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Found 80 results

  1. z3m0s

    The Mages Guild

    Theme "Magic is often times referred to as the art. This is no coincidence, magic is perceived by many as an elite discipline, requiring artistry and talent, and indeed very few possess the ability to utilize its full potential. Those with magical talent can use it to create things of awe and beauty, wonders without which the world would certainly be a more miserable place. Therefore, those who name magic a beautiful blessing brought forth from the void are in a sense correct. Magic has also been called chaos incarnate, a primal, dangerous force, merciless and destructive. In the hands of the unwary, it becomes a key that can open the forbidden door, behind which lies ruin and destruction. Therefore those who label magic a curse, born of chaos spawned from the void that will doom this world, are also correct. Finally according to the others, magic is science, that is knowledge which can only be acquired through extensive study, discipline and hard work. In this view, magic is progress, it's the process of constant advancement, initiated within the void, which brings development, eliminates the ailments of the world, provides answers to the questions that plagues mankind, broadens minds, and introduces innovation. It is therefore also fair to say that magic is it's own particular science. In the end magic is all three of the above, it is art, chaos, and science. A blessing, a curse and progress. It all depends on who calls upon it, and for what purpose.” Which path will you choose? The Mages Guild has seen fit to entirely focus its efforts upon the education, research, and advancement of the arcane arts, serving as a safe haven for all mages from Aspiring to Master to flourish in a safe and rich environment. This doctrine serves a twofold purpose: firstly that the best and brightest among the descendants are not shunned for social standing when there is the potential for their works to better the world and secondly it provides a common place and fellowship of scholars devoting their attention toward a single field of study. Such studies include: Elemental Evocations Arcanism Conjuration Telekinesis Transfiguration Voidal Translocation Voidal Shifting Arcane Displacement Sensory Illusion Celestialism Mentalism Cognatism Artificerys Deific Arts From the beginnings of reconstruction of the guild within the lands of Arcas, the guilds Overseer has been in talks with the head of the Celestial Order, various plans spoken of in great detail over the time until a conclusion was had. The Celestial Order will Align with the Mages Guild, living within it’s halls under our protection, the leadership of the Order freely able to watch our members and hand pick those with potential for the Celestial Order. The lectures listed below will be exclusively for guild members only and will consist of useful information regarding the Arcane as well as other topics deemed helpful. This is in no way a chance to begin practice on any of the listed magical topics. Shamanism/Alchemy - Thurak’Yar (Ilikefooddude) “How not to die” - Naffog (Filthypeasant1) Runesmithing/Golemancy - Kalgrimmor (z3m0s) Void Pockets - Erebus Tartarus (Jenny_Bobbs) Arcanism - Saeldur Asul’Ailer (_Princeton_) Alteration - Steven (Spodokaiba) Cognatism/Voidal Horrors/Secondary Effects of Mana Usage and Manipulation – Ithrendas (Tahmas) The Theory of Sensory Illusion – Lotha Scylla (Demotheus) The Foundations of Modern Astrology and Astronomy – Jechanne (Diafora) A small listing of currently planned events that The Overseer and his Triumvirate intend to run for guild members exclusively. The Triumvirate Cup A series of challenges designed to best and fairly decide who should be seated within the third seat, completing the triumvirate of mages the guild holds as it’s leadership. This will continue on for as long as multiple competitors remain within the competition. The Grand Feast A large banquet organised by The Overseer and his Triumvirate to celebrate the newly adorned guild hall and welcome it’s new members exclusively. This allowing a chance for guild members to speak on ideas for future endeavours, personal concerns and any other matters they wish to bring up along with being informed on the guilds long term goals and intentions. Time Trials This will be a great test of creativity under pressure in which skilled members of the guild will go against each other using their knowledge of enchanting to creative something as simple or as complex as they desire within a given amount of time, after which they will be asked to present their enchantments to the judge/s which will most likely consist of The Overseer and/or the Triumvirate. A winner will be crowned with a special title and their enchantment will be immortalised alongside their name within the guild as the first of this new guild tradition. The Overseer Tasked with the spearheading and safeguarding of the arcane arts and all that practice under the guise of the guild, it is The Overseer that not only ensures the guilds success and each of their mages safety, but above all to maintain magical progression in each given field. This rank exists to hold the necessary authority to protect and serve the guild in hopes of keeping it safe from ill mannered outside forces. Part of this job is acting as a member of the Triumvirate when necessary, while otherwise reserving themselves to higher duties. Triumvirate of Archmages The archmages are the main source of leadership within the Mages Guild below The Overseer. Three Brilliant minds forming the Triumvirate, responsible for the everyday financial, structural, intellectual and social upkeep of the guild. They are also responsible for the sorting, review and acceptance of applications as well as the interview process, alongside the promotion and installation of instructors, guild masters, and archanix. Archanix The archanix is the librarian and record keeper of the Guild. Serving to order, manager and often write many of the articles and tome’s within the ancient library of the guild. If this position lay dormant it falls upon the Archmages to ensure these duties are maintained. Arcane Master Arcane masters are most commonly senior personnel inside of the Institution, but have also been known to be incredibly accomplished mages who have attained the rank through impressive feats of the Arcane. Serving as voices of experience for the Acolyte’s, they’re often able to address most primary concerns, if those concerns cannot be addressed by an Instructor. Instructor Instructors are mostly veteran Sorcerer's that enlist to teach guild members a method of the arcane arts or choose to lecture on a chosen topic with the approval of an Arcane Master or above. While also participating in the education of Acolyte’s, instructors assist their fellow instructors where necessary and instruct Sorcerer’s and Acolyte’s for the furtherment of their studies. The secondary duty of instructors is research, compiling records of experiments and findings for the Guild’s archive which is a duty shared amongst all members of the Mages Guild, though along with many other ranks the Instructor makes a significant contribution to the libraries stored knowledge and records. Vanguard Serving as peacekeepers within the guild the Vanguard are small in numbers but are vital within the guild in ensuring safety and allowing the guilds members to focus upon their work without worry of ulterior factors. It is not a requirement for the guilds Vanguard to hold magical abilities of any kind, though it is recommended. Sorcerer An Acolyte who now walks the path of the void having mastered a magic beneath the study of an instructor and received their Honors -- a chosen casting implement and a diploma -- as proof of their achievement. Expectations lie for Sorcerer’s to be able to continue research and delve deep into their mastery of their respective magic as well as expand their horizons into new magics, hone their skill with their chosen implement and strive to in great time become Arcane Masters. Sorcerer’s are most commonly large participants in stocking the shelves of the Guilds Library with helpful knowledge, often immensely useful for Acolyte’s of the guild. Acolyte An individual seeking the knowledge, practice, and ethical use of the Arcane who has shown promise, being granted membership into the guild by The Overseer or a member of the Triumvirate. Acolyte’s are entrusted to be exposed to numerous magical arts, feats, and constructs with an air of hope; investments made into Acolyte’s are efforts made to ensure future advancements within the field of the Arcane but made carefully in the fear of dissenters, defilers, and agents of chaos. Acolyte’s are observed closely to ensure their learnings go unhindered and that they strive to avoid delving into the forces of Light or Dark for the Void is the one, true neutral. The primary Guild Hall is currently situated at the Crest of the Llyria Concord, a city hosting a wealth of knowledge and potential. Llyria will act as a bastion and haven for the Mages Guild and all its members and associates for the foreseeable future as the guilds leadership works closely with the cities to ensure everything is under control. X -1265 Z -73 https://www.lordofthecraft.net/forums/forum/1091-the-llyrian-concord/ The Mages Guild reserves the right to deny any applications without reason and suggests it is most likely that your application isn’t up to par should you fail to receive a response. OOC ((MC Name: )) ((Discord: )) ((Timezone: )) RP What is your name? Why seek membership within the Mages Guild? What is the extent of your experience with magic? What arts if any do you currently study and who was your teacher? What position do you desire to claim upon joining the guild? What position do you desire to advance to within the guild? When is the best time to contact you for an interview? +1 or you don’t get in
  2. [!] Fliers pop up on notice boards around Arcas. Shimmering calligraphy may catch the eye of passersby. The Ivybride Coterie An exclusive opportunity for magically sensitive descendants. Ivybride is not simply a school for magic, but a lifelong program intended to foster the concept of Wizardry. ::The Matron’s Promise:: Members of the Ivybride Coterie are guaranteed a thorough education through various types of Arcane schools facilitated directly by it’s Matron. Acolytes can expect a personalized approach to learning, with curriculum being developed for their individual needs. This will include a required sum of hours dedicated to learning magical etiquette until such a point that an acute understanding is exhibited. Casting instruction will begin promptly thereafter. What you’ll learn The core Archetypes of Arcane provided by the Ivybride Coterie are: Earth Evocation Arcanism Telekinesis Transfiguration Graduation Upon mastery of one of these schools under the Coterie, an acolyte will gain the title ‘Graduated’ as well as a Staff made in collaboration with the Matron to mark their accomplishment. From there, the Member may choose to take on another core Archetype or seek to become a Guide. Guides will study the delicate art of teaching Wizardry and Arcane. Fill out the section below and send it to the Llyrian aviary Application ((Mc Name)): ((Rp)) Name: Are you currently a mage: When is the best time to contact you for an interview((Discord)):
  3. Note: I’m aware that ghosts are already a playable CA race, but I’m offering a rewrite to their currently outdated lore and tried to give as much detail as possible to every part of it to avoid confusion and give people a better idea on how to RP as one. And no, it’s not a complete rewrite, and more of a cleanup/fix to their lore, where a lot of parts have been heavily edited, some parts added and other parts nerfed to make ghosts more balanced, and so on. Through the lands of Arcas, there are incorporeal beings that haunt locations or people. While most of the time they are translucent, some take colored glows of blue and red, while others simply appear like remains of their former living selves, except in shades of gray. They are called Ghosts, mostly unable to directly interact with the world around them, keeping the same personality as they’ve had in their past life, each one seeking to continue living their lives in this new world of theirs. It all depends on whether or not they’re willing to accept themselves as one of those new creatures, or falling into a pit of darkness for being what they currently are now, those miserable creatures will eventually have to choose a side. What Ghosts Are There are several different stages of ghost, all of which “evolve” from a base ghost. All ghosts are copied images of souls of dead characters left behind to wander the mortal plain. Ghosts are most often created when a person dies unnaturally or dies without being baptized into a religion. Either way, for whatever reason, a mirror image of their soul is left behind. Some ghosts may find comfort and move on eventually while others never will. Some ghosts choose not to move on, preferring to stay on the mortal plane. Even though they are mirror images of a soul, they are still individuals with individual consciousnesses. Can they be PKed? Nope, ghosts definitely cannot get PKed unless consent is given, just like the other creatures. They demanifest when ‘killed’, and eventually drift back to their haunt Also, another way to get rid of a ghost would be to wrap the item they have possessed in gold, and as long as the gold hasn’t been removed, the ghost will be stuck inside. Note that when this is done, it’s essentially captive RP, so it will be following the rules of when someone is taken captive, and with enough time the ghost can get out of the object unless they decide to stay. As usual, they lose the memories of how they demanifested and the events leading to that due to having to follow the rules. Evolution of Ghosts Level 1 - Haunt A haunt is depicted as a black and white ghost with blank, white eyes, no pupils or irises to be seen. And during that time, they don’t realize they are dead, so the ghost continues to ‘live’ as if nothing happened in the first place, going back to their daily tasks, trying to talk to people they usually talk to and essentially trying to implement themselves back into the normal mortal world. Though, due to their nature, the are unable to be seen or sensed during that time, and in turn end up being ignored by mortals. They exist in a sort of delusional haze that is half reality and half constructed of their memories. For example, even though a haunt can’t physically interact with the world, such as lifting objects and so on, an ex-soldier ghost might believe they are still one, and that they actually are holding weapons and interacting with the world at that. Though, in time, haunts may begin to break through those delusions that they’re believing and see more the real one, if things they encounter don’t fit in with the delusion. For example, if we go back to the ex-soldier, he’d be totally ignored during training hours and be left alone with no partner, and end up making him feel confused and upset, and begin manifesting in a way mortals can sense, such as noises, sounds and visible entities. They may manifest as strange sounds, voices, or visible entities. Often, they will try to interact with the people they sense around them. However, since the Haunts still believe they are alive, it is difficult to speak to them. They will often speak in delusional and deeply confused ways. Their voices are often distorted and vague. They will often refuse to accept the idea that they are dead. They will interpret most new information within the framework of their delusion. For instance, the soldier will believe that no one likes him anymore and feel more of an outcast, instead that he’s just dead and no one can sense him anymore. During that time, Haunts begin to manifest their powers, but in a really slow and weak way. They may create sounds, or appear visible from time to time, though that’s about all they can do so far, due to them not being aware of their death, and the sounds or visible entities they manifest as are mainly accidental, not something the ghost actually thinks about doing, due to them being unaware of themselves being actually a ghost and instead just a mortal. Because of their weak to nonexistent powers, a Haunt’s ghostly aura has no effects, as it hasn’t manifested yet. If a haunt manages to realize that they are dead through stable proof that can’t be countered in any way, the haunt will then move on to the next phase. Level 2 - Revenant Now, this is when the ghost is actually aware of themselves and their current state, and the time where their powers actually begin to manifest, existing as a spirit within the mortal realm. By now, their irises and pupils are visible, though keeping the white/black colours, and all shades in between. Due to their nature as a ghost, and now that their delusions are finally broken, they’ll finally realize that they actually can’t feel touch, or smell anything at that. What made the haunts believe was the smell of pie their mother just cooked in the morning for a wonderful breakfast can’t be smelled anymore now that they don’t have any delusions to help them re-create the smell in their mind every morning. Besides that, they also aren’t able to taste anything, obviously. That pie is definitely a no-no for them, only thing they can do from now on is watch other people eat it instead. A newly awakened Revenant will have trouble remembering people’s faces, which sometimes leads to them mistaking people that they meet for someone they had a connection with before they died. And because of all of that, many Revenants may fall into depression or feel miserable due to the lack of those sensations, along with not being able to directly interact with the world on a physical level, such as being able to grab a piece of pie and lift it up. As their powers begin to manifest, a ghost will begin to do the usual ghostly thing, such as shifting between invisible and invisible, shapeshifting, shrieking, making noises such as of a creature or basic instruments and so on, and even floating. However, these powers are extremely difficult to master and may take some years as a Revenant to fully master. Though, as a revenant, their powers are naturally weaker than the next stage of ghosts, as they are still manifesting them, and in turn will be harder for them to use those powers. For example, a spectre who could easily fade in and out of visibility, for a mere revenant it would take longer to do. As for the ghostly aura, as soon as the Revenant’s powers begin to manifest, so will it too, the aura itself being completely dependant on the ghost’s power. Its effects include sadness, itchiness and a chilly sensation at first, but the longer a mortal sticks around the ghost, the stronger the effects become up to a point completely dependant to the ghost’s powers, as sadness could eventually turn into depression and back luck, chill into a freezing sensation and so on. Naturally, a ghost can feed that aura’s powers to strengthen it, or even decrease the aura’s powers, but both of those actions result in the ghost having to sacrifice their own ectoplasm over time for this. A revenant, obviously, still can’t interact with the physical world the same way a mortal can, but they have different way to do things. For example, they can now begin to use telekinesis, up to Tier 3, where a revenant will begin to be able to lift a small object with some effort after enough training. Make sure to check the Telekinesis guide for help about how to use Telekinesis, since there is no difference between a mortal using that and a ghost, besides the fact that a ghost’s eyes don’t change colour and instead when they want to use telekinesis, they instead focus on the object, and it begins shaking in the first emote, then can begin floating in the second emote. As expected, every mortal has the laws of physics deeply ingrained in their minds, and so a newly awakened Revenant will have no access to ghostly powers and will still react to things as if it were a physical entity, even if they cannot touch or be touched by anything, which is why a revenant can’t shapeshift or begin floating unless they stop following those laws, which is hard to do, and takes a lot of time. Now, once a revenant has manifested their powers, gave everything enough time to be a typical ghost, now comes up for the next part; Level 3. Ghosts in Level 3 are divided between Spectres and Poltergeists, where the former is blue-coloured, latter being red, each with their own differences that will be mentioned later. If a revenant accepts themselves for who they have become now, they will be moving on to become a Spectre, and if not, and instead react to it in a horrible way such as with a lot of anger and/or hate, they end up turning into Poltergeists. Level 3 - Spectres and Poltergeists If the Revenant reacts negatively to their death and cannot be calmed down, they may turn into a Poltergeist. Poltergeists are ghosts consumed by anger and hate. They can be identified by their strong red color, ashy appearance, or completely black eyes. Poltergeists have mastered the ability to force their will onto physical people and objects. They will often throw things, destroy objects, scratch or harm people, or wail or make frightening noises, and are also able to physically touch flesh, living things, such as being able to grab someone, pull them around, choke the living essence out of people and so on. Due to their nature, Poltergeists are more drawn to the chaotic sides, and usually begin to haunt people, terrorize them with their powers and cause chaos all around. Though, that isn’t the case for all Poltergeists since ghosts retain the same personality they had from their past life, and instead be just more leaning towards the chaotic side from their nature. A Poltergeist doesn’t always have to be terrorizing people. If the Revenant can be calmed or gracefully accepts their new deceased state, they may become a spectre. Spectres are identified by their luminous blue color. Spectres are benevolent or at least neutral ghosts and are mostly harmless. They’ve mastered the ability to float, turn visible or invisible, and change appearance, but they typically do not use these abilities to frighten or disturb anyone. Spectres are less of the harmful side of ghosts, and more of the trickster type, or so to say, and can still be malevolent or playful. They definitely still can haunt and terrorize people like a Poltergeist would be more inclined to in order to feed from people’s emotions, which is no unfamiliar thing to them, but can also draw out different emotions, such as happiness, or even sadness and depression without having to drag out the fear. Where a Poltergeist will for example terrorize someone, traumatize them for life and feed out of the strong emotions they get out of, a Spectre can do the same, bar being able to physically touch the mortal, but can also use their powers for comedic value. Ever heard of a ghostly penguin with halfling feet that can breakdance? Ghosts don't have to fit neatly in either box, though. Whether they are poltergeists or spectres, are still individuals and will retain their living personalities even into their third evolution. Because the core of a poltergeist is anger and the core of a spectre is peace, the two level 3 ghost types often find each other repellent and try to avoid contact with each other if possible. They do not usually fight one another - simply avoid each other. However, this is not a hard and fast rule. Because ghosts are still all individuals, sometimes individual poltergeists and spectres may not hate each other, and can even interact with each other. For example, a deceased mother and daughter, the mother ending up being a spectre and the daughter a poltergeist, and while still retaining their same personalities and memories from their past life, nothing’s stopping them from still loving each other like they did back then as a family, even due to their differences as ghosts. Ghost's Characteristics Ghosts of all colors have a strong aversion to both bright light and magegold. If a house is afflicted by an unwanted ghost, the spirit can be driven out with either of those objects. Most ghosts, however, are fairly harmless. Since they can be chased out by magegold or light, it is often not worth it to call upon a holy being or shaman. The ascended, for example, have been known to deal with the undead, and can be very capable of dealing with them if a ghost is powerful enough to need one. Though, they could always be dealt with by just any person, as long as they have the gold to protect themselves and to drive them away. Ghosts aren’t killers, so driving them away is definitely possible without having to worry too much. Haunts and Spectres are often not actively malicious. Revenants can be malicious, but not always. Poltergeists are usually the ones that require exorcism, as they are the most actively malicious and actively perform harmful deeds. Most ghosts stick to a single place or person when they haunt. Most ghosts will haunt the places and people they remember from their lives before they died. Sometimes, a ghost will haunt an object and move where the object moves. A lot of ghosts do not usually congregate in groups and don't typically have government systems, even though that is completely possible due to ghosts being able to retain their past life’s personality. While ghosts can interact with one another, they are mostly inclined to be solitary. When they do congregate in groups, it is usually because something awful has happened. Ghosts are usually created when people die violently or unnaturally. If a large number of people die at once, under certain circumstances, they may form up into an Apparition. In which case, they become extremely dangerous. However, this occurs under specific and unusual circumstances and does not always happen. The garden variety ghost can be an annoyance, especially if malevolent, but they are usually solitary and usually easy enough to vanquish. Since they are often attached to specific people, places, or objects, a simple solution to a ghost problem may be just to move away from the place/thing/person the ghost is haunting. Ghost Powers How Gold and Aurum work on Ghosts Ghost Red Lines: -They cannot learn any type of magic besides their own ghostly magic and Telekinesis, which comes naturally and grows up to T3 at most. -Ghosts cannot RP what they mechanically can’t do. Emoting your ghost phasing through a door then getting the owner to unlock it for you is not a possibility. -Ghosts cannot physically interact with the world the same way a mortal does. Only a Poltergeist is able to move objects around and grab living things without the need to use telekinesis. -It takes ingame years for a ghost to move on from Revenant to Level 3, they will have to manifest their powers and either accept themselves as a ghost or react with anger. -Haunts do not have access to ghost powers besides visibility/invisibility and noises, and even those are accidental and not thought about consciously. Anything beyond that is a no-no since they aren’t aware of their death. -They cannot pass through gold barriers, unless they have possessed something that protects them from it on the way through. -A spectre cannot move objects and grab living beings physically like a poltergeist can, and instead have access to 1 emote invisibility, which every other type of ghost can not. -A spectre cannot turn into a poltergeist, or vice-versa. Once a decision has been made, the ghost cannot change anymore and will require you to make a whole new ghost if you’d like to have one of the other type. Purpose: Same purpose as current ghosts, but this rewrite is mainly because their lore is pretty outdated and was back when holy beings and shamans were plentiful, and people were more equipped to dealing with ghosts. Hopefully this will change that and make it fit more with what is currently going on. Citation:
  4. Hello. As some of you are aware I am going to win this months contest for having most modreqs completed this month. Not only am I going to be able to change Fireheart’s forum profile picture to what I want, I will also be able to change his discord profile picture. So this thread is here so that you, the people of LotC, can voice your opinion on what you believe his profile picture should be. The most upvoted ones I will add to a poll post at the end of the month, where i WILL choose the number one voted for option for his forum profile pic. I’m leaving the discord picture to myself. Rules: The picture can’t break server rules or community guidelines so obviously nothing graphic or super crazy. Below I will include a list I have created so far of my own pictures, let me know if you like any of them. 1: Bucket Baby 2: Bath Baby 3: Unpleasant to look at baby 4: Jiggly Trump 5: Melon baby 6: Mike Stoklasa 7: Rich Evans 8: Miniature Bill Clinton 9: Luigi Meme 10: Horse Baby 11: Very high quality Fallout meme 12: Chicken Little 13: Omar Grimmer’Lak’s pocket Admin 14: Tommy Pickles Please post any suggestions you may have!!!!!!
