creature lore, magic lore and religion/culture are where I'm most knowledgeable. Give a summary of any staff positions you have held on LoTC: I've had the positions of MAT and ET for an extended period of time. Have you ever written lore for LoTC? (this will not augment your chances at obtaining the position of LM.): Not for this server, no. Have you ever received a blacklist or ban?: I have been banned once for 2 months on the account of a certain SOMEONE. You can read all about it here if you have nothing better to do: tl;dr - some bullshit I had no part of aside from me being the protagonist of a poorly thought out prank. Who do you not get along with on the Lore Team?: I get along well with everyone on the team as far as I'm aware.
  23. Daelish Culture

    -= The Daelish =- The Daelish people are a subculture of the Highlander race, they are much more brutish and “less developed” than the majority of Highlanders. Preferring town life to that of city life like others. They are distinguishable by their unique and stark clothing compared to others. The Daelish males don a kilt representing their clans tartan while the females wear their clans tartan as other accessories such as a shawl, hat or leggings. Clan Life Clan life is an important part of the Daelish culture, Daelish are either born into a clan or adopted by a clan at a later stage in their life. Clans enforce a competitive atmosphere within the Daelish. Each clan striving to be better than the next, many activities are done within your clan and clan brawls are a common occurrence to occur to show a clan's strength over the other. Each clan teaches its members to do certain things in specific, something which the clan focuses on. This could be mining, woodcutting or anything really. This way if clans are unified in a society then they can be self sufficient without having to rely on others and outsiders to source them materials, work or help. The current known Daelish clans which are unified under the Cyning Callan Gromach: Clan Gromach - The current leading clan, lead by Callan Gromach who unified the Daelish clans all under him. The clan rarely adopt anyone into their ranks, only furthering their clan by births. Their side-focus is on mining, with of course their main role being to lead and continue to unify and improve the Daelish and their standing in Tahn. Clan Ferguson - Ferguson is a clan that is responsible for feeding and keeping a constant flow of minas into the society. It is a fairly old clan filled with competent traders and farmers. Clan Guthrie - Clan Guthrie is a relatively new clan compared to the rest, being recently birthed by a strong daelishman. Their focus is on a variety of things: Tinkering, Fishing and Woodcutting. They are some of the more intelligent Daelish and have recently been tasked with creating the mechanisms scattered across their towns to slow attacks from raiders. Clan Drummond - Clan Drummond is one of the oldest existing clans and its primary focus is on mining and smithing, providing ores and equipment to the Daelish. However, one thing different about this clan is they have a duo leadership which is maintained by a sister and brother of the clan. Music The well-known bagpipe music is a core part of Daelish culture. It's famous for it's extraordinary sounds that many hate or love. Aside from their bagpipes, the Daelish aren't great fans of other forms of music, never really learning any other music or partaking in other forms of music other than their traditional bagpipe music. Religion The Daelish are open to any religion, with some being of the usual canonist faith, however a good majority have formed under the Cantyrist faith as Cathal of the Daeland has created the faith and preached it to their society, converting many. The Cantyrist Faith believes that The Creator is a enigmatic craftsman of life, going under many aliases and titles troughout culture, Cantyrism believes that The Creator does not directly intervene but instead grant mortals the ability to manipulate and change the world around them. The Cantyrist church thrives off conflict and competition. It believes that the mortal races are at their best when they are in competition of one and another. The Clergy of the Cantyrist Church are known as warrior priests, they are expected to wear armor, and fight in wars like the soldiers they represent. It holds a religious importance for the concept of War, battle, and honor. Teaching that men and women need to fight to keep what is theirs and that actions speak louder than words. Voidal magic is allowed by the church, with the exception being Illusion, which is frowned upon. The Clergy are structured like a military instead of a religious order, with rank determined by merit and ability on the battlefield as well as religious piety. Instead of venerating and strictly following the Holy Scrolls of Canonism, the Cantyrist Church has their own sacred book simply titled "The Book of Trials". Which details the eight Tenets of Cantyrism and their importance, as well as the accomplishments of mortals. The book venerates mortal willpower and their ability to change history around them, with every member of the Clergy given a copy of the book, in order to add more legends and heroes to the growing chapters of the Book of Trials. Government The government of the Daelish is kept rather simple, with only a handful of ranks within the government being on offer. These are: Cyning - The Cyning is the leader of the Daelish, they have the most authority out of everyone in the Daelish and the cyning is the one to make the most important decisions and is the one to appoint other members of the government. Ealdormen - The Ealdormen is a council that doesn't have a fixed number, it can range anywhere between 2 to 5 people. They are advisors who the Cyning confides in and gets their opinion. Some cynings have been known to use a voting system with their Ealdormen to pass certain decisions. Gesith - A Gesith is a personal assistant of a Cyning or Ealdormen, whether their assistance being in advisory, guarding or cooking. They tend to be very good at their role in assisting the person in question. Earl - An Earl is a landholder within the Daelish lands, they normally hold a large portion of land and/or have Thegns underneath him. Thegn - A Thegn is a landholder within the Daelish lands, they normally have a small portion of land. The current holdings within the Daeland are as followed: -Ponce Ponce is a small town located west of Metz, it is currently owned by the Flays after their campaign against Lorraine years ago. Where they managed to succeed and claim all lands owned by Lorraine that are west of their capital, Metz. The town has been expanded greatly under Daelish leadership to suit for all its populace, it has become a good attraction to many as they seem intrigued by the Daelish and their different personality.
