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Found 86 results

  1. ARCANE ILLUSION — THE ART OF PERCEPTION Introduction The Void is generally regarded across nearly all disciplines of magic as an endless, invisible plane of arcane potentiality, one that can be manipulated and evoked at will for any particular use. A little known fact regarding the void is its ability to act as a facilitator - a binding force, a web - for the thoughts and emotions of those possessing independent thought, a consciousness. Sensory illusion is the practice of interacting with this complex hidden web in the void, manipulating it to the illusionist’s benefits. Many may brand this the art of deception, though, on the contrary, it is the art of perception, one that is not limited to the stigma of underhanded usages, but has uses that extend far beyond this, such as lighthearted entertainment or innocent self-defense. Magic Explanation Being the art of perception, sensory illusion enables practitioners to utilise the void as a mediary for the suggestion of one’s subconsciously conceived senses onto a target, allowing users to instill sensory falsehoods in the mind of another individual, such as illusory sights (bright flashes of light, figmental objects, etc.), seemingly hallucinatory sounds (scraping metal, ghostly whispers, etc.), or even contrived emotions. Regardless of the apparent realism of illusions procured by this art, it must be borne in mind that illusions are what they are, illusions, and despite their seemingly tangible capabilities, they DO NOT have any effect on the material world (for ex. casting an illusion of conjuring flames, but these flames will not actually have an effect on the material it interacts with; a sensation of heat can be replicated, but there will not actually be burns) A common misconception many hold regarding sensory illusion is that it enables one to directly control the mind of the target - this is false, as illusion only allows one to influence the mind of another to varying degrees, depending on one’s mastery of the practice and the nature of the individual, as well as the illusion being instilled (for example, one may find it much more difficult to produce the sensation of fear in an orc). To convey a particular sense onto another individual requires an illusionist to have experienced said sense themselves, for it is only with the mind’s familiarity to this sense that it will be able to actually fathom comprehending, replicating and transferring it across the void to the mind of another. When a sense is contrived within the mind of an illusionist, with considerable concentration and a connection to the void, they can transmit it across the void to the mind of another. Though instilling a sense to one individual only requires an illusionist to “push” it into the target’s mind, if an illusionist wishes to impose it upon many simultaneously, intermittently or in whatever order they wish, they must weave a web which links the consciousnesses of their targets for their use, a feat that requires even adepts (T3/T4) considerable effort to execute, and considerably more effort to maintain and manipulate. As the conjuration of an illusion requires one to only picture it within one’s imagination then transmit it to another individual, the illusionist is not actually able to perceive the illusion themselves, hence why it is imperative they have a complete understanding of all the senses of what is contrived; only then will they be able to effectively ascertain the correctness of their conjured illusion. When casting an illusion, the illusionist must ensure the illusion is one that is believable, especially when seeking to contrive emotions, otherwise the mind of the target will reject the feeling that is being illusioned due to a lack of an environmental stimulus for this emotion, breaking the illusion. (An example of this would be where one utilises a phantasm to procure a feeling of being burnt in a target, even though there is no contact with fire being perceived by the target). It must be borne in mind that any illusion is only as strong as it is believable, and any lapse in the logic of an illusion will result in the target’s mind ceasing to accept the illusion. Learning Illusion As other arcane magics do, Arcane Illusion requires many years of study and constant practice at the cost of a mage’s physical and mental health. While a practicant of Illusion can reach aptitude within sixteen (16) years, more often than not, a mage will require at least two (2) entire decades in order to practice with ease. Arcane Illusion requires that the mage not only recognize and understand the fundamentals of the identifiable physical realm, but also that one procures to fathom the mind— garnering the evermore present ability to understand the rational and irrational mechanisms that lead an individual’s abilities of perception. Cultivating this ability requires the aspirant illusionist extensive periods of self-reflection and meditation, so as to improve their understanding of the intrinsic nature of the void, and the very same time augmenting their ability to transcend one’s mental state into that of tranquil blankness or tactly alternating compartments, at times when a division of attention is necessary. An initiate’s journey in learning the art of illusion begins with the acquisition of a cognizance of glamours and figments throughout the first month of study, followed by the practise of phantasms in the next month, all under the tutelage of an experienced teacher as is customary. Throughout this process, the illusionist must also procure a comprehensive understanding of the senses, with every sense (sight, hearing, smell, touch, taste) requiring two weeks of study, in tandem to the student’s continuous practise of their abilities, for an illusionist to effectively replicate. In conjunction to this, throughout the learning process, the student must also experiment himself with sensations and experiences if need be, for the illusionist requires a personal experience of the sense they wish to contrive in the mind of another, be it a stabbing sensation, or a scorching pain. The responsibility of an effective instructor in sensory illusion is to ensure the student grasps a profound understanding of the material world, as well as a profound understanding of the void, in order to fully comprehend, and thus successfully conjure, that which they wish to cast as an illusion. Posing a similar importance, the honing of a student’s mental capacities is also paramount to the practise of sensory illusion, for it is this mental ability that determines one’s focus, which in turn determines the efficacy of a casted illusion. The student must also comprehend the importance of logic and rationality in a conjured illusion, for they are what give strength and sustainability to its