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  1. TELUMKINESIS AND ARMIGERS - THE SOUL OF THE SWORD Lore Overview For long the dance between a swordsman and his blade has been described as a very personal act. The blade, acting as an extension of one's body like a limb has been taught fore-long, however there is more truth to this sentiment then the Descendants had thought. A caster who’s blade flies through the air, capable of swordplay alongside the one who wields them is called an Armiger, “one who bears arms”, while the magic that they wield is called Blade Manipulation or Telumkinesis. OOC; Telumkinesis must be taught to someone by a player with a valid TA. It takes up 2 spell slots to learn. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/340092209343393863/ The Armiger and their Vessel; How it works Those who have a true understanding of an object control the power of a Vessel. Unlike conventional weapons or objects these arms and things move through the world at the Armiger’s whim. The way Vessels work is that when imbued with a large amount of mana by an Armiger, the object gains its own mana pool. As every user of mana has a unique Aura, this mana pool shares this unique signature and can only be connected by its creator. The Vessel will float around essentially “following” its Armiger if not physically holstered, until a consistent flow of mana is sent into the Vessels mana pool allowing the Armiger to control it at will. To learn this is the study of Telumkinesis. There are two types of Vessels, Combative Vessels and Mundane Vessels. Combative Vessels are used in combat, taking the form of varying types of weaponry. Mundane Vessels however are everyday-objects, and can range from a miners lamp and pickaxe to a seamstress’ sewing needle and measuring tape. Due to the straining nature of both keeping consistent connection to a Vessel and fighting, it’s impossible to connect to multiple combat Vessels whilst one can connect to up to two Mundane Vessels. A Vessel can take on any appearance, however will always (Unless hidden with a cloaking spell) show the effect of the Armiger’s Aura. For information about Mana Aura’s, see https://www.lordofthecraft.net/forums/topic/199959-✓-the-aura-of-mana/ The Origin of Telumkinesis The birth of Telumkinesis begun with two conscripted brothers, a Housemage and a knight. The Housemage wasn’t a fighter, however had spent so many days at war that he became more familiar with a blade than the rhythmic sound of a sweeping broom. The Housemage lost his brother, overwhelmed with the regret of being unable to fulfill a promise made during the gentle respite of camp between battles. the soldier held his comrade's blade close weeping at the thought of what calm, homey pleasantries they would never experience again. Imaging his confidant, grin on their face as they first master how to manipulate a mop into doing a task the soldier unintentionally imbued the fallen brothers blade with a mana pool creating the first Combative Vessel. It’s believed by those who’d studied the history of the Telumkenetic art that the soldiers familiarity of Housemagery greatly aided the discovery of this magic, as it similarly contains the ability to move objects through mana on a lesser level. Those familiar with the history will sometimes refer to Combative Vessels as Fallen Brothers, although this is lesser known terminology, only aware by those who’d study the arts history thoroughly. Image courtesy of Pinterest https://www.pinterest.com.au/pin/187462403228691100/ Mana Burnout A consistent flow between Vessel and Armiger makes Telumkinesis highly mana intensive, and will cause intense strain during use for the Armiger. To keep a reasonable amount of energy during Vessel usage, Telumkinesis causes extreme narcolepsy in everyday life. This comes with various obstacles; Armigers will experience the following symptoms when outside of combat as a result of their lethargic nature once they reach Tier 2. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/437975132493690858/ Purpose During our time on LoTC many of us have dreamed of roleplaying with flying magic swords alongside one another. It’s been a conversation I’ve had many times with many people, and the demands for such a magic undeniably exist. However it’s well known to be a very difficult thing to balance and implement fairly. Therefore, many of us have been working together to try our hand once more at putting together a fair lore that can offer something new to one's roleplay experience. We hope that with the broader scope of what can become a “Vessel” will allow more flying doctor-strange cloaks and charmed musicians to join the fray, and with tighter and clearer redlines we bring a balanced enhancement and flavor to CRP martial combat. Skill Tiers [!] Telumkinesis takes up 2 Spell slots. The following is the mechanics of Telumkinesis. Tier 1 [ Tier 1 lasts for 2 years IRP, or 2 IRL weeks. ] A connecting Armiger cannot yet craft, fight, or wield any Vessels of any kind. During this stage, they will spend their time connecting with their inner mana. Teaching Tip 1st - 2nd year of study. The student must be taught how to connect an object to their personal mana pool. This must be done in a calm environment, where the student can concentrate without fear of distraction. 1 IRP lesson should take place during this time. Tier 2 [ Tier 2 lasts for 3 years IRP, or 3 IRL weeks ] The Armiger is now capable of learning how to imbue their first Vessel. They are capable of connecting 1 Combat Vessel, and 1 Mundane Vessel. Spells Teaching Tip 3rd - 5th year of study. The student can now confidently summon their Aura, and imbue a pulse of their mana into an object. Now, the student will begin learning how to sustain that connection through the object and their personal mana pool. They can do this by directing a constant flow of their mana into an object, and manipulating it in various ways. For example the student could flow mana into a small toy, causing it to dance back and forth. ~ 2 IRP lessons should take place during this time. Tier 3 [ Tier 3 lasts for 4 years IRP, or 4 IRL weeks ] The Armiger has begun to show confidence with the use of their Vessel, whether it be in combat or for mundane use. They are capable of connecting 1 Combat Vessel, and 2 Mundane Vessels. Spells Teaching Tip 5th - 8th year of study. Now that the student is comfortable with Vessel combat, they may consider now moving their focus from martial art to the mundane, and learn how to use two Mundane Vessels at one time. This is very tiring, and will cause extreme lethargicness after training. ~ 2 IRP lessons should take place during this time. Tier 4 [ Tier 4 lasts for 6 years IRP, or 6 IRL weeks. ] The Armiger has become impressively skilled in both Combat and Mundane Vessel usage. They are capable of connecting 1 Combat Vessel, and 3 Mundane Vessels. Spells Teaching Tip 8th - 13th year of study The Armiger now understands the inner workings of Blade Manipulation magic, and must simply practice honing their skills to gain proficiency. ~ 3 IRP lessons should take place during this time. Tier 5 The Armiger is a spectacle to behold, skilled in both Combat and Mundane Vessels. Redlines Redlines - Crafting Vessels Redlines - Combat Vessels Redlines - Mundane Vessels Changelog N/A Credit - My thanks goes out to the following Crines, RinIsSalty, Imstuckinhell, Hylofear, Xocolataphobia and Basicdoctor for their feedback, thoughts and having fun in general thinking up how to make a balanced, cool feeling combat magic with me in the initial version of the lore. The special thanks goes to Charbi who made the icon and Armiger title artwork, and to Unduibatily who gave a lot of insightful advice to myself and Americansimp on what mindset we should adopt in writing magic lore. And a final, grandiose thanks towards Americansimp and Qizu who had also written a very similar concept lore. The two of them created this rewrite alongside me with a lot of feedback from brainstorming from our past experience in attempting this lore, and the Loremag feedback we'd received. -
  2. "A kiss of contagion; on your pretty unmarred cheek. O~oooh. Generous gifts to you, so as to enhance your physique; Buboes, phlegm, blood and guts! Boils.. rots and pus Blisters, fevers.. weeping cankerous sores From your wound it festers Blessed be upon your bleeding pores For you are graced with the opportunity to cleanse Almaris from despair and stagnation through the acceptance of his gifts." - Pope of Pestilence, Sagoth. "Sooner or later, GOD won't stand the succulent itching within his decaying body anymore." ------ He, who stands upon his Garden of Affliction. He, who creates life from the rotting frames of his faithful. He, whose benevolence know no bounds, spreading his gifts without discrimination. For you are all his children. Fret not, He who now knocks on the window of the mortal realm of Almaris, his all-seeing gaze peeking through the Voidal Tears. ------- Note: First post, wanted to test the waters. It's pretty obvious where my inspiration comes from, nurgle of Warhammer franchise, credit goes out to games workshop. Thanks for reading.
  3. JUDGEMENT COMES “Change is inevitable. The Children of Xion shall usher forth this new age through fire and flame. And in the end.. You will either join our Crusade against the false Gods or be buried alive in the rubble of your city..” -Barrowlord of the Fog, shortly after the events in Fenn. An armoured figure sat languidly upon the throne of the Fennic Keep, their taloned digits scraping gently across the carved surface of the throne's armrest. Standing impassively before her was that Stoneborn Scion, one of her own creations, a silent guard to keep her company. Outside the Keep, the city bell continued to ring across the city square, rallying the warriors of Fenn to the defence of their city. Moments later and the entrance to the Keep was filled with the form of a Vigilant Warrior, one of Fenn’s finest. Luminescent cobalt mists drifted away from the Barrowlords helm as they cast their infernal gaze upon the entrance to the keep, regarding the first who had come to challenge her this day. “Ah.. at last! A Child of Fenn has finally come to receive their judgement” within the Infernal figures armoured helm, a great choir of voices rose up to speak in disjointed unison. As time passed more members of the Vigiliants and Ivae’Fenn swarmed the entrance and approached the Barrowlord and her Stoneborn companion steadily with weapons raised. Whatever conversation took place within the interiors of these halls was unknown to those who watched on from outside. One thing was for certain however.. The Children of Fenn would not condone the defilement of their Princes throne, nor the presence of the Darkspawn that had come to unleash damnation upon their city this day. With warnings offered and threats given, the battle would ensue and the halls of the Keep would come to be filled with the blood of Fennic warriors. The battle raged on for some time and to the onlookers that watched from afar, they could only bear witness as a terrible sickly fog engulfed the interior of the Keep and shrouded all those inside in a blanket of undeath. The clanging of blades and shouts from those engaged in battle was the only indication of what raged within. When the mists began to recede, that phantasmal form of the Barrowlord would fade from sight and leave the Stoneborn Scion standing alone at the entrance with the Fenn guard in pursuit. From the Stoneborns form came a defiant, rage filled voice that spewed forth one simple phrase as they clutched a large spherical container in their palm. Ectoplasmic waters spewing forth from the many cracks and dents that their husk had received “RADIANT IS THE BLACK SUN!” and with that defiant shout, the container was slammed hard into the wall and a massive explosion rocked the city of Fenn and disturbed what little peace was left. For those trapped inside, they would barely manage their escape as the main entrance collapsed and the entire structure was engulfed in flames and the air became choked with black smoke and ash. Judgement had been cast upon Fenn, and they had been found wanting. Little did they know of the evil that now slumbered beneath their feet, waiting to be unleashed.