  5. [!] Missives are widely spread around Llyria and the surrounding area, written on fine parchment in impeccably neat and flourishing handwriting. [!] ~ * ~ * ~ * ~ * ~ * ~ “ Ever blessed shall those be that follow the light. Join me, those Arcanists born from my blessing, to guide others down the path and to rebirth our world in light. “ The Celestial Order seeks to bathe the realm in the blessed light of the Arcane Mage’s gift and act as patrons of magic to the realm. The Order seeks prosperity for all regardless of their national affiliation, their mundane worth or their godly practices. There is no monarch within the void but rather a collective seeking its infinite potential for the betterment of all instead of a few. The Order maintains the stance that this potential must be used to support the light rather than allow its abyssal darkness to leak corruption upon the realm. The majority of time spent by those in the Order will be dedicated to identifying key locations of interest before conducting delves or assisting other factions in their own process should they be called upon. The Order will also time take to identify prominent groups of Dark Magi casting the void in an abhorrent light and dismantle them if necessary. ~ * ~ * ~ * ~ * ~ * ~ “ Like the cosmos above, each of us exists as a singularity of light in the expanse of the abyss. " Those dedicated Arcanists who heed my call may find their way to the Celestial Hall to join with their fellow Magi in the quest for Celestial Light. - Arcane Mage I.E. The Arcane Mage While currently away on travels unknown, the Arcane Mage is the constant leader of the Celestial Order, the creator of Arcanism and the Shepherd of the Celestial Light. The Arcane Mage dictates the pursuit of the guild as well as the development of campaigns involving the Order. Also referred to as the Caretaker of the Celestials. The Oracle The Oracle leads the Grand Magus, acting as a liaison between the Arcane Mage and the rest of the Order. The Aeons The Aeons represent those Celestials of extremely high caliber and are held in the highest regard for their devotion to the Celestial Light. The Grand Magus The Grand Magus, not always a singular position, are tasked with leading the daily operations and functions of the Order to ensure it retains relevance throughout the realm. The Magus The general assembly of Arcanists within the Order who are tasked with the discovery of anomalies within the realm as well as acting patrons to the various settlements the descendents have chosen to inhabit. The Acolytes Those newly accepted into the Order. Until they are proven to be of worth to the guild they are tasked with the duty of spreading the Order’s name as well as seeking out prospective members among other various tasks assigned to each individual. The Erudite Those still unlearned. Until they have become proficient those few selected to be trained by a teacher within the Order are done so before they may become Acolytes. They hold no duties within the Order nor are permitted free entrance. The Associates Those allies to the Order that are either non-magi, are not Arcanists or operate outside the context of the Order. “ We are beacons in the abyssal dark. " The Celestial Edict serves as the pillars of a Arcanist’s life. Honor, militance, scholarship, loyalty, balance, the void and the light, seven principles which define the path that each Arcanist follows. Through these, each Arcanist stands apart from other mages, more righteous and devoted to the void and its proper usage. The Edict of Honor The Arcanist wields the arcane with honor and righteousness. To repudiate the amorality of the void and its boons. They shall protect the innocent and aid the needy. Holding true to all their oaths and vows. To uphold their morality in service of creating a better world. To display a high level of respect to both allies and fellow magi. The Edict of Militance The Arcanist must begrudge the use of voidal violence. Yet wield it confidently when their ferocity is just. To deny the powermonger and the upstart. To protect the descendants from improper use of the void Risking their lives in devotion to their honored arcane probity. To lend aid to our allies in there time of need against unholy corruption. The Edict of Scholarship The Arcanist will go beyond militance and devote themselves to scholarship. Expanding knowledge upon the void and other pursuits. To serve as learned authorities upon various expertise. The Edict of Loyalty The Arcanist gives their life to their Order and its cause. Serving the Arcane Mage dutifully and rightfully. Never shall they harm their brothers and sisters of the Celestial Order. To safeguard the knowledge held within the Order against the greedy. To avoid associations that seek to harm the Order, And to protect its name against those who do it injustice. The Edict of Balance The Arcanist is bestowed with a noble duty. For the noble understand the plague of the tipping scale. That the pendulum swings in either direction, And what is dark may be illuminated For the order preserves this balance. The Edict of the Void The Arcanist shall become a master of voidal practice. To preach its every value and encourage its use within the Order. Indoctrinate others into the path of connection with the arcane. And decry the use of darker arts and their repugnant power. For we are of the void, enlightened by its endless offerings. The Edict of Celestial Light The Arcanist shall hold the light of the void in the highest regard. Those Celestials born from this blessed light as sacred, And seek to be a beacon of light in the Arcane Mage’s image. To be a bastion for the realm and assist in illuminating the dark. If you desire entry, seek out Saeldur Asul’Ailer of Llyria. OOC Some important threads: The magic itself: Celestialism Celestialism Addition Opening statement for the Order Current Celestials Guide on how to RP your own Celestial Canon Guide to Arcanism & Celestialism Special thanks to BNK for all his help during this process.
  6. AND TO THE MIRE, HE RETURNS ___________________________________ [!] A depiction of Kaer Glythen, the Aeldinic seat of House Grimm The war between the feuding Imperial Houses of Horen and Marna has claimed many lives as of recent, and families all throughout the two imperiums now grieved for lost sons and daughters - taken all too soon in the conflict. One such family is the noble House of Grimm, its members having learned of its patriarch’s death in the most horrible of ways; The Baron’s corpse was shipped to the stone-maken walls of Reza, confined to a wooden box devoid of any means to initially identify him. Eventually, however, upon reaching hold of Lady Grimm, authorities were able to properly identify the bloodied husk as her spouse - a man who had so chivalrously lived past his prime. As the family grieved together and sorted through the late patriarch’s belongings, a piece of parchment was found. On the paper lay dozens of crossed out lines of text, all discarded before the middle of the page. In there, a handful of lines remained, writing comparable to chicken scratch, though legible nonetheless. I remember my arrival upon Atlas hazily, though some memories do not escape me. The overwhelming fear of leaving my parents, and my eldest siblings, on their lonesome in Venerra. Thankfully, I had my sister Alana by my side throughout the voyage. Tempests raged about us as we ventured further into the murky waters, our vessel soon being consumed by a grey mist -- restricting our vision for a good while. In the days following, we could make out a jagged mountain ahead; Overjoyed, Alana and I leaped into the frigid waters and gradually arrived to Haeseni shores. As we made our way into the confines of Markev, we were greeted by our cousins, Emma Ludovar and her younger sibling, Jacob. My sister took the path of Chamberlain; I, on the other hand, pursued the path my father had always desired for me - knighthood. And so life went on for me: I had four beauteous children and a supportive consort. Alas, I write this for I have spent fifty-some years alive - Death encroaches, and rapidly at that. Should you find this and I’m deceased, my sole request is to be returned to my grand-nephew, William I of Venerra, where I am to be laid in our family crypts with my father Elias, my mother Selina, and my siblings. To the mire, I return. Credit to Axelu for writing the entire thing, I’m just here for the rep.
  7. Stargush

    The History of Orc

    (Iblees disguised as a man attempts to fool Krug with riches and luxury) THE HISTORY OF ORC Instances of Orcish history across the major realms of Aegis to Arcas DAWN OF AEGIS (BCW) 1 BCW: The Four Brothers are born into the lands of Aegis: Krug, Horen, Malin, and Urguan 2 BCW: The descendants battle in the fateful war against Iblees and the Undead 3 BCW: Krug becomes scarred and burned by Iblees acid skin and cursed with bloodlust after the Arch-Daemon was defeated. In return, the Aenguls blessed Krug and his kin with Honor and Valor as contribution after the war. 4 BCW: The Four Brothers split into separate ways raising great families and unique civilizations. 5 BCW: Krug and Grahla birth children named Rax, Dom, Gorkil and Lur. 6 BCW: Krug’s children triumph in many battles and obstacles earning great respect to their names. 7 BCW: Krug wages war against the Empire of Horen. While the Orcs sieged the city, Krug is challenged to an honor duel by the Emperor. Horen is swiftly defeated by Krug who planted his axe into his brother’s skull. CLAN WAR (CW) 1 CW: The Orc Clans came about when the Children of Krug began having children and eventually they separated into different families, or Clans. These Clans would have many differences and would respect their Clan Father and die for Him. 2 CW: These Clans would eventually start following Greatfathers, and there were two who possessed the most appeal; The Great Warrior Tythor, slayer of the Kar'ak Scorpion, and The Great Shaman Or'ta, who could call down whole lightning storms. 3 CW: Two major Mega-Clans of the time were the Rax Clan led by Tythor’Rax and Dom Clan led by Or’ta’Dom. 4 CW: The Clan Wars tear through the lands of Krug between the Clan Dom and Clan Lur 5 CW: Warlord Veruk’Gorkil leads a campaign against Warlord Tythor’Rax in the Battle of Nomad Plains leading 500 Gorkils riding their fastest war boars against 1,200 Jabbernacks that Tythor’Rax brought to battle. The Gorkils tore through the Rax cavalry while the Dom’s sent lightning crashing from the sky into the center of the Rax forces. At the end of the battle, Tythor’Rax retreated with 150 Jabbernacks while Veruk’Gorkil only lost 30 War Boars and even fewer Gorkils. 6 CW: Tythus’Rax is pronounced War Lord of the Rax Clan after Tythor’Rax falls in battle. 7 CW: After slaughtering through the numbers of Clan Lur, the clans of Krugmar are revealed the dark shamanism utilized by the Dark Shamans of Clan Dom. This causes Clan Gorkil and Clan Rax to join Lur and face the Doms. 8 CW: Warlord Tythus led many victories over the Dominus Clan and in one fateful battle, the High Shaman Or'ta tried to use Dark Magic to win. Krug, in anger, showed his displeasure for the weak and sent down lightning bolts to aid Tythus. Or'ta was killed and the Dominus Clan was eliminated, many joining Tythus soon after. 9 CW: War Lord Tythus’Rax leads a great victory over the Elves, taking their ruined city and establishing it as the capital of the War Nation, San’Jazel. AEGIS (1305 -1349) 1CW - 1305 - Tythus’Rax unites the Clans after the end of the Clan Wars and establishes the first Rexdom of Krugmar 2 13XX - Bein’Lur suggests the formation of an Orcish Army and Rex Tythus grants Bein the title Dominus. 3 13XX - A Nomad Village was land granted to the Dominus of Krugmar by Rex Tythus 4 13XX – Dominus Bein’Lur scouted a village near San’Jazel that was called Riverside. After some interactions and conflicts the Dominus waged war upon Riverside. The details of the battles are foggy, but the Orcs prevailed and the Dominus reconstructed the ruins forging a new city called San’Har. 5 13XX - An Orc named Petri bought a home in Kel’og but began building an army in a short span of time. It was brought to the attention of Dominus Bein’Lur and as Petri was confronted a skirmish broke out and left Petri’s army scattered and demoralized. 6 13XX - The Orcish Horde was reformed and construction of Fort Krug is completed. 7 13XX - Or’ta the Dark Shaman returns from death with the help of Iblees after being cast to the Nether by Krug for using Dark Magic. Dominus Bein is captured but after numerous attacks upon Orc cities he is defeated and killed by a group of Orcs in the Battle of San’Jazel. 8 13XX - Dominus Thyst challenges Tythus for the title of Rex and was mortally wounded in the battle. He suffered from his wounds and eventually was sent into the afterlife of the Stargush’Stroh. 9 13XX - Many of the Clans despised the leadership of Rex Tythus and united together to overthrow him in a revolt. 10 13XX - Just before the Assault of San’Jazel many of the clans became conflicted amongst themselves. Many laid their support in the Chieftain Mogroka’Gorkil while others supported the Lower Dominus Gorefang’Gorkil. 11 13XX - Mogroka and Gorefang decided it could only be settled through a duel. The duel lasted for three days and nights but neither got the upper hand. On the fourth day, after dehydration and starvation begins to set in the two Orcs land a solid blow upon each-other ending the duel without a winner. 12 13XX - Many feared that bloodshed and civil war would soon break out without a winner and just as each side prepared for battle they were interrupted by The Wandering Wizard who convinced the Clans to re-unite to their cause to prevent the Undead from reaping their lands. 13 13XX -A prophecy is told by Elder Shaman Krink’Gorkil that two brothers would lead the Orcs to victory and it would be the Orc’s Golden Age. 14 13XX - Mogroka and Gorefang together set out for San’Jazel to meet the Rex and challenge him for the Rexdom. Rex Tythus arrogantly accepted both challenges at the same time and was defeated leaving Mogroka and Gorefang to share the Rex title. 15 13XX - Shez’Lur, son of Bein’Lur, destroys San’Har and opens rebellion against Mogroka’Gorkil believing him to be a Usurper since he had never held the title of Dominus. Rex Mogroka acted quickly and had the rebels in full retreat as Shez’Lur was killed in the fighting. 16 13XX - The Great War began with a series of skirmishes between the Orcs and Dwarves outside of San’jazel. 17 1336 - Rex Mogroka’Gorkil of Krugmar and Prince Mylas of the Holy Princedom of Malinor, accompanied by Hochmeister Gaius Marius, marched on the capital of the Grand Kingdom of Urguan, Kal’Urguan 18 1336 - The Wandering Wizard falls defending against a horde of Undead 19 1339 - Grand Councilor Valen Blackaxe of Kal'Urguan and Warlord Mogroka of Krugmar end the Great War with a peace treaty, allowing Kal'Urguan to join the United Aegis Coalition. 20 1343 - The Dwarves begin work on a new coalition made up of Kal'Urguan, Renatus, Malinor, Hanseti and Krugmar. 21 1349 - Aegis falls 1 The Verge - Explored and colonized towards the end of Aegis, the Verge was a collections of islands that the people of Aegis fled through a portal to when Iblees' power became too great to contain. There they built ships to travel to Asulon. ASULON (1351 -1414) 1 1351 - As the orcs ventured to Asulon with the other mortal races, the orcs saw a boost in their population. 2 1351 - An idea spurred that the Rexdom of Krugmar was not working for the orcs, and thus the War Uzg, a nation of violence, was born. 3 13XX - As a result of the new found strength, the War Uzg aids the Hanseti in raids against the Kingdom of Renatus 4 13XX - War eventually breaks out with the orcs and Hansetians on one side and the Kingdom of Renatus on the other side. The war is stalemated after the orcs take over the fort of Das Boot. 5 13XX- After these tensions, the War Uzg set it's eyes on the Silver City of the High Elves. Within time, the orcs had burned down the Silver City after weeks of raiding. After the sacking of the Silver City, the War Uzg sat dormant for a while, until a new political advance in the War Uzg occurred. 6 13XX - The first Rex Klomp of the War Uzg occurs between the standing Rex Mogroka’Gorkil and Warlord Pok of the Ugluk Clan. After a fierce battle, Pok’Ugluk emerges the winner and becomes the Third Rex to ever hold the title. 7 13XX- Rex Pok quickly turns relations with the nation of Salvus for the worst and forms four powerful alliances 8 13XX - The War Uzg declares war on Salvus, backed by the coalition Pok had formed. The coalition consisted of Alras, Renatus, Hanseti, and Malinor as well as some larger guilds and a rebellion lead by a Human noble. 9 1414 - The Descendants depart from Asulon 1 Elysium - A collection of islands that the people stopped on during their sea trip from Asulon to Anthos. 2 Kalos - A big island which the people stopped to restock on supplies between Elysium and Anthos. ANTHOS (1420 -1454) 1 1420 - The Descendants reach Anthos 2 14XX - The Orcs of the War Uzg occupied the capital of San'Orka. 3 14XX - The dwarves push back the orcs, after a victorious battle at Storm's Crossing, ending the war between the two races. 4 1440 - The War Uzg is disbanded and the Orcish desert is called the Orcish Badlands. The Orcish Clans become the center of Orcish political life. 5 1454 - A new land would be discovered by the descendants, known to most as the Fringe, a peculiar land seeming near ancient as Anthos itself, with a sprawling temple of marble with a peculiar obsidian portal, seeming much like the ones once used in Aegis by the Undead around roughly a century ago. 1 The Fringe - Explored and colonized towards the end of Anthos, the Fringe was a land surrounded by very high mountains, with weird natural land formations. The people escaped here through a tunnel when Anthos was flooded. 2 Thales - When a harsh heat passed through the Fringe, the people took a portal to Thales, where they stayed there until finding a more suitable land of Athera. ATHERA (1470 -1513) 1 1470 - Power struggles existed each and every day, orcs had no honor towards each other. This occurred over the span of Athera, until an ancient and experienced orc known as Vrograk'Gorkil took it upon himself to fix things and declared himself Rex. 2 1470 - The Iron Uzg was established 3 14XX - Rex Vrograk'Gorkil orders construction of a capital city, Kodar'Goi. After years of construction, the fearsome city of violence was completed - arguably one of the most defendable places in Athera. 4 14XX - Skirmishes soon broke out naturally between the dwarves and the orcs. Primarily, the dwarves were angered by the shaving of dwarven beards by the Rex, Vrograk'Gorkil. 