being; neglecting this will result in many mishaps in sense, and ultimately many broken illusions. OOC Explanation - Arcane Illusion is a one (1) magic-slot Voidal Magic. - A Voidal connection is required to practice Arcane Illusion. - Arcane Illusion can be used IRP, once players have an accepted [MA]. - Arcane Illusion can be taught by players who possess an accepted [TA]. Properties of Arcane Illusion Arcane Illusion has differing properties to its voidal counterparts, being that whatever one draws forth from the Voidal Abyss holds no physical characteristics and therefore cannot affect the material realm in such a phenomenon— one cannot any commit physical harm in this regard, rather procuring the mind on a subconscious level. Alongside the stated properties, Arcane Illusion requires far less mana to act unto the mind of another descendant BUT is contrasted with higher demand of concentration from the user, in regards to their connection to the Void. Most Arcane Illusion spells are able to be cast for longer periods of time than other evocations, though require the mage to hold unhindered focus— working alongside their connection to the Void, whilst keeping in mind their own consciousness. As a result of this, flaws are inevitable to a mage that has just embarked upon the study of Arcane Illusion and significant lapses in concentration hold an immediate risk of disrupting their Voidal connection. This can happen if their attention is severely divided or an intense environmental stimulus (a singeing heat, a severe pain, a loud noise, etc.) compels them to lose focus, though tolerance to such stimuli increases with experience, as one may expect. If a flaw is correctly identified by a target and is capitalised upon, the illusion conjured will most certainly break as a result of the target’s mind rejecting the reality that the illusionist has procured through the use of sensory illusion. Illogical illusions will naturally only accelerate this process. Spells and Abilities CASTING MECHANICS Single-target Easiest form of casting, involves the insertion of an illusion into the mind of one person, the success, perception and effectiveness of which is dependent on the individual. Can be utilised by any means the illusionist sees fit. General casting format is as follows: Connection to the void (1 emote) Imagination of the illusion in the caster’s mind (1 emote to ‘focus’) Formation of the illusion (Number of emotes varies depending on object formed, done in /tell) Multi-target Varying effectiveness, generally very difficult for those below T3, involves the weaving of a mental web in the void, from which an illusionist can transmit their desired illusion to targets. Can be utilised for combat purposes, to a limited extent, though the maximum people allowed for multicasting will be halved due to the amount of focus required to convey senses of malevolent intent. (refer to tier progression) General casting format is as follows: Connection to the void Weaving of the mental web in the void (Number of emotes varies depending on number of people) Imagination of the illusion in the caster’s mind (1 emote to ‘focus’) Formation of the illusion (Number of emotes varies depending on the object formed, done in /tell to those affected by the illusion) Broadcast Significantly compromised effectiveness as one is not actively trying to compel the illusion into targets, though basic sensory illusions are generally accepted. Do bear in mind that this can only be used for non-combat purposes, and the illusions cannot be broadcasted to those blocked by walls higher than 3m General casting format is as follows: Connection to the void Charging to prepare transmission of the imagined illusion (Number of emotes varies on range) Formation of the illusion (Number of emotes varies depending on the object formed, done in #q, #rp or #s as appropriate, with the range being described in the emote) Emote Count Guidelines Glamours: Modifying sensory information of an object -> +1 emote per sense Magnifying existing sensory information -> +1 emotes Figments Adding a sense to a figment -> +1 emote Magnifying a sense exhibited by a figment or glamour (making a noise ‘blaring’, making a smell ‘pungent’, making a surface ‘searing’) -> +1 emote Phantasms Conveying a mild emotion/minor pain -> 1 emote Conveying a pain such that it is capable of disrupting one’s concentration (using more intense words such as ‘excruciating’, ‘deafening’, ‘severe’, )-> 2 emotes Magnifying an existing or contrived emotion -> +1 emote Casting: Broadcast radius 0-20 blocks -> 1 emote (negligible if T5) 20-30 blocks -> 2 emotes (1 emote if T5) 30+ blocks -> 2 emotes (only available once T5) Web weaving 2-4 people -> 1 emote 4-6 people -> 2 emotes (1 emote if you are T4, negligible if you are T5) 6-8 people -> 2 emotes 8-10 people -> 2 emotes Spells Glamours: Sensory alterations that are considered the “easiest” form of illusion to cast, for they do not create entire illusory objects but instead only alter the sensory properties of an existing object in the mind of the target. As a result of this, they generally require the least mana and minimal focus to the average illusionist, in comparison to the other denominations of illusion. Figments: The second spell in the light illusion subtype, figments are illusory objects or senses artificially contrived from nothing, exclusively in the mind of targets through an illusionist’s connection to the void. Contriving an entire illusory sense in the mind of a target is no easy feat, hence why figments demand more focus than glamours, and require extensive practise to maintain over extended periods of time. Phantasms: The third spell in illusion magic, as well its own subclass because of its vastly differing nature from light illusion, phantasms delve in the contrivance of false emotions in the mind of another, substantiated by believable environmental stimuli. However, in consequence to the abstract nature of these illusions, they require one to be significantly proficient in illusionism and much more focus and mana in comparison to light illusions. Tier Progression T1 (Novice) - Only having begun their studies in sensory illusion, the initiate is only able to glamour an illusion for one elected sense, being unfamiliar with figments and much less phantasms, their capabilities in mental compartmentalization limited and focus restrained. This lasts for 3 weeks with consecutive lessons. T2 (Apprentice) - The illusionist has the ability to glamour an illusion for two elected senses, beginning to develop experience in casting figments, only being able to sustain small objects with some difficulty. This stage lasts from week 3 - week 4 with consecutive lessons. T3 (Journeyman) - The illusionist is practised in glamours and figments, with moderate competence in four elected senses, being able to sustain small