  4. Ͳհҽ Ɱҽʂʍҽɾʂ [Ambience] T E D I U M “Boredom and Power are a deadly combination.” The demise of the Izukthii has driven the Daemon of trickery into a droll boredom. Dawning a new guise to meddle in mortal matters would surely stir him from his boredom; however doing so would risk alerting other Celestials to his machinations. Rather than take such a risk, he concocted a different scheme to relieve him. Through the resurrection of a long dead school of magic, he introduced a new element to...enrich the lives of mortals. With this, the Mesmers were reborn. P E R D I T A “All history is lost eventually.” The Mesmers’ origin story is one with great variation. However, it is widely agreed upon that the first Mesmer was created in ancient Almaris. Only two facts remain constant in each retelling of its creation: a desperate man and a bored Llahir. The most common tale depicts a gambler who amassed a debt so great that an execution order was placed upon his head. In his desperation, he pleaded to the Celestials from his cell for a chance at redemption. Yet, his sorrowful pleas remained unanswered up to the day of his execution, when all hope was lost. Only then did Llahir appear before him. Having sensed an opportunity to sow chaos in the mortal realm, the being offered the man a deal. He would grant the man the gift of magic, a Maniette, and the means to escape; all in exchange for allowing the being to place a mark upon his body. The man gladly accepted the hand outstretched to him in his time of need...though in his glee, he remained totally unaware of the Daemon’s trick. The being’s Mesmarae, his magic, now coursed through his veins--allowing the Daemon access to his body whenever it so pleased. The gambler returned to his ways, which allowed the Daemon access to the seedy underworld of mortal society. His infamy grew more infamous with each passing day. His newfound status as a legendary figure drew the envy of his peers, but also allowed him to amass a rather sizable following. Thugs and thieves flocked to him in search of increasing their own lot in life. Even those driven to desperation fell in line, pledging loyalty to the trickster that had granted him such power. The Daemon allotted power to those he believed would further his cause: inciting chaos in the mortal realm. One by one, new Mesmers were marked and gained power. At first, their numbers were few, and it was rare for anyone to grow as powerful as the original Mesmer. However, as time progressed forward more Mesmers came to light, sowing the seeds of chaos in the lands they inhabited. N O V U S “The end is but another’s beginning.” Unfortunately, this period of prosperity did not last. The magic and history of the Mesmers faded into obscurity following the mysterious collapse of the Ancient Almaris. When the last Mesmer died, Llahir grew bored of his game and turned his attention to other matters; at least, until the Descendants landed on Almaris anew. He had long yearned for the time when there existed those worthy of wielding his chaotic power--but finding new hosts proved to be a rather difficult task. He lent his power to various individuals, only to toss them aside when they proved unworthy of this boon. That is, until he found a group of three tricksters to whom he bequeathed knowledge of the ancient practice. Modern Mesmers practice a less potent form of chaotic magic. While Llahir sought to empower them, he did not intend to make the path to greatness quite so easy. Instead, he sought to spur their imagination through placing limitations upon them. While he did not detail the method for doing so, tricking the system he had created was greatly encouraged. Much like the Mesmers’ magic, he underwent a kind of rebirth. The Daemon took on a new name and was then forth known as ‘the Watcher’. P E R S O N A “Are you ready to roll the dice?” Rolling the Dice [Magic Explanation] Mesmer’s draw their power from the link formed between themselves and the Watcher. This link sends waves of mana to a Focus, which is then redirected to the Mesmer. Without a focus, there can be no link--and thus the Mesmer is rendered incapable of using their gifts. This serves as a precaution meant to protect the Mesmer themself. Without a Focus, the surge of power would overwhelm the mortal caster and cause them grievous harm...or in the worst case, death. Spells must be taught, with the exception of the ‘base’ spells, which each Mesmer knows innately. All Spells come at the cost of charges, or mana bursts that are stored within the Focus. Rolling the Dice is the basis of all Mesmer casting. RPly, this effect happens when one uses the focus to make a random selection. [Ex. Pulling a card, Spinning a wheel, etc.] OOCly/Mechanically, this is done by using the rolling plug-in. All rolls are out of 20, though the flavor effect of high-tier spells may be exempted from this rule. All spells require a roll. This emphasizes the fact that each spell is a gamble for the Mesmer. The more powerful the spell, the more likely it is that the spell will backfire on the caster. Casting any Mesmer spell requires 3-4 emotes at the base level. However, other spells may have a higher or lower cost depending on the desired effect, Connection to Focus [T1-T2] → Connection to Focus → Rolling of Dice → Effect of the Spell. The Mesmer forms a Connection to Focus when they draw mana from within the focus and channel it in preparation for a spell. This task scales in difficulty according to the Mesmer’s tier. A higher ranked Mesmer may find this task easier than a lower ranked Mesmer would, for example. T1-T2 Mesmers require two emotes to connect to their focus. Most often the Mesmer becomes very relaxed upon connection or suddenly filled with energy. One of these must be emoted as a Mesmer’s tell. Rolling the dice requires the Mesmer to use their focus. At this point, the Mesmer should roll a D20 to determine the spell’s effect. Once these emotes have been completed, the Mesmer is then allowed to emote the effects of the spell. The Mesmer’s Mesmerac glows brighter than usual until the spell effect ends. Mesmers possess a greater soul in order to practice as a Mesmer. The Watcher is a possessive creature; for this reason, Mesmers are not allowed to engage in certain Magics. The Magics forbidden to active Mesmers are as follows: Paladinism, Azdrazi, Naztherak, Necromancy, and Mysticism. One who has been touched by the aforementioned Magics may not become Mesmers. Those who wish to become Mesmers may seek out a Master Mesmer. Master Mesmers have finished their studies and have access to all available Mesmer spells. These magicians must be Two-Slotted in order to put up a TA. Most Acolytes of the Mesmer path spend a period of one (1) to two (2) years in study acting as assistants to their teacher before beginning to practice magic themselves. Mesmer is a feat up until T3 whereupon they may Dedicate up to two slots. Slots taken must be noted on the MA after the Calling event. Redlines - Only creatures in possession of a Greater Soul are capable of becoming Mesmers. Constructs, Atronarchs, and all other creatures lacking a Greater Soul are incapable of becoming Mesmers. - Active members of the following orders are prohibited from becoming Mesmers: Paladins, Naztherak, Necromancers, Azdrazi, Druids, Shamans, and Mystics. - All magics not defined above may be mixed with Mesmer Magic. [Ex. Blood Magic, Voidal Magic, etc.] - Siliti, Epiphytes, and other beings of that nature may not become Mesmers. - Every spell a Mesmer casts requires the Player to roll a D20. If a Player is caught casting spells without adhering to this rule, they will be stripped of their magic and blacklisted. - If the Mesmer has a visible Mesmerac they must emote it flaring/glowing when they cast a spell. - The ‘Tell’ for the Mesmer must be emoted when they connect to their focus. - You must be a Two-Slotted T5 Mesmer to make a TA. Tier Progression Tier One: Newly initiated Mesmers’ have access to T1 spells. They cannot further their studies until one year [one (1) ooc week] has passed. This time is typically spent studying or researching their newfound magic. A Mesmer must make their Maniette while in this tier in order to progress to T2. Connection to Focus takes two (2) emotes. Tier Two: This stage takes place after the Mesmer has come to better understand their new power. While the Calling has not yet taken full effect, the Mesmer may begin to start displaying more chaotic behavior. This stage lasts three years [three (3) ooc weeks] minimum. During this time, the Mesmerac forms as a small tattoo on the Mesmer’s body. Connection to Focus takes two (2) emotes. Tier Three: When they enter T3, the Mesmer begins to hear the Call. This provides them with more spells they can use by allowing them to take up to two (2) slots of the magic. This stage lasts three years. [Three (3) weeks OOC] Tier Four: At this point, theMesmer’s Mesmerac grows larger and becomes more complex. The Mesmer’s magic becomes more unstable, sometimes lashing out when they are under duress (See ‘Wild Surge’ in Abilities) This tier lasts four years. [Four (4) years OOC] Tier Five: Few Mesmers ever reach this point in their studies. However, those that do gain access to T3 spells. Mesmers cannot advance past this tier. Mesmer Focuses A Mesmer’s power must be channeled through a Maniette, more commonly known as a Focus. Focuses are personalized for each Mesmer. For this reason, they can come in any number of shapes and sizes. Dice, cards, and mina coins are the most common forms for a Focus to take. When in their first stage of study Mesmers must either choose or make a focus. The T1 spell imbue focus can be used to bond with the object. After that, the object acts as a Focus and can be used to cast Mesmer spells. All Mesmer focuses must have two-sides or otherwise be capable of creating some kind of random result. A bear statuette, for example, would be incapable of being a focus. However, a spinning wheel would be a serviceable option. If a Focus has multiple pieces [ex. A deck of cards], all imbued pieces must be together in order for the Focus to function properly. If even a single card that was there during the imbuement is missing from the deck, then the deck cannot function as a Focus until that card is returned to the deck. To counteract the risks associated with losing part of a focus, Mesmers can choose to imbue select parts of their focus. For example, ½ of a deck or one of their dice. This allows the user to replace part of a focus without having to start from scratch with a new one. In order to cast spells the Focus must spend charges. The amount of charges available scales to the current tier and slot level the Mesmer is at. Each spell has a charge cost which must be spent in order for it to be cast. After the roll the dice emote the spent charges may recharge again after 1d4 hours. T1: 3 Charges T2: 6 Charges T3: 12 Charges T4: 15 Charges T5: 18 Charges One Slot Dedicated: Four Additional Charges Two Slot Dedicated: Four Additional Charges Focus’ can be manipulated in small and subtle ways, such as making a deck of cards hover over your hands, changing the color of one’s dice, etc. These are purely cosmetic and cannot be used as an advantage for the Mesmer. Hovering focus’ must still be within arm’s reach, you cannot manipulate dice to roll a certain number, etc. Redlines - If someone takes, or attempts to take part of a focus [Taking a card from a deck, taking one die, etc] players who imbued half of their focus MUST roll a d20 to see if part of the focus was taken. Evens mean the focus remains untouched, odds mean they took a focus part. - Maniette must be made through the T1 spell Imbue Focus. Focuses can only be remade if part of the focus is destroyed or lost. - An object can only be made into a focus if it can allow random selection. Wheels, Dice, Cards, etc. - Mesmers cannot cast spells without a Focus. The sole exception to this is the spell ‘Imbue Focus’ which may be cast without. - Focus’ must be ST signed. Mesmeracs When a Mesmer completes their first year of study, they will awaken to find a small glowing tattoo located somewhere on their body. This mark is a Mesmerac; a claim left upon the Mesmer by the watcher to warn off other Celestials. The Watcher is extremely possessive, and does not allow the claimed to perform certain Deity-gifted magics. When the Mesmer reaches T4, the Mesmerac grows in size and becomes harder to conceal via conventional means. It is said that the design of the Mesmerac reflects the Mesmers inner being; however, no one truly knows why Mesmeracs take a certain form. Even the method through which they appear on one’s body is currently unknown. Once the tattoo is formed, it can not be changed in any way. Tattoo ink, scars, and anything else that might obscure the lines of a Mesmerac fade within one narrative day of being inflicted. Mesmaracs start off small, in places easily concealable by the Mesmer practitioner. They cannot be multicolored. However, they do glow in the color of the Mesmer’s aura. The Mesmerac can only change color if the color of the Mesmer’s aura changes; though it is also possible for the mark to maintain the original coloration. Removing the Mesmerac is impossible. Even those who abandon the practice are incapable of removing it. If the flesh containing the tattoo is wounded in a way that would obscure the tattoo, the Mesmerac remains in place. The portion of the scar that would obscure the lining disappears within a day of being inflicted upon the Mesmer. If the limb containing the tattoo is removed, the tattoo will manifest on a different part of the body after a narrative day has passed. Unbeknownst to anyone, the Mesmerac has a hidden purpose. Upon completion of the mark being formed, it acts as a bridge between the Mesmer’s body and the will of the Watcher. After Mesmerac’s grows at T4, the Watcher is able to take control of the Mesmer’s physical body. Should this event happen, the Mesmer finds themselves trapped in their own subconscious. Redlines: - The Mesmerac’s design is determined by the player. They can depict animals, abstract images, and most other things. However, they can not depict words associated with any language. At most, they can depict a string of letters which amount to gibberish. - Their glow is faint. A Mesmerac can not provide enough light to illuminate an area. - The Watcher can take control of the Mesmer’s body at any point following the Memerac’s growth at T4. This MUST be a ST event. The Watcher will not cause direct physical harm to the Mesmer, but may cause some trouble while wearing their skin. - Mesmeracs can not be multi-colored. They match the color of the Mesmer’s aura. - A Mesmers’ corpse can only be identified by those who have been told ICly that the scorched remains of a Mesmerac identifies the body as a Mesmers’. - If a Mesmerac is visible, the Mesmer must emote it flaring brighter when casting a spell. The Calling Only after four (4) full years [four irl weeks] of practicing does a T3 Mesmer begin to hear the call. This means the Watcher has finally taken notice of the Mesmer, and has decided to give them the chance to gamble with it. Initially, the Calling begins with the Mesmer feeling a faint sensation of being watched. Ultimately, it culminates in a dream. In this dream a person with an ever-changing visage offers the Mesmer the chance to increase their power--all in exchange for a little gamble. If accepted, the Player dedicates one (1) slot to the Magic. The entity will then offer the Mesmer the chance to play another game which, if accepted, will end with similar results. The Player will dedicate another slot and gain access to higher level spells. Once the games have been completed, the entity will thank the Mesmer before vanishing from existence. The Calling will only happen once for a Mesmer. The entity that approaches the Player can take many forms; though it often chooses to take a form familiar to the Mesmer by mimicking a person they know. It is naturally skilled at every game, though it has a random chance of winning or losing each one. However, the Player still uses a slot to further advance their practice of the Magic regardless of the game’s outcome. It’s personality, much like its form, is ever-changing. Each Mesmer may perceive it as having a completely different personality than another might. It prefers to appear in a unique form each time. The only constants among all appearances of the Watcher is its playful and possessive nature. The dream will end if the Player is hostile towards the being in any way. The Mesmer can never experience the Calling again, even if they drop the magic and take it up once more at a later date. When the Calling occurs, the player must roll out of 20 to see what would happen should they choose to drop the magic. Odds mean that they retain their magic slot, but Evens mean that the Watcher consumes the slot. Redlines - The Calling must be RP’d by the Teacher of the Mesmer. They may not progress to T4 until they have completed the Calling. - The Watcher - or what may be claiming to be the Watcher - will never harm the Mesmer. It is not malicious. It seeks only to sow chaos for the sake of its own entertainment. - This event only ever occurs once. If the magic is dropped then relearned, it may not repeat, leaving the Mesmer stuck at a feat-only level. - The Watcher is extremely possessive of its Mesmers. For this reason, it may express jealousy if the Player has other magics. This is only ever expressed in an event. It has no bearing over what the Mesmer can or cannot do. Spells Mesmer spells harness the chaotic energy of their patron. Because of this, all effects are entirely reliant upon the luck of the caster. More powerful spells have bigger backlash associated with them, because more is gambled with the casting of such a spell. High risk, high reward. All Mesmer spells must be taught by a Teacher before they are able to be used. Base spells are the only exception to this rule. All spells require Charges to be spent in order for them to function. Without charges, no spells can be cast. Tier One Spells Dice’s Gambit [Non-Combative] [Base Spell] Cost: One Charge Mesmers are no strangers to cheating. However, sometimes loaded dice are not quite enough to beat the system. When that happens, the Dice’s Gambit is used as a low risk gamble to reap higher rewards. This spell allows the Mesmer to will the dice to roll a favorable number for whatever game they happen to be playing. When the user visualizes the dice, the spell will encourage the dice to land on the desired number. ROLL THE DICE 1: The Mesmer’s dice explode in a mist the color of their aura. Normal dice would explode upon use; however, if the dice is the Mesmer’s focus, they would only be stained this color for a narrative week. 2-3: The Dice would roll the opposite of the desired number, causing the Mesmer to lose the game. 4-10: The Dice are not influenced by magic. 