5 14XX - The Grand Kingdom of Urguan issued what was known as The Treaty of the Red Sands, which angered many orcs. Without second thought, Vrograk'Gorkil used the treaty as toilet paper - his faith in his newly revived orcs higher than ever. Soon after, both nations mobilized their armies in preparation for a bloody war. 6 14XX - A battle is won decisively for the Iron Uzg as they then marched to Kal'Ekknar - the Grandaxe Village. 7 14XX - After a long battle at Kal'Ekknar, the Dwarves utilized a strong flanking route and sent the Iron Uzg in a full retreat back to their original land. 8 1491: After a several year long conflict, peace has been made between the Kingdom of Akovia, Mardonic League, the Dwarves and the orcs. 9 1513: The Orc-Dwarf War comes to an end, and within a few months a giant worm destroys most of Athera. The descendant races then move on to The Isles of Vailor. VAILOR (1513 -1570) 1 1513 - Shortly after the arrival into Vailor, Rex Vrograk'Gorkil fell fatally ill - later dying, but not before naming his son, Vrogrash'Gorkil, to be trained to be the Rex of the Iron Uzg. 2 15XX - After some years it was realized that Rex Vrogrash'Gorkil never truly lived up to his father's legacy, and he later left the Iron Uzg. 3 15XX - In his place, surprisingly, the first non-orcish rex in history - Phaedrus'Yar took over the Iron Uzg as the Rex. At first faced with opposition, Phaedrus quickly proved he was an orc in an elf's body - truly the most vile elf to ever live. 4 15XX - Under Phaedrus's rule, the clans were reunified after a brief period of seclusion, tribute to the rex was expected from all clans, a holy warrior of the Church of Canon was slain in a duel, and most surprisingly - outlawed slavery and declared an era of industry. 5 15XX - Phaedrus'Yar was later defeated in an honorable duel by the orc known as Kahn'Braduk, an orc more ancient than Vrograk'Gorkil himself. 6 15XX - Briefly, the Iron Uzg was a part of the Southern Vailor Coalitio, but Rex Kahn believing the Chancellor of the coalition, Aelthir Tundrak was trying to control him, took his nation out of the alliance and left the heart of the great beast the Fleugal at their feet, challenging them to seek retribution. 7 15XX - The Iron Uzg had brief skirmishes with the combined armies of Urguan and Fenn, but did not react until the Southern Vailor Coalition broke up after the vassalization of Aeroch Nor by the Holy Oren Empire. 8 1527 - The Iron Uzg begins advancing towards the Princedom of Fenn as an act of retribution to prior threats. 9 1528: The Iron Uzg wins against the Ivae'Fenn outside their city, and prepare to siege Tar'sil, the Princedom's capital. 10 1529: The Princedom of Fenn with Dunamis support bests the Iron Uzg in a siege against the Princedom of Fenn's capital. 11 15XX - Regrouping his forces, Rex Kahn'Braduk attempted again and conquered the Snow Elves. He ultimately fell ill, and was challenged by his friend Targoth Ubba'Ugluk who would go on to become Rex and reform the Iron Uzg as the War Uzg 12 1560 - The Iron Uzg collapsed and is reformed into the War Uzg 13 15XX - Rex Ubba’Ugluk falls ill and grants the Rex title to his friend, Snoop’Azog. 14 15XX - After the clans showed dissatisfaction for their newly elected Rex, Snoop’Azog is defeated after entering an honor duel with Kharak’Raguk. 15 15XX - The Shaman Rex Kharak’Raguk leads the War Uzg on the Orgonic campaign. During this time much of the land became blighted or tainted with disease. 16 1570 - The Descendants flee Vailor through a Spirit Portal after the Great Spirit of Disease, Orgon, tainted the land and created an imbalance of nature ultimately destroying it. AXIOS (1571 -1642) 1 1571 - Vailor falls into destruction while the Orcs sail through the Spirit Realm into the lands of Axios eventually splitting from the mass of Vailoric Ships and anchored at the Jungles of Asul in the city of San’Garath. 2 1573 - Rex Kharak’Raguk dies at the hands of a mysterious spirit, and Kulgarok’Lak, a notable shaman, succeeds him. 3 1574 - Kulgarok constructs a new city, San’Kharak, in the swamp not far from San’Garath. San’Garath is promptly abandoned. 4 1576 - Rex Kulgarok’Lak is challenged by Malgunuz’Raguk, who handily defeats Kulgarok and takes the title of Rex. A group of Orcs known as the Sarnites break off from the Uzg and establish their own settlement across from San’Kharak, claiming themselves to be the true Rexdom. A civil war erupts between the Sarnites and the War Uzg. 5 1577 - The Order of the Angathgul is formed and separates from the Uzg, making its home on Ceru, by Sutica. Later that year, The ‘Ivory Mandate’ is signed in Oren, stating that all Orcish tusks brought to the crown will be rewarded with a hefty sum of minas. 6 1579 - John I Owyn, Emperor of the Holy Orenian Empire, declares war on the War Uzg. As a response, the Sarnites reunite with the War Uzg and their disagreements are put aside in order to stand up against the Orenian menace. The first major engagement, known as ‘The Battle of Atlay’, is a decisive Orenian victory. 7 1580 - Vorgo’Yar claims Rexdom after Malgunuz’Raguk is imprisoned by the Skygods. 8 1581 - San’Kharak is evacuated right before Oren encircles the city and begins to siege it, the only people left to defend it being Vorgo’Yar, Dominus Khargak’Raguk, and the honorary Morka’Vorgor. The city quickly falls, with Khargak being slain at the battle, and Vorgo and Morka being brought to the Johannesburg Courthouse for trial, ending with both of them dying.. And with that, the War Uzg is disbanded and the remaining Orcs hide across Axios to try and recover from the absolutely devastating war they had fought. 9 1582 - The surviving Orcs begin to reunite and sail to the desert of Urguan as provided refuge by the Grand King of Urguan, Torvin Grandaxe, and founded a camp in the wasteland of Azaghol, where the Orcs lived as a loose band with little in the means of government. 10 1589 - Kulgarok returns and briefly claims Rexdom. However, very quickly he is challenged by Drokon’Ugluk, who beats Kulgarok and reforms the Orcish society into the War Nation of Krugmar. 11 1591 - A Warzone erupts between Urguan and Azaghol versus Orenia and the Dominion of Malin after Wood Elf scouts found Orcs in Azaghol also known as ‘The Battle of the Gray Peninsula’, which ends in a loss for the Orcs. 12 1593 - Rex Drokon’Ugluk helps form a Coalition alongside The Grand Kingdom of Urguan, The Kingdom of Courland, the Ivae’fenn, and Norland to fight against the warmongering Orenian Empire. 13 1594 - The Orenian Empire attempt to cross through a valley in the desert but are defeated by the Coalition forces in a fight known as ‘The Battle of the Gorge’, marking the first battle the Empire had lost in over a hundred years. 14 1595 - The Coalition battles for the unstable county of Lorraine which is famously known as ‘The Battle of Goldfield’. 15 1596 - Drokon’Ugluk is severely injured after a hunt, only being saved due to both a surgery performed by Murgosh’Raguk and some magic by the dark shaman Kulgarok. Drokon is severely altered by Kulgarok’s magic and the Rex goes a spree of killing many Wargoths and other Orcs who he believes are conspiring against him. Soon after, Kulgarok reforms the Clan of Dom, bringing with him a new era of dark shamanism. 16 1597 - Drokon is returned to his right state of mind, ending his reign of terror. 17 1599 - Rex Drokon’Ugluk, out of shame for what he had done and the countless he had killed, hands the title of Rexdom over to Orgoth’Braduk. With this abdication, the clan Ugluk is decreed to be absorbed into clan Gorkil. 18 1602 - The Clans Braduk and Raguk, in an attempt to shore up their lacking numbers, merge to form the Clan Braguk. 19 1606 - Rex Orgoth’Braduk abdicates Rexdom to Gurak’Yar. 20 1608 - A coup is attempted by the Wargoth Kuntklobbera’Raguk at a feast, leading to a short battle that ended with Kuntklobbera being stripped of his status, yet still in Orcish society. 21 1612 - The Braguk Clan breaks up, reverting to Clans Braduk and Raguk. 22 1614 - Gurak’Yar steps down, leaving a void in the leadership that is filled by Kulgarok’Dom. Immediately, Kulgarok is challenged and defeated by Eath’Lur, and is once again banished from Krugmar. 23 1615 - Rex Eath’Lur steps down and hands the title over to Kuntklobbera’Raguk a bit before the World Cactus Festival. 24 1617 - A Coalition is formed between the War Nation, Urguan, Veris, and Norland to fight against the newly reformed Oren. 25 1619 - Anti-Laureh’lin sentiment rises immensely, with a spree of raids and taunts from the Rex and other Orcs, leading the two nations to the brink of war. The tensions did not result in any major conflicts, but they persist for years afterwards. 26 1620 - The Shamanic Fellowship, a shamanic order like Angathgul (yet nowhere near as separate from the Krugmar), is founded. 27 1621 - Kuntklobbera'Raguk, in order to show his devotion to Leyd, changes his name to Leydluk'Raguk. 28 1642 - The Isles of Axios sunk into a deep thanic winter while the Orcs and other descendants escaped by sea. ATLAS (1643 -1705) 1 1643 - The Descendants reach the shores of Atlas after spending some time sailing upon the sea. 216XX - Orcs enter the first half of the Orc-Elf War and shortly into it Rex U’la’Yar is captured by mercenaries and executed by the Dominion of Malin. 3 16XX - Leydluk’Raguk reclaims the Rexdom and leads the War Nation of Krugmar 416XX - Rex Leydluk’Raguk involves the War Nation in the Courland-Renatus War 5 16XX - Rex Leydluk orders the construction of Fort Stronk bordering the lands of the Dominion of Malin 6 16XX - Several skirmishes and conflicts occur upon the roads outside of Fort Stronk 7 16XX - Rex Leydluk’Raguk relieves himself of the title and raises the Targoth Puknaak’Lak as the next Rex of Krugmar. 8 16XX - Krugmar enters the second half of the Orc-Elf War as Rex Puknaak orders a re-design of Fort Stronk. Many battles continue to happen between the Elves and Orcs. 9 16XX - Puknaak’Lak enters and honor duel with the Prince of the Dominion as suggested by Emperor Aurelius of Renatus-Marna which concluded with Rex Puknaak’s defeat and death. 10 16XX - Morlak’Lak rises as Rex when the clans decide upon him after his brother, Puknaak’s, death. 11 16XX - After Rex Morlak’s death, the clans fumble for the Rexdom and an honor duel is declared between Falum’Lur and Blogus the Black. After a decisive brawl, Rex Falum’Lur reigns over what remained of Krugmar and San’Kala which was shortly stripped away and granted to the Dominion of Malin. 12 16XX - Rex Falum’Lur departed for some time leaving Krugmar after San’Kala was taken and left the Orcs in great unrest. When he returned, Warlord Shakul’Gorkil claimed himself as Rex backed by a newly elected Warlord of Braduk. Shakul challenged Falum and dueled each other in a close match until the Gorkil claimed victory and earned the title as Rex Shakul’Gorkil. 13 16XX - Rex Shakul’Gorkil settles the orcs in the lands of the Frostbeards of Kaz’Ulrah for some time but eventually reclaims San’Kala then facing the conflict of the separate Orc Horde of Thagurz’Grish and resolves the situation by assimilating the Horde into Krugmar and allowing them to continue their ways. 14 16XX - Many Clans become unsatisfied with Rex Shakul’Gorkil as he often referred to making intolerable actions in the view of the Clans of Krugmar. 15 16XX - Glottgut'Raguk and Rognor'Lak lead a revolt of the clans in hopes to overthrow Rex Shakul’Gorkil which then phased into a Clan War. 16 16XX - After several battles, Rex Shakul’Gorkil is defeated and the Warlords choose Rex Gilgamesh’Braduk, son of the late Kahn’Braduk, to reign. 17 16XX - The War Nation of Krugmar is reformed into the Rexdom of Krugmar 18 16XX - Rex Gilgamesh vanishes from the lands of Krug and Warlord Murak’Gorkil rises to the occasion claiming the Rexdom. 19 1700 - Clan Raguk gets banished from Krugmar by Rex Murak’Gorkil ARCAS (1705 - Present) 1 1705 - The Orcs and other Descendants reach the lands of Arcas after escaping Atlas. 2 17XX - Relations with Clan Raguk are repaired by Rex Burbur’Lur, but remain separate entities. 3 1715 - Rex Burbur’Lur gives an order to begin reconstruction of San’Strohk.
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  9. 𝕿𝖍𝖊 𝕽𝖎𝖙𝖊 𝖔𝖋 𝕭𝖆𝖙𝖙𝖑𝖊 While inspecting a freshly constructed Theruz Shrine, Falum’Lur notices some rustling in the papers below held in the library. As he descends he comes into contact with Malohk of the Yar Clan reading upon old Yars and Ancestors. Malohk notices Falum and explains “Mi wus readin sum books tryin to find anything on old Yars.” Falum’Lur gazes over the book the young Yar reads and begins to offer his knowledge to Malohk as he says “Theruz bless this lessun mi am gonna teach lat. I have known dub Yars that have flatted in the past years.” “There wus a Yar by the name, Phaedrus. Mi wus too young to ever meet him before he was killed by Rex Kharak’Raguk but he was a well known klomper agh wus well verzed in the spirits.” “The other was, Vorgo’Yar, who wus also my popo. He wus best known for klomping agh defeating the Greater Spirit of Disease, Orgon, but alzo zerved under Kharak as Targoth, Dominuz agh when da time came Rex. A internal wagh grew in the lands of Krug along wiff a foreign threat uf a Hooman agh Albai empire marching on San’Kharak. In da end, he wus flatted before da pink skin courtz for da blaming uf Orgon.” Falum reaches towards his neck and lifts up a bone hanging on the end of it “Thiz iz all I have to rememba him by. They sawed off him tuzkz as prizes for ivory.” Malohk looks focused on the conversation as he learned of some of his clans ancestors and says “Vorgo wer lat popo? Mi think mi heard da name blahed but he sownds like a hosh orc. Mi cannub find any books on him though.” Falum remains silent for a moment as he begins to light a cactus green blunt and lets the incense of it smoke out the shrine. “We nub need any books to lurn. All we need is da relic mi has in mi hand to blah with his Spirit in Stargush’Stroh.” he raises the bone tusk before the light and flicks the blunt towards Malohk “It might be hosh to take sum of dat medicine if lat am new wiff spirit walking.” The young Yar fumbles for the blunt but once received takes a great drag of it as he begins to say in a muffled voice “Mis been to the Realm uf Votar before, but nevur the Stargush’Stroh.” They both let the high of the blunt take them and begin to meditate while the smoke drifts around them and the torch of the library burns brightly. Their minds grow focused on the tether and the chantings of the ritual grow louder their minds begin to grow warped as the foundation beneath them grows with tall grasses and the sky is drowned by the torch in a glorious combination of orange and crimson. They rise from the grasses and travel through the thick of it searching after tracks that may have been left behind but only seem to enter a denser forested area. Before they knew it, the jaws of a large beast snap shut behind them and leave them trapped within the darkness of it’s maw. Malohk quickly begins to panic as he tries to find a weapon but Falum grabs and shakes him “Do nub klomp it. This beast is a Dunah Skhell.” Malohk glares at the Shaman attempting to understand his words but leaves his trust and faith and lets him guide the spirit walk into the belly of the beast. They wander in the confines of the belly with the darkness blinding their every movement until a faint light can be seen. Quickly they begin to draw near to the light and turn to find a campfire with a skeletal figure hiding behind the smoke. Malohk begins to question why a campfire lies within a turtle while Falum begins to speak in Old Blah to the aging Spirit that sat before them offering his greetings to Vorgo of Yar. “It is always hosh to peep lat again popo.” Falum relays to his father as Malohk speaks up offering his greetings “Throm’ka, mi am Malohk of the Yars.” The Spirit of Vorgo’Yar looms forward revealing his true orcish figure, his spiritual presence surges when the Yar greets him, “A Yar lat has brought? Nub many haz visited since mi flat, but mis been serving Yar klompin agh feastin alongside him.” Malohk bewildered by the spirit replies “Yuh gruk Yar? Mi ancestor?” and a laugh booms from the Spirit’s voice “This am mi home, yung Yar. This is mi realm serving unda the great spirit, Yar. We com from da same bloods, Malohk, da same peoplez.” The trio sat among the spiritual fire and talk to some lengths. “So wub brings lat here, yung Malohk?” the Spirit questions the orc’s visit to his realm “It nub be an oftun thing dat sumash accompanies my cub here.” Malohk looks up to the ancestor and replies “I wizh to prove miself to mi clan. Mi am a hunta and dus it in da name of Votar agh Yar. Mi seeks the guidanze of the great ancestors, the legends of the Yars.” Vorgo reminisces back to his days of the Mortal hunt and says solemnly “Votar, one uf mi favorite past times. If lat wishes to prove latself stick tu lats roots, agh hunt agh trap a ferocious animal like the Dunah Skhell. Mi flatted a dwarf since the tales told uf a stowt flatting Yar. It myte be worth ztickin tu da tales and peepin lats luck wiff a jabbernak.” The Spirit wanders around the campfire a bit longer and returns to his seat behind the smoke as some of his speech turns to the Old Tongue due to his aged spirit making it a bit hard to understand Vorgo “If lat succeeds lat will be glorified by lats clan and the ancestors. Yar himzelf will be peepin over the votar and peep lats worth.” The longer the descendants stayed the more the spirits speech returned to the Old Tongue and it begins to all weigh down upon the young Yar and renders him unconscious. Falum returns his gaze to the spirit of his father as Vorgo does the same speaking first “Mi knows why lat haz come here mi cub.” The shaman raises his head in curiosity of Vorgo’s words and asks what he meant. The environment begins to shift and dematerialize around them as a vast forest sprouts rapidly from their foundation. The father and son begin running through the forest as if they were hunting in the jungles of Axios again. The Spirit passing between trees and bushes at incredible speeds returns his sight upon his son and speaks in a muffled tone “You visit oftun mi cub. A shamans duties am a heavy labor that must be done, but do nub let it affect lats battles in the mortal uzg.” Falum remains silent as he attempts to keep up with his father but is quickly being outran. “Peep lat now mi cub. The fasting for the rituals is ruining lat. It uzed to be dat lat culd keep up wiff me but now lat am falling behind, lat haz grown weak.” The Stargush’Stroh quickly begins to warp as Falum’s magic power begins to exhaust him and Vorgo continues running ahead leaving the Shaman to fall unconscious, but before he does Falum falls to one knee and looks on after his father leaving last words for the Spirit “Mi will lizten tu lats words, mi popo. If lat wus willing to fall by the blade then I shall do the same as thoze many before mi.”
  10. KBR

    A New Moon.

    Burbur’Lur sat in his blargh, contemplating the decisions he had made, if bringing the Shrogos to see Luara was truly the right idea. When a feminine voice whispered to him from the darkness behind his chair, in the old, almost forgotten language of the Old Blah “Farseer, you ask yourself the wrong questions, what ulterior motives could I have other than strengthening myself, as well as Aztran’s strength?” the shaman did not reply to her voice, knowing she had come here for something, as most spirits did, why else would they come to him? “You perplex me Burbur’Lur, adopted son of Fizzldank’Jakka, student of Phaedrus’Yar. But yes, I wish for the Shrogos to be given another test of devotion. Outside of this cave, in the Valley of Enrohk, you will find the most perfect of stones, imbue it with enough of my power to last a day. So long as the dedicated of Clan Shrogo make the trek to provide the ‘moon’ with the energy it needs to shine another day, it will live on, and grow more powerful. Tell them that one day it will grow into a moon, perhaps as big as a boulder that even an olog would struggle to lift.” Burbur sighed, daring to utter the words “And what will we, the Uruk, receive in return for this obvious ploy for power?” to which she replied “That the light of my moon shall shine upon you, whenever you wish, for as long as that moon survives.” and with that, wind whipped throughout the moon, putting out the sole torch that lit the dank cave. Burbur rose off of his throne, grumbling to himself as he collected his cane, the Staff of Votar, adorned with the trophies of many hunts, capped off with the head of a mighty wolf, before heading outside into the cool air of the desert at night. Below him in the valley where a legendary battle was fought, hundreds of orcs buried below the sands, sat a perfectly round white rock, with only a few dents in the side resembling craters, it practically reflected the light of the moon back at Burbur’s glistening eyes. He moved down, collecting the rock and moving off towards Luara’s shrine within the borders of the Orcish Goi. It was there where he called out to Luara, acting as a bridge between the spiritual, and mortal realms, bestowing the gift of Luara onto the rock, with the terms Luara had requested of him. Curiously the rock did not only begin to glow, but stay floating wherever it was left, though it functioned as little more than a lamp, the shaman smiled, knowing that it would make the Shrogo clan happy, and give them a test of their dedication. With that in mind he headed back to his little hole in the wall with a yawn, going to get some rest, the sun already rising over the seemingly endless expanses of the desert, as Aztran’s light took over once more.
  11. -=- Dryads -=- Lore Revision Written by ExoticRoleplay -=- Origins -=- Dryads are an ancient species of arboreal creatures who have resided within nature for as long as time has been recorded. Once upon a time, they were considered to be entities of legend, capable of great magical power. Though as their population waxes and wanes in sync with some unknown cycle of the natural world, more and more have come to emerge from the wilds, allowing themselves to be known to those who they deem worthy. Others may choose to permanently reside within their forested homes, far away from the watchful eye of the Descendents. They are aloof, and detached from modern society, acting as watchful guardians over the places they consider to be a piece of their natural domain. -=- The Blossoming -=- No true consensus has ever been reached about how Dryads have been made in present day, or even thousands of years ago. Many believe it is a process that comes naturally embedded within the minds of female Wood Elves, and others of more religious belief may interpret it as a blessing granted by the Earth-Mother Cerridwen. The prior is more commonly believed, but both concepts revolve around an innate connection to nature. The process of becoming a Dryad may begin at the age of five, or eight-hundred. Some women may never feel it at all. To some it can be interpreted as a faint desire to abandon the life they have, to live among the trees as was intended for their people- Away from the strife of war and oppressive governments. For an unfortunate few others, it can be a sort of dream-like geas, where they are mindlessly driven from their homes and into the wilderness, functioning upon their instinct alone to guide them to freedom. It is because of this that young children, or even mothers may one day disappear, never to be seen from again by their family. After leaving home, the prospective Dryad will travel far into the wilds, going beyond the sight of any man-made construction and immersing herself completely within the canopies of the surrounding forests, or rolling hills and mesas. During this process it is very common for the woman to abandon her clothing and personal effects, donning herself in paints, ichors, and plants derived from the soils and plants of her surroundings- After which, she will fall into a comatose state, in which they will wander… Before laying down among the roots of a tree or bush which they are compatible with. There they will remain, their bodies soon overtaken and disappearing beneath the twisted roots, as if being embraced by the earth itself. After being absorbed within the roots of the tree, a thick, magically-infused sap will leech outward and layer over their body, solidifying near instantaneously into a ‘pod’ of solid amber. Here they will be sustained, requiring no form of food or water as they are essentially placed into stasis. This is the first step of a transformation, one which may take anywhere from a week, to a year to complete. The tree during this process will be indiscernible from any other, aside from a difference in vibrancy. Additionally, once this happens, the branches and roots of the tree will refuse to do so much as budge by the hand of a Druid, as the natural bond between them forfeits instead to the Dryad. -=- Dryad Physiology -=- Once emerging from their ‘stasis’, the Dryad may not even appear to be the same person that they once were in the form of their Descendent selves. Their body and soul will have now become one with nature, leading them to develop (ironically) unnatural traits that are similar to those of the plant they bound themselves with, adhering even to the seasons. These changes may be subtle, or they may be defining of the Dryad as a whole. Their skin may become textured or colored similarly to the bark of their tree, with rough patches along the spine and the outsides of their limbs. Or, skin that is fibrous and green. Many Dryads will choose to remain wearing clothing- Though there are some ‘purists’ who will choose to make clothing out of sections of their plant that they manage to harvest- Or those that choose not to wear clothing at all, if their natural biology conceals enough to make them appear modest. For example, a Dryad which binds themselves to a sapling, unless they are a child, may become three to four feet tall. If one binds themselves to a berry or fruit tree, they may sprout flowers that become those respective fruits. Their spit may become sap, and they may cry nectar- And they may even be host to the same insects as their tree, like butterflies. On another hand, they can always embody other natural aspects, such as sprouting antlers or horns of wood, and deer-like legs comprised of flexible wood and bark. Dryads truly are a versatile race of people, though it all depends on the nature of what plants they bind themselves to. In addition to the physical alterations that they receive from their transformation, Dryads will also change mentally. In doing so, they may become more aloof and carefree. In fact, almost every Dryad is impartial and pacifistic- Unless it comes to protecting their lands, of course. There are some Dryads who will be entirely untrusting of any person other than members of their own race, and will hide their distaste for the other races behind a facade of airheadedness, to make themselves seem less of a threat… Then again, there are some Dryads who are just as dimwitted as any normal person. So they do truly vary. A Dryad will instinctively know how to return to her tree, as her soul is tethered to it. She feels as it feels- The changes in the soil, such as drought. When the tree is struck by an axe, it will feel similarly to being stabbed to the Dryad, regardless of how far she may be from it. If the plant is destroyed, then it shall wither away rapidly- Leaving the seed permanently buried beneath the earth until the Dryad is able to retrieve it once again. Additionally, fellow Dryads will consider one another as blood-siblings, more so than their real siblings. -0- Bonsai Dryads -o- There are only three known circumstances in which a Dryad will be reborn as what has been affectionately referred two as a ‘bonsai’. Named after the Farlander tradition of pruning a plant’s roots and branches to prevent growth, these Dryads tend most often to be connected to host plants which they purposely stunt the growth of. Pruning one’s plant is considered to be a horrifically painful process, as the Dryad feels all of what their plant feels- So it would essentially equate to feeling as if one’s own fingers were being severed with each clip of their roots. The only way to go through this process purposely without inflicting pain is for one to either reshape the roots using their own control over the plant, or to explicitly ask it not to take in nutrients- Thus, causing it to remain in a smaller state. This is most often considered a selfish process, as it does not allow the plant to truly grow. The only exception to this, is if one was a child prior to transformation, or a fully-grown Dryad binds themselves to an immature plant- Causing them to revert into a smaller form of about 3’-4’. Bonsai Dryads are viewed by other Dryads as the sort of ‘beloved little sisters’, but to others they can be seen as a nuisance, due to their immaturity and rambunctious nature. As the plant ages, so will the Dryad, going through the natural cycle of their life before coming fully grown. This can only be reverted if they reattune to a smaller plant. -=- Connection to Nature -=- There is a countless number of plants that Dryads can originate from, though typically it is limited to those which can be classified as trees or bushes. Sometimes they may be as mundane as a juniper bush, or as massive as a redwood tree. Though it is usually always something that grows at least to the height of over three feet, not length (like vines). There may be circumstances in which a Dryad may link to a tree of magical nature, which creates a breed all of its own. This is typically not the case however, as the bond is only compatible with natural plants, unless they are formed with some sort of Druidic magic. The abilities of a Dryad are similar to those of a Druid, however they are focused with the intent of communicating and coexisting within nature, rather than restoring it. When in range of their tree or plant, they are able to commune with it- And control it, in a way similar to the Druids, gaining the ability to bend its branches and roots as if they were extensions of themselves. In this regard, it is better to think of their bonded plant as another, sentient person. As anything that it is ‘made’ to do, by proxy, will be through asking permission to do so- Like how some Dryads may request their trees to dig out a section beneath their roots for living space. They can not do anything that is physically unreasonable though, such as turning massive branches ninety degrees- As this will obviously harm almost any tree. However, they can increase the rate in which the blooming of fruits and flowers on their plant happens, though it requires an almost meditative focus. In fact, this is how many Dryads tend to sustain their diet- Though, they still do retain normal dietary preferences aside from this. When a Dryad is killed, they may be subject to simply ‘regrowing’ at the base of their plant, with a lack of memory of what occurred leading up to their death, as one expects. They may also do such a thing known as ‘Melding’, in which they sink through the surface of their tree where allowed, and remain hidden away. -=- The Amber Seed -=- After completing their transformation, the amber which surrounded the Dryad during the process of their change soaks back into the surrounding soil, save for a singular piece which can only be seen from beneath the roots of the tree- Embedded in the underside of the trunk similarly to the mouth of an octopus, amid the tendril-like roots. This ovular piece of amber is typically the size of a large apple- And incredibly dense. It is lost upon anybody what its true intention is- As they are coveted by the Dryads. Not even the close relatives of the former Elf would be allowed near it, without facing some sort of forcible removal from the area. It isn’t even entirely certain what the object is to the Dryad themselves. Referred to as an Amber Seed by those who are unassociated to the Dryads, this hefty, glowing gem is usually centered with decorative markings, or filled with mixtures of sprigs, seeds, or fruits. It will refuse to leave where it lies by the hand of anybody other than the Dryad which owns it- And is indestructible by any normal means. There is only two circumstances in which the Seed will require moving, and those are when a Dryad unattunes themselves from nature, or when the Dryad much relocate to a safer region, in the case of natural disaster or any form of colonization of the region, if she can not fight it off herself. When a Dryad removes the Seed from her tree, it will begin to wither and die. Though in the case of relocation, this is more-so a momentary goodbye, as within her hands she holds the only thing that can restore her bond to nature. A Dryad may travel several days or weeks before settling on a perfect location- During which she will be inseparable from her Seed, literally and metaphorically. It will remain embedded into the center of their breast, unable to be removed unless one were to kill them. At which point, it would simply crumble into a mundane, glass-like dust along with the rest of her body- Causing her to awaken among the wilds once again, with no memory of what had occurred. At the end of her travels, the Dryad may find a place to plant her Seed once more, at which point her beloved plant will begin to sprout once again. Unlike the countless years beforehand which it took to grow, a tree or bush may regrow to its original size in a matter of a month- Much to the shock of the surrounding wildlife. There does however exist an exception to this. In the circumstance that a Dryad is unable to find a suitable placement for her Seed, she may embed it among the roots of another plant along with herself, going through another cycle of rebirth in which she adopts the features of her new host. At some point, the Dryad’s original plant may grow too old, at which point it will begin to die- Regardless of the intervention of magic or healing. At which point the Dryad will have to find another plant. -=- Reversion to Elfism -=- There may be a point in which the Dryad can no longer maintain their connection to their tree- by their own choice or otherwise. When this occurs, the Dryad can retrieve their Amber Seed. After a couple of weeks of not having replanted their seed, the Dryad’s features will begin to be stripped from them. Each morning they wake up, they will find more sections of their bark-like skin having been replaced with flesh. Leaves may become hair once again, and after a certain point- Their Seed will finally release itself from the chest of the Dryad, glowing dim. By now, the plant they had been bound previously will have disintegrated to nothingness. Each day that passes however, they will grow fonder of their tree, and desire be around it- An instinct that would require being ignored if one were to truly wish to release themselves from the responsibilities of being a Dryad- Which isn’t common, but may happen if one truly desires to return to their former lives- Which they typically hold no obligation to do. The Amber Seed at this point will have been considered to be inactive. Many former Dryads choose to wear it as an adornment, or hide it away in a chest- As they feel an undying fondness to have it around them or in their hands, as one would treat a child. After a certain point the Seed will reawaken, glowing as brightly as it once did. Only then can it be replanted for the Dryad to resume their bond, unless they genuinely repent to the Aspects beforehand. The realm is a place of strife however. And surprisingly, an inability to replant is actually the least likely reason that many Dryads are disconnected from nature. Just like any other mortal race, Dryads are capable of contracting curses and parasites- Though they can not become undead. If a Dryad happens to be touched by a Fjarriauga Mother, or a Shade Father, the respective curses will root themselves in the body and soul of the Dryad just as any other person. Their bodies will react much more violently to the corruption however, and they may become physically ill, more than what is predicted for the process of transformation. If one were to become a Shade, their tree will begin to rot and turn black- Similarly to the parts of their body which once embodied their tree. If one becomes a Frost Witch, their tree will begin to freeze over, as if going through a black winter. The leaves gracing their tree will fall, and their skin will become brittle. If the normal processes for curing are not sought out, they will eventually succumb and become these cursed entities. They will lose their attunement to nature- And in doing so, their soul will feel shattered, as if a piece of them had been irrevocably torn away, their Amber Seed will simply dissolve into ash. -=- Redlines -=- -0- The Transformation Process -o- -0- Dryad Appearance and Physiology -o- -0- Dryad Mentality -o-
  12. Zarelek... Time to wake up... Zarelek had been scrying for hours on the boy with his Ethyrian Star, watching over him from his throne room in his ever-decaying castle within the Realm of Oblivion, a vast realm of nothingness and structures built of the Oblivion Energy that is constantly generated. He had no idea of how long time had passed since time meant very little in the Realm of Oblivion. To the many, it was a hellish plane of existence, meant for those who were too powerful for their own magic and consumed by their own feelings of guilt and bound by shackles forged from their dying ethereal light. Zarelek ruled over this Realm as a god, but he craved something infinitely more precious than this realm of his own. He craved the presence of others. He wished to teach others of his knowledge than rather have people wage war on each other. He was one of the only gods of Dark Magic that did not crave absolute power or the attention of rituals done in his name, but rather to crave the attention of others and teach them of magic that would benefit themselves as well as others. Sadly, he did not believe that his powers of Oblivion or Shadow could be used by those who had the mindset of balance. Calm before the storm. Darkness before light and light before darkness. After a thousand years of being bound to the Realm of Oblivion and feeling the power of Oblivion Magic course through his veins, he felt like his unending stasis of decay had not let up since he left the mortal world when the denizens of Atlas had left the continent to all of the other continents. This did not mean he didn't keep a close eye on the people he sought to teach his powerful yet ferocious magic to. Using his knowledge of Shadow Magic, he created the first Shadows which were his eyes in the mortal realm. Unseen and virtually undetected, these Shadows were able to take root everywhere, even in places that Descendants would consider too dangerous to sustain life. They were not creatures of undead origins, but only Zarelek understood what the Shadows were made of. The Shadows were also immortal or gave the semblance of immortality as they could not be seen by mortal eyes. He was, in the literal sense, old and decrepit with nothing to live for. He did not have any children of his own before or after his confinement, yet he also wished to give his power meaning. Zarelek observed the many people of Atlas, searching for those he considered worthy of his knowledge of the Dark Arts. These people, he believed, possessed an aura unlike any other. Prismatic color with near-infinite potential for any magic and when he found one, he kept an eye on that person to see how they use their potential. However, this aura was exceedingly rare to find in all of Atlas. Zarelek spent countless years searching for someone with the perfect aura to teach his magic to, utilizing his network of Shadows to spy on the many people as they went about their daily lives. This changed when he observed a high elven man doing some kind of calcuations, seeking knowledge to crack the calculations and access power beyond the Voidal, Deity, and Dark magics. Zarelek noticed his aura shining with a prismatic aura and he had a charming nature to him, which made Zarelek think that he could divert the high elf's calcuations to his own benefit. It took many years in the mortal realm for Zarelek to make up his mind and decide he would offer up the man a deal to which he would benefit greatly while also giving the man what he wished. More or less. Upon his final decision, Zarelek sent a Shadow to suppress the high elf's magical potential and granting the boy irrevocable denial to nearly all magic, save for those that Zarelek would teach him. He found himself a student, but the man would not know it until his calcuations were complete that he had been noticed by a dark deity of magic unseen in millennia... ~(+)==(+)~ Deity Information Name: Zarelek, the Empty Lord Age: Unknown Race: Divine Entity Alignment: Chaotic Neutral (1000 years ago; Artwork not by me) (Present time; Artwork not by me) ~(+)==(+)~ Abilities Zarelek has many abilities due to his masterful skills in Oblivion and Shadow Magics including changing one's identity, hiding in plain sight, and enhancing one's own spellwork. He teaches such knowledge to the most elite of his students or disciples and even teaches his most powerful students to become creatures that constantly draw upon the powers of Oblivion itself to fuel their magic and their very existence. Such creatures are not Shadows, but they represent the caster in the most darkest of lights and can even hear Zarelek speaking to them directly as if he was right next to them. He has the power to possess one of his disciples at a time to help augment their magic in their time of greatest need, which is helpful against foes that are too powerful for the caster alone to handle. However, he does not possess the power to possess those attuned to other magics other than the magics he himself possesses. Zarelek has deep respect for those who practice magic of nature itself and does not interfere with matters of the druidic or shamanistic type, though he allows all races and all genders to be taught his magic, but however he possesses the ability to corrupt soul trees with his powers of Oblivion Magic and even destroy them if he so wished. Not all of his abilities are known to all people, even those he teaches his magic to. [EDIT: In the Extended Lore, the redlines for the deity abilities are listed.] ~(+)==(+)~ The Laws of Oblivion Completely aware of the advantages that his magic would produce for those who learn his magic, Zarelek wrote down an Edict of Oblivion that all those who learn or wish to learn Oblivion Magic will adhere to lest they risk to lose Zarelek's favor and risk losing their connection to him and succumb to the wild power of Oblivion Magic, dying from the damage it would cause. (OOC: These laws apply to the Oblivion Magic submission that I will write if this deity is accepted. These laws will be enforced by the Magic Lore team or the Lore Team in general and anyone caught breaking these rules can lose their magic after 1 OOC week. They can avoid this by adhering to the rules for 1 OOC week and they may regain their power.) Thou shall not kill innocents with the use of Oblivion Magic. Keep thy word of honor. Do not perform rituals in Zarelek's name. Do not reveal your brethren to those of authorative power. Thou shall keep eternal silence of the Shadow Network save to share information with Shadow Mages or fellow Oblivion Mages. Do not reveal thyself to those who are not worthy. Thou shall not practice other Dark Magic while wielding the powers of Oblivion, save for Shadow Magic. Thy shall not adhere to the usage of Deity Magic of the holy kind, save for Druidism or Shamanism. Oblivion Magic shall not be abused to grant one true immortality from death. Thou shall be able to learn Voidal Magics, but thou are not allowed to use Oblivion Magic to enhance thy spellwork. ~(+)==(+)~ The Laws of Shadow Aware of how dangerous and intoxicating Shadow Magic is to those not used to such power, Zarelek wrote up another Edict, one of Shadow, so that those who wish to learn Shadow Magic or learn Shadow Magic must adhere to lest they wish to lose their ability to deceive and conceal. Being incredibly wise, Zarelek hates those who abuse such power and if they broke his rules, they would lose his favor and risk losing their powers forever and letting themselves succumb to their own deceits which would become known to all who were influenced by the mage. (OOC: These laws apply to the Shadow Magic submission that Melkor will submit if this deity is accepted. These laws will also be enforced by the Lore Team and anyone caught breaking these rules can lose their magic by the end of 1 OOC week. They can avoid this punishment if they adhere to the rules of this deity for 1 OOC week and they may regain their power. However, all deceits or acts of betrayal that the mage created in roleplay will degrade over time and all those who felt the mage's power will start to see the trickery that the mage in question had done if they lose their power completely. This can be avoided if the mage has regained their power by adhering to the rules.) [EDIT: These rules are null and void due to the first amendment within the Extended Lore. This was done as a request from Melkor.] Thou shall not kill Oblivion Mages. Do not betray your fellow Shadow Mages or Oblivion Mages. Thou may perform rituals in Zarelek's name. Do not break thy word of honor to those who wield Oblivion Magic or Shadow Magic. Thou shall keep eternal silence of the Shadow Network save to share information with Oblivion Mages or Shadow Mages. Thou shall not reveal their magic to those unworthy. Thy cannot practice other Dark Magics save for Oblivion Magic. Thou shall adhere to not using Deity Magic of the holy kind save for Druidism or Shamanism. Shadow Magic cannot grant thyself true immortality from death. Thyself shall be able to learn Voidal Magics, but thou is not allowed to use Shadow Magic to enhance thy spellwork. ~(+)==(+)~ Extended Lore Below ~(+)==(+)~ Zarelek sighed within his Realm of Oblivion, wondering on how everything turned out this way. Being bound to this unyielding, ever-decaying, black nothingness that Zarelek had the unfortunate luck of being bound to. Over a thousand years ago, he had been able to interact with the mortal races freely and without consequence, allowing him the chance to meet and possibly even be friends with the mortals who lived out their lives daily. He had been able to sate his craving for attention that long ago, but then something happened that forced him into exile into this realm that was created to specifically bind all who abused their power due to their overwhelming feelings of guilt and sorrow. Zarelek did not know who or what created this Realm as they remained hidden from his Ethyrian Star when he last tried it. He believed that this was his punishment for what happened a long time ago. During the War of Gods. ~(+)==(+)~ The war lasted eons. Between the forces of the Daemons that Iblees led against the Aenguls that the Creator had lead into battle, Zarelek was not on either side, choosing to remain neutral. Before he had begun his penace within the Realm of Oblivion, he lived in peace within the town of Dunshire. He loved being around the little halflings who enjoyed their relative peace from the War of Gods that raged on outside of the city’s gates and even enjoyed being in their festivals and silly games. Being a god himself, he did not have the ability to truly be a part of the mortal realm and had even considered giving up his godhood to enjoy a mortal life with the halflings he enjoyed being with so much. Though this was not to be towards the end of the War of Gods. Zarelek had been found by the Daemonic forces of Iblees. They desperately wanted his help in defeating the Aengulic forces of the Creator as they heard of his power over the forces of Oblivion, his natural magic. Shades, necromancers, wraiths, and all manner of dark creature came into the city in waves, killing all who stood in their way of Zarelek. Naturally, the halflings banded together in an attempt to hold back the forces of Iblees and giving Zarelek time to flee, but their attempt was short lived. The halflings screamed out in pain as women, men and children were slaughtered by the forces of Iblees and their desperate need for Zarelek’s help in the war effort. However, a select group of halflings survived. The surviving halflings did not know how or why that they had survived, but Zarelek did know. He saved them from the massacre of the daemon forces who were after him and his powers of Oblivion Magic and this infuriated Zarelek to the point where he broke his promise of neutrality in the war and sided only with himself, using his powers of Oblivion to drive back the daemons from Dunshire and even corrupt their souls to the point where Iblees could not even revive them from the blackened pit of Hell. “You wanted me and you got me. You got me pissed!” Zarelek screamed out as he pulled out his wand made of elderwood with a core of a stem of an unknown plant. He ignited his wand, which glew a dark purple as his eyes glew purple as well, signaling that he was channeling his powers in spellwork that the daemon forces were not at all prepared to fight against. He began to speak in a deep guttural tone of authority as if he was embodying the power of Oblivion itself within him. “You wanted my help and you slaughtered innocents this day! I’ll never join Iblees or the Creator’s forces in this war! Die, you pieces of Dark filth!” Within the town of Dunshire, Zarelek had begun to use his powers in the most deadly way possible against the forces of Iblees. He was going to make sure that they never existed from that point onward, even if it meant he’d pay for it later on. He began to cast spell after spell towards the forces of Iblees to the extent that he would run out of magical energy at times and wait some time to regain his power. During these instances of low power, the forces of Iblees would come back and tear apart Dunshire in the feeble attempt to collect Zarelek for Iblees. This happened for a few years until they forced his hand and captured a halfling, one of the very distant ancestors of the Applefoot clan whose name was lost to Time and who was vital for their formation. Zarelek heard of this and went to rescue the halfling, leaving the town defenseless against any other attack. This would prove to be the nail in the coffin for Zarelek because once he arrived at Iblees’ camp, he was tricked. There was no halfling to rescue, but a mere illusion by one of Iblees’ own in a gamble to see if Zarelek would come running to them. The gamble worked in their favor and Zarelek came running to a trap that Iblees himself organized. Before anything else happened, Zarelek felt himself become energized with Oblivion Energy. Even for a god, he felt someone watching his every move and before too long, he knew what he had to do. Zarelek was bound by one of Iblees’ generals and forced to his feet to face judgement by Iblees himself. Apparently, Zarelek had killed one of Iblees’ favorite generals and one that was vital to Iblees’ campaign against the Aenguls of the Creator, which meant that the War was soon to end. Zarelek smiled once he knew what he did against Iblees to force him to resort to mere trickery. “Master Iblees, we have the Oblivion Mage.” one of Iblees’ commanders said as they entered into the room where Iblees was standing in. To Zarelek, he’d suspect the fallen Aengul to be grossly daemonic, but for Zarelek, he was impressed slightly with the sight of the Aengul in front of him. He didn’t look heavenly like the Creator’s own Aenguls, but he did know of Iblees’ heavenly origin before his fall from grace. In fact, all the lesser known deities knew of the Fall, but Zarelek was there to witness it. Another story for another time. “Bring him in,” Zarelek heard Iblees say to his commander, who then had him thrown into the room. Zarelek was attuned to the forces of Oblivion, but he could tell the murderous psychopathic aengul he now faced. The Father of all Shades, Iblees himself, was close to Zarelek himself and if Zarelek could forcibly regenerate himself, the blast of Oblivion Magic would be enough to brutally injure the fallen Aengul and his forces so that he can make his escape. However, Iblees seemed to have other plans for Zarelek. “You killed my general, Zarelek the Wise,” Iblees said to Zarelek, sounding utterly pissed. Zarelek smiled even if he was not injured himself. “Your people killed innocents. Seemed only fair that I slay your generals as well as demolish your forces as retribution.” Zarelek replied, seemingly happy that he caused Iblees pain. “What’s stopping me from taking out the big bad Iblees himself for the Creator? I could easily use my magic to tear your camp apart, leaving you all dead.” “You cannot kill me, mage. You bluff on how powerful your magic truly is when all it is good for is what Voidal powers can do. Stale and unoriginal.” Iblees said, grabbing Zarelek’s throat and choking him out. “You aren’t a god but a mere toy of Fate. Of your own power.” This forced Zarelek to play his hand too early. Zarelek, though bound, made the rope that bound him decay at over a thousand years a second and forced himself to regenerate by Oblivion Magic. Now, Zarelek knew the consequences of regenerating forcefully as it could make his state of decay worsen over time as well as not be as effective as it would be if Zarelek was dying himself, but he had no choice. He began to glow a violent purple with the various enchantments to protect himself from the Reaper and before Iblees could stop him, he exploded like a supernova, emitting purple light that seemed to attract the attention of the wizard and the Aengul forces. Zarelek screamed out in pure agony as he regenerated and forcing a lot of brutal injuries onto Iblees and his nearby squadrons, thereby weakening them a bit to give the Aenguls a true fighting chance. Iblees, however, knew only one spell that could save his army from the magic that Zarelek had power over. The banishing spell. Iblees, in the middle of Zarelek’s regeneration, casted the banishing curse upon Zarelek to happen within the year of Iblees’ defeat by the hands of the wizard and the aengul forces. When the spell was casted, Zarelek’s regeneration was finished and Zarelek laid unconscious, having to wait for the day he’d awaken... ~(+)==(+)~ Zarelek woke up a few days later, back in the town of Dunshire. He had a splitting headache and felt like he was extremely woozy after the forceful regeneration he had suffered. He began to get up when the wizard came in with two archaenguls behind him. “Seems like I have the pleasure of meeting Zarelek himself,” the wizard said as he noticed Zarelek sitting up in what appeared to be a Dunshire medical room. “Regeneration by Oblivion Magic. Nasty form of resurrection.” “Yeah, it is. Dangerous if you’re not already dying.” Zarelek replied to the wizard. The wizard smiled a little before he spoke up, sounding sad. “Well, it seems that Iblees has cursed you, Zarelek. He put a banishing curse upon you, but I have enough power to shorten it to at least a few millennia if you want.” Zarelek thought about it for a moment and he nodded to the wizard, who worked his magic to shorten the banishing curse by a few millennia. After a few moments, Zarelek felt at ease with the wizard and said simply “Thank you.” After that, Zarelek faded away from the mortal realm, his banishing curse taking hold. A few millennia later, he worked out a way to give himself some time in the mortal realm before the curse took hold once more, the chains of Oblivion dragging him back into the desolate wasteland of nothingness where all Oblivion Energy is generated. Well, you know the rest... ~(+)==(+)~ Redlines Zarelek may have powerful magic at his disposal, but even he is not all-powerful. This deity has weaknesses as well that any Holy Mage can do as well as a Voidal Mage of a high enough caliber. These same weaknesses translate to his followers of Shadow and Oblivion, which makes them susceptible to these kinds of magical power. However, Oblivion Mages do not have the same curse that Zarelek himself has, being dragged into Oblivion itself. (OOC: I will provide the redlines for this deity and Oblivion Magic whereas Melkor will provide the redlines for Shadow Magic) ~(+)==(+)~ Amendments Now, the original lore of Zarelek was left with some holes in it, which was made to allow for adaptability. In this part of the extended lore, I will write some amendments to the deity Zarelek that were left unanswered or need to be fixed. Zarelek’s Laws of Shadow are null and void. These tenets were made in place ahead of the full written Shadow Magic lore that Melkor has yet to write and has requested me to remove these tenets so that he can work with the freedom it provides. I will, however, write up another set of tenets with Melkor’s input for this deity. Shadows (Zarelek’s feeble attempt at creating life) are Oblivion-enhanced creatures that feed off the infinite Oblivion Energy that his Realm provides. These creatures are animals that have been heavily affected by the presence of the Rifts and have grown to obey Zarelek and any of those who are bound to his power. In the extended lore, I have made mention of Rifts. Rifts are small tears in the mortal realm that delve into the inhospitable Realm of Oblivion and only allow objects, Shadows, or those imbued with Oblivion Magic to enter. All other people are excluded. They also affect the environment and offer new herbs and plants that can either kill or heal people. Oblivion Magic is both a Creative and Destructive magic. I was talking to Quavinir in voice chat when he asked me about Oblivion Magic and what it is, which made me a little annoyed. However, the criticism was received and I’ll point out what it can do. Oblivion Magic can be used to heal those inflicted with soul damage, physical injury, and mental injury while it can also be used to take away someone’s life completely or even give them a true death. However, this only applies to kinetic Oblivion Energy. Raw, untapped, potential Oblivion Energy can outright kill anyone that is not protected from the magic, making the Realm of Oblivion an instant death (PK kind). The Realm of Oblivion is desolate with very little true life to exist. The energy that the Realm provides can make any Oblivion Mage truly godlike, but the only true god is Zarelek the Empty Lord within the Realm of Oblivion. Of course, it can be a place to visit if you have the powerful Oblivion enchantments and a Rift to access it. If you do not have protection, you will have to PK your character upon entering. These enchantments last indefinitely while within the Realm of Oblivion and starvation is not possible or thirst. This does not protect you against any injury you may sustain. While within the Realm of Oblivion, there are some kind of herb that is exceedingly rare to find. This herb has magical properties of healing (crushed) or killing (not crushed) the person who takes it in. This herb can only be applied into drinks and represent the alchemical symbol for Earth. It is called the Herb of Oblivion. -Redline: This herb can only be found in the Realm of Oblivion and is a lore item. Can only be acquired with a trowel and cleansed by water blessed with holy magic or druidism. Telepathic communication between Shadows and Zarelek exist as a unique form of Possession where the Shadows are an external form of Zarelek, allowing for Zarelek to receive near-instant communication from his Shadow network, even across the dimensions. This connection cannot be severed, even with his “death.” Regeneration for an Oblivion Mage is exceedingly difficult to perform, even if they are near-death. It can be forced by the caster themselves to regenerate themselves, but no one can force a regeneration to occur onto another Oblivion Mage save for Zarelek himself. It allows for a loophole in the death rules as they can regenerate on the spot of their deaths before going to the nearest Horcrux without losing thirty minutes of their memory. Redline: Regeneration is a Tier 5 ability due to how it loops around the death rules. It also takes one Horcrux per Regeneration and cannot refund that Horcrux. Maximum of Regenerations is ten. Horcruxes (yes like from Harry Potter) are inanimate or animate objects that have a piece of the Mage’s soul within them. These objects can be anything, save for Oblivion-enhanced or Oblivion-enchanted items. However, these items are exceedingly dangerous and nearly indestructible. Redline: Only ten horcruxes can be made at a time. If a Horcrux is destroyed by magical means (Voidal Fire, etc.), that piece is refunded to the caster to make another Horcrux. However, if the user attempts to Regenerate, the nearest Horcrux is used up and cannot refund the soul piece. Any magic user of this deity is prone to sickness by digesting Gold or being burned by Tier five voidal fire. No Holy Magic can cleanse the user of the magic of Oblivion or any magic that this deity is tied to. This includes Ascended and other such Holy Magics. Monk Magic has no effect on those who are tied to this deity. Zarelek has a deep affinity to teaching those he considers worthy of being taught Oblivion Magic. This excludes Shades, Necromancers, Frost Witches, and Mystics. He allows some Holy Magic users like Clerics and Paladins to be taught, but it would take longer for them to learn the magic. Voidal Magic users are also allowed to be taught magic tied to this deity. No one knows why he has such an affinity. ~(+)==(+)~ Rifts Rifts are cracks in the fabric of Reality where magic from the Realm of Oblivion seeps through and infects the area around it with Oblivion Energy. These Rifts affect the area surrounding it by killing off the natural flora around it and infect the animals around it with Oblivion Poisoning, a gruesome plague that can only be cured with Oblivion Magic (Tier 3) or with a cleansing ritual by a Holy Mage (Tier 5). These Rifts cannot be closed by any magic other than Oblivion Magic (Tier 4) and they allow travel between the Mortal Realms to the Realm of Oblivion and back again. ~(+)==(+)~ Credits Original Author: TheDragonsRoost Contributors: Melkor__, Farryn, Quavinir, FlamboyantRage (Clarification on Scrying tools), Fitermon (Ethyrian Star), Farryn
  13. The Academy of Khronheim ~Founded in 1648~ The Academy of Khronheim has been founded in order to grow the knowledge of the people of Atlas. While the academy will mainly focus on the arcane of the world, among other magics, we will also focus on other matters of knowledge, such as architecture, religion, and history. For the first time as well, the academy will be headed by the Ironguts, who will bring with them all the knowledge the clan has gathered of the arcane in their expansive history with it. The academy can be found in the city of Khronheim. ~~~~~~~~~~~~~~~~ CURRENT List of Subjects Taught at the Academy Fire Evocation Water Evocation Conjuration Illusion Defense Against the Dark Arts Alchemy War Tatics The Ranks of the Academy Grand Master The Grand Master is the highest rank one can achieve, being voted in by the consul of Masters. Leading the academy in all respects, the grand master is considered to have the final world on all matters. Also, while holding the rank of Grand Master, this scholar is also one of the several Masters. Master The Master is the second highest rank one can achieve. To gain this rank, a scholar must be committed fully to learning, and be considered the academy’s highest authority on one the taught subjects. Because of this, there are several Masters at any time; The Masters of each respective subject. Each of these scholars are granted a position on the consul of the academy. Adept The third highest rank one can achieve, the adept is one of the many at the academy who have finished their apprenticeship, and can now pursue the study of a subject on their own. This is also the rank in which a scholar can begin to teach their talents here at the academy. Apprentice The first official rank of the academy, this is where a scholar has been accepted by an Adept and has officially began their journey into the world of knowledge. They will prove themselves through a couple of stone months before they move onto the title of Adept. Initiate The Initiate has been granted access to the academy, however, they have not been accepted by an Adept yet. The Initiate will wait until they have been assigned someone to teach them. Current Members Grand Master (Vacant) Master's Dorin Iorngut Kardel Irongut Adept's Dimlin Irongut Carsandra Ivydale Garoll Earl Dael'ran Bael Tunnelsmasher Dwalin Irongut Apprenice's Initiate's Hogarth Irongut Arak Robyn Vulnear Mercai Hollowbound Marradak Weatherby Lionheart Gunther Tiberius Iron Enzo Bianchi The Rules of the Academy As far as rules go for the Academy, they are pretty loose. However, that does not mean there aren’t any. #1: Follow your higher ups orders. This rule is pretty simple. Your higher ups are your higher ups for a reason, they more than likely know what they’re talking about! If they tell you to do something, and you do not listen, then you may be suspended for insubordination. #2: No harming others at the academy unless specifically given permission to do so otherwise by a Master or the Grand Master, any use of physical or magical violence towards another will result in suspension or expulsion. #3: No use of the dark arts while the study of the dark arts is highly encouraged, they are NEVER to be used. To do so will result in immediate expulsion, and all ties with the practitioner will be cut. Applications Initiate Application MC name: Character Name: Discord (Optional): Race: Age: Do you know any magic currently?: Which subject do you plan to learn?: Do you swear to abide by the rules of the academy?: Adept Application MC name: Character Name: Discord (Optional): Race: Age: What subjects do you know?: Are you able to teach?: Do you swear to abide by the rules of the academy?: We are currently accepting only those who are able to teach their subjects. This includes ALL forms of arcane magic, as well as any forms of scholarly study. If a subject that is not ordinarily taught is offered, we will contact you immediately to discuss the details.
  14. The Faoladh ~History~ After the war of Elcihi'thilln, the leader of the Silver City turned to a researcher named Aelthos, who changed Lomal (the leader) into a snow elf. What the young Aelthos did not know was that one of those people that volunteered to be turned had a young wife who was left in the cold to wait for her beloved who had left for war. After a time of him not coming back, she packed her things and took to the snowy woods, forgetting her cloak behind her. And just like that, a snow storm wiped her farther and farther away from any civilization, while her and her undiscovered child tracked through the wind. She had not know of the child resting within her, but and only though it stress, and so, when she found a cave underneath a fallen tree, the elf women soon died. Not much time later, a Fjarrugiauga found her amongst the snarled roots, her final breath long gone, but even still, the Frost Mother cried out to the God of Winter, Wyvrun, and somehow, the message got through. Wyvrun, also known as Old Father Winter, had a soft spot for females and abandonment, and so, he told the Frost Mother to go out and find the nearest dead animal. An so, as she was told, the Frost Mother went. The Frost Mother came back with the carcass of a newly felled female Ker Wolf who had died of old age not to far from the Elf, and dropped it near the body, the two laying side by side, wolf and elf. Old Father Winter then looked inside the Young Wife, and found the babe, who was dining slowly, but not yet dead, and so He took the child from the womb and placed it's spirit into the wolf. The legends are not all completely sure of what exactly happened to make the next day possible, but they say that the next evening, a white and red pup stepped out of the cave, completely healthy and already 1 month old, and another female Ker wolf came to the pup and cried it off. And so, the first Faoladh was made. . The Faoladh race are considered a gift from the God Wyvrun, but many consider it a curse because from the point you are turned and from then on you are bound to your pack, and there is no way to reverse the transformation, unless through death. The Faoladhs have a bad side as well, they are known for their combat skills and ruthless mentality, but it get worse. On Eclipse Moon nights a Faoladhs Packs will be forced to go out on The Hunt, where their bodies become more of a werewolf shape, more humanoid, and they are forced to go to their nearest town and kill as many people as possible. This form is known as Bazerk. This is why most people hate the Faoladh Packs, although many fear them so much they offer them gift as way to ward them off, although it doesn’t help at all and most of the time gets them killed. The Clipse Moon Night is not the only time that a Faoladh become more of a werewolf form, i happens when they are overly angry or iritated. A Faoladh in human or other form is not a terrible sight, but it is not beautiful either. A Faoladh in human or elf form has a dull around it, any beauty it once had or happiness does not show in the persons "aura", and therefor they are a rather normal sight, although one can I identify them by their inability to speak. In wolf form, a Foaladh gains all of the things it lost in human form back. It is graceful and strong, beautiful and hard to resist. There are some legends that a young Faoladh female enticed a young man to come to her without anything but her looks, she then killed him and brought the hart back to her Alpha as a gift. But do do not be fooled, and human or elf that steps into a Faoladhs Pack/Den site will find their end quickly, no matter the person or time. Faoladhs go Bazerk more often than not given that they get irritated quickly and are ruthless. Many a men have tried and failed to hunt these creatures down, the hunting parties growing thinner and thinner. The Faoladh have had a long lasting hatred for the Fjarriauga, or Frost Witches, given that they are rivals in territory in the North. Although the Frost Mother from the first Faoladh did help her, the dependents soon forgot this when a young Frost Witch killed a litter of puppies. A litter of pups is a sacred blessing to the Faoladh, considering the infertility of the Faoladh is much like the elf's curse. For a human turned Faoladh a litter is celebrated but not as much as a litter from an elf turned would be. The rules for the Faoladh's are simple, although they are different for each Pack, the unanimous one are listed bellow: -No hurting or treasonous acts against the Alpha -If the Alpha has pups, they are to be protected above all else -When hunting, consider your Pack mates and remember your station -Never try to mate with an already mated male or female The territories of the Packs are operated by the climate and geography, and much of the time, they do not feel they need to expand, but as with the Leathnu Te, it has been known to occur before.There are many small packs scattered across the land, the Faoladh having split from any larger pack to form their own, although many do not make it. The other small territories have the same hierarchy system but the only exception is if there is a bigger problem going on in a Pack, one of the Season Leaders will come down to the part of their territory they are letting them have and solve the issue. Although you follow one of the Seasonal packs, your loyalty is to your own Pack. But if in any case it comes down to the life of one of the Seasonal Packs or your own Pack, you are expected to choose the Seasonal. If otherwise, your are named a traitor. Anything between the two Seasonal territories is the Nomadic Lands, this is where if a young Faoladh chooses to go off on its own, this is where you head. No one owns his territory. There should always be a sliver of Nomadic Land. The hierarchy of the Pack has one leader for each of them, and two Betas to protect and serve the Alpha. The Tiers of the system are listed bellow: Highest ranking: Alpha- runs Pack and makes sure all other Pack mates are in line. Do not challenge. Second Highest: Betas- there are two Betas, usually both women, they protect the Alpha from any attack that she does not see. They also are the go between the rest of the Pack and the Alpha Alpha Apprentice: Dara- the Dara is a young female Faoladh Trodai who will one day become Alpha, unless a challenge occurs. Middle: Trodai- the warriors of the Pack, they make up the rest of the Pack. Middle low: Baegnach- the warriors in training. Low: Pups- self explanatory. Protect at all costs Pups are the joy bringers of any Pack and if you are born a Faoladh, you are considered "High Born" and even higher born are the elf pure bloods. There is no difference between Faoladhs turned by death or born, although the pain process is different. Pack Mothers are the Women Faoladh's that have recently given birth to a litter of pups or are nursing in the den. The mating system for the Faoladhs is no different then the Ker Wolves. Once mated, you are mated for life, unless your mate dies or given that Faoladhs are also Humaoid, if your partner cheats, so pick well. Alphas of the Faoladh are known to be ruthless and kind, it depends on the leader, but all Alphas need to keep the peace and justice of the Pack, making them the executors of traitors or Leaders of Rituals. Leaders are chosen either by another Pack Mate challenging them to a fight to the death, a Dara being assigned the position when the Alpha deems them ready or by old age, in which one of the Beta's are chosen (this is rare given that Faoladhs have a very long lifespan, humans extending to 300, elves even longer then their previous enlargements). The changing of a human or other race to a Faoladh is a painful process consisting of a month of migrants and bones breaking and realigning. The stages of the process are listed bellow: The first three days) headaches begin to occur, causing hallucinations and screaming. The next five days) bones begin to crack, your spinal cord shifting to become more lenient. The next 7 days) fur begins to slowly sprout from the skin, fingernails lengthening and the skin on your body becoming paper thin. The next 12 days) The bones that had been broken begin to realign, causing another bout of excruciating pain while long canines grown in the mouth. The last 4 days) the final piece is the actual transformation into the wolf form, which is known to be the worst part, as it all happens at once. The following transformations are easier, but still painful, which is why some people prefer to stay in one form. The main drawback of being a Faoladh is that if you get any sickness, you are susceptible to becoming a wolf forever, any therefor never change back again. It is taken as a serious problem and the Pack take as much care as they can. The Packs have a system for traitors which is followed out at all costs: -If a Faoladh gives away their pack or Alpha, they will meet out rightful justice - If a Faoladh kills or harms any pack mate, they will meet out rightful justice - (The sentence they are given will be carried out by the Alpha, and so the things they do are not all considered death worthy.) Many Faoladhs go Bazerk, which is when a Faoladh decides to remain in wolf form but has such a hate for humans that they go into the Bazerk Wild form, which looks like a werewolf from American ledgers. Bazerks roam the countyside and kill off animals and any humans they can get their claws on. They sometimes join forces and wipe out towns, but it is rare given that they are so driven to kill that they often kill their own kind. It is incredibly easy to become Bazerk, and once fully Bazerk, you are forced to leave the Pack for the greater good, which causes problems with the human life around the territory. The only way to become a Faoladh is to either die, and to have a Faoladh find you within an hour of death, as to not let the decomposition process go too far, or to have the Alpha or Beta of a Pack mark you. There are four Alpha's, one for each pack: The Summer Pack Habitat: lives between Warhawkes-Krugmar Diet: Carnivore and/or Man eater Size: Ranging anywhere from 4-7 ft tall. Color Varieties: Ranging between a brown-to a golden white. Skill set: -The Summer Pack is known for it's potions and it's magic, they are rarely fighting with another clan as they are the peace makers and have given up much of their land to other small packs because of this. It is still to be seen if they will ever help in battle. -The most laid-back of the Four Packs -Avoids conflict with humans/other races at all costs The First Leader of the Summer Packs: The First Leader of the Summer Pack was known as Aofie. Aofie was a young Druid girl when she was turned by the Founding Faoladh. Having lived in the heat her whole life, Aofie left the Winter Pack to journey out, seeking a warmer pack.At this time there were another three packs that no long are here. Spring, Winter and Fall, and so her first bet was to get to the Spring Pack, but she did not make it before she fell in love in the Nomad Territory, which was not claimed by any pack yet. She stay their with her beloved until he died of old age, being a human. She was left with a litter of pups witch she delivered the next Summer, and was forced to settle down. Soon, more and more Faoladh's started flocking to the Nomad territory and she had to take control of the Faoladhs, and so she made the Summer Pack. The Winter Pack Habitat: Form the edges of the Pack to the Northern Coast (Haense-Rivia) Diet: Carnivore and/or Man eater Size: Ranging from 4-7 ft tall. Color Varieties: The Winter Pack has wolves that range from white to black, with any tint to their fur. Skill set: The Winter Pack has very little known about them, being the most secretive. The only skill set we do know of is that they are amazing in battle, but also the most brutal Pack. -Vicious to outsiders -Hate humans -Spend much of their time in Wolf form -Most difficult to conceive given the cold climate The First Leader of the Winter Pack: The founding Faoladh was the leader of the Winter Pack, en which you can read above ↑ -------------Red Lines----------- -You cannot play as a Faoladh unless turned by an Alpha or died with a Faoladh in your company or finding you. -You can only use your Packs specific magic (if it has one) if you are taught by one of the people first -If caught turning you must give the person whatever they want, unless they ask for your life or something to do with your Pack -You cannot assume you were just born into a Pack, you can either be born and your parent died a Nomad or find a Pack Mother and be born from her. -There are no rules restraining the Bazerk side, although it would be helpful if you didn’t go around killing everyone -this magical creature is open to any previous race, although if you were a frost witch turned Faoladh that’s no a thing.
  15. The Soulbound Servants: Didacts of the Forest Holy Ghosts of Druids An elven druid returns as a Soulbound Servant, watching over the forest with a careful eye. It is a well known truth among druii and those that study the aspects or their faith, that devout druids who die ascend to the realm of the fae, to serve out their days as Soulbound Servants. In the realm of fae, these spirits of passed druids are revered by all as wise men and oracles. Creatures of the fae flock from every corner of the realm to hear their words of wisdom. In the realm of fae, they are considered demigods, chosen of the aspects themselves. (The Fae Realm). In death, these sages reflect the souls of what they were in life. For those that sought the taste of battle in defense of the balance, they may find themselves as a spirit of fury, blessing those of the Twilight Bound. A gentler druid, a healer perhaps, may find themselves as a mending spirit of the Dayward Way. All these such spirits are revered amongst the fae creatures of the world. The servants can take the form of an incorporeal spirit, the physical body they had in life, or even as a reflection of their own spirit animal. Respected and revered by all races of the fae as the chosen vessels of the Aspects themselves, the Soulbound enjoy their afterlife by serving as wise men and priests. The most dimwitted of rock-creatures to the most cunning of Imps will travel across the entire Fae for the chance to meet one of the Soulbound and receive words of wisdom. Like all fae creatures, they possess the ability to traverse over one of the many thin threads that hold our realms together, through a fae ring. For one that may find themselves facing one of these spirits, they can expect only unbridled wisdom, for they gaze upon a fragment of the fae realm itself. However, while they were able to become corporeal in the Eternal Forest, their journey to the mortal realm has diminished their strength, and they hold but a fraction of the power they hold in the Fae Realm. A soulbound servant, in the mortal realm, is little more than a spirit of the fae. They cannot touch or interact with the world. They will never again feel the embrace of a loved one, nor the wind on their cheek. They are dead, lost to the world. Incorporeal beings that merely exist as a passer of knowledge, a wielder of the torch of druidic power. Even when their connection to the Eternal Forest is strongest, standing within the fae ring, they are unable to lay a finger on the world of the living. One may ask, why would a soulbound servant return to the mortal fold? What other reason than the one they hold in the realm of the fae. They serve as ancient teachers, passing on the wisdom of their many years. It is the primary mission of all Soulbound Servants to pass down their own knowledge of the balance, and to guide the druids of the world towards a heightened understanding of what their duty is, and how they might attain it. They serve as powerful guides to all that follow the path of the aspects. To dedicants, they serve to inform and teach. To Druii, they seek to offer their different perspective on the world and how it may function. And above all, to Archdruii, they serve as powerful advisers in the face of great adversity. But they are just that. Guides, advisers, wise-men. Vessels of knowledge. Due to the distance from the realm of the fae, and their diminished power, they are unable to use the gifts that they had throughout their lives as druii, but they still retain their ancient knowledge of the arts. To fulfill their mission, these spirits are able to pass on their understanding of the gifts into the druii of the world in several ways, detailed a bit later. In addition to this, the servants have access to a few smaller tricks from their time in the fae realm that they would use in pursuit of guiding dedicants, druids, and archdruii alike, without impacting the world on a physical level. Blessings of the Aspects Gifts From the Eternal Forest A druid completes a task with the oversight of the Soulbound Servant Soulbound Servants tend not to intervene in worldly affairs, beyond their task of guiding others, and serving the balance. Without the ability to hold a sword, or travel far beyond their fae rings, they take up a more guiding role, using their abilities to teach, rather than lead. Their time spent in the realm of the fae shows now though, and Soulbound Servants find that they have a few lesser abilities that they didn’t have before. These can be very straining for the spirit to perform, and only one may be used per day, that they might serve the spirit in guiding others. Greensight Soulbound Servants mimic many of the abilities of regular ghosts, being able to use their own version of Horrorchill called Greensight. With this ability, Soulbound Servants have the ability to reach out to attuned minds, and are able to incur visions of the past, things that the servant themselves have seen, or even things that the subject has seen. Through this, they can evoke calming memories, or through their own memories, lessons of the past. These visions can be as vivid or as vague as the spirit wills it. This ability, unlike horrorchill, only works on a willing subject who knows they are being affected. This only affects attuned druids, and those affected by fae rings. Oversight Similar to the talking host ability that usual ghosts have, soulbound servants are able to bind themselves to a druid for as long as they wish, seeing what they see, hearing what they hear, allowing them into their thoughts. However, this must be entirely willed on the part of the druid and the servant. During this time, the druid is marked with a fae rune upon their forehead, showing that they are a vessel of the spirit. This lasts until the subject no longer wills it, or the spirit decides to leave the body. If the host is killed while the servant is inside of the body, that spirit demanifests as they gather themselves again. In addition to these two abilities, Soulbound Servants can do several abilities like their ghostly cousins. Soulbound Servants may shift between visibility and invisibility at will, disappearing or appearing in a flash of their fae energy. Soulbound Servants can interact with the environment in limited ways, such as opening doors, or nudging objects. (In the same way that ghosts do.) Soulbound Servants may float (In the same way that ghosts do) Soulbound Servants give off a glow that reflects their fae energy. Soulbound Servants can change their appearance in a limited way, such as gaining fae attributes, or taking on the form of their spirit animal Due to their distance from the realm of the Fae, they cannot fully return to their physical form. However, when in the Eternal Forest, they can regain such a form. Instead of decaying life around them, and feeding on it, Soulbound Servants serve as a conduit of fae energy, and many may find the world around them blooming to life as the world is touched by the mystical energies of the Eternal Forest. Soulbound Servants do NOT have telekinesis, unlike their ghostly cousins. Guides and Redlines Soulbound Servants must have been at least a T5 in Control and Communion before their death to be brought back. Soulbound Servants require a CA to be played. Soulbound servants are the spirits of druids that return to the mortal realm to continue their duties as druids. In order to be brought back from the realm of the fae at first, the spirit must be guided back by a druid using transcendence. They cannot be forced back if they do not want to come back. If a druid already knows the Transcendence feat, they can bring themselves back. Soulbound Servants can appear as a manifestation of their former selves, or as a reflection of their spirit animal Soulbound Servants can interact with the environment in limited ways, such as opening doors, or nudging objects. (In the same way that ghosts do.) Soulbound Servants can no longer perform control, blight healing, or herblore, shapeshifting, unattunement, attunement, or powersharing. Soulbound Servants can no longer teach unattunement, attunement, or shapeshifting. Soulbound Servants can still teach druidism, including control, communion, blight healing, and herblore if they have a TA A servant doesn’t need to eat, sleep, or breathe; they may survive indefinitely without damage Golden Weaponry affects the spirits as a normal weapon would to a person, and cannot use any of their abilities on gold. To banish a servant to the Eternal Forest, one can summon a cleric, shaman, Fi’ user, or alterationist to perform an exorcism. This demanifests the ghost, but is not a Perma-kill on the Soulbound Servant. It is not necessarily possible to "kill" a Soulbound Servant, but they can be forced them into the Eternal Forest. This causes the Ghost to demanifest for 30 minutes, akin to death for other Descendants, and leave the area to go to the Eternal Forest for a prolonged amount of time. OOC Note: What I really tried to change with this rendition of the lore was the “how” one becomes such a thing, and the abilities. I really tried to trim down the lore piece from Shade lore levels of length to a nice, easily read piece. Short, sweet, simple. I’ve turned it into a lore addition, as a way to extend the ghost lore into other aspects of the server. I’ve translated a lot of the “horror” of the abilities into more Fae abilities. I wanted to create a way for druids to return as ghosts without relinquishing their connection to the Emerald Forest. So, druidic ghosts!
  16. -Established 1577- The Enchantry, a guild of scholarly individuals highly advanced in the arts of the arcane brought together with the single purpose to unify for advancement and betterment of voidal magic and its exploits privately. Let it be from its general use and applications to bettering the public view on magic the Enchantry will always be sure to keep magic used and appreciated. First Established in 1577 in Axios, a group of mages joined together to form a small covenant which slowly grew to a greater size and soon greater purpose. The guild now branches outwards to the world opening its arms for public services. Enchantments for coin or to help rid of problematic issues revolving around magic. Having a personal court mage in place to help advise one's nation of magical issues or to help teach potential new mages with very limited class space reserved for those who are personally invited. Guild Traditions The Enchantry Pendant Your fingerprint in the Enchantry - A mage's personal key and identifier in the vast world symbolizing their affiliation with the Enchantry. Commonly seen as a green gemstone with silver around it. These necklaces are bound to the user and acts as their key - if ever taken off a members person it will no longer work. Different colors symbolize different ranks. Black Stone - Associate Dull Green Stone - Acolyte Bright Green Stone - Magus Purple Stone - Keeper of Books Gold Stone - Keeper of Ways Red Stone - Seeker of Knowledge Blue Stone - The Enchanter and his Council The Enchanters Grimoire: Every member of the Enchantry upon joining is issued a personal Grimoire. These Grimoires are entirely for personal use and logging through the entire back section of the Grimoires have been enchanted. Anything written in these portions will transfer after a day to a master copy Grimoire - Allowing for the collection of knowledge (Follows the death rule - if killed the knowledge is stripped from your grimoire up to the point you would remember before death.) Each Grimoire is bound to the member with intricate magics meaning if they were ever stolen or misplaced they no longer function and appear to be blank - a new copy can be forged by its owner retaining the previous knowledge. The Enchanters Implement: Every member of the Enchantry upon joining is issued a personal implement for casting and are advised to use them as much as possible. These can come in the form of many objects ranging from wands and staves, orbs or even their own grimoire. Implements are meant to be entirely personalized and may be enchanted to further enhance capabilities. One mage may not have the same looking implement in the guild - each implement being logged with a name. Specialization Classification: Every member of the Enchantry upon Joining is issued a personal classification on the type of mage they are depending on what arcane magics they currently possess and which one they declare is a main focus of study. If they do not currently possess magic or lack said magic its based on their declaration of study. The Alterationist - One who mainly uses utility based alteration magic to change the world around them. The Battlemage - One who traditionally focuses on destruction based magic such as elemental and forceful arcane. The Conjurationist - One who focuses on Conjuration, learning how life around them works and how to conjure such especially as elementals. The Illusionist - One who focuses on Mainly illusive type magics such as Mental Magic or Sensory Illusion, Deceiving the world around them. Evarir'yallrn's Class: The Enchantry holds a tradition to help the world better current mages and create more traditionally helpful mages as opposed to selfishness and independency that magic has grown to have. To help press a better formality of magic the roll of Evarir'yallrn was created - and thus - Classes. Each class is up to three individuals to 6 max and are titled independently from each other - belonging to the Evarir'yallrn who hosts such. Classes can last between one single class to multiple depending on the planner of the Evarir'yallrn hosting such. Attendees of these classes must be personally invited by the Evarir'yallrn or assigned by The Enchanter himself.  Internal Ranking Hierarchy The guild structure is an important aspect, dictating those with weight and authority. The Enchanter - The Ailer'evarir Leader of the Enchantry Circle of the Enchanter - The Heial'ailer Selected Leaders of the Guild to council the First Enchanter Title Ranks: Seeker of Knowledge - The Uhierir'maehr Dedicated defender of the guild and the world around them. Often sent out into the world to serve as court magi or to learn for the guild. Keeper of Ways - The Evarir'yallrn Dedicated Teacher of the Enchantry to help guide new mages. Keys to the ways of teaching those how to control and respect magic. Keeper of Books - The Evarir'indor Assistant of the the Enchanter to help with Administrative purposes and help serve the guild and the Circle of the Enchanter. Main Ranks: Magus - The Talaileran Established Member of the Guild Trial Magus - The Enaer'saneyral New Member of the Guild - Two year trial period. Inductees must be at least a Journeyman on the Magus Scale. Acolyte - The Taeluir A Student or Assistant with-in the Guild Magus Scale The Enchantry recognizes all mages, in which they will be given a title for their mastery of the arcane. These are Enchantry standard scale and may be used where ever, on any mage to describe their ability. Your position on this scale will not give any weigh to the Enchantry internal Hierarchy. This scale only measures arts, not feats. Apprentice: 1 or more Arcane art, not mastered. (No T5 magics) Journeyman: 1 Arcane arts mastered. (1 T5 Magic) Evoker: 2 Arcane arts mastered. (2 T5 Magics) Sorcerer/Wizard: 3 Arcane arts mastered. (3 T5 Magics) Master Mage: 4 Arcane arts mastered. (4 T5 Magics) Arch-Mage: 5 Arcane arts mastered. (5 T5 magics) OOC Note: Anything posted on this subforum will act as mail to the Enchantry through Forum RP, please be sure to @Tox. With that said please do not comment on this subforum unless sending any official lettering (Requests to join / Inquiries). Thanks.
  17. Picking up the Hammer The Revival of the Angathgul as the Naakh’Ilzgul History The Spirits’ Hand - Shamanic Order “The Spirits Touch all” - The Uruk Buubztik of Lur, Late Vailor times And so I, Shagarath, pick up the hammer and smite it upon the anvil to revive the Angathgul, now named Naakh’Ilzgul: The Spirits’ Hand. For we Spiritual servants are the ruling hand upon this Mortal realm. It is WE that abide their will and WE that execute their demands. For too long the Spiritual faith hath been cast aside, Spirits mocked and forsaken. Now is the time for all descendant souls of Atlas to have the opportunity to show devotion. All that already follow and all that are intrigued are welcome. Let no ignorance on the topics of Spirituality or Shamanism stand to create unnecessary conflict. Let the spirits be praised by all, for they Touch All, not just the sons and daughters of Krug. This is how I preach to you, denizens of the mortal realm. A speaker from the spirits. These are my teachings for all who agree to follow. “Afar Ilzgul, Lup Ilzgul!” “Praise the Spirits, Fear the Spirits!” Mission Preservation The Shamanic and Spiritual faith has long been a tight organisation; a clique if you will. Now the time has come for all to prosper and spread the faith. If shown to be loyal and to have proven their devotion to the Spirits, all descendant life should be able to take part in worshipping and serving the Spirits. Balance All still know the horrors, that brought down the Realm of Vailor, and the Shamanic council knows well that such should be prevented at all cost. The blind ambition of a single shaman brought forth the end of a Realm, and the destruction of a Spirit. The Spiritual Realms were out of balance, for no Spirit should become powerful enough to access the Realm of Mortals. Therefore, we task ourselves with maintaining the balance that has been restored with Orgon’s destruction. Assist Furthermore, the council and members shall occupy themselves and devote their time to aiding all in need of their guidance, council, or help. Among these services are: the contacting of Ancestors, the creation of curses, che aid in elemental matter (Such as moving boulders from paths), the creation of Spirit imbued items, and bestowing blessings. Purge Lastly we shall fight and condemn all that is unholy, undead, or unnatural. Those who play with lifeforce, create abominations that are from beyond this Realm, or access and use the void in a manner that is self serving and harmful to both the Realm and Others shall be purged. The order wishes to clean the Realm of such filth. Inclusion As said numerous times, any descendant that is motivated, loyal and devoted enough shall be tested and accepted. Shaman Elder has the ability to accept a new member and thus it is advised to find out these individuals and speak with them. - To join the Naakh’Ilzgul is not to bound one’s soul for life. It is merely to pact themselves with like minded souls to better serve the greater good of Spirituality. - To join one must be Spiritually attuned or be willing to follow the Spiritual path. This entails that the person lives by the ways of The Spirits and wishes to serve and please them. - Upon joining one is not guaranteed to be gifted the shamanic arts. - A joined member shall live by the rules of those that lead the order and both agree and enforce their stance as listed below. - Members shall respect the alliances that are and were made. - Acting against the interest of the Naakh’Ilzgul shall result in banishment or punishments. Stance of the Naakh’Ilzgul The Naakh promotes peace among Descendants and the spread of the spiritual faith among them. The Naakh answers to the Spirits, and Spirits alone. Mortal leaders of nations and land are not acknowledged to have power over them. They are left be if they form no obstruction. The Naakh recognizes other beings of Aengelic nature, and those that follow them. They are left be if they form no obstruction. The Naakh condems that which is unnatural and undead, and shall act to purge such. The Naakh condems that which falls under the taboo of Dark Shamanism, and shall act to purge such. The Naakh condems those that access the abnormality that is the void in a self serving and harmful manner towards the Realm and the Descendants, and shall act to purge such. The Naakh recognizes and respects the Aspects and their followers as separate entities that act alongside Freygoth and work in Unison. The Naakh supports the Temple of the Ancestors and the Dark Elven religion within Velunor of the Dominion, for their ancestors and ours live alongside one another. An attached note: This message to any remaining Raguk uruks that wander the Realm: come see us should you wish to speak with your ancestor Kharak’Raguk, or to be granted your red-skin birthright of forging bloodsteel. In the early days of Angathgul, there was an alliance between the Raguks and Shamans. We would wish for this alliance to live once more. [ooc: Hedgehug#2111 for anonymous letters]
  18. There is the Void, an endless and boundless pit of nothingness that takes as much as it gives. This is the origin place of all voidal magic on Atlas. However, there may be something far more darker and more dangerous than the Void. It is called Oblivion and it affects the body and the mind in far more deadlier ways than voidal magic. Casters of the oblivion school are able to counter the effects of the voidal magics by taking the effects of the voidal magics and putting it on themselves, granting the voidal magic user more strength, however once the oblivion mage dies (even once), that strength instantly disappears and cannot ever be recovered, leaving both the oblivion mage and the voidal mage without strength. This leaves the oblivion mage with very little time before the forces of nature begin to recoil onto the mage, creating Oblivion Recoil. There is no way to counter the effects of Oblivion Recoil at all, no matter how advanced you are in the school. These same casters can mess with the natural world, spreading plagues and fracturing a small area around them. The way that fracturing works is that the caster has to spend some of their own mana to create cracks all around them in a small area and sustain at the same time as an opposite effect happens called Counter-fracture where the natural world is fighting back with a lot of forceful tension to correct the fracture that the mage generates. Fracturing is meant to act as a barrier around the mage, shielding the user from magical attacks alone for a short duration of time or after some damage has been sustained, whichever comes first. Regardless of whichever happens, the Recoil effect is given to the oblivion mage. However, there are very great dangers to the oblivion mage alone as it means the person is no longer affected mentally by the void, but by the soul-destroying forces within Oblivion itself. By taking the energy from Oblivion to cast the spell that the mage casts, they are slowly affected over time by the energy of Oblivion itself. The energy (or mana) of Oblivion means that it siphons all types of strength that the user has, no matter how powerful or strong-willed they are. It varies from caster to caster on the effects on mental instability due to the Oblivion energy, but it ends the same way with an irreversible death. Many masters of Oblivion sought out a way to counter all the negative effects of the corrosive energy within them, but as Oblivion is a near-omnipotent unnatural force, it cannot be countered. Many have also sought to gain true immortality from this unnatural force, but no one has found a way to do so before they succumbed to the mental breakdown and full-body disruption of Oblivion magic. Perhaps with the study and practice of the art, one may gain a resistance or even a tolerance to the power?
  19. Maidens of the Oak... History ~ - Over the years, there have been stories of beautiful, maidens- lovely with shining violet eyes... Their gaze capable of leading a man to their death. It all came from the discovery of the bodies of men, laying in circles in the forest. These people's lives were taken from them, their souls literally breathed out of them... and the very eyes that they used to gaze at the ladies, were gone. The stories originated from summers past, a girl who ran from her home, a broken one. She was in despair.. It is remembered that the girl was blessed with her child, but her father saw it as something disgraceful. The Baby has been conceived out of wedlock, and he wouldn't have it. The girl, whose name was known as Farrenla, ran deep into the dark forest where she became filled with sadness. She had lost her mother,years before- who was cursed with the gift of the frost- and had never seen her again. Her sadness was heard by Aeriel, and the Archaengul took pity on the poor soul. Aeriel appeared to Farrenla, and took her hand. Aeriel gave her a gift... an enchanted oak dagger. This dagger would hold the power of the souls who have died. It would give the wielder immortality... but everything comes at a price. To gain the power of the oak, Farrenla would need to take her life. She would be reborn as a servant to Aerial, to take the souls of Lost Mortals and kill them- and pass them to the Archaengul. Farrenla would stay in this endless cycle for years, taking the souls of the lost- entering villages and kingdoms- She left a trail of bodies; This was all out of sadness. she was alone.. so she would use the blessed dagger Aeriel gave her and she would bestow the gift upon other maidens. When Aeriel heard news of this, she became furious and appeared to the maidens. She cursed them to a life alone, bound by the forest, unable to leave it or the world would see their true souls, corrupted by their malicious deeds. The dagger was destroyed, and the curse of the maidens would stop. The Archengul did leave them one gift, for she was a benevolent being. They would be able to transfer the curse singing the Oak Lullaby... Over the ages, their stories were forgotten... but yet, if you wonder far enough into the forest.. you can still hear the Maidens' songs.. * Note : the sung is used to lure people to their deaths, but the song can be used to transfer the curse to women if the Maidens of the Oak desire so. Thy lost soul comes to us, o' soul.. We shall wait, across the pond Until we meet again.. O' young soul, comes to us- Thy can be free again.. Biology ~ - The Maidens of the Oak are known to be beautiful, seductive, and cunning. They lure people with their lovely voice to gain their souls, and their lifespan. They normally look like maidens of all races, and all complexions- Their eyes are always a striking, mystical violet. Under the shade of the trees, they appear this way- Beautiful and intriguing -, but because of the Oaken curse... if they dare leave their wooden threshold, they would appear as dark, vile beings.. Their violet eyes now glowing.. and their teeth would appear to be sharpened.. Their bones would be pushed up, looking very lanky and bony. They would take the appearance of their vile past... murderers and hags. The skin of the Maidens of the Oak is always cold, like their hearts. Because of the Oaken curse, any male child that a Maiden would conceive, would be deformed and stillborn. Any female child would be taken by Aeriel, never to be seen by their mother. All maidens have the power of the oak- If they cast a spell together, as a Clan.. they can save the female child, and she can grow into a maiden like them. They can also take away power from a maiden as a punishment, or even kill them. Life ~ - They live in settlements in dense forests, ruled by the maiden who has taken the most souls from the people around them. She is known as the Oak Maiden. She would be in power until a maiden more powerful came and took power; But this wasn't a peaceful transition.. The former leader would be killed. If any maiden defies Aeriel's room, the clan as a whole would have to take her power, of maybe even kill her (depending on the severity of the act).
  20. I- Blessing When a Druid is attuned, he is partially made new. Just as the blade of the scythe is made sharp, or the grime is wiped from the head of a spade, so too are the aberrations of civilization wiped from the soul of the Druid. However, rust still adorns these newly furbished tools. When the Druid steps from the attunement pool, his mind still festers with the refuse of civilization. For a Druid to truly flourish, he must take it upon himself to wipe away all that civilization has left him with, to scour the rust from his own steel and to make himself truly new. In his dedicancy, he is taught the methods by which this might be done, but only through his own action can he truly be a servant of the Aspects. A Druid might “serve” for decades, even centuries without realizing their corruption. It is these that deserve our pity, for they do not understand their sins against the Aspects. II- Piety A Druid’s first and only duty is to the Aspects, for the Aspects are the impetus by which we receive our blessings. It is vital that every Druid understands the relationship between Nature and the Aspects -- important that he understands that there is none, for to speak of one is to speak of the other. The Aspects are the only deities whose existence stems from the mortal realm; for where in the Nether or the Seven Skies does a tree grow, or a bird fly? Here in our realm do the Aspects originate, as herds of deer, packs of wolves, and every blade of grass beneath their feet. Theirs is a greatness beyond the scope of even other divinities, for the vast presence of the Aspects blankets the entire realm of man, beast, and their own great plane of the Eternal Forest. III- Service A true and righteous Druid is measured by his service to nature, for nature is the true identity of the Aspects. To serve nature is to serve the Aspects. To go against one is to go against the other. When a Druid fulfills his obligation to both, he upholds the balance. Meditation, prayer, and academic study of Nature all have their place in a Druid’s life. Indeed, a Druid must understand that which he serves or he will be lead asunder by his own mortal impulses. A Druid must not, however, allow his meditations to detract from his duties to the realm. It is these duties-- maintaining balance and serving the Aspects-- to which every Druid must be put to task. Some generations before have scorned their duties, choosing the safety of tame groves over the wild beyond our gates. It is these Druids who have come closer than any others to reaping the destruction of the Order, these peaceful few who have lead us closer to our end than even the most bloodthirsty of our kind. IV- Intent A Druid is tested in two parts- by his intentions and by his actions. A poor Druid might intend to serve the Aspects or the balance of nature itself, but in his actions compromise one, the other, or both. In contrast, a Druid might attempt the inverse, and where they may intend to cause harm, they instead bring balance. While we often speak of nature and balance interchangeably, here it must be noted that one can be affected negatively by the other. For example, a wild and unwise Druid might think to use his gifts constantly to build up a brave and untamable wild. While this indisputably “helps” nature, it disrupts the balance, for a rampant nature is just as bad as a repressed nature. A garden choked with weeds will not bear good fruit, and it must be remembered that great feats of Druidism bear their own “unnatural” connotations. A Druid must exercise a steady hand in his use of his gifts, and never use them outside a situation in which the Aspects’ will is being done. It is in this way, with careful measure and a clear focus on the Aspects' will that all Druids must exercise the might of Nature. V- Justice Society instills in its young a desire to do good and to battle its inverse, evil. This is the foundation upon which civilization was built millennia ago, and which continues to support every Descendant empire. From the Elves in their tranquil forests, to the Dwarves in their harsh mountains, the battle of good and evil dominates the hearts of man. Even the Aenguls and Daemons on high have followed this tarnished philosophy, to the end of great destruction in our own realm. This, Brothers and Sisters, is the true nature of our struggle as Druids. This foundation is a rotten one -- one where balance cannot truly be achieved. Always, great swings will occur. Evil will rise, wreaking havoc on the world, only to be trumped by good. Populations rise, cities grow, and the festering sprawl of brick and mortar spreads across the land. Good, evil, these are poisonous seeds that the Descendants reap to their destruction. It is this struggle of good and evil, not magic, that lead to the Great War, and thus, to the first Druid. The true Druid, the one who rises above even his own brothers, is the one who discards utterly all Descendant constructs that weigh down his shoulders leaving only, truly, himself. Wolf Druid Ouity Deathsbane Heirophant The Atlas Grove 9th of the First Seed, 1650
  21. A Red Priest invokes the All Father’s purifying flame to oust the abomination The Father’s Gift Preamble Lore OOC / Not Known Rply RP Lore Mechanics of the Father’s Gift PRAYERS AND PRAYER EFFECTS Guidelines and Redlines A Message to the Lore Team (LT)
  22. “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: https://www.lordofthecraft.net/forums/topic/97770-the-aengudaemon-lore/ https://www.lordofthecraft.net/forums/topic/121438-iblees-daemon/ https://www.lordofthecraft.net/forums/topic/139713-the-planes-of-existence-world-lore/ Written by JordanXlord/LordCommander Lore Advice and Help from: @Master Sage Delaselva @The Fire Mind @Order's Disciple
  23. “ Ever blessed shall those be that follow the light. Join me, those Arcanists born from my blessing, to guide others down the path and to rebirth our world in light. “ The Celestial Order seeks to bathe the realm in the blessed light of the Arcane Mage’s gift and act as patrons of magic to the realm. The Order seeks prosperity for all regardless of their national affiliation, their mundane worth or their godly practices. There is no monarch within the void but rather a collective seeking its infinite potential for the betterment of all instead of a few. The Order maintains the stance that this potential must be used to support the light rather than allow its abyssal darkness to leak corruption upon the realm. The majority of time spent by those in the Order will be dedicated to identifying key locations of interest before conducting delves or assisting other factions in their own process should they be called upon. ~ * ~ * ~ * ~ * ~ * ~ “ Like the cosmos above, each of us exists as a singularity of light in the expanse of the abyss. " Those dedicated Arcanists who heed my call may find Their way to the Celestial Hall to join with their fellow Magi in the quest for Celestial Light. - Arcane Mage I.E. The Arcane Mage The leader of the Celestial Order, the creator of Arcanism and the Shepherd of the Celestial Light. The Arcane Mage dictates the pursuit of the guild as well as the development of campaigns involving the Order. Also referred to as the Caretaker of the Celestials. The Aeons The Aeons represent those Celestials of extremely high caliber and are held in the highest regard for their devotion to the Celestial Light. The Grand Magus & The Oracle The Grand Magus, whether plural or singular, are tasked with assigning projects within the Order and thus operate closely with the Arcane Mage to ensure the Order retains relevance throughout the realm. The Oracle leads the Grand Magus acting as a liaison between the Arcane Mage and the rest of the Order in his absence. The Magus The general assembly of Arcanists within the Order who are tasked with the discovery of anomalies within the realm as well as acting patrons to the various settlements the descendents have chosen to inhabit. The Acolytes Those newly accepted into the Order. Until they are proven to be of worth to the guild they are tasked with the duty of spreading the Order’s name as well as seeking out prospective members among other various tasks assigned to each individual. The Erudites Those still unlearned. Until they have become proficient those few selected to be trained by a teacher within the Order are done so before they may become Acolytes. They hold no duties within the Order nor are permitted free entrance. The Associates Those allies to the Order that are either non-magi, are not Arcanists or operate outside the context of the Order. “ We are beacons in the abyssal dark. " The Celestial Edict serves as the pillars of a Arcanist’s life. Honor, militance, scholarship, loyalty, balance, the void and the light, seven principles which define the path that each Arcanist follows. Through these, each Arcanist stands apart from other mages, more righteous and devoted to the void and its proper usage. The Edict of Honor The Arcanist wields the arcane with honor and righteousness. To repudiate the amorality of the void and its boons. They shall protect the innocent and aid the needy. Holding true to all their oaths and vows. To uphold their morality in service of creating a better world. To display a high level of respect to both allies and fellow magi. The Edict of Militance The Arcanist must begrudge the use of voidal violence. Yet wield it confidently when their ferocity is just. To deny the powermonger and the upstart. Risking their lives in devotion to their honored arcane probity. To lend aid to our allies in there time of need against unholy corruption. The Edict of Scholarship The Arcanist will go beyond militance and devote themselves to scholarship. Expanding knowledge upon the void and other pursuits. To serve as learned authorities upon various expertise. The Edict of Loyalty The Arcanist gives their life to their Order and its cause. Serving the Arcane Mage dutifully and rightfully. Never shall they harm their brothers and sisters of the Celestial Order. To safeguard the knowledge held within the Order against the greedy. To avoid associations that seek to harm the Order, And to protect its name against those who do it injustice. The Edict of Balance The Arcanist is bestowed with a noble duty. For the noble understand the plague of the tipping scale. That the pendulum swings in either direction, And what is dark may be illuminated For the order preserves this balance. The Edict of the Void The Arcanist shall become a master of voidal practice. To preach its every value and encourage its use within the Order. Indoctrinate others into the path of connection with the arcane. And decry the use of darker arts and their repugnant power. For we are of the void, enlightened by its endless offerings. The Edict of Celestial Light The Arcanist shall hold the light of the void in the highest regard. Those Celestials born from this blessed light as sacred, And seek to be a beacon of light in the Arcane Mage’s image. To be a bastion for the realm and assist in illuminating the dark. OOC: Some important threads: The magic itself: Celestialism Celestialism Addition Opening statement for the Order Current Celestials Guide on how to RP your own Celestial Canon Guide to Arcanism & Celestialism
  24. The Expedition of a Lifetime ~ In sight of future travels the Orc’s spirits uplifted, Through the training his father’s face was gifted. Indulging further in comfort and green, council and revelations are to be foreseen. The loss of a father took a drastic toll, For the life of him the murderers stole. Once lost as an orphan indulging in war, Through great trials he felt as a man and less torn. As the Ages of Axios dragged on for what seemed like days, Left the Orc approaching a new phase. In many battles and trials shall his voice roar, Mortal days will leave us what’s left in store. ~ Inside the Den of the Citadel, the hours of the night caused a silence to swallow the air as only a fire crackle could be heard of the burning pot before Falum. As the Thunderkrug lifted into the air from under the pot while food roasted, a chilling sensation touched the Shaman’s skin creating a dense high that penetrated the air and anyone surrounding. Though, isolation is was Falum seeked to conduct such a ritual as he experienced time and time again with Shagarath. He held the Staff of his father before him creating the Tether between the Realms, and slowly through his chanting and meditation found himself in the lands of Stargûsh’Stroh. A familiar Lur Wolf appeared before the Shaman and guided him through the vast forest while a faint feeling washes over him as if he were a cub again chasing Lur Wolves. Before long, a darkened figure lingered in a small grove of the forest almost as if he was expecting Falum. “It is good to see you, Father. I know it hasn’t been long since I last seen you, but to be able to visit you myself is a whole other experience.” the Shaman entered the Grove as the Lur Wolf disappeared into the thickets. “It seems Shagarath has taught you well, Falum. It fills me with great pride that my son is capable of performing such rituals.” The Ashen Orc’s form extends forward meeting his Son with a headbutt As the two created a small campfire, the two sat and enjoyed one another’s company though they might have been separated by Realms. The visit brings great relief to Falum’s mind as they spoke for what seemed like an eternity. “Son, you have lived a long and good life. Better than I could have ever imagined to happen for you since I left the Mortal Realm. You are truly an Orc of great honor as your father was.” Vorgo’Yar leans over the campfire admiring the reputation his son made for himself “Father, my time is not over yet of that Realm. I will strive forward in making my name worthy of a place alongside you in Stargush’Stroh. Now that you’ve found your rest here, I wish for you to continue watching over me and my endeavours. I will make you proud, Vorgo.” Falum visual projects great determination and confidence of himself. After speaking further, Falum finds it time to return back to the Mortal Realm and say his farewell to his father. He embraces Vorgo one more time before casting himself back using the Staff to pull himself back into his Mortal body. A small fire grows in Falum’s eyes as he slowly pulls himself from the seat and sets off towards his blarg, ready to rest off the adventure he made into the Spirit Realm.
  25. Sagwort

    Arithmancy

    Arithmancy The Poetry of Number Lore by Sagwort Credit to Toxzero & Phil for commentary “Mathematics are most necessary in magic, for everything which is done through natural virtue is governed by number, weight, and measure. By mathematics one can produce without any natural virtue, operations which seem natural, statues and figures which move and speak. Pythagoras said that numbers have more reality than natural things, hence the superiority of mathematical magic to natural magic.” -Cornelius Agrippa STOP, READ THIS Forward Arithmancy, the distilled beauty of man’s knowledge of reality. Like the poet composes inspiring verses and prose within the age old rules of rhythm and linguistics, so too does the arithmancer bend the will of nature utilizing the very fabric of its being, that is, the wonders of ratios, numbers, and their relation. While the voidal magi might spend their days observing and recording natural phenomenon in hopes of reproducing it through their nixian magic, the arithmancers busy themselves within some fetid study pouring over charts and equations, distilling the abstract essence of these same natural phenomenon through language and number. In this way, arithmancy is inherently “rational” in its execution while normal voidal magics are empirical. While arithmancy is not technically a distinct magical discipline within its own right, it is a form of magical study, a curiosity for magi and scholars alike. However, arithmancy’s focus on mathematics, pattern identification and symbology links it more closely to alchemy and glyph enchanting than the traditional voidal magic. Concept art from FFXIV arcanist class, which is where this magic was inspired Arithmancy, as a field of study, is a composition of three distinct skill sets which are: gematria, metrica, and formulae writing. Together, these makes up the breadth of arithmancy, all of them required to effectively practice this abstruse magic. The Governing Laws The entirety of arithmancy is built upon two laws: the law of names, and the law of abstract reality. They are described herein. Law of Names The law of names suggests that since all magi have a connection to the void through thought, so too does language, as language is but a translation of thought. Just as the magi might use their own mind to weave spells of the void, language may be utilized by arithmancers in a similar fashion. Of course, being a translation, much of the original thought loses its potency upon utterance so the magi must use arithmancy to strengthen this power of language. Law of Abstract Reality The law of abstract reality states that reality, finding origin in the void, is nothing more than organized and materialized chaos that is the void. This is, to mortal minds, represented through relation, number, measure, space, etc… Giving order to discord. These two laws are used in tandem by the arithmancers. Words have power, and mathematics is the ordering of voidal chaos, thus, by ascribing mathematics to language one is able to bolster these inherent laws of reality and manipulate it to some degree. This is the discipline of arithmancy, manipulating language and mathematics to alter and reorder. These methods are described through Gematria, the assigning of value to words and Metrica, the study of ratio and numerical relations and their meaning to language. Gematria While more commonly known as numerology, Gematria is one of the three primary disciplines of arithmancy and is the study of assigning linguistic meaning and symbolism to numbers. Study of gematria provides arithmancers with foundational knowledge in performing their magic. The Mather’s Table Perhaps the most widely utilized tool of the artihmancer is the Mather’s Table which is is the table of single digit numbers and the letters which they represent. Using this table words or entire phrases may be assigned numeric value. For instance, the letters used in the word fire are 6, 9, 9, and 5. These values can be added together to produce 29. 2 and 9 can then be added together to produce 11. 1 and 1 can be added together to produce 2. This single digit value is the vibrational value of the word fire. This value reveals a certain hidden nature of the word which is what defines the practice of numerology or gematria. There is a more “disputed” practice among arithmancers to attempt to predict future events utilizing this technique and the names of people or certain dates. For instance, the name Billy Bob has the values 2 + 9 + 3 + 3 + 7 + 2 + 6 + 2 = 34. 3 + 4 = 7. Thus, the vibrational value of Billy Bob is 7. Or, the date 2/13/1619 is added to produce 2 + 1 + 3 +1 + 6 + 1 + 9 = 23, 2 + 3 = 5. The vibrational value of the 13th of the Amber Cold, 1619 is 5. These vibrational values can, theoretically, be used to provide insight into a particular person, family, or date. Granted, whether or not vibrational values can be used in divination is up for debate. Metrica Metrica, or arcane geometry, is the fine science of ratios and proportions. While a great deal of useful magic can be produced using basic gematria, by applying metrica more complex and specific magic formulae can be produced, which will be elaborated on later. One of the most integral concepts in metrica is the prime numbers: 2, 3, 5, 7, 11, 13, 17, etc... A visualization of prime numbers While any word can be summed to produce any number, in order to have any amount of significant power the word must initially sum to produce a prime number. For instance, fire is 6 + 9 + 9 + 5 = 29. This is a prime number and, thus, the word fire has strong voidal ties. We shall call these prime number words, words of power, in that, prime numbers are only divisible by themselves and the number one which makes them the “fundamental values” of arithmancy. Notice that when summing words, only use vibrational values, that is, never sum values with more than one digit. When producing magical formulae only words of power may be used. This makes producing magical formulae exceedingly tedious and the need to construct lexicons of words of power to easily be pulled from is useful. In this way, spells are not created but discovered. Another fundamental property in metrica is the vibrational sequences or a sequence of numbers which all sum to the same vibrational value. Any number within a vibrational sequence can also represent its vibrational value in a magic square. This allows arithmancer to utilize larger and larger squares for more powerful formulae. This will be explained next. A Brief Lexicon of Words of Power Activating Words These words of power are used in formulae to determine “how” the magic takes place. Summon - 23 Induce - 29 Disperse - 41 Hurl - 23 Ward - 29 Ignite - 37 Energy Descriptor Words These words of power are used in formulae to determine “what” magic takes place. Fire - 29 Aqua - 13 Ice - 17 Wind - 23 Stone - 19 Sand - 11 Burn - 19 Light - 29 Bugs - 13 Avoirdupois - 59 Addle - 17 Weariness - 41 Force - 29 Aegis - 23 Modifier Words These words are used to modify descriptor words. Evocation - 41 Illusory - 41 Orb - 17 Aegis - 23 Shard - 23 Magic Squares The magic square is founded on basic arithmetic concepts where the numbers in any direction on the square add up to the same number. More complex square are considered to produce more powerful formulae. There exists five practiced magical squares, though there is theoretically infinite. The value each row adds up to is known as the magic constant. Generally speaking, the larger the square the more powerful the spell. For this reason, arithmancers use vibrational sequences so they can represent vibrational values as larger numbers and, thus, use larger squares. Essentially each square is a “tier” in magic totalling in five, the progression of use of quite similar to normal magic tier progression, except less subjective. Tier 1 Magic Square All numbers add up to 45, each row adds up to 15 Tier 2 Magic Square All numbers add up to 136, each row adds up to 34 Tier 3 Magic Square All numbers add up to 325, each row adds up to 65 Tier 4 Magic Square All numbers add up to 666, each row adds up to 111 Tier 5 Magic Square All numbers add up to 1225, each row adds up to 175 Magical Formulae Creating magical formulae is the cornerstone technique in practical arithmancy which utilizes all the above techniques. The process can be broken into 4 steps: An arithmancer produces a magical formulae 1. Describing intent At this point, the arithmancer must decide what they want their formulae to depict and produce. For example, we wish to produce a magic formula that will protect against fire evocation. Thus, the arithmancer must determine the most efficient way to produce such instruction clearly and without any potential misinterpretation, exact language is crucial. Remember, only words of power can be used when describing intent. For instance, to produce a magical formula to ward against fire evocations one would use the words of power ward fire evocation. 2. Reducing intent to numeric cipher Once the intent has been clearly described it must then be reduced into its numeric cipher. Note that one should refer to individual letters and their respective vibrational values when reducing. If one were to use the vibrational values or one of the sums of a word in the phrase and then drew the formula, it would be impossible to interpret. First, all vowels are removed from the intent: WRD FR VCTN This becomes the numerical cipher 5-9-4 6-9 4-3-2-5 Stumped by a particularly difficult formula 3. Select magic square Now, the arithmancer must select a magic square to produce the formula upon. The larger the numbers used in the formula the more powerful the formula. Thus, advanced arithmancers use vibrational sequences to increase the values in their formula which then requires the use of larger squares. Notice that words cannot start and/or end on a number which is repeated anywhere else in the cipher. Assuming our arithmancer has full knowledge of all magical squares, he will maximise their spell power by first changing all numbers to their largest possible form. 41-45-49 42-45 49-48-47-41 Then, he will change any repeated numbers at the start or end of words to a lower value within its respective vibrational sequence. 41-45-49 42-36 40-48-47-32 This is the most powerful form of the given magic cipher. 4. Drawing the formula The most intriguing part of magical formulae is the actual drawing of them upon the magic square. Each word is drawn individually, each number connected by a straight line. Each word starts with an open circle (o) and ends with a short perpendicular line (⟂) or arrow. Note that in order for a number to be considered part of the word it must have a point, circle, or sharp curve. A straight line passing through a number does not include the number it passes through. If the line does happen to move straight through a number but that number should be included in the word, it is marked with a bump in the line over the appropriate number. To indicate two of the same number in a row the line is made with with two bumps in it. All good arithmancers carry a compass to measure angles for their formulae If the end of a line and the start of another line are on the same number, a triangle is placed there. Thus, the words ward, fire and evocation respectively using the above cipher is: When layered atop each other they produce the full formula. Example Formulae Induce Weariness | NDC WRNSS | 5-4-3 5-9-5-1-1 | 41-49-48 32-45-23-46-37 Would produce an illusory fatigue to the wearer Ward Fire Evocation | WRD FR VCTN | 5-9-4 6-9 4-3-2-5 Protects wearer/object against fire evocation Ward Aqua/Ice Evocation | WRD Q/C VCTN | 5-9-4 8/3 4-3-2-5 Protects wearer/object against water/ice evocation Ward Stone Evocation | WRD STN VCTN | 5-9-4 1-2-5 4-3-2-5 Protects wearer/object against earth evocation Ward Wind Evocation | WRD WND VCTN | 5-9-4 5-5-4 4-3-2-5 Protects wearer/object against air evocation Induce Burn | NDC BURN | 5-4-3 2-3-9-5 Causes wearer to feel burning sensation, or any who touch object feel burning sensation Ignite | GNT | 7-5-2 Formulae ignites spontaneously Induce Avoirdupois | NDC VRDPS | 5-4-3 4-9-4-7-1 Causes object to feel heavier Summon Light | SMMN LGHT | 1-4-4-5 3-8-7-2 | 46-49-49-41 48-44-43-47 Causes object to glow Summon Aegis Orb | SMMN GS RB | 1-4-4-5 7-1 9-2 Summons a spherical arcanic shield around wearer Summon Aegis Barricade | SMMN GS BRRCD | 1-4-4-5 7-1 2-9-9-3-4 Summons an arcanic shield wall before the wearer On Roleplaying an Arithmancer Arithmancy is, of course, not for everyone and, I believe, would require a very distinct sort of playstyle that goes beyond spell slinging. One might be turned off by the amount of independent work required to perform arithmancy. In fact, the very act of being an arithmancer forces the player to produce a character willing to live a quiet scholarly life pouring of charts, formulas, magic squares, tables, etc… Women can be arithmancers too! One visual goal of the arithmancer image was to produce a magi that, may not, be entirely grounded in reality or even practicality even though an arithmancer might consider themselves above a far more practical and… even “powerful” voidal magi due to arithmancy’s “logical purity”. It is a magic for high society scholars, professors, and academics. Imagine walking around, always with a hefty tome at your character’s side containing all myriad of charts, graphs, formulae, drawings, and, of course, a lexicon of words of power. IDK, maybe he just activated one of his formulae and is now using it
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