objects relatively easily, possessing some experience in phantasms albeit to a restricted extent. This stage lasts from week 4 - week 8 with consecutive lessons T4 (Expert) - The illusionist is adept in light illusions of all senses and phantasms, with the ability to easily hold small illusions for extended periods of time, though large scale or intricate illusions, such as disguises are still very weak, prone to being broken easily (this improves with more practice), lasts from week 8 - week 10 with consecutive lessons and until week 16 T5 (Master) - The illusionist has essentially mastered light illusions, and is well-versed in phantasms, being able to maintain large figments and glamours with ease for extended periods of time. After years (16 ooc weeks) of experience, the illusionist has attained a proficient grasp of the nature of all the senses, possessing a refined state of mind for the proper conjuration of illusions. THE HOLY GRAIL OF GENERAL RED LINES/GUIDELINES: The difficulty of maintaining an illusion is dependent on the factors below - fatigue and flaws in the illusion MUST be roleplayed accordingly: Tells for illusion magic being used must be emoted appropriately. Though there is no definite requirement for what the tell should look like, it must be recognised by those nearby as something OUT OF THE ORDINARY and NOTABLE. Examples of tells would be: The aura of the mage visible Nose-bleeding Spasmodic motions And so on so forth. With intensity increasing with the difficulty of maintaining the illusion, of course. However, just because you see someone trembling, shaking or nosebleeding does not give you the right to immediately jump to the conclusion that an illusion is being casted, more substantiation is required. Illusions casted must be believable, and logically valid, otherwise it will be broken as the mind of the target begins to question its sense, inevitably rejecting the illusion as a whole Eye contact on the target is required for illusion magic to be casted on a target Complete invisibility is impossible. ILLUSIONS DO NOT AND CANNOT AFFECT THE PHYSICAL WORLD IN ANY WAY WHATSOEVER NOR CAN IT BE USED FOR MIND CONTROL ACCESSING THE MEMORIES OF OTHERS IS OUT OF THE QUESTION AS WELL No unbreakable illusions, one must always give the target some leeway to discover the illusion THE ILLUSIONIST CANNOT SEE THE ILLUSION THEY HAVE MADE, ONLY THE TARGET Hence why it is important for an illusionist to have a comprehensive understanding of the nature of an object/sense that is conjured RP Examples Courtesy of @HotArcanismBeam A tier 3 illusionist casting a figment and a phantasm. A tier 2 illusionist casting a glamour A tier 4 illusionist broadcasting a figment A tier 5 illusionist multicasting a figment and glamour on seven people Courtesy of @Halsi A tier 4 illusionist casting a phantasm Courtesy of myself. A tier 2 illusionist casting a figment A tier 5 illusionist casting a phantasm. A tier 5 illusionist casting mind control - more to be added - Author’s Note Illusion magic has long been a pivotal part of magic roleplay on LotC, at least to my knowledge in the High Elf community, even having been a common magic prior to loregames when old magic lore was still in place. Already being enthusiastic about magic systems myself, I took it upon myself to perhaps give our current player base the opportunity to relieve the unique rp opportunities that illusion magic brings to the table, a breath of fresh air from the many evocations that one usually finds. With this, I am very well aware of how illusion magic can be very easily powergamed which is why in this rewrite I made sure all the boundaries, red lines and guidelines to properly roleplaying illusion magic were clearly expressed. The main reason why I stuck with the traditional three spells of illusion magic was because of how it could provide players a true sense of freedom in illusion rp while also making sure that the limits of each tier are expressed with clarity. In a way, what I aim to achieve with this rewrite is a compromise between the limits to magic the LT upholds at the present, while maintaining the flavour and fun of illusion magic from the past by adapting old lore into something acceptable to today’s standards. I do hope this is adequate. Credits and References @HotArcanismBeam - For his indispensable guidance, constructive feedback, and being a good lad in general 🙂 @ImCookiie - Helping me find the motivation to start this rewrite and even writing some of the sections himself! @Demotheus – For inspiring me to work on an illusion rewrite in the first place as well as creative consultation in the beginning. And to all those that assisted in writing roleplay examples and giving feedback on the rewrite. Supremacy’s Original Illusion Guide: https://www.lordofthecraft.net/forums/topic/88059-illusion-guide/ Illusion Section of Elindor’s Comprehensive Guide on Voidal Magics: https://www.lordofthecraft.net/forums/topic/106598-comprehensive-guide-to-canon-magic-void/ Moot’s Guide on Understanding Light Illusions: https://www.lordofthecraft.net/forums/topic/100910-a-guide-to-understanding-light-illusions/
  2. 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
  3. Golems Physical Description Mental Description ((Reminder: The restrictions on Golems behaviour have been loosened somewhat. This is to allow for a greater enjoyment while playing a Golem character, as they have been rather dimensional and dry in the past. This means that Golems can now adapt and evolve as time goes by. Some may become slightly more intelligent, others may develop rudimentary personalities (bring on the sarcastic golem), and others still may become more nimble. All of these adaptations are, however, rudimentary. Even the smartest Golem is still dumb in comparison to a normal character. Even the strongest Golem still has only a marginal advantage over a regular one. Even the nimblest of Golems still has an over-sized clumsy stone design. No matter what the adaptation, a Golem cannot defy its Impera either.)) General Red lines/Restrictions Golem Types Purpose (OOC) The purpose of this lore is to add specifications and to create a separate post for anything related to Golems and the expectations placed upon those who have decided to play one. In the past, all lore regarding the magic of Golemancy and the creature lore of Golems was lumped together in a pit of confusion and wasted time. Now they are divided and able to streamline the process of finding and learning more about the lore. Citation Spoiler This lore piece draws heavily from Dizzy771’s post on golemancy. Here. Link to the LoTC Wiki on Golemancy. Here. Link to the LoTC Wiki on Golems. Here. Link to the LoTC Wiki on Arcaurum. Here. Link to the LoTC Wiki on Arcaurum/Mage Gold. Here. Link to forum post on Arcaurum/Mage Gold.. Here. Link to the LoTC Wiki on Thanhium. Here.