11-20: The intended effect succeeds! The dice lands on the intended number as envisioned by the Mesmer. Card Vision [Non-Combative] Cost: One Charge Similar in purpose as the Dice’s Gambit, Card Vision allows the Mesmer to briefly see the other side of playing cards. This allows the Mesmer to change their decision-making based on the opponent’s cards, thus allowing them to win easier or lose gracefully. To cast this spell the Mesmer must have sight of the cards. ROLL THE DICE 1: The Mesmer’s eyes flash with their aura, much like a voidal mage. This renders them blinded for up to an OOC hour. 2-3: The cards visualized are different then the actual cards, making the Mesmer make choices on wrong assumptions. 4-10: Nothing Happens. 11-20: The Mesmer sees the other side of the card clearly. Electric Handshake [Non-Combative] Cost: One Charge Ever get whoopee cushioned? Electric Handshake is a more advanced way of giving someone a spook. The Mesmer generates a small electric shock in the palm of their hand, which allows them to give someone a little surprise. This is usually done during handshakes, but it can be cast anywhere on another person’s body so long as contact is being made. ROLL THE DICE 1-5: The spell backfires, causing a shock in the palm of the Mesmer’s hand. This jolt is twice the strength of the normal spell, which causes a stinging sensation. 6-10: The spell succeeds! The opponent gets a good shock. 11-20 The spell succeeds...however, it is more potent than intended. The recipient finds that their hair suddenly stands up as if it were rubbed aggressively by a balloon. Sparkling Lights [Combative] [Base Spell] Cost: Two Charges Every entertainer needs to dazzle a crowd, and that is precisely what this spell does. Dazzle. The Mesmer summons a wave of sparkling light from their fingertips. Unlike their other spells, the caster can choose what colors the sparks take on. This spell is often used to scare away bandits or other wrongdoers. Sparkling lights can be used as a sort of warning sign for others. The sparks vanish upon touching the ground unless it is otherwise specified by the rolled effect. ROLL THE DICE 1-3: The summoned sparks take on a pungent smell which lingers on the Mesmer’s clothing for an OOC hour. 4-15: The Spell goes off without a hitch, dazzling any who witness it. 16-19: The sparks do not vanish upon touching the ground; instead they turn into glitter. The sparks stun anyone within ten blocks for one round of emotes. 20: The sparks take on an explosive quality. They erupt like firecrackers as soon as they touch the ground. This causes sharp pain if they are touched, but they cause no permanent harm. One-Slot Misty Escape [Combative] [Base Spell] If [or when] a Mesmer finds themself in need of a quick escape, Misty Escape is the perfect spell. Summoning a thick mist that covers up to a ten block radius with the Mesmer at its center is the spell's intended effect. The mist takes on the color of the Mesmer’s aura, though it is a bit darker. This spell can be used as anything from a simple party trick to a way to obscure the area and make for any easy escape. ROLL THE DICE 1-5: The Mesmer lights up like a beacon. Their entire body illuminates in a near-blinding light. 6-10: The Spell’s effect acts as intended, causing a thick colored mist to surround the Mesmer up to a ten block radius. 11-20: The Mist is cast successfully.. but it seeps into the caster’s flesh. Their skin is temporarily stained the color of their aura for up to two (2) OOC days. Impromptu Shower [Combative] [Base Spell] Getting on the bad side of a Mesmer is never a good thing. The Impromptu Shower spell is one of the best examples of this fact. After it is cast, a small cloud will form above the victim’s head and a light shower of rain will begin to fall. The cloud has a visible expression which will change to match the victim’s. For example, if the victim smiles, the cloud will also smile. The worst effect this spell can cause is a slight cold. ROLL THE DICE 1-5: Instead of raining, the cloud showers the victim with illusionary mina. The mina looks and feels real, but disappears when the cloud vanishes. 6-15: The Cloud manifests as intended. It rains down upon the victim. 16-20: The rain instead manifests as a sudden downpour. Occasionally thunder can be heard from the cloud. Imbue Focus [Non-Combative] Cost: Ten Charges Imbue Focus is one of the most important spells in any Mesmer’s collection. However, only those who have gambled with the Watcher are capable of learning it. New initiates require another Mesmer to help them bind their gifts to a Focus. This is the only Mesmer spell which can be cast without a Focus. Those who know this spell may use it to create a new Focus to replace a missing/destroyed one. As mentioned prior, they may also use it to find a Focus to a Mesmer who does not have access to this spell. The Mesmer who casts this spell must be touching both the Focus and the person it is being bound to. A misty aura will spread from the core of the one being bound before encircling and melding into the core of the Focus. When the aura has faded, the object may then be used as their Focus. ROLL THE DICE [Note, it is suggested that the one being bounded roll for the spell] 1: The Spell fails, and must be redone. A cooldown of two (2) OOC hours is required before the spell can be reattempted. 2-20: The spell is completed, and the Focus is bound correctly. Two-Slot Minor Illusion [Non-Combative] [Base Spell] While the Mesmers are not quite as skilled as Voidal Illusionists, they are capable of creating small illusions. Illusions created using this spell can be nor larger than a foot in both width and height. They are also incapable of producing any kind of sound. Minor illusions cannot copy or create the image of a Mortal; however, animals and plants may be mimicked. Upon summoning the illusions, the Mesmer may manipulate it into doing certain actions. For example, they could make an illusory cat walk. The illusion is unable to affect the world around it. Since it is immaterial, anything that touches it will phase through. ROLL THE DICE 1-3: The Illusion is a truly warped mimicry of the intended object. 4-9: Something about the Illusion is off, but it is minor enough that it may go unnoticed. 10-15: The Spell goes off without difficulty. It works as intended. 16-19: The Spell is overloaded! The illusion is colored in the Mesmer’s aura and has glittery accents. 20: The Illusion temporarily behaves on it’s own. It may change form entirely, or choose to roam about the premises. Mimicry [Non-Combative] [Base Spell] When a Mesmer is able to cast T2 spells, they suddenly become capable of unmatched feats of mimicry. Once they learn this spell, the Mesmer is able to perfectly replicate any word or phrase that they have heard in the original speaker’s voice. They can not, however, create new sentences, speak at length, or copy phrases that they have not heard verbatim. ROLL THE DICE 1-3: The Mesmer’s voice does not replicate the intended target. Instead they emit the sound of nails raking down a chalkboard. They cannot speak in any language until the passage of fifteen (15) OOC minutes. 4-15: The Spell is has the intended effect. 16-20: The Spell is empowered. After the intended word or phrase is spoken, the Mesmer’s voice temporarily warps into a high or low pitched version of their normal speaking voice. This effect lasts thirty (30) OOC minutes. Tier Two Spells Gibberish Sight [Non-Combative] [Base Spell] It is unwise to get on a Mesmer’s bad side. This spell is but one of the many reasons why that phrase rings true. This spell can be cast on any person in their line of sight; and it causes that person to be rendered temporarily illiterate. When the victim looks at any sort of writing the lettering will appear to them as ancient indecipherable runes. The spell's duration can last anywhere from thiry (30) OOC minutes to one (1) OOC hour. ROLL THE DICE 1-5: The Spell fizzles. The target of the spell’s eyes flash in the caster’s aura. 6-10: The Spell has the intended effect. 11-15: The Victim’s eyes turn the color of the caster’s aura until the end of the duration. They suffer the effects of the spell regardless. 16-20: The effect of the spell rebounds onto the next person the Mesmer looks at, excluding the original target. Roll the Dice again. This is capped at three total victims. Illusionary Animal [Non-Combative] Cost: Five Charges Ever see a talking animal? Well now you have! This spell makes any who perceive the target of the spell as an animal of the Mesmer’s choosing. This is just an illusionary effect, and anyone who can see through illusions can immediately tell that the person is not truly an animal. The victim can continue to act as normal, speaking and moving without issue. Should someone touch the area the target stands, they feel behind the illusion and touch the target. ROLL THE DICE 1-5: The Spell misunderstands the directive, and instead of making an illusion of the animal.. It temporarily makes the target think they were the animal. This effect lasts three emoes after the initial effect emote. 6-10: The Mesmer suddenly appears to have an illusionary effect resembling the animal they attempted to make. This includes sporting a snout, ears, etc. This effect lasts three emotes after the initial effect emote. 11-20: The Spell casts as intended. One-Slot Hideous Laughter [Combative] Cost: 6 Charges Hearing voices is the fear of many men. Hideous Laughter causes a victim to hear a chorus of demonic voices in the confines of their own mind. Such an effect lasts for up to three emotes, but may be stopped earlier should the Mesmer wills it. The laughter may resemble the voices of loved ones or people the victim knows, or may sound like a horrible demonic laugh. ROLL THE DICE 1-2: The Spell backfires on the Mesmer, causing them to hear the laughter of the Watcher and suffer the effects for twice the length of the spell. 3-10: The spell acts as intended, stunning the victim. 11-15: The Laughter warps into utterings in a language long lost, causing the stunning effect to double. 16-20: The spell is too empowered, and the victim begins to laugh along until the spell ends. Additional effects may be rolled with OOC permission from the victim’s player. Two-Slot Memory Incantation [Combative] Cost: 9 Charges The mind is a cage, and this spell seeks to use that to the caster’s advantage. The Memory Incantation spell traps the victim within their own mind. While there they are forced to relive one of their memories from the following list: their Happiest Memory, their Saddest Memory, or their Most Traumatic Memory. This spell only lasts for 3-5 emotes--however, it feels as if an eternity passes for the victim targeted by this spell. The Spell effect can be stopped if the victim suffers physical pain or the Mesmer wills the spell to end sooner. It cannot be used in active combat. ROLL THE DICE 1-6: The spell entraps the caster within their own mind. Roll on the below table and RP the chosen memory. 7-12: The Memory begins to degrade and warp halfway through. It has the opposite of the desired effect. 13-19: The spell has the intended effect. 20: The spell has the intended effect, plus an additional effect. Roll for an additional effect on the table below. Tier Three Spells Third Eye [Non-Combative] [Base Spell] Cost: Seven Charges Opening one’s third eye is typically a rather difficult feat; however, as always, Mesmer’s have a trick up their sleeve that makes their lives just a little bit easier. When this spell is cast, a large eye protrudes from the Mesmer’s forehead. This Eye has the ability to see in the dark. Its iris is the color of the Mesmer’s aura. ROLL THE DICE 1-8: Instead of summoning a third eye, the Memer accidentally merges both of their eyes into one. This effect causes a sharp pain, and lasts about twelve (12) OOC hours before it returns to normal. 9-16: The Spell has the intended effect. 17-19: After the spell is cast, the eyes of the Mesmer temporarily become the color of their aura. 20: The spell works as intended. However, the Mesmer must roll on the table below for one additional effect. Fake Affliction [Combative] Cost: Seven Charges Fake Affliction creates an illusory effect upon a target that causes them to appear afflicted with a horrible disease. This can not actually give the target a disease. The illusion will only last for a period of five (5) emotes after the spell is initially cast. ROLL THE DICE 1-5: The illusionary effect backfires onto the caster. They also roll for an additional effect on the table below. 6-10: The spell is cast, but at a cost. Any time the caster of the spell speaks, pink bubbles escape their mouth. This lasts for the spell’s duration. 11-20: The spell has the intended effect. One-Slot Eyes of the Watcher [Combative] [Base Spell] Cost: Eight Charges The feeling of being watched is one of the worst sensations one can feel. The unfortunate soul targeted by this spell begins to see an innumerable amount of illusory eyes sprouting out of most physical surfaces, people, and flora. The eyes are permanently focused upon the victim, though they do blink occasionally This effect lasts for 1d6 rounds of emotes. ROLL THE DICE 1-5: Instead of summoning the illusion in the target’s mind, the Mesmer casts the spell upon themself. They are covered in hundreds of eyes for the next three (3) rounds of emotes. 6-10: The Spell is cast as intended. However, the Mesmer must roll for one (1) additional effect on the table below that also happens. 11-19: The Spell is cast as intended. 20: Mouths accompany the eyes, taking on the voices of the target’s loved ones. The voices beg the target to save them. They vanish once the spell ends. Imbue Object [Non-Combative] [Base Spell] Cost: Three Charges Imbue Object allows the Mesmer to touch an inanimate object and bestow upon it a small glow the color of their aura that lasts for 1d12 OOC hours. The object receives no other effects. Typically, this is used by Mesmers to sell mundane objects as rare magical items, or scare off enemies by imbuing their weapons. ROLL THE DICE 1-5: The Spell fizzles entirely, instead turning the Mesmer’s hair a vibrant shade of their least favorite color. 6-20: The Spell is cast as intended. Two-Slot Misdirection [Combative] Cost: Twenty-Two Charges The spell allows the Mesmer to catch a Voidal spell that is thrown at them, and throw it another direction. This is one of the most powerful in the Mesmers collection. Misdirection takes control of the mana within the voidal spell, allowing the user to temporarily redirect it as if it were their own spell. This effect takes a large amount of energy. Disguise Self [Non-Combative] [Base Spell] Cost: Eleven Charges The Disguise Self spell allows the Mesmer to make minor illusory changes to their appearance for twelve (12) OOC hours. They can make minor changes to their features; however, they can not make themselves unrecognizable. Hair color and eye can be changed at will at any point during the spell’s duration. Skin color, scars, and tattoos cannot be altered. The Mesmer may also make themselves appear more masculine or feminine; however they may not completely change their body type. They also cannot change their height. The Mesmer may drop the spell at will. ROLL THE DICE 1: The Spell fails, causing a horrible deformity to appear on the Mesmer until the duration of the spell ends. They are unable to cast this spell again until the duration is up. 2-9: The Spell’s duration is rounded down by half, with a minimum of one hour. 10-19: Disguise Self is cast without issue. 20: The Spell is empowered. Any of the changes made leave irritated skin after the duration of the spell ends, which may result in painful blisters. Abilities Wild Surge When a Mesmer of T4 or higher feels a sudden burst of intense, negative emotions their magic produces a ‘Wild Surge’. This summons a random effect that may influence them or their surroundings. The surge is always accidental, though it is controlled by the player in order to deliver the most fun and contribute to random roleplay. When a surge happens, the player must follow the same emotes as if they were casting a spell; however, it would always be accidental from a roleplay perspective. Roll from the table below to see which random effect occurs. 1: The Player turns into a potted plant for 1d4 emote rounds. If the pot is broken, they return to normal without any memory of becoming a plant. 2: The Mesmer’s shadow begins to relay the Mesmer’s inner thoughts. For example, it might cry if the Mesmer is sad, or gesture angrily if the Mesmer is angry. 3: The Mesmer loses the ability to cast spells for 1d4 emote rounds. 4: The next spell the Mesmer casts will result in an automatic 9 for the ‘roll the dice’. 5: The next person the Mesmer sees is filled with the emotion the Mesmer is currently feeling. 6: The Mesmer suddenly shoots steam from their ears. 7: The Mesmer turns into stone over the course of 1d4 rounds. After the fourth round, the statue shatters and the Mesmer returns to normal. Illusionary Sight T5 Mesmers with at least one (1) slot dedicated to the Magic are given a rare gift from the watcher as thanks for their dedication to him. This blessing allows Mesmers to see through illusions. This only affects mesmers who see with their physical eyes. It has no bearing on beings who see through other means, such as Seers. Red Lines - Mesmer spells must be taught by someone with a TA. The only exceptions to this are the ‘Base’ Spells, which are innate for all Mesmers. - Only beings with Greater Souls may practice the magic. Musin, Constructs, etc. are not capable of becoming Mesmers. - You cannot combine Mesmer Magic with the following: Paladinism, Naztherak, Necromancy, Azdrazi, Druid, Siliti, Mysticism. - Seers, Blood Magic, Afflicted, and other unlisted CA or Magic are permitted to combine with Mesmer. - All cast spells require a roll. This may be done in #w or in another channel. If a Mesmer is found to be fudging their rolls, they will be stripped of Mesmer and permanently blacklisted. - Mesmeracs cannot be identified as anything other than a tattoo unless explicitly told IRP. This includes identifying a body with a scorched mark. - Mesmeracs glow brighter when Mesmers cast spells. This must be emoted if the Mesmerac is visible. This is not required if the Mesmerac is hidden. - Llahir is not known to be the source of a Mesmer’s power. Mesmers believe the source of their power to be the being known as ‘The Watcher’. - Mesmers cannot cast spells without their Focus. - The Calling can only happen to a Mesmer once. Any further interaction with the Watcher is reserved for ST events. - A Mesmer may only ever have one Focus at a time. Purpose Credits @Remyy - Writer Quinn [OOC Friend] - Editor @verriberri - Artist, Brainstorming, Proofreader @JustGrim - Brainstorming, Proofreader