  24. The Ever Up and Ever Down Cakes: The Ever up and Ever down cakes are like the very iconic cakes in Alice in Wonderland. The Ever Up cake makes you bigger, whereas the Ever down cake either returns you to your original height or the other way around. The reason I think this would be an amazing is that it leads to amazing roleplay. Perhaps you're buying something from a bakery and they trick you into eating this, or maybe it was an accident. Either way, it would be funny, intriguing and great roleplay. On the other hand, for those with the More Player Modules, this piece of lore would be so fun and great as you'd even have the ability to visually morph the size of your character if they have eaten it. Discovery: On a dreary winter night in Veris, 1517, Mrs Cavellia and Her husband accompanied by their two children were messing around in their kitchen; the snow outside the windows falling ever so slowly and the fire inside their house flailing like a castle banner. Come closer to the later evening they decided it would've been a good idea to start combining ingredients and to see if they could make something delicious. Their youngest son of 7 Years was opening cabinets randomly whilst pulling out random ingredients: A small bag of tippen's root, a pouch of Serpent's Stalk and a litter of Athin. Whilst the rest of them were bothering on about their own food Charlie (The seven-year-old) started to combine his new ingredients with the recipe of a small cake biscuit. His parents also naive would go to plop his creation into the oven without contemplating the odd usage of empty bags and plates. One hour later when the cake was finished, Charlie pleaded to take the first bite: so they let him. Chomp! His small teeth plastered into the cake and within seconds he had grown almost double the height of his father! They screamed and they howled, however, they could do nothing to bring him back. Forever he lived the rest of his life the size of an orc. <------ Ever Up Biscuit Twenty Years Later, 1537, on quite a simple morning of Spring Harvest there was a Natural Philosophiser who was expecting his niece around any hour. He quickly went to the kitchen and started to cook up one of his grandma's famous cakes: the flour, the eggs and all you need for a cake. However, upon implementing the last ingredient a small cabinet swung down, dropping two new portions of Elf's Hair and Goblin's Ivy into the mixture. "I have no time!" he thought, so he just coughed them all together hoping nothing better or nothing worse. When his niece came around, however, he was not expecting her to shrink to the size of a halfling when she took a nice bite from the cake. Luckily, the recipe for Ever Up had already been passed around, so he quickly made this and allowed her to grow back to normal size. His recipe would also lead to be spread around in libraries, however, both the Ever Up and Ever Down still not very well known. <----- Ever Down Biscuit Effects: Ever Up: The ever up biscuit gives the eater a large and extremely rapid height boost, taking into action within seconds of entering the stomache. However, upon eating you will gain a slight nasueatic and very light headed. Ever Down: This biscuit will make the user lose their height and make them shrink at also an extremely rapid pace, yet they will often feel sick and bloated if it's their first time usage of the substance. Combat RP: For example if you were to give the Ever Up Cake to someone of already huge size, they would not grow as much as someone small but still significantly, giving them an upper hand against their opponent, depending on their size. However, they would still have the same amount of strength, no matter how high or small they are, being bigger does NOT grant them more strength, and being small does not grant them any less. So only small bits, like them blocking hallways, grabbing more etc. etc. would be effected. Recipe Preposition: 1x - Tippen's Root 3x - Serpent's Stalk 2x Athin
  25. Wood Elven Weddings Disclaimer the people depicted here are not actually married i just thought it was a fitting picture Family is the very core of wood elven culture. A people whose history was made from many roaming groups of nomadic Seeds, who valued kinship and the bond of experience over all. Yet, family as other races know it is not necessarily in alignment with how the mali’ame choose to interpret it. The concept of a nuclear family, mother, father and children, is not held to as tightly as among humans or even other elves. Instead, children are raised almost communally, among their own seed. A child born to a Seed is the entire Seed’s child, and it is the entire seeds responsibility to care for it as a mother or a father would. Romantic love, however, is different. Wood Elves have no marriage laws, children born out of wedlock are not considered bastards or looked down on, merely cared for by their entire seed as any other child would be. However, when two mali’ame love each other, and wish to spend their lives together, and with no other, there exists a ceremony to bind the two souls as one. The Priest - elNaelu’ir In wood elven custom, a life-bond between man and woman can only be consummated by a druid, the spiritual leaders of mali’ame kind. Ideally, it must be a druid trained specifically to be a priest of their people, a Naelurir. It is the responsibility of the engaged couple to seek out a druidic priest and ask for his services in sealing their life-bond in the eyes of the Aspects. The Naelurir will then choose if the couple are a suitable match for one another, as he reserves the right to refuse his services should there be a valid reason for it. The Life Gift The Naelurir will instruct both the man and the woman to either collect or create a ‘life-gift’ for their partner. This life-gift is to be kept secret from their partner, and presented only at the wedding ceremony itself. Gift giving is considered a sacred practice among mali’ame. Core to the wood elven faith is offering material possessions to the Aspects, as symbolic gifts of tribute. The same holds true in marriage. The gift the partners give one another must be symbolic of their entire lives leading up to this point. So, in giving the gift to their love, they are effectively handing their life over to them. The life-gift can be anything. A warrior might symbolize his life in the form of an Ironwood blade, with special carvings engraved in it for his lover. A hunter may braid for their lover a specially ornate bearskin. Commonly, many wood elves carve a totem of their lives, telling a visual story of their lives from their birth to now in a block of wood. A life totem, the base depicts it's carvers childhood, and goes on in years until it reaches the top. The Location Shrine to Cernunnos and his acolyte, the great Mani of Wolves, a typical place for a wedding. Once life-gifts have been chosen, a time and place for the ceremony to take place must be planned. The couple can choose to invite many people, or have it simply be between themselves and the priest. A wedding ceremony between wood elves must take place in a place sacred to the Aspects. Places of choice include the shrines found in almost all wood elven settlements, druids groves, or areas of nature where the connection between the fae and mortal realms are strong. The Ceremony When a place has been chosen and invitations sent, the ceremony begins. The process in which the progresses differs from Seed to Seed, elf to elf, but by in large, the traditional wedding goes as follows. 1) The chieftain of the the seeds the two elves hail from must lead them to the altar, and present them to the priest. The chieftain must speak aloud that he presents his seedkin to the Naelurir so they may be wed. If the engaged couple are from the same seed, the chieftain of that seed leads them both up. If one does not belong to a seed, they are represented by their closest blood-relative. 2) The priest begins by establishing the sacrality of the ritual. The following words are spoken (although can be adapted): "The sanctity of marriage is a reflection of the Aspects. Man and Lady, mother and father, two parts of a greater whole which would be lesser without the other. Like Cerridwen and Cernunnos to the natural order, the two mali standing before us today shall bring harmony to each other's lives." 3) The priest instructs the two elves to present to each other their life vows and speak their sacred oaths. The male goes first traditionally, then the female. Both explain the meaning of their gift, and how it embodies their life, then put it in the hands of their lover. If they wish to speak additional vows, they can. 4) The priest presents a jug with two spouts before the couple. This jug is filled with water from a druidic attunement pool. Water is the lifeblood of all nature, and thus considered sacred. In drinking the holy water together, the couple are sealing their lives as one. The priest instructs them to drink, and they must do so until the jug is empty. Jugs like this are willed with attunement pool water and drank together by couples at their wedding. 4) Once the water is drained, the priest must seal the marriage in the eyes of the Aspects. He must speak the following words (once again with room for adaptation): “And so it sealed. May the mother of spring bare them many children and have them grow healthy, the father give them strength, bravery and willpower in the years to come. Under the light of the Aspects, I declare you man and wife.” The Feast Weddings are considered an opportunity for a Seed to display its power and wealth, so often are not small affairs. After the Naelurir has spoken the final words, a wedding is officially complete the the marriage sealed. However, it was traditional in the days of the ancient Seeds to hold a grand feast in honour of the newly weds. It is usually the responsibility of the groom’s seed to host such a thing.