  4. The Ministry of Magic Ministry of Magic Building, colorized, 1757 It is the desire of most to wish to comprehend the unknown; it is the hunger for knowledge that is why mages of the Ministry of Magic wish to have the knowledge of the arcane unknown available for all who wish to learn. There is a gentle balance between utilization and protecting the happenings of the realm that are beyond the normal comprehension and the Ministry of Magic prides itself on protecting that balance. From dissecting maddened bat people to harnessing the void to produce fire to ensuring the safety of the realm from future voidal tears, the Ministry does it all. It is the job of the Ministry of Magic to ensure the safety of the citizens of Talons Grotto for all Magical-Related issues. The Ministry of Magic keeps track of all magical related happenings in the world and in Talon’s Grotto. It is the responsibility of the Ministry to create laws in regards to all things relating to thaumaturgy. One must approach the Ministry of Magic if they wish to procure a magic license to either practice magic or sell magical items and creatures in Talons Grotto. Any aspiring guilds with magical related entities must go through the Ministry of Magic to go about their creation and get a license. The roles inside the Ministry of Magic are as follows: Archmagus (Appointed by Sovereign): The Archmagus is the adviser and handler of all magic-related issues in the city they’re in charge of filling positions in the Ministry of Magic and advising the Sovereign on matters regarding magic. The Archmagus keeps the paperwork regarding all magical creatures in the city as well as sells and keeps track of all magic licensees in the city and strikes on someone's magic license. The Archmagus is also responsible for keeping track of the records kept under those under them as well as working with the Ministry of Education on a Magic Based curriculum to be made available to soldiers and citizens. Caretaker of Magical Creatures (Appointed by Archmagus): The Caretaker of Magical Creatures handles the registry of all magical creatures looking to live in the city and the upkeep of their privacy. The Caretaker of Magical Creatures is also responsible for helping maintain the habitats of all magical creatures in the area surrounding Talon’s Grotto. Lastly, The Caretaker of Magical Creatures will assist with all cases of discrimination and or hate crimes committed against a Magical Creature. Inspector of Magical Goods (Appointed by Archmagus): An inspector of Magical Goods is appointed by the Archmagus and serves to check and maintain all magical items being sold in the city, they work closely with the office of the Director of Interior Trade and aim to help make sure the Magical Goods being sold in the city are safe and don’t need to be regulated. Huntsmen (Hired by Archmagus): Huntsmen work alongside the guards and the Caretaker of Magical Creatures to help put down any Magical Creatures who pose an active threat to the safety of Talon’s Grotto and it’s people. Teacher of Magic (Hired by Archmagus): Teachers of Magic are hired by the college and military to help educate soldiers and civilians who are interested in learning about magic as well as helping them become a mage by getting them started and furthering their education if able to. Postulant Scholar (Hired by Archmagus): Postulant Scholars are those who wish to study and work alongside the others in the Ministry as consultants and learners. Any research they partake in is to be published under the Ministry with credit and review. They also shadow any those in the Ministry until finding the right sect for them. The Order of the Depths is underneath the Ministry of Magic and is a military off-branch that acquires mages to protect and serve The Sovereign of Talon’s Grotto. Members of the Order of the Depths are to enforce city laws and specifically the magical laws. They partake in the most important of magical research projects; whether relating to the Void, Artificer, or otherwise. Send a bird to Elizabeth Dubois to partake in the Ministry of Magic today! [[Discord: DumbBlondeElf#9520]] [[IGN: DumbBlondeElf]]
  5. THE ARCANE ORDER OF PROVIDENCE To A Better World The Arcane Order of Providence is a band of sorcerers and mystics dedicated to the goal of providence - harnessing the spiritual and mystical energies of the world to protect and aid the civilized world. They adhere to Ars Siderum - a code established by Archchancellor and mystic Sir Simon Basrid KCS after decades of arcane study. When introduced to elven mages Lenniel Durion, Minerva of Blackbriar, Vassago Vandi’ir, Vexalia Artoxia, and Desmina Fiore, the assembly soon after pledged to create a fraternity in coherence with imperial tradition, to promote affairs of sorcery and advise officials of state within the empire and beyond. Tor Siderum, 1750 Chartering the great spire of Tor Siderum in 1750, the Order of Providence intends to proliferate magical and mystical teachings through rigorous instruction and adventure. Alongside the goal of being an expansive place of instruction for all schools of evocation is a concentrated effort to celebrate the four schools of hermeticism - astrology, alchemy, theurgy, and meditation. Located in Lake Helena, the order maintains the empire as its suzerain, albeit with a degree of autonomy and understanding to proliferate and moderate magic righteously throughout the civilized world. THE PRACTICE OF ARS SIDERUM Offerings to the Moon Practitioners of Ars Siderum, known as Siderii, are hermetics who seek to unravel the mysteries of the world. By understanding the void between stars, and how it reflects the nothingness of the Great Void, these stargazers tap into the strength of the arcane themselves through astral understanding. The Void is vast. To be pithy, there is more Nothing than there is Something. The Void surrounds and encompasses all matter, and it is from this primordial emptiness that the Creator miraculously created the World. Much like stars, practitioners of Ars Siderum are tiny points of light in an infinite Void and infinite world. All who maintain the eight rules of practice can be called Siderii, regardless of their arcane talent, however, many that undertake the path to understand the mysteries of the void, earth, and heavens often see the merit in spellweaving. The eight rules of practice are made in homage to the Arcane Zodiac, born in ancient Rhen as a codification of Rhenyari