  5. Overview & Lore Over the ages, the descendants have been experimenting with their mana in creative ways utilizing this connection to manipulate objects in their environment. One otherwise unnoteworthy day, an aspiring Housemage and swordsman discovered a way to imbue his mana into his weapon, creating a Vessel; a floating weapon with the capability to aid and compliment the swordsman in combat. The swordsman delved into this discovery becoming the first Armiger (Latin for Arms-Bearer); an intimate style of fighting that binds one to their weapons. Since Armiger's have begun to appear around Almaris, studies have been made on how exactly Vessels, and the Armiger's use of mana works. When an Armiger initially imbues an item with mana, they are using active mana to constantly feed into what they are turning into a Vessel. Because of this, the mana makeup of the object is twisted and churned around, mixed with the personal mana of the caster. This is what causes the Casters aura to overtake the appearance of the object, and makes the Vessel act like a limb of the caster. Armiger’s can be taught by a teacher with a valid TA, and require lessons from this teacher with the appropriate role play to learn certain aspects such as Vessel crafting. This magic takes up 2 magic slots to use. Purpose During my time on LoTC, I have noticed a lack of magic made with the intention of complimenting or enhancing melee weapon combat besides Transfiguration enchantments. Taking inspiration from some of LoTC’s Mana based lore; Housemagery, the States of Mana, Mana Aura's, Kani, and Final Fantasy XV’s flying very aesthetic flying sword magic, I want to bring a magic that allows players to play a magic that enhances their combat in a balanced manner, whilst also making players feel cool doing it. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/187462403228691100/ Connecting [ Tier 1 ] A Connecting Armiger cannot yet create a Vessel. They must first connect and spend this time connecting to their personal mana, and gain a deep understanding of mana in order to be able to manipulate it. Unlike most magics, this is the longest tier. This is because it takes a deep understanding of one's personal mana, that goes further beyond a Housemages ability to make a knife float. And so, the fledgling Armiger must gain a greater understanding over many years. [ Tier 1 lasts for 6 years IRP, or 6 IRL weeks. ] Trainee [ Tier 2 ] A Trainee Armiger is now capable of learning how to craft their first Vessel. With their advanced understanding of how their personal mana flows, they have the ability to Imbue a melee weapon with their Mana, binding it to them. This gives them the ability to cast spells through their Vessel, or use it at mid-range during combat. Using a Vessel puts immense strain on a Trainee, as it is a much more advanced maneuver as it is like learning how to function a newly attached limb. As such, they cannot yet even comprehend the idea of casting spells through their Vessel yet and can only use 1 Vessel in combat. [Tier 2 lasts for 3 years IRP, or 3 IRL weeks. ] Skilled [ Tier 3 ] A Skilled Armiger will now begin to learn how to cast spells through their Vessel. This is done by allowing an enchantment on the Vessel activate via the enchantments trigger. Armiger’s at Tier 3 can use Transfiguration spells through their Vessel(s) (See Armiger’s & Transfiguration below for more information). [Tier 3 lasts for 3 years IRP, or 3 IRL weeks.] Swordsman [ Tier 4 ] A Swordsman should have mastered the use of their Vessel in combat, and it’s now time to begin learning how to wield multiple Vessels. This is not easy, and to a swordsman feels like trying to get your two hands to do separate motions while learning piano, with a constant strain. It takes many years to become proficient and comfortable with using multiple Vessels at once. At this Tier, the swordsman may have two Vessels at the same time on their person. [Tier 4 lasts for 4 years IRP, or 4 IRL weeks.] Master Swordsman [ Tier 5 ] Having finally achieved the proficiency to skillfully wield multiple Vessels at once, the master arms bearer is now able to keep a third Vessel on their person. Master Swordsmen are formidable foes to anyone within their reach, wielding their Vessels with ease. An Armiger is constantly feeding a mana connecting into their imbued Vessel. This is not an easy feat to uphold, as all mages experience tiredness upon exerting their mana and may cause the Armiger to notice some effects on their body. In order to uphold a mana connection with their Vessels, an Armiger’s body will demand more sleep from them making them sleepy during their everyday life. The only time an Armiger seems truly awake, and highly energetic is when they are in combat. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/458030224575800567/ This section is the bread and butter of the Armiger. Vessels that are made to be used during combat can only be swung and moved as quickly as their caster would be capable of doing physically. The purpose of combat via a Vessel, is the mid-range use and multiple weapons, allowing the Armiger to combat multiple opponents from a short distance. A Vessel can move up to 4 blocks away from the caster. Roleplaying combat at range is exactly like one would crping close up. You would emote slashing, thrusting, bludgeoning and blocking the same way you would without the magic. When a Vessel is not in use, it can be placed in a holster on the person or, remain idle floating at it’s casters side. When called to arms, it takes 3 emotes spur into action, moving on the third emote. [ 1 emote to connect, 1 emote to charge and 1 emote to cast ] This is to avoid players simply flinging knives into shoulders at bars and giving the victim no reaction time. Make sure to observe all red lines, and follow them appropriately when using range vessels in combat. Vessels may take on many unique appearances connected to their user. It’s noticeable that when a weapon turns into a Vessel, they will become partially see-through and gain a faint glow the same color as the casters Mana aura. The effect of the casters' aura may also emanate off a Vessel. For example a Armiger who has a red misty aura will notice their Vessel upon successfully being crafted will don a transparent red form, with a misty red effect. See this page for more information about Mana and Aura's; Notable Weakness An Armiger’s strength lies solely inside this 4 block bubble around the caster. Within this area, they are notable adversaries that use empowered weapons that allow them to fend off multiple opponents at once, especially if at the higher tiers. However, outside of this 4 block bubble an Armiger is practically useless. This means that voidal mages, archers, or any combat with a decent range to them could easily spread out and overwhelm an Armiger. Vessels are objects that are imbued by a casters mana, and have a constant source feeding into them from their caster. Because of this, Vessels are especially weak towards Kani, which manipulates the mana within their environment. In this case, the environment being the Vessel. Redlines - Vessel Combat Image courtesy of Pinterest: https://www.pinterest.com.au/pin/706994841490323290/ Vessel Crafting To craft a Vessel, the Armiger must take a weapon, with that weapon the Armiger will treat it like as the name suggests a Vessel. They then imbue a large amount of their mana into its form. This connects the weapon to its caster, altering its appearance and allowing it to be manipulated and controlled by the casters will. Vessels must be ST signed, and appropriate roleplay must be conducted for a Vessel to be used in combat. If a Vessel is shattered, it will return to it’s broken material weapon state, and not be usable anymore without repair. To repair a Vessel, the weapon simply needs to be physically repaired before being re-imbued. An Sreq is not required for a repair however if caught not having done the appropriate rp or repairing more Vessels than the redlines allow, ST will intervene and administer appropriate infractions. Due to the immense amount of mana required to craft a Vessel, only 1 Vessel may be made per 3 IRP months (3 IRL days). However, when a casters Vessel shatters; a bond between the two will shatter with it, comparable to having just lost a limb. It will take longer for that inner mana to accumulate within the person. They will have to wait 3 IRP month or 3 IRL days before being able to craft a Vessel again, even if they had not yet made one that day. Redlines - Crafting Image courtesy of Pinterest On its own, Armiger’s can only use Vessel or close combat and not spells. However, if a weapon has been enhanced with Transfiguration prior to becoming a Vessel, an Armiger of Tier 3 or higher will be capable of casting spells from their Vessels. On LoTC, a player may only have up to 3 combat enchants on their person at a given time and Vessels enchanted with Transfiguration enchantments count towards this limit. This creates unique opportunities for varying playstyles amongst Armiger users. Someone may decline the magical boons gained when mixing in Transfiguration in order to avoid the hastily stacking drawbacks such as; Using up 4 of their spell slots while mixing Mana burnout with the voidal poisoning inflicts, which makes it impossible to use a heavy Vessel at all. Or an Armiger may embrace it, taking up Transfiguration to enchant their Vessels with spells and be able to reapply them with greater ease. Granting magical boons to their arms while allowing their physical strength to deteriorate. An Armiger could also allowed to get another Transfiguration caster to enchant their weapons for them, however when an enchanted Vessel is shattered it will lose all enchantments, and so not only will the Vessel have to be re-repaired and imbued but re-enchanted. To keep that spell overtime can be a very difficult feat to repeatedly do if an Armiger is relying on another Transfiguration caster. There are also two spells that Armiger’s may be taught after they have reached Tier 5, by another Armiger user with a TA; Cloak [Tier 3] Shatter [Tier 5] Image courtesy of Pinterest: https://www.pinterest.com.au/pin/340092209343393863/ Teaching and learning This guide explains what is to be taught, and how during the teaching process of each Tier for the Armiger. How the student is taught is entirely up to the teacher! This is simply a criteria on what they need to be taught. Connecting [ Tier 1 ] Trainee [ Tier 2 ] Skilled [ Tier 3 ] Swordsman [ Tier 4 ] - My thanks goes out to, Crines, Rin, Imstuckinhell, Xocolataphobia and Basicdoctor for their feedback, thoughts and having fun in general thinking up how to make a balanced, cool feeling combat magic with me. A special thanks to Charbi who made the icons and title artworks. -
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    The Hexicanum

    The Hexicanum Circle of the Nine In times of primeval man when arcane sorceries ripped apart the ancient sky, the void was harnessed in its most raw and unleashed forms. Societies of magi worked in tandem with the overpowering allure of primeval magics, conjuring colossal spells capable of consuming cities, if not continents within its brazen glory. Far has the practice seen in the past faded into antiquity, though its origins of worship, understanding, and iconography are not forgotten. Within this new age, a formal arcane society is needed to maintain the delicate balance of the Void and the Materium, as rifts and other phenomena become everpresent. To fully serve the realm and all descendants, a table of nine archmages are to be heads of the Hexicanum, all masters of the arcane in their own rite tasked with keeping The Balance. From this table of nine, students and acolytes of varying skill and mettle form the guild in its fullest. Taking in lessons from past mages, a focus is held on the primeval aspect of magic, and its teetering hold on the mortal realm The Balance There exists influences of cosmic proportions that dictate the spiritual and even material change one sees in the natural world. More than mere ideology, it is that which descendants are ushered by. There exists no universal good nor evil- instead, primeval forces are constantly at work in our realm, realities beyond the simple concepts held by descendants. The archaic energies of Law and Chaos are an ever tipping scale, the most tumultuous of all forces to keep in balance. In the excess of Chaos, where the scales are tipped everso, results in a decaying entropy. Chaos in its epitome loses all meaning, lacking the structure and stability that Law brings- as is the damned realm of Xion a still, lifeless place; essentially null. On the other hand, when the cosmic scales fall too far into Law it becomes its epitome, Singularity. As it has no Chaos to cause randomness or unruliness, it would degrade into a singular form of sterilized nothing with no creation or any form of chance. The Balance is the universal equilibrium of every intrinsic force, found beyond even Law and Chaos, it is the homeostasis of All. Chaos often defies the balance, as is its nature to- requiring the intervention of outside forces. This is not to say Law may also act out of accordance, though as the Balance itself is a cosmic law, so variably will followers of Law take it upon themselves to uphold such. Others may compare this conflict with the Light and Dark of the Immortal and Mortal realms, or perhaps of one’s very soul. Referred to blatantly as ‘the balance’, in consideration of the void, it is much more than just a filled word. Balance is the perfect harmony found between two conflicting sides- in this case, the unrelenting wanton immaterium of raw mana that is the void, and the constructed, concise existence that we view as the material universe. When either scales are tipped, does a snowball effect occur, with the ability for voidal rifts and scars to tear through the landscape, only to spring out horrors from dark spheres beyond if left unmanaged. Voidal corruption can spread across landscapes, tainting wildlife into horrific amalgamations bereft of the harmony nature incurs. Likewise, the mundane can quickly riddance itself of any arcane evidence, negating even the celestial energies that mend the veil’s ever-churning borders. Advances of the void that maintain or even propagate the descendant’s advancements to a better age would be destroyed in the name of holy sanctity. Oaths Founded in heed of the Balance, the Hexicanum requires each member to take three simple oaths. Breaking these tenets may bring one to be cast out if found guilty under the Nine. I. One must uphold the Balance in all its form within the realm. II. One must hold arcane knowledge in reverence, and condemn or punish those who do not as seen fit. III. One must never bring harm to a member of the Hexicanum, unless permitted. The Table of Nine While the Hexicanum may hold halls of mages and voidal practitioners within its walls, there must be order in any guild with a clear goal and purpose. Rather than having one sole leader, a table of nine archmagi are to be founded with each a master of their craft, all knowledgeable in the arcane to greater degrees. While the table may not hold all nine mages in its origin, the Nine are to be sought out by each member to unite the order in its fullest. Those who wish to join the table must go through the trials necessary, devised specifically by those within the table. As the heads of the guild, the Table makes all decisions for rules and membership within the Hexicanum. Magia Antiquis As practical usage of the void has matured throughout history, so has its understanding and symbolic meanings. Iconography has been used since its inception to ground the outer reaches of the void into a fragment of reality, whether it be geometry, symbols, or even the common practice of star-gazing. Antique Magica refers to the primitive origins of the void that span infinitum before the Four Brothers were birthed in Aegis. With raw understanding of the natural world seeded with the unrelenting wanton forces of the void, early magics within the realm were that of extreme prowess, held clandestine within tomes of olde. Compared to the newer forms of arcane understanding, these ancient scholars combined the natural geometry of Aos and Eos with that of the chaotic illiteracy of Void, therein forming the basis of otherworldly knowledge and insight. Within the Hexicanum, an emphasis is pushed on writing of one’s surroundings, of visions one might hold in their meditations, or practicing ritualistic marks and geometry through focus chalk.
  7. Wittenbach Wands & Wonders Est. 1802 Ladies and Gentlemen… After nearly 10 years of closure, we are proud to announce that Wittenbach Wands & Wonders will be reopening its doors for business! First established in 1802, our business renders magical services to those who require such, seeking to put a little spark of magic in the lives of everyday men and women everywhere. We believe in using the powers of the arcane to better lives and build a kinder, easier world. We offer a variety of goods and services for purchase to our patrons, including the following: ✵ WANDS & ARCANE FOCUSES ✵ We take great pride in our status as the premier maker of wands, staves, and other varieties of arcane focuses in all of Almaris. Every Wittenbach wand is made unique, with there never being more than one of each creation made by us in existence. A Wittenbach wand is a true masterpiece that is ideally designed to last a mage for the rest of his or her life. While any old mage can make an arcane focus, the Wittenbach brand is synonymous with both quality and longevity, renown for both fine craftsmanship and durability. Though once aesthetic in nature, recent advancements in the field of focus crafting now allows for our wands to double a mage’s spellcasting range and increase a mage’s focus. We have also discovered how to utilize other unique objects to serve as arcane focuses, eliminating the need for focus crystals in the crafting of such and allowing for sprawing creativity. PRICES Pre-Made Implement: Varies Custom Implement: 50 – 100 minas ✵ ENCHANTMENT SERVICES ✵ Our enchantment services are second to none! Here at Wittenbach Wands & Wonders, we can imbue almost any object with arcane properties. While we specialize in enchanting with either fire or water evocation, we can ideally create anything the mind can fathom. PRICES Lesser Enchantments: 100 – 250 minas Potent Enchantments: 250 – 500 minas Grant Enchantments: 500+ minas ✵ LIMB REPLACEMENT SERVICES ✵ Need a hand,or a leg up? Then look no further! Our signature atronach limbs offer full mobility to those who have been unfortunate enough to lose theirs. We offer special discounts to assist military personnel, members of the Northern Geographical Society, and those whose finances are tight to be able to these devices that can truly make a difference in one’s life. We can make expertly crafted arms, legs, feet, and hands which can emulate a full range of movement with no impact to one’s lifespan or any other adverse effects to the body. Providing a better life to those who put themselves in harm’s way is one of our proudest services. PRICES Limb Replacement: Price Negotiable (Rare materials, unused outfits, and / or objects may be accepted as a form of payment.) ✵ ARCANE FOCUS MODERNIZATION ✵ As for our previous patrons who have bought arcane focuses from us in the past, we are now offering modernization services for their magical implements! For the affordable price of 15 minas, we will modernize any Wittenbach Wand to embody these new advancements to double their range and improve spellcasting concentration. PRICES Focus Modernization: 15 minas In order to commission our services, all one must do is send a bird to our proprietor at Crown Street V in Karosgrad! While our work stream is often jam packed, we are always willing to do business for coin or material exchanges. [[Message AndrewTech#1007 on Discord or over the forums via an IRP bird!]]
  8. Hi, if you're a T5 wizard and you're looking for a student contact me on discord. My name on discord is GeneralPumpkinCZ#1005.
  9. Lair PRO MC Name: _Security Lair Name: The Hexicanum Proposed Lair Locations (Highlight 3 on the map): https://cdn.discordapp.com/attachments/804216308102594600/828746078396219402/rukk.jpg (Within the swiss cheese mountain pictured here) (This swiss cheese mountain is south of the other swiss cheese mountain, we’d want to be on the northern side pond hill, just to be sure we aren’t encroaching on the greek place.) Lair Lore (could link to an existing creature or other lore) (1000 words minimum): https://docs.google.com/document/d/1P_6xpk_dHv9Hlw9CbuxioNHflVbADquNUQVF0QroXXQ/edit?usp=sharing Lair Build and Infrastructure (photos required): (We have a tower build that will go above this, it’s still WIP but you can PM me for screens, it's just a tall old mage tower.) Why can you not accomplish the niche of this lair’s roleplay in an existing settlement or nation? (We expect a substantial answer for this, not just ‘I don’t like them’). Having a mage guild which will eventually begin producing voidal taint to the land around it, most nations aren’t going to approve of a lot of aesthetic changes. Being able to fully utilize things like obelisks, tears, or creating caverns deep within the ground is something rarely utilized in game nowadays. Holding secret meetings is vital, meaning guards and closed gates are usually going to be your biggest enemy when inside a city or nation. The guild is centered around creating a balance between the void and the material realm, as well as between the archaic laws of Chaos and Order, such will bring quite a bit of conflict with it. Conflict is often shunned within nations, bit in the bud by OOC where you can easily be thrown out of a nation just for trying to create a more colorful and interesting world. Our build has an amazing underground portion, which most nations in their current state are not allowing for such expanses, understandably due to lag. We are also going to be doing some antag events since the guild is meant to hold a neutral stance to such. Having a base which isn’t within a city allows for a greater amount of freedom to hold coven mage roleplay a ways off from guards and onlookers. The build is going to be near a road to grab some players travelling near Eastfleet, allowing for some interaction on the roads when people see the looming tower, either within a mountain or atop it. We will also be able to hold larger rituals without restriction of nation PROs, allowing for more expansive changes to the environment near the base. We may also tack in a monster hunting group in the future, then permitting us to use the lair as a training grounds to prepare for beast hunts, with our own mercenary guild to provide roleplay with the mage cult. Currently we have about 13 members, though no place to house them as nearly every nation save for Sutica isn't all too open to having a gaggle of mages operate with their own RP without making it something like a military organization or a mercenary guild. What does this lair add to the greater world around them?: This lair is a more traditional build that allows for interaction with mage RP in a controlled environment. The effects of voidal taint and the like will slowly begin to spread outwards, likely to hold some conflict from other groups. It fits in well with the older medieval aesthetic, centered in a relatively empty portion of the road. Magic RP has largely been pushed into nations, reserved and generally hidden away from town squares. With our own lair we are given greater freedom to bring in newer and interested players who generally have to scrounge cities like Sutica for magic. Instead we intend to show off the ways you can implement magic in more mundane manners, allowing for more aesthetic changes that can alter the world around us. One of my plans is to get an obelisk within the base that fuels a massive mana gem, one that evocates a giant crystal that will hover idly above the lair, represented in MC with a large construction of tinted glass. We will also have atronachs perusing the perimeter, mages holding lessons and rituals in sight of players who may wish to view such, etc. As we have a chance to draw in more and more players, we will also hold some events with the cities nearby, going to Urguan, Oren, and Haense to hold diplomatic sessions and to show off our numbers. One of the main things missing currently is a third part voidal mage group which allows for varying cliques and groups to amass and roleplay. A lot of groups will cut themselves off by only allowing for certain aesthetics or players, keeping it locked in with only likeminded individuals. Here we want to offer a hand to those who are just getting into the magic to begin to learn how it is done properly, while also allowing for them to expand in their own direction as they add their own flavor to it. Bringing this with coven roleplay and a sort of ‘occultist’ vibe adds to the lacking mystery that voidal magic can hold.
  10. Thallassos, Corrupted of The Abyss Background/Origin The seas lapped at the shores of the cove, a bar of lightly coloured sand shone in the sun as the winds blew and the seas swayed. No seagulls sang and no fish fed upon the riches of the murky water just beyond the shore. Thick and vile purple ichor tinged the seas a murky deep colour as a mere tendril of Dresdrasil stained the sands in a blackened colour as life seemed sucked from the surrounding area- a harrowing sight to an otherwise untouched and peaceful land. Left to rot and decompose the surrounding sea bore a strong stench of salt and brine as the water brewed to a more brackish and muddy composition, the area was desecrated of natural life and being. The area continued to devolve and became more and more stagnant and vile with time, a perpetual storm becoming localized over the once simple beach. Heavy winds carried the stench and spread the taint that the tendril brought with it’s unholy landing, and the area further corrupted and defiled as the storm grew thicker, with perpetually smog-coloured clouds looming over the area like a curse. One day as the monsoon continued heavily and the winds blew strong, carrying foul air, travellers approached. Three, clad in coats and clothes of brown, with little more to them than walking sticks and small bags. “Cullen, is this it, what we have been looking for?” Asked a man of dim but fiery hair, almost frightened to the sight, a quivering voice behind. “It is.” He replied, firmly- a natural born leader with his stout confidence and bravery. “We will remove this aberration from our beautiful home.” He continued, approaching. “Through flame, salt and gold I cast you away from harming our village further.” He said lowly, a voice of hate as he approached. “Cullen, we don’t know what this thing is. We have to wait, what if it’s.. I don’t know, alive!” Called the man who was originally silent, cautious and careful of the god’s remnants that lay before him. “Vile creature.” Cullen said simply, spraying salt against the skin of the tendril- to no avail, or affect. “I cast you away, to the sea of whence you came.” he repeated, anger clouding his voice once more, his expression hard and irritated. He brought out a bag, pouring some of its contents as flakes of gold sprinkled away on the stormy winds as the rest fell to his hand. He threw it with little effect to the tendril, as the winds picked up and blew such back into him. “Gah, ******* thing! I said leave, beast!” He shouted desperately and filled with rage, withdrawing a dagger meant to gut sea life that would inhabit nearby. “Leave this place!” he shouted as he ran forth and went to drive his mere knife into the tendril- it tensing up rapidly, a spurt of vile purple ichor spraying toward his face, lingering as it hissed and burned him. Fear grew upon him like a weed, as he fruitlessly continued to drive his blade into the dead god’s remains. As he wore out and his companions watched on in horror, the tendril seized and gave sounds of bones-cracking and pressured water flowing quickly, as it coiled and grabbed him- Cullen completely enveloped and disappeared, within its grasp. The red-headed boy screamed in fervent horror, nearly tripping as the wind which had continued to gain favor nearly blew him over- both wordlessly panicked, sprinting toward whence they came. Days came and nights passed and the coiled tendril remained the same. Each of them was the same as the last, as the storm saw no end. On the sixth day, came the cautious man- seeming almost intrigued and curious, of the tendril he saw still coiled at a distance. With caution he approached, an almost curiosity to his unnaturally violet irises. Stepping cautiously over the stones that lined the beach and onto the darkened and coarse sands, an unwavering stare toward the tendril which consumed his friend, he had noticed this time it was different. The winds did not pick up nor did the monsoon which pelted at his cloak. “C-cullen. I.. I wanted to .. to say..” “Caller.” Replied a voice, impossibly loud and echoing off the surrounding area, a slightly feminine tone to it. He searched frantically for any source of the voice, but it was impossible to tell directionally- almost as if it spoke to him, in his mind. His lip trembled and his words stumbled, as he froze in fear. The tendril slowly uncoiled, revealing Cullen- drenched and lithe, coming to kneel in the sands- completely quiet, and still. The cautious man watched on in abhorrent horror, his body shaking in paralyzing fear and the biting cold that the wind brought. Cullen with struggle, brought himself to a stand, his cloak tangled and wrapped entirely around his head- drenched, and darkened. He said something, muffled and quiet, behind his mask. “Closer.” The mind of the cautious man sung to himself, in a voice that was almost his own. “Closer.” It repeated, unceasingly. With an agonizing terror that constantly followed every step, he inched closer to his seemingly living friend. “C..Cullen..?” He muttered, sputtered, and fumbled out as his eyes lacked focus, constantly scanning over what shouldn’t be there. “Friend. I have so much to tell you.” Magic Explanation Thallassos is a three slot deific-darkmagic hybrid, falling under either classification. Thallassos is deific in the sense not necessarily of a patron or connection to deific being, but rather using mortal remains of a fallen deity in connection and to power the magic. Thallassos is dark in the sense that it corrupts and wears on the user for trying to make intangible power theirs, though how the user uses the magic is up to them, and may not inherently be dark, evil, or “bad”. Thallassos is taught and learned by interaction with a teacher of the art already connected, and involves connection by melding one’s mortality with the remains of Dresdrasil. Overall, the magic is incompatible with any other deific magic, and requires a basic soul to use, and post-connection would render one’s soul Corrupted. Alongside that, the user would require a body producing blood to do such.(Excluding things such as Animati, Izkuuthi, Sorvians, Golems, Azdrazi, Etc.) Corruption Through time a Tidesage is corrupted and manipulated by the powers they wish to wield, no matter the intent. This may be amplified, or may seek detriment by actions taken in roleplay. Tier 0 At Tier 0 the initial infestation upon the body and mind takes toll, with an initial rejection from the body. Almost like a drug, senses may be amplified, and users may hallucinate auditorily and visually, and have delusions of grandeur as a sense of accomplishment and power overwhelms their system. At Tier 0, a user has no brine within them as transformation starts. Tier 1 At Tier 1 the body begins to normalize and the effects take a less prominent effect. The user becomes more stable and normal, almost as if recovering from their previous state. However, their thoughts may drift to darker and less pleasurable things, feeding to more carnal and simplistic desires of basic emotion. At Tier 1, a user has the potential to use three units of brine. Tier 2 At Tier 2 the body begins to take wear, weakening the user just some- as if a bit malnourished with lessened stamina, a tiredness overcoming their day-to-day life. Their darker thoughts would become more normalized, and controlled. At Tier 2, a user has the potential to use six units of brine. Tier 3 At Tier 3 the body continues to degrade, the strength of the user following the stamina- though still to not the degree of a voidal mage, just not holding standard as it did before. Bleeding would become more perfuse and clotting more difficult as their blood watered down. Their thoughts would continue to drift to a more dark and primal state, subtle and passively beginning to pursue their wants through convenient means. At Tier 3, a user has the potential to use nine units of brine. Tier 4 At Tier 4 the body ceases degradation, starting to become acclimated to the new infestation of soul and body. The body would passively have a minor burning sensation, as blood became impossible to clot as it continued to lose viscosity- smelling of salt, rather than iron. There would be less of a want to eat, drink, and perform bodily necessities, while breathing would slow along with heartbeat. They would begin to pursue their thoughts impulsively, though not actively. At Tier 4, a user has the potential to use twelve units of brine. Tier 5 At Tier 5 the body would continue the course it did at staying weak and tired, with all bodily needs and functions ceasing entirely. The heart of the mage would cease to beat, and blood completely converted to brine that slowly flowed through the veins. Far more impulsively, and near actively, a mage would pursue whatever their desire was to an obsessive degree, taking precedent of whatever they wished over any others- almost as if possessed. Their skin would pale or darken, and would become either dry or in similar moisture to a membrane. At Tier 5, a user has the potential to use fifteen units of brine. Philios A Philios is a creature descended from The Abyss below the waves, having in some form been a part of deific influence and creation. They vary greatly from one another, typically keeping distinctly within a few features. While unnatural in any environment but their home, they may be summoned by Tidesages as a permanent (until death) companion that mostly inhibits their ability to cast Thalassos magic, save for certain aiding spells. A Philios can be up to nine feet tall, with the strength of an olog and the slow speed to mirror such. They bear natural weapons such as claws, teeth, tentacles, and natural spines that vary in number or general presence. A Philios is as easy to slay as any other creature, made of flesh and blood, however holding a fortuitous stamina and an immunity to flame. A Philios is actually capable of higher intelligence, holding in some lesser form an ability to speak, with difficulty granted from their otherworldly biology. They can understand names and remember and recall faces and minor memories though to no significant extent. Redlines - A Philios must be kept to a “Basic” degree. A Clawed monster with a drilled shell for an arm and jagged teeth, a large and horrifying biped with finned arms and an angler-like appendage upon it’s head and dozens of sharp and oversized teeth. This must be well described, and kept basic- no “Rapid Regeneration” or “Steam Blast” that some aquatic creatures may carry. For simplicity, weaponry is limited to tooth, claw, tentacle, and spines that do not shoot from the body. - All things the Philios has must be described upon the signed item. Anything undescribed may not be used in combat or out of combat. - A Philios (As described) is limited to nine feet tall, with Olog strength and generally “slow” speed. They possess an intelligence capable of memory and are as damageable as any other creature, with iron, claws, and so on- only carrying immunity to flame. - A Tidesage commanding a Philios may not cast spells unless suffixed with the “Tidecommand” addition. The Tidesage may cast again a full narrative day after the Philios is killed. - When a Philios is killed, the Tidesage is profoundly exhausted, incapable of fighting. - A Tidesage may only have and command one Philios at a time, requiring a new ritual whenever their original is killed. Details of Commanding a Philios and that extent are listed in the “Tidecommand” spell. Brine and Manipulation Brine Manipulation is regarding different aspects of using brine- a course for the basis of Thallassos. In effect most spells use or begin from brine, and as such mastery of the usage of brine is required for success within the magic. As time goes on, the tidesage would begin producing small amounts of brine within them, though by no noticeably-different means. Brine is a vaguely-warm liquid with a more viscous, almost gelatinous consistency. While in conjuration from a caster, it would glow in shades from brown, to dark blue, to teal, and ultimately to purple- staying within a range of similar colours. These typically depend on the caster, and their connection to the magic. Brine eats away at lifeforce and organic matter, primarily feeding off of the blood of the caster’s supplement. These are separated into ‘Units’. A caster has a limited amount of potential-brine before eventually succumbing to exhaustion and requiring a full-day to recharge. Spells For all matter of reference, if a spell is references as requiring a certain number of emotes, it casts on the final emote. Example, if a spell specifies requiring 1 emote connection and 2 emotes additionally, the third total emote is when the spell would cast. Tidecommand Spells Rituals Calling of Corruption This ritual requires two tidesages, of tier 3 and above to gather a small body of water (typically a pond) at minimum 4x4 and 10x10 at its greatest. The mages involved would kneel upon opposite ends (As symmetrical as possible), and rest their hands upon the skin of the water and would begin to funnel brine into the liquid. Slowly a purple or brown fume would tinge the water and stain it’s colour, slowly killing all life within. The water would afterward be corrupted, prepared for whatever ritual or dark art that may be needed for it lay ahead. A pool will always remain corrupted, unable to host life, be drinkable, or purified. If performed on a paladin chancery, it would begin to fumigate and bellow a gaseous purple light and fume as the waters turned from gold to a brown or purple colour. Manipulating the exposed power of Xan, it would amplify rituals greatly (Listed below.) Unlike a ordinary pool of water, should a Chancery oncemore have paladin blood spilled within it, it is purified and cleansed. Requirements: 8 Total units of Brine, two tidesages of tier 3 and above, a 4x4-10x10 pool of water. Mechanics: Pool (Or Chancery) is corrupted, allowing for rituals to take place within it. Redlines - Pool corruption counts as a lore area, and requires ST signage. - If there was no water within a paladin chancery, such would begin to flow down from it’s focal point and replace the lightwell below. - Drinking from a corrupted pool would render someone extremely sick as if afflicted by the stomach flu and would pass in a couple of days. - Sitting within a pool would not kill someone, but would eat away and drain at them. Calling of The Siren Description: This ritual begins the process of corruption, a connection to Dresdrasil’s remnant power, from teacher to student. Requirements: 1 total unit of brine, 1 tidesage of tier 4 and above, a corrupted pool, and a willing subject. Mechanics: By exposing a prospect-tidesage to Dresdrasil’s remnants and Brine, they may begin the corruption and imbuement processes that are required to begin to fathom and practice Thalassos. Redlines - This ritual only can connect one student at a time - This ritual is required for the creation of the MA - The Tier 4+ Tidesage must possess a TA to perform this ritual. - The created MA would begin at Tier 0. Calling of The Depths Description: This ritual requires three tidesages of tier 3 and above to gather surrounding a corrupted body of water. A pact as old as time, the Binding tidesage seeks a companion or guardian to guard them in a way they cannot. Effectively becoming non-casters themselves, they would control and bind themselves to a minion of their creation. Requirements: 14 total units of brine, 3 tidesages of tier 3 and above, a corrupted pool, and an ST signed item representing the presence of the Philios (Creation). Mechanics: The Binded tidesage takes on responsibility of commanding a Philios by it’s direct creation, gaining an ability to use Tidecommand as a spell. They can no longer cast other spells until the death of the Philios. The Philios can be up to nine feet tall, with the strength of an olog and the slow speed to mirror it, alongside having natural weapons such as claws and teeth. The look of a Philios is entirely up to the user for Aesthetic choice described on the signed item. A Philios is as easy to slay as any other normal creature save for immunity to flame, and may only follow commands as described by the tidesage. They may be given names to understand and follow after. Redlines - This Ritual only summons one Philios, for whoever is the first to extend a hand to it when it surfaces from the pool. Calling of Abyssal Home Description: A place to call home is needed for any Tidesage, and spreading the influence of Dresdrasil and her spawn is necessary to the survival and spread of their ilk. By summoning a obelisk of Dresdrasil’s own creation from the abyss, they may effectively taint the land surrounding them, effectively allowing for the spawn of Dresdrasil’s creatures. Requirements: 16 total units of brine, 3 Tidesages of Tier 3 and above, a corrupted pool, and ST Oversight and Signage of wherever placed. Mechanics: After summoning an Abyssal Obelisk, the Obelisk (Nine feet in height, represented with Sea Lantern or Dark Prismarine blocks) would slowly begin to taint a nearby area, at maximum in a 50x50 square around it as the focal point. This area would begin to harbour unnatural sea-life, heavily mutated, deformed, and aggressive- including an unbound Philios, which would attack any and all but Tidesages who enter the area. The Obelisk would give a salty-burning sensation to skinned touch, but could be broken with effort of blunt tools and strength. Redlines - This area may act and counts as an event site. - The Obelisk must be placed on a shoreline, in the open air, and may only be concealed by natural fauna if such exists. - The Aforementioned shoreline must be that of a lake or ocean, a pond being far too small. - The Obelisk is about as strong as stone, and weighs upwards of a 2,000 pounds- requiring a Golem, Animati, or contraptions to move and lift. - The Obelisk, if placed within a 50 block reach of a city, must have RO permission to be placed. - Once an Obelisk is destroyed, the taint would be removed and all life would after time return to normal. Calling of The Watery Grave Description: Tidesages still fall prey to mortal desire, fallacy, and failure. In the case of mortals manipulating the powers of a dead god, By locking this person away, kept from drowning due to the boons granted by their practice, a Tidesage may be sealed away beneath the waves by a group of others. Requirements: 18 total units of brine, at least 3 Tidesages of tier 3 and above, a corrupted pool, a semi-sealed vessel (With ventilation for water to flow in freely), a Tidesage of tier 3 and above (To perform upon) Mechanics: A subject tidesage of tier 3 and above would be restrained and put into a vessel with ventilation to allow free flow of water, and locked away beneath the waves. Their vessel would not move, and would be in one place- a Corrupted pool. Redlines - A Non-Tidesage or a Tidesage of tier 2 and below may not be locked away, as they would merely drown and respawn to CT. - This acts as a soft PK, unless the magic is dropped and the character drowns, allowing for respawn. - The site of a Watery Grave must be in a corrupted pool, and such is marked with an ST-Locked sign signifying it’s validity. - Someone may be freed from a watery grave by those on the outside at any time, though the Tidesage locked within would likely be greatly malnourished and withered, taking some time to fully physically recover. Mental stability from potentially being locked away a great time may never return, depending on the roleplayer. Calling of The Lady Description: By inheriting traits and power further from Dresdrasil, one would slowly begin conversion to a half-breed, something inbetween mortal and immortal; their original form deeply corrupted and destroyed, by overwhelming one and drowning them in brine, they may begin to slowly convert into a Drowned. Requirements: 20 total units of brine, 1 Tidesage of Tier 4 and above, 2 Tidesages of tier 3 and above, a Corrupted Pool, and a willing subject. Mechanics: By collectively using brine to drown one in a corrupted pool by causing it to overflow with such, they may transform a Tidesage of Tier 4 and above into a Drowned. Redlines - This spell does not have an empowered version. Calling of The Siren [Empowered] Description: With the vulnerability of Xan’s influence ebbing over onto the mortal plane, corrupted with the influence of Dresdrasil’s remnants, a prospect-tidesage may accelerate with a much quicker, although painful version of transformation. Requirements: 1 total unit of brine, 1 tidesage of tier 4 and above, a corrupted chancery, a willing subject Mechanics: By connecting a student through a corrupted chancery, they begin a significantly more painful and violent transformation process; skipping through Tier 0 in a few moments, and unto tier 1 directly. Redlines - This ritual only affects one subject at a time - This ritual would be reflected upon the MA, stating the student starts at Tier 1 - This ritual is exceptionally tolling on the subject, exhausting them for at least twenty four hours. Calling of The Depths [Empowered] Description: Calling upon the vulnerability of Xan, power corrupted and volatile, a Tidesage may use a corrupted chancery to summon an abnormally intelligent or powerful creature, though upon the chancery’s purification or destruction, it would instantly be banished. Requirements: 18 total units of brine, 3 tidesages of tier 3 and above, a corrupted chancery, and an MArt Submission + St Signed item representing the presence of the Philios (Creation). Mechanics: The Philios created is granted significant creative and mechanical freedom with the MArt, so long as it is accepted by the story team. Should the Chancery be purified, the Philios would instantly begin turning to brine upon the ground it stood upon. Redlines - A Philios created from a chancery must be made with an MArt. - Should the chancery be purified, the Philios is instantly unusable in combat and would begin to drain. - A Philios summoned from a chancery may not have Tidecommand spells cast upon it. Calling of Abyssal Home [Empowered] Description: By manipulating the power once holding The Wardens of Xan together and in place to defend the Chancery, a Tidesage may summon an Abyssal Obelisk, twisted by the melding of power and allowing for a mimic like effect, though the Obelisk would take up the focal point of The Chancery. Requirements: 18 total units of brine, 3 Tidesages of Tier 3 and above, a corrupted Chancery, and ST Oversight and Signage of wherever placed. Mechanics: Summoning an Abyssal Obelisk from the depths, it would sit in the focal point of The Chancery and would be immovable from it’s site. Aswell, two unbound Philios of normal level would spawn and defend the site, unable to move from it’s general location. If engaged in combat, The Obelisk would activate and would glow a deep blue colour. For each ten emotes performed by The Philios’s, another would spawn from The Chancery to defend it’s powered site. The Obelisk would be considered as strong as steel and immune to flame, and would require profound strength or effort from tools or magic to break. If the Obelisk is under threat, a Philios will stop whatever they were previously doing to defend it. Redlines - Philios spawned from a Chancery would carry the normal attributes of Philios, not being upon or able of being upon an MArt level. - Philios will stop whatever they are doing, no matter the importance, to defend the chancery. This does not apply to bound Philios. - An unbound Philios will not leave the general “Area” or “Building” of their chancery to attack others. They may be commanded by any Tidesage in the area, taking upon the order first given to them. - Unbound Philios may be played by ET, or present Tidesages, if possible as spread out as possible. - Commanding an Unbound Philios does not impair ones abilities to cast, as if commanding a bound Philios. - Commanding an Unbound Philios without having a Bound Philios does not grant the ability to access the “Tidecommand” suffixed spells. Calling of The Watery Grave [Empowered] Description: Using the vulnerability of Xan’s power, one may use a corrupted chancery to banish a Tidesage forever into beyond, irretrievably. Requirements: 30 total units of Brine, 2 Tidesages of Tier 5, and 2 or more Tidesages of Tier 3 and above, alongside a corrupted chancery. The Subject must be a Tidesage of Tier 3 and above. Requires ST oversight and enforcement. Mechanics: A subjected Tidesage is locked within a vessel which allowed for some ventilation of air or waterflow, is pushed within a corrupted chancery. Due to the power residually existing from the chancery, a portal would open, and the subjected Tidesage would be locked away into the beyond, effectively acting as a hard PK. Redlines A Subject to this ritual must be a Tidesage of tier 3 and above. The Subject of this ritual, once commenced, may not be retrieved physically or spiritually, or communed with spiritually. The Subject of this ritual is under the effects of a hard-pk, and may not be revived through monks, dropping of the magic (including dropping the magic within 24 hrs of the ritual), or any deific interference. Enchantments Using different aspects of the abyss below, a Tidesage may imbue their effects within an item known as a Poiema which grants undrowned Tidesages and Mortals minor attributes of what they can perform or do. With brine and technique, a Tidesage can easily perform this task. Taking three emotes in total, each enchantment would take one unit of brine per emote. This process is freeform, and emotes are left to user creativity when crafting Poiemas. Brining Object Effect: Imbuing this upon an object would give a light draining effect to whatever it may touch. It may dry skin and remove hair of where applied in the case of an equippable item (Such as a ring or helm). The item Brining was imbued upon would give a visual effect of being waterlogged, tarnished, and rusted. Enchantment Effect: If used in the creation of, or on an exposed or healing wound, such would have the effect of causing intense searing pain and minor muscle spasms. Gilling Object Effect: Imbuing this enchantment upon an object would mimic the effect of having gills, effectively allowing someone to breathe underwater. Enchantment Effect: Gilling must be imbued upon something that is worn upon the user to give effect, such as a ring or mask. When worn upon a user both in and not in effect, varying amounts of small three-inch cuts would be upon the neck of the user. Eyes of The Abyss Object Effect: Imbuing this enchantment upon an object would grant a subtle and light glow upon it’s physical manifestation, worn or not. Enchantment Effect: When equipped the eyes of the user would give off a faint bioluminescent glow, the colour of yellow, black, or white taking over their entire eye- along with blue or purple marks reminiscent of scales that were placed along the users eyes. While equipped, the user would have vision as good as if it were normal when underwater or dark places, immune to particulate blocking vision within their eyes aswell. If the darkness however were to be magical or blindness induced, then they would affect the wearer as normal. Skin of The Lurker Object Effect: Imbuing this enchantment upon an object would cause it to harden and calcify, the surface from end to end becoming scale-like in nature, underneath a white membrane that retained the hardness of the previous material. Enchantment Effect: When equipped, the user would gain scales or chitin that covered them in various places, though by no significant degree. These scales would take on dark colours, primarily blacks and blues. When in a cold environment, or put under intense barometric pressure, the user would find themselves unaffected and rather normal. However, ones blood would begin to run cold- and they would be clammy, and the temperature of the surrounding environment to the touch. Weapons of The Lady Object Effect: Imbuing this enchantment upon an object would cause it to ossify and become made of bone, retaining a similar hardness given the thickness of the object. Enchantment Effect: Once equipped, the user would gain natural weapons of claws and teeth of abnormal size and shape. Jagged and many, potentially long and almost fibrous teeth, alongside an additional 3 or 4 inches of hardened bone on the fingertips, sharpened to claws. However, due to the unwieldy sizes and shapes of both, the fingertips would render any armor fitted or weapons in hand unwieldable, and teeth would limit speech to become impaired as if there was some blockage within the mouth. These changes to the body occur over a couple of minutes at no pain to the user, however they may not be equipped in combat. Call of The Siren Object Effect: Imbuing this enchantment upon an object would cause it to shimmer and reflect as if created of water, though merely aesthetic to the actual piece. Enchantment Effect: When equipped, the user’s voice would become harmonic and angelic, irresistibly drawing and enchanting, unnaturally so. Lament of The Deep Object Effect: Imbuing this enchantment upon an object would cause it to become brittle and tinge a deep sea-green colour, with a ever-consistent slime to it. Enchantment Effect: This item can bind the conscious of an Abyssal creature such as a Philios, which effectively keeps its mind split to two. Once a Philios is given touch to the item, they may store their being within such as a “Backup” effectively. Shoulda Philios die and another be summoned, they may come in contact with a Lamented item and have their conscious restored to when the initial contact was made, having no recollection of their death most certainly. Should the Philios be living or dead, one may communicate with such forever in their mind through the item while equipped. Should the original creator of the item find a new Philios to bind to, the Philios’ conscious which inhabited the original item is nulled, and forever gone. Enchantment Redlines - Muscle spasms caused by a Brining enchant are minor, and would by no means forcefully induce someone to move in a way they would not normally. - Gilling-gills would act as a secondary vector to intake air into the lungs, should the mouth and nose be blocked. The same does not go in the same for the nose and mouth to intake water in place of gills. - Magically caused blindness or darkness would not be visible through eyes of the abyss. - Eyes of the abyss does not replace or function for lost or nonfunctioning eyes. - Skin of the lurker does not function as natural armour, and magically caused coldness or below-zero temperatures would take wear on the user - Weapons of the lady have the hardness of bone and rock, not able to penetrate thick steel and could break upon it. One cannot wield weapons or speak fully properly with the bodily changes given. They aswell could not speak properly- this being overlapped by the Call of The Siren enchantment. - The Call of The Siren enchantment does not “charm” nearby people magically, merely allowing for the player to allure and charm those around them naturally. - One may not metagame information (Or send information at all) through telepathy of an item made of Lament of The Deep - Should an item be destroyed with the Lament of The Deep enchantment, so too would the saved conscious of The Philios. General Red Lines -Thallassos is incompatible with deific magics. -Thallassos is categorized under both Deific and Dark magics. If for any extensive purpose it needs further classification, it is simply under “Deific”. -Thallassos does not get their power from any form of patron or diety directly, not being affected by anything which may cause disconnection. -A Tidesage would violently react to a paladin’s purging as it would cause great distress and pain. -Line of sight is required for all Thallassos spells, including one’s Philios. A Philios however, may go behind cover to continue attacking something or performing an action. -A Tidesage may make use of a casting implement or focus. -A Tidesage is still effected by voidal poisoning and similar effects. -A Tidesage may not use brine or convert brine from their environment to replenish, use, or fill ones own brine reserve from. -A Tidesage converts their blood into brine during casting, causing it to be spent when performing a spell. This does not inhibit their way of life or functioning abnormally besides what is described within Corruption. -A Tidesage’s strength, endurance, or stamina is not inhibited, it is limited at the very maximum to the strength of one’s race; gaining no benefit from increases in any of the previous categories, magically, herbally, and so on. Tier Progression Tier 0 - Tier 0 lasts 1 week. - No abilities, spells, rituals, or brine count. A change and metamorphosis of the psyche begins. Tier 1 - Tier 1 lasts 1 week. (Two weeks total). - Tidesage now can create three units of brine with internal mechanism - Tidesage has access to the spell “Manifestation” with one manifestation. - Tidesage has access to the spell “Brine Mending” - Tidesage may now learn how to enchant. Tier 2 - Tier 2 lasts 2 weeks. (Four weeks total). - Tidesage now can create six units of brine with internal mechanism. - Tidesage may now possess a Philios, and utilize the base “Tidecommand” spell. - Tidesage has access to the spell “Dresdrasil’s Spines” - Tidesage has access to the spell “Manifestation” with two manifestations. - Tidesage has access to the spell “The Sea Takes” - Tidesage has access to the spell “Brine Mending (Tidecommand)” - Tidesage has access to the spell “Pinging (Tidecommand)” Tier 3 - Tier 3 lasts 3 weeks (Seven weeks total). - Tidesage now can create nine units of brine with internal mechanism. - Tidesage can now directly perform and learn all rituals as an actor, except for Calling of The Lady and Calling of The Siren. - Tidesage may now fall victim to Calling of The Watery Grave - Tidesage has access to the spell “Salt Spew” - Tidesage has access to the spell “Manifestation” with three manifestations. - Tidesage has access to the spell “Adaptation (Tidecommand)” - Tidesage has access to the spell “Augury and Augury (Tidecommand) Tier 4 - Tier 4 lasts 4 weeks (Eleven weeks total). - Tidesage now can create twelve units of brine with internal mechanism. - Tidesage can now learn to teach by picking up a TA. - Tidesage can now perform Calling of The Lady. - Tidesage can now perform Calling of The Siren - Tidesage has access to the spell “Manifestation” with four manifestations. - Tidesage has access to the spell “Maw” - Tidesage has access to the spell “Sound of The Abyss (Tidecommand)” Tier 5 - Tidesage now can create fifteen units of brine with internal mechanism. - Tidesage has access to the spell “Drowning” - Tidesage has access to the spell “Manifestation” with five manifestations. Purpose (OOC) Originally writing this lore, I got a good bit into it before someone had alerted me that Thallassos used to be a magic; I was merely writing a magic which fit into an aesthetic I liked. Taking some work from Perrin and an old write from Frott and Zarsies, I was able to put together a piece of lore which I believe has a very good aesthetic which varies and allows for a lot of opportunity and roleplay between Tidesages and communities. I believe this is something that any type of mage may want to get into and services an interest of culty, eldritch, dark-water esque roleplay which currently is in no niche upon the server. With proper cultivation and roleplay, I believe this magic could flourish into something memorable and fun for multiple communities. Citation Spoiler A grand and sincere thanks to; Zidoax, for resources on similar aesthetics (Such as The Shadow over Innsmouth), and encouragement Archipelago, for looking over for spelling errors and ideas upon aesthetics, alongside encouragement All my friends, for being my friends, their encouragement and answering any dumb questions I may have asked Perrin, for his old Thallassos lore, though I personally have never met or known about the person I thank them for the resources they granted Zarsies and Frott, for encouragement and inspiration of their Augury write
  11. ~ Celestialism: Menders of the Veil ~ “Go forth, the toilers of the Veil. Remerge from the shadows of the Void and the find the honor your kin lost for you.” – The Vigil, after the Breaching of the Veil. Background/Origin: Arcanism; the pinnacle of all evocations defined by the unfathomable summoning of the raw essence of the Void itself. The Arcane Magi birthed these wonderful gifts upon the descendants, limiting casters of infinite potential arcanic energy only by their imagination and mana pools - What had the potential to be used for both the peaceful, scientific, and arcanic advancement of society was relegated almost exclusively to the destructive use of beams, rays, arcs, and ethereal weaponry. It was with the realization that the descendants had failed them that celestials of yore retreated back into the deepest depths of the ever expanse, never again to be seen by their ardent shepherds. This hollow gap of vanquished celestials broke up the essential “food chain” that sustained an equilibrium amongst the voidal horrors living there, and this disturbance caused the very fabric of their existence and reality to change - forcing their ilk to cast their attention on what caused their precious few meals in the endless abyss to cease. While the population of Voidal Horrors, Terrors, and Behemoths stirred amongst themselves in a feral rage of hunger in the Void, their anger and volition was directed beyond the shadows of the Void to the spiraling descent of the Archdaemon Iblees crashing through the cosmos in a bold gambit to flee to the safety of his lands in Moz Strizoma after a gravely wounding attack of unknown origin. The reverberations of this deific impact were felt around the far reaches of creation, bounding through the reaches of space until it eventually crashed into the Veil guarding the mortal plane from the already frenzied voidal amalgamations lurking within, not even the Aengudaemonica safe from such a malicious barrage. Unbeknownst to the descendants, it was the sole guardian and protector of the Veil, the primordial known as the “The Vigil” that swiftly bid his army of celestial guardians and the natural source of Celestial Aura to reform and restrengthen the bond that once existed between Celestial and Descendant in a final bid to preserve the mortal bastion and the descendants living there: The Scion. A Scion is a form of semi-sentient celestial that appears in the Veil, Void, and Physical Plane as floating, glowing orbs of spherical light in the color of their Celestialists’ aura. They are the natural producers of Celestial Aura, and in the Veil they utilize its production to actively mend weak spaces that threaten the mortal realm. The Veil was deeply fractured upon Iblees’ spiraling return to Moz Strizoma, abetted by the feral horrors lacking Celestial meals and prowling for Aengudaemonica that remained heedless of their kins warnings not to travel the cosmos. As the Vigil forced its will upon the Veil out of fear its demise due to Iblees’ whims, the Scions' were endowed with a spark of will to fill in the ranks their cousins – the Celestial Familiars – left upon abandoning the descendants back to the Void with the demise of Arcanism. Refusing to meet the same end their cousins and the Shepards met, and aided by the desperate will of the Vigil seeking the mend the entirety of a fractured bastion, the Celestial Scions were given the ability to rebind with Celestialist Magi under a codified and more strict magical contract known as the Oathbond. The Vigil was not able to bestow upon these Celestial Scions a level of sentience to match the descendants, but instead instilled into their race four primary drives they hoped they could spread among the descendants through the Celestialists’ and this bond so the Veil could withstand this new level of threat never before leveled. Since the Scions’ level of sentience is limited, their broad interpretation of what ideal they wish to spread to the descendants can be categorized under four guiding principals the Vigil hoped to instill in his new ranks of Celestialist Arcanists: balance, peace, justice, and knowledge. For each one of these ideals, a personal interpretation unique to the Celestialist and their Scion is what comprises the bond. It is this emotional and voidal Oathbond between a Scion Celestial and their bonded Celestialist that endows them with their notable celestial aura and any other abilities, and the only way to strengthen this bond is by embodying the ideals that is unique to their Oathbond with a Scion Celestial. This further necessitates the need to adhere to the Oaths they’ve made with the Scion; failure to actively pursue a path towards the ideal you and your Scion mutually decided was important, or by specifically breaking an oath defined in the Oathbond with your Scion, will result in the loss of one's Celestial Aura due to the severed connection they suffered with their Scion and their ability to be a Celestialist. Losing a Scion can be a maddening process to a Celestialist, as they often grow used to the constant presence of their illuminated Scion that they’ve developed a unique and intense emotional bond with. This sudden sense of loss and purposelessness that is experienced is broad and varies by individual and the intensity/duration of their Oathbond. Redlines: The Oathbond: The Oathbond facilitates the symbiotic relationship between a Scion Celestial and the Celestialist; the Scion is granted the ability to manifest itself on the physical plane safe from voidal horrors with the ability to continue restoring the Veil, while the Celestialist is imbued with their Celestial Aura and the capability to assist Scions in mending voidal tears through the