star charts and mythos. As with all hermetic practice, rules are but guidelines - it is up the order of providence and its council to interpret, amend, and enforce them to ensure health, piety, and order among the practitioners. They are as follows… THE RULE OF MITRAS: A rule maintained in the name of the Creator. A human that wishes to learn magic under the practice of Ars Siderum must undertake the Mitrasi Ritual - a trial of herbs that extends their longevity toward the height of their natural limit, but in turn greatly, if not outright extinguishes their fertility. All Siderii too must maintain reverence to the church and Canonist faith, reminding themselves that the Exalted Owyn called upon the Magi to serve in his ministry. THE RULE OF KITRAN: A rule maintained in homage to the constellation Kitran, free steed of fire. With him comes new beginnings - mages must forfeit any landed titles or hereditary claims they possess and take a nom de sorcelliere, or sorcerer’s name by which they are addressed by their peers and those they renders services of Ars Siderum towards. The name is traditionally taken after a heavenly body in the sky. THE RULE OF ESA: A rule maintained in homage to the constellation Esa, cultured lily of wind. The rule maintains a commitment to all Siderii to explore and experience the natural world to help better cultivate providence, whilst avoiding using sorcery without a catalyst or in manners vulgar to humiliate, trick, or torment. THE RULE OF TEPHES: A rule maintained in homage to the constellation Tephes, regal elephant of heavenly waters. All who practice Ars Siderum are to be adorned in jewelry and finery befit their station in the colors and stylings of hermetic practice. The greater the mage, the greater the adornments. THE RULE OF NAM: A rule maintained in homage to the constellation Nam, rock scarab of earth. Ars Siderum maintains only practice with the void, world, and heavens - magics in service to a deity or patron contradict this rule and are prohibited. THE RULE OF MAHARA: A rule maintained in homage to the constellation Mahara, great siren of storm. Siderii are sworn to protect their peers and patrons from harm and rise in their defense in case of invasion. THE RULE OF BARRAMAN: A rule maintained in homage to the constellation Barraman, leal golem of mirth. Siderii are expected to render respect and compliance to the law of the province they reside. THE RULE OF ARSAN: A rule maintained in homage to the constellation Arsan, hallowed wraith of mystery.All dark arts and habits of sacrifice are prohibited in Ars Siderum. They besmirch the beauty of the heavens and the natural world and are to be destroyed wherever found. HIERARCHY The order holds a hierarchy of four distinct ranks rooted in hermetic principle alongside an introductory rank to initaties. They theme around the salt of time, a high goal of human alchemy and hermeticism - a legendary alchemical powder that can undo time that is said to be the final product of transmutation. NEOPHYTES Neophytes are those that have been inducted in the Arcane Order. They are untested and aspiring mages and scholars with no formal study in the arcane. Often times, they may even be children shown with magical aptitude that begets necessary training. Neophytes are given access to only living space and the facilities that an associated Magister or higher deems relevant to them. ADEPT An inductee into the Order who has some magical experience and has completed the Mitrasi Ritual - an Adept is giving black robes to signify the alchemical process of melanosis, what is recorded to occur in the first stage of the salt of time, a black and petty ash. They are granted access to the reliquaries and great library after having deemed a worthy level of study (T3 magic or equivalent scholarship) and are able to begin earnest service, but seldom lead missions due to their lack of experience. They are regarded as Black Siderii for their robes. MAGISTER A Magister is regarded to be a sage who has begun to master the magical arts and possess true talent in their sphere. They are handily able to advise or lead missions, and often live away from Tor Siderum serving lettered peers or courts of the world. However, they are not yet entrusted unto the of council to charter missions or access the hidden reliquaries. They are granted white robes to signify the alchemical process of leucosis, a whitening of substance, which symbolizes their purity and actualizing a clean and worthy foundation, and are called White Siderii. Magister is the highest rank by which a foreign mage may be inducted into the Order of Providence. A White Siderii Meditating Before Battle COUNCILLOR A member of the Council of Providence is granted the title of Magus and Councillor. They have not only mastered an arcane art but are now considered to be capable in chartering missions furthering their understanding. Councillors maintain administration of the order in all facets and are granted access to any and all facilities of Siderii profession. They convene yearly to vote and administer the order. There are to be between three, five, or seven councilors at a time, depending on the size and scope of the order. They are granted gold robes to signify the alchemical process of xanthosis, a yellowing of substance, which symbolizes the additive and mastery upon a white foundation to attain golden perfection. As a result, they are known as Gold Siderii. ARCHMAGUS The highest rank of the Arcane Order of Providence, the Archmagus are usually the most senior, distinguished, or politically able mages among the council. They are given no more formal power than a peer councillor and must go through the Council of Providence for all necessary endeavors, but can serve as a spokesperson and leader in ceremony. One may be eligible for the office of Archmagus if they have served the Council of Providence for fifty years. They are granted red robes to signify the final alchemical process of iosis, a reddening of substance, which symbolizes what lay beyond conceived perfection and the bleeding of space found in the salt of time. As a result, they are known as Red Siderii. IMPERIAL ICONS OF MYSTERY Throughout the history of empire, there have been many incidents of great auspice that have become emblems of Siderii mystery. One for each empire is highlighted plainly below. These icons are often used in spellweaving, fashion, architecture, or code by Siderii mages - it is not uncommon for a mage to take upon a signet with one of these wards under the Rule of Tephes. WITCH QUEEN’S HEART An icon of the first empire. Legend dictates that when Blessed Lorethos Basileus carved the Witch Queen Dawn’s heart out in battle, a rotten pomegranate and its seeds spilled from her chest. A symbol of triumph and bounty. ST. TOBIAS’ COMET An icon of the second empire. The comet of St. Tobias is an auspicious omen, having appeared multiple times throughout the Carrion Vochna. It ominously appeared at the Battle of Mt. Augustus at the sixth hour of the siege. A symbol of astrological worth and wealth. TREE OF PAIN An icon of the third empire. The Tree of Pain is associated with the grove where imperial soldiers are said to have found Emperor Robert ‘of the Wilds’ performing occult rituals aside pagan Gorundyr. The gnarled oak is rumored to have told the soldiers of this bizarre and unholy practice. A symbol of vigilance and knowledge. PETRINE MASK An icon of the fourth empire. When the Emperor Tobias’ son Yakov Carrion made a blood pact to Iblees and was made Undead, he and his father dueled in the Petrus palace. Yakov fled the battle, but not before scarring his father. The emperor was then obliged to wear a mask for much of the remainder of his life and soon abdicated to hunt the apostate Undead. A symbol of oath and conviction. PHILIPP’S STONE An icon of the fifth empire. Legend dictates that the ice made from Emperor Philip’s destruction of Johannesburg has mystical properties - able to reveal men, but not monsters in its reflection. A symbol of sacrifice and perception. BEAST OF MARDON An icon of the sixth empire. A monstrosity made of many writhing slugs that resided in the swamps of Mardon, it is said to have been conceived by the great sins of Peter II Sigismund. A ward against sin and iniquity. BULL OF AURELIUS An icon of the seventh empire. Wherever the golden bull goes, it is said that the essence of Aurelian strength will follow. A symbol of protection and power. EYE OF PROVIDENCE An icon of the new empire. Associated with the Teteric post-Exodus philosophies of Sigismund’s revelations and Pertinax’s curse, the eye of providence is all-seeing bounty attributed to Peter III’s personal coat of arms. A symbol of empire and prosperity.
  6. Title [Invention Lore] – Soul Sword Origin/Backstory (Optional) The soul sword was discovered when a swordsman had a strong bond between him and his sword. His mana ended up being emitted into the sword and binding it to his very soul. Upon falling asleep, he ended up in a consciousness with a man claiming to be the sword itself. It told him its name and said to call out his name when he awoke. Later, when he called out his sword's name, the sword changed its form. Description The soul sword is a sword that is bound to the soul of the user. When you call out its name, it takes the form best suited for the person's soul if they were to take on the form of a weapon. The sword has 2 evolutions, release and full power. Release is the form where the user calls out the sword's name. It could be a flaming sword, a bow that shoots out ice to freeze people temporarily, or a scythe that blasts out some wind to blow people a short distance away as well as send arrows away. Full power is when the user has the sword in release mode and changes the sword's form, usually similar to the release form yet more powerful. For example if it were a big heavy sword, it would be a lighter sword with just as much power. Capabilities The sword can have its name called and go to its release form, taking on the form of the person's soul if they were a weapon. It could be a sword that emits flames, a whip that has blades coming from it, a bow that shoots ice, or scythe that emits wind to blow people a short distance. for example, having properties similar to the person's natural behavior. The soul sword can also go into its second form when trained further. The second form is more draining yet more powerful. Usually it will be a more powerful version of the first form. For example, if it were a scythe, it could become a bigger, dual sided scythe that can emit waves of wind to blow people away a short distance. The forms can be toggled on and off, and they don't change other than when they change from normal to release, and from release to full power. The evolution forms do not change to put it in better words. Siege Information (Optional) The Soul Sword will be used the way it can normally be used, yet some may cause damage to buildings depending on what they are made of and what the spirit sword does. If its a giant hammer that creates shockwaves, it would most likely break a wall. (The shockwaves would be weak just to let you know so you don't decline this thinking its over powered.) Red Lines/Restrictions The Soul Sword should probably be used by a group of people who train in the spirit sword and use it to defend people from dangers, sort of like how the druidic order has certain people get in and train in druidism. The release forms will most likely be sort of weak, more like magic swords. They can be used for 30 ooc minutes, and when the 30 ooc minutes is up, they usually pass out due to overuse. The cool down its 10 ooc minutes. The full power form can only be used for 3 minutes at first, eventually being able to be trained to be used for 15 minutes. Its cool down will be one ooc hour. Purpose (OOC) The Soul Sword exists to bring a new way to fight with magic swords. Instead of just staying the same, it can be trained to grow stronger with the user. Notes -The sword does not change into the human, rather it becomes a weapon that matches the person's personality -If the sword is used beyond its limits in its form, the user will go unconscious for about 10 irl minutes, though they may roll 20 to see if they get to see their sword's spirit. To do this, roll a 15. -The sword must start out weak, and starts out as a normal sword. Once trained, they will meet the sword's spirit and fight it to obtain the release form. To obtain full release form, fight the spirit sword without their sword. The fighting happens in their consciousness after meditating for a set amount of time after being trained or while unconscious. Citation Spoiler https://bleach.fandom.com/wiki/Zanpakutō
  7. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Introduction: The magical arts of evocation is often viewed as simple and basic, given its straightforward nature. An aspiring mage is advised to learn a simple elemental evocation before they choose to delve further into the world of the arcane. With that being true, no spell is without its uses; the different elemental evocations offer the mage a diversity of tools that might be expanded upon further, depending mostly upon their expertise, experience, and creativity. Electricity is conjured into the world in a way no different than all other evocations; the mage must connect to the void, create electricity inside of it, and then tug it into the material plane so that it might temporarily be materialized there until whatever will the mage has is performed through it. Magic Explanation: As previously described, the art of electromancy is performed as any other evocation might be. The mage connects themselves to the void, creates whatever construct of sparks they wish to form within the void, and then drag it to the real world through the use of their mana. A mage’s capacity to manipulate their element depends greatly upon their familiarity with it and their awareness of it. A novice mage would understand the physical concept of electricity - how it behaves whatever environment it’s in, but a mage who has mastered the magic will understand the very idea of electricity, the way it may be conducted by water or metal. The roar of a powerful thunder, of the destruction of a calldown. This understanding allows the mage to craft complex and unique spells. Learning Electricity Evocation: when learning evocation it is much like the other evocations you must know the properties of electricity and how it works/flows. Much like the other evocations you learn this magic through tiers such as Tier one- Tier five getting more spells and more knowledge as you get taught and progress through the tiers. Properties of Electricity: some of the main properties are listed here. Once a spell of electricity is launched, it is launched and cannot be undone. Electricity normally does not have an appearance, instead it is the arcing of the energy off the particles which the mage commands that produces the visible light. Electricity that arcs as described above produces visible light, this visible light can be either yellow, white, purple, or blue. These colours are unique to the mage and typically model the closest colour to the mage’s aura (not the colour of the aura, but a close cousin of that colour instead). This means that there should normally be no black or red lightning. Electricity moves extremely fast, faster than sound even in normal conditions. This is exactly why you hear thunder after seeing a flash of lightning, for light moves faster than sound. This makes reversing damage from an electricity spell impossible, unlike a fireball, a mage cannot fizzle out a spell mid-cast, since it is a near instantaneous effect. These instant projectiles can be countered with metal deterrents, or shielding insulators like wood. Electricity takes longer to charge up and cast than other evocations, due to the larger than normal amount of mana needed to charge the particles. Metal attracts electricity very effectively, since metal is a conductor of electricity. This means that those wearing armour will be affected with more severe burns, but will not suffer similar immobilization as unarmored foes, and the electricity will arc off normal course towards metals and magnetic apparatus in the close radius of a mage casting electricity; somewhat attracted towards armoured targets naturally. It is a common misconception that water is a natural conductor of water, while this is normally true, water with minerals is what actually provides the ionic particles required to conduct electricity. Pure water itself (water drawn from water evocation for instance), is incapable of conducting electricity and will not attract bolts towards them. The larger an arc, or rather the longer a projectile travels, the more energy required to cast it. This is because arcs normally do not occur in electricity, rather they occur from the attraction between point a to b. As a result, spells that have larger distances to cover will naturally be more taxing than ones that are closer. -Zythus Spells and Abilities: [T1-T5]Orb of Electricity [Non-Combat/Combat]: Description: With this spell the practitioner can channel sparks of electricity into an orb, and hurl it towards their target or enlarging the orb until it reaches a desired size to then dissipate. Mechanics: This spell takes two emotes to use correctly meaning the Voidal Connection and then summoning the Orb. This spell can only cause someone to feel slight pain such as a small shock to the skin. As it is used for combat it is also used to light up your path making it another form of MageLight. This spell can be thrown up to a maximum of 10 blocks after 10 it will begin to lose form and die out fading away into nothing. The spell grows up to the size of a soccer ball, and is not able to phase through things. Effects: Small shock to the skin causing very small burns. [T2-T5]Bolt [Combat]: Description: With this spell the practitioner is able to conjure a bolt of electricity and hurl it against their target, making it a fast and efficient attack. Mechanics: This spell takes up to three or four emotes including having the connection, summoning an electricity orb and making the spark bigger and longer into an almost javelin type form along the forearm. This spell can be thrown/hurled up to 15 blocks. The spell is more sensitive to different types of metal. Effect (S): Small and Lethal Shocks and also being able to give an enemy up to 2nd degree burns also being able to stop the heart when lethal. [T3-T5]Stream of Sparks [Non-Combat]: Description: With this spell, the caster is able to form a stream of electricity, that is able to mesmerize those about with a show of light sparks of light flowing from the caster’s hands. Mechanics: This spell will be taking up to 4 emotes to do such correctly meaning, the connection of the void, the summoning of an electricity orb, then tossing it up making more and more spark appear over and over almost in a circle. No harm is done to anyone who reaches in your of doing this spell but they will feel almost a tickle sensation to the body or hand of some sort. It can not be tossed/hurled or thrown in any way shape of form. No Effects since you can not use it to harm anyone. [T4-T5] Calldown [Combat]: Description: With this spell the skilled caster is able to conjure a thunderbolt and hurled it at their target, making it for a lethal and noisy instance. Mechanics: This spell is one of the most powerful spells taking up to five to seven emotes to complete in this cycle, Connection of the void, focusing on a target (somewhere above it), making an electricity orb in mid-air, making it into a javelin shape/form in the air stretching wider and getting bigger then also making it cast down on something or even someone. You must be in direct sight of the object you wish to cast on and up to 25-30 block radius. This spell can only be used outside. Effect (s): Some effects of this will have to a human or any living being could be Death, Brain Damage, Losing limbs and much more, but a very high rate of death. [T2-T5]Electro Whip/Chain [Combat]: Description: With this spell the caster may be able to conjure a whip or a chain that can reach up to three meters in diameter, being able to harm or hold the mage’s target in place. Mechanics: This spell will take the caster up to four to five emotes to complete in the cycle of, Voidal Connection, conjuring electricity orb, making the orb grow bigger and bigger turning into more of a snake like structure.build to it then slinging it or whipping someone with it. It can reach up to six meters in length Effect (s): This spell could leave someone with small degree of burns leading up to maybe a cut/infection of some sort. [T4-T5]Electricity Wall-Field [Defensive/Combat]: Description: With this spell the caster may be able to materialize a field or a wall of electricity, making it so others can’t reach them through their barrier Mechanics: This spell takes up to 4 emotes as well in the cycle of Voidal Connection, focusing in front of yourself, making electricity flow in front as then it becomes almost like a shield. The spell can be up to 1 block and only to the person's personas height will the wall reach. There can be up to one walls summoned at once, meaning that it requires continuous focus. Effect (s): This effect is just a push back leaving a small shock. [T3-T5]Electricity Orb Blast [Combat]: Description: With this spell the caster can make that the orb that was previously mentioned above implodes into a blast of electricity, making them able to electrify their opponents with sparks of electricity that were contained in the orb. Mechanics: This is a rather short spell. Consisting of three emotes. Once burst it can reach up to 3 blocks in front of the caster as it stays in front of the caster at all times in the casters hands. Effect (s): This spells effect is simple leaving any open area to be hit with a small blast of electricity making a very stinging sensation and maybe if a strong enough mage uses it a small burn of some sort. [T5]Electricity Coat [Combat]: Description: With this spell the caster is able to constrict their opponents into a coat of sparks that the mage conjured, holding them in place to their possible dismay. Mechanics: This spell takes up to four or five emotes to use properly. The person you wish to cast has to be up to a 5 or 10 block radius, Creating up to 3rd degree burns. Effect (s): This will go to be like a taser in a form wrapping almost a blanket around the targets body and shocking them. This could leaving to the heart failing. And some high degree burns. [T4-T5]Electricity Shock [Defensive]: Description: With this spell the caster is able to let electricity surround them almost in a defensive state making it if someone wants to harm the caster it will shock them back but only to the physical takes upon the caster. Mechanics: This spell is a spell used only in close range when an enemy tries to harm a person still having to connect to the void. This spell also takes up to three emotes to use properly and is maybe half a block away from the caster. Effect (s): Leaving small degree burns to the one attacking. [T5] Minor Electricity Manipulation [Non-Combat]: Description: With this spell the caster will be able to manipulate small quantities of electricity such as sparks, so it can grant them convenient flexibility to the resources. Mechanics: This spell is a lesser form of electricity and acarnism baby in a way making the caster to connect to the void and basically manipulate Electricity in small shapes and small objects. This takes up to four emotes to do one minor spell and is mainly used as a helpful tool. Effect (s): The effects on this spell depends on how the mage uses it. General Redlines: A mage cannot manipulate real world objects or the real world version of the element. All electricity pulled from the void has to be casted within a line of sight. Electricity follows a path of all conductive metals. Can not pass through walls and other solid objects unless conductive metal. A mage is not immune to his or her magic hen casting. Purpose: The purpose of me and Iconic writing this over is to make sure we keep an important and a long lasting element to Lotc for the player base. We also did this because we would rather not let people just lose their magic of this element because no one re-wrote it. Citation: Some credits that we used to work on this piece are, https://docs.google.com/document/d/1qehcY6h4CYRNl1Rcd8VJAOAAiUMtl1LY9z1IKtF5lDM/edit the original electrical lore and also this first rewrite from _ZythusRequiem. Credits: TheJollyHefty, Iconic_fluff ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  8. [!] 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)):
  9. 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:
  10. 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!!!!!!
  11. [!] 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.
  12. 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.
  13. 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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  15. 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.”
  16. 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.
  17. -=- 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-
  18. 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
  19. 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.
  20. 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.
  21. 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!
  22. -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.
  23. 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]
  24. 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?
  25. 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).
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