physical plane. It is not a physical contract outlined on paper, but rather an emotional and magical bond between a Celestialist and their Scion Celestial that reinforces their symbiotic relationship and one of the four primary drives of the Scion in the Celestialist. As noted beforehand, breaking the mutually established bond or failing to spread your Scions’ purpose will result in them losing sentience and returning to their position guarding the Veil, therefore severing their connection with the Celestialist and losing their sentience. Tier 1 (3 Weeks): A broad oath is made with a Celestial Scion in regards to one of the four ideals. The Scion is unable to manifest themselves physically in the mortal plane at this tier, but begin developing sentience and the compulsive fear of voidal horrors that drives them to reach out to a celestialist guardian to form the Oathbond. Tier 2 (1-2 Months): A second oath is made with your Scion, this one more intimate and personal. While this second oath may be difficult for the celestialist to face emotionally, this spark of life enables the Scion to manifest physically on the mortal plane. This connection with a Scion, forged by a now permanent Oathbond, imbues the Celestialist with their Celestial Aura and the ability to draw arcanic energy directly from the Scion, opposed to the intermediary that is the Void. This does not look any different from regular casting, only that the Celestialist is likely well-familiar with drawing from its ever-present Scion. Tier 3 (3-4 Months): A third oath is made to the Scion, this one becoming the driving motivation of both your Celestialist and Scions’ life. The bond between Scion and Celestialist is now one of deep familiarity, their symbiotic relationship playing off one another to innately produce small amounts of Celestial Aura necessary to bolster the Veil and the aid the Scions left within the Veil holding it together. Celestialists of this tier may now consistently lead circling endeavors with greater levels of success as their acclamation to the Void and Oathbond grows. Tier 4: (5-6 Months) With the oaths sworn and the relationship with the Scion well-established, the Celestialist can now entirely dedicate themselves to sealing breaches in the Veil and spreading one of the four ideals, with the unique take of however the Scion and Celestialist forged their Oathbond. Celestial Aura is now passively accrued at greater levels, the mere presence of your Celestialist and Scion producing enough Celestial Aura to keep voidal amalgamations at bay in your vicinity. Melding is lead fluidly amongst fellow arcanists, and arcanic objects are easily discernible to the voidally enhanced Celestialist. Tier 5: (6-12 Months) Celestial Aura almost tangibly seethes from the body of the Celestialist, the familiarity of their Scions presence almost a reassuring beacon of light in the back of their brains. Voidal anomalies wake them for their sleep, disturb their meals, and interrupt their conversations, drawing them like moths to an incandescent flame. Restoration of the Veil is almost second nature to the Celestialist now, becoming part of their identity and reason for existing. Circling can be lead with ease, and objects of a voidal nature itch to make themselves known to the Celestialist. Mechanics of Forging the Oathbond: Forging the Oathbond between a Scion and a descendant requires one already endowed with a Celestial Aura to lead a potential Celestialist through the extension spell (further detailed, defined, & redlined under the spells section). A potential Celestialist must already have an intense understanding of the Void to attract a Scion (T5 of any evocation), and already be dedicated to one of the four ideals in any type of capacity. (Justice: Tracking down dark mages, peace: fighting voidal anomalies, preaching etc.) 1-4: Failure with attraction of voidal anomalies 5-7: Failure without complications 8-14: Success with complications 15-20: Success without complications Failure with attraction of voidal anomalies: While a learned Celestialist assists a potential student in extension of their Celestial Aura to the Void to attract a Scion, this influx of Celestial Aura between two magi’ has the ability to do the exact reverse of its intent; multiple Scions’ will leave their position guarding the Veil, heedlessly rushing to this luminescent light out of a fear of the voidal horrors lurking near and causing a portion of bastion protecting the physical plane to falter, amalgamations of the Void following thereafter. Redlines: The Four Ideals: Scion of Balance: A Scion of Balance is a Celestial Scion innately concerned with the balance of the Void, normally interpreted broadly like the rest of the four ideals. A Celestialist who engages in an Oathbond with a Scion of Balance is likely to center their three oaths around preserving balance between the never ending struggle between light and dark magic. Celestialists who undergo an Oathbond with a Scion of Balance are often referred to as “Caretakers,” among their fellow Celestialists. The runic core associated with Scions of Balance: Scion of Peace: A Scion of Peace is a Celestial Scion that intrenches themselves wherever there is conflict stemming from the Void, attempting to utilize their serene nature to solve conflicts in a peaceful manner opposed to the brutal method of Arcanists’ past. A Celestialist who engages in an Oathbond with a Scion of Peace is likely to center their three oaths around spreading peace throughout the realm via careful use of the Void, with the specifics of these oaths varying broadly like the rest of the Orders. Celestialists who undergo an Oathbond with a Scion of Peace are often referred to as “Peacemakers,” among their fellow Celestialists. The runic core associated with Scions of Peace: Scion of Justice: A Scion of Justice is Celestial Scion inherently tied with the moral philosophies of right and wrong. A Celestialist who engages in an Oathbond with a Scion of Justice is likely to center their three oaths around bringing justice to those who were wronged by malicious use of the Void. Celestialists who undergo an Oathbond with a Scion of Justice are often referred to as “Lawmakers,” among their fellow Celestialists. The runic core associated with Scions of Justice: Scion of Knowledge: A Scion of Knowledge is Celestial Scion intuitively concerned with preserving and spreading knowledge of the Void and its secrets, believing that arming the descendants with this knowledge is the best path in preserving the Veil. A Celestialist who engages in an Oathbond with a Scion of Knowledge is likely to center their three oaths on spreading both their and the collective knowledge of the Celestialists’ to the greater realm. Celestialists who undergo an Oathbond with a Scion of Knowledge are often referred to as “Truthbringers,” among their fellow Celestialists. The runic core associated with Scions of Knowledge: Note: Celestial Aura: Celestial Aura is a natural byproduct of the creation of Scion Celestials in their natural environment of patching up torn fragments of the Veil, notably changing a casters aura color to an intensified glossied hue augmenting the original color. Only when coupled with an Oathbond with a descendant, notable changes are to made to the Celestialist; namely with a direct connection established to a incorporeal being that lives in a semi-existence between the Veil and Physical Plane, a Celestialist passively taps in the ability to constantly produce Celestial Aura, aiding their Scion companion in mending torn pieces of the Veil scattered throughout the Universe. Alongside this passive ability to regenerate torn fragments of the Veil, these Celestialists’ have broken through the threshold of arcana and thus have become shields for the Veil against the endless tide of voidal horrors. Regardless of their nature or alignment, the Celestialist now seems to draw magical properties and mysteries to them as the duration and intensity of their Oathbond with a Scion strengthens. Their aura seems more vibrant, more saturated with mana and color and will even manifest easier at certain times or after casting a spell. They seem to constantly resonate the raw magical energy their Scion emanates, and their aura color may shift towards a whiter, glossier appearance in their spells. Besides aesthetics, and the passive ability to mend the Veil, there are a few practical uses of the Celestial Aura granted by a Scion; the first being the ability to fully take on another being’s aura color when circling with them allowing the Celestialist to explore and understand others without the bias of their own aura. While not able to discern the specific magic types of another caster during the circling, the Oathbond between a Celestialist and its Scion enables them to vaguely read the emotional state of another caster and return equally hazy forms of emotion. This would be useful in the case of circling during tense or important situations, where the Celestialist could imbue others with feelings of reassurance and encouragement. This enhanced circling process is also the way to introduce prospective Celestialists’ seeking an Oathbond to the Celestial Aura and a Celestialists’ intimate connection with their Scion. The Celestial Aura is also more receptive in terms of sensitivity to the Void. Disturbances such as large tears in the Veil are more likely to be noticed, as well as anomalies and even the detection of other magical beings that their Scion is intuitively drawn towards. Magical Explanation: Celestialism, a feat in this iteration of the magic, is an imitation of the magic of old but redefined to mesh with current and new lore for: enchanting, circling, the Breach of the Veil lore, and the new spell requirements for all magics. Celestialists, now open to T5 Evocationists of any variety, are endowed with their Celestial Aura through a magical relationship and contract known as the Oathbond with a new race of Celestial called the Scion. The Oathbond exists to ensure that any Celestialist bonded with a Scion stick to the Scions original purpose for living – restoring the Veil, and promoting one of the four ideals the Vigil instilled in into their race. While this bond passively adds the ability to restore the Veil in thinned areas, these Celestialists are also able to directly mend these tears through a collaborative effort amongst role-players. This collaboration also lends itself to the unique ability of creating magical environments and events through the creation of Crystal Gardens. The unique bond established between a creature of the Veil and a descendant, alongside the production of the Celestial Aura, enables the Celestialist an understanding of the Veil and any threats to its existence more fluidly and actively than a typical mage. The only requirement for forging the Oathbond other then being a T5 Mage is the presence of another Celestialist able to lead the prospective student through the extension ritual to call out to a Celestial Scion. Spells and Redlines: Regeneration: Passive, Active, non-combative; After the second Oath is sworn to a Scion at Tier 2, the Celestialist innately has the knowledge to consistently produce Celestial Aura and utilize it to assist the Scions left in the Veil in mending its more weak points. If the Veil has already been pierced and a voidal tear incurred, the Scion and its Celestialist can expend mana and energy to produce a surplus of Celestial Aura, imbuing it into Voidal incursions and providing a patchwork of sorts. Consistent tending of a voidal tear by either a master or group of well-practiced Celestialists’ and their Scions over a long duration of time will produce crystal gardens, essentially now just bolstered areas of increased Scion activity in the physical plane where the Veil is solid, but remnants of magical energy provide high class focus crystals to magi of any kind lucky enough to stumble upon one. Celestialists may either mitigate or enhance the spreading of a crystal garden. The scale of this can vary from very small crystal formations limited to a small area like a pond or lake, but entire forests have been known to become overgrown with crystal due to an overabundance of mana or a particularly bad voidal incursion site. Celestite Weaponry: At a certain point, the crystals become large enough to begin cultivating within the garden, the mineral obtained often referred to as “Celestite.” While the crystals procured from these arcanic crystal gardens are known to react positively to imbuement by voidal energy and are easily enchantable, the brittleness that comprises the mineral of Celestite would only be capable of very few direct hits. The core function of Celestite weaponry would be the idea of gaining a few very powerful enchanted hits off on enemy before the crystal invariably breaks, and can be grown again once out of combat by the imbuing of additional Celestial Aura back into the crystal that already has an affinity for regrowing. Redlines: Extension: Active, non-combative; After the second Oath is sworn to a Scion at Tier 2, the connection between a Scion and their Celestialist strengthens. Through meditation and attunement with one’s Scion, the Celestialist can better understand the fluctuating state of their companion, connecting with them to also innately recognize places where the Veil has been weakened through voidal anomalies. Since Celestial Aura is naturally drawn to these places to help repair the cracks in the Veil, so are both the Celestialists and their Scions. In addition to being able to search out voidal anomalies through this act, Scions will influence their Celestialist into seeking voidal anomalies relating to one of the four ideals making up their Oathbond: balance, justice, peace, and knowledge. The Scions of the Veil are attracted to the level of sentience the Oathbond with a Celestialist entails, and the ability to protect the Veil by promoting one of these four aforementioned ideals seems preferable to constant threat of being devoured by a voidal horror. Scions act in favor of these four ideals with the thought process that a healthy embodiment of them by the descendants will ultimately lead to less voidal anomaly and strife. A Celestialists’ ability to extend is also how they reach out to the Void, a Scion, and ultimately forge their Oathbond. Greater-Melding: Active, combative/non-combative; After the second oath is sworn to a Scion at Tier 2, a Celestialists’ intrinsic understanding of their Celestial Aura and natural attunement to the void enables them to lead circling of Magi more efficiently, being able to direct larger amounts of arcanic energy as a result of this intimate familiarity. This is also due to the Oathbond and arcanic connection between a Celestialist and their Scion, being able to rely on their companion to utilize Celestial Aura to actively repair the Veil while massive amounts of arcane energy that would normally pierce it congeal. Through this greater-bond in circling with Celestialist is also their ability to feel and meld aura, creating an emotional link amongst those circled and allowing them to reinforce each other with emotional sentiment magically interpreted. Where Greater Melding comes into full effect is between Master Celestialist and a pupil or peer since they may now enact a coupling much easier and during combat or training sessions. This allows for the mana of a single spell to be proportionally divided among the coupling, allowing for greater feats with a bit less drainage, though exhaustion is still evident. Likewise the Master Celestialist may also pass the role of Leader, or rather the one directing the casting of spell, to another person. The effect Greater Melding will have is mainly to benefit multiple Celestialists working together. The spells will take on the aura colors of those involved, demonstrating the unity amongst them. The one drawback to this smaller scale coupling is that physical contact is required or at the very least a shared medium. Scion Enlightenment: Active, non-combative: In the event a Celestialist is about to die (PK), or is on the brink of death, they can actively chose to sacrifice their mortal coil and amplitudes of Celestial Aura by entering a stasis where their remaining mortal essence is sent to out to their Scion and utilized in preserving the Veil for eternity. It is considered among the greatest privileges and sacrifices a Celestialist can make, following the path their Scion once took into unknown lands to preserve the mortal bastion for the descendants. How this would look would be unique to each Celestialist, but a massive amount of Celestial Aura would exude from their frame for brief moments before becoming one with their Scion in the Veil. Mechanics: 1 (Connection) + 4 (Charge) + 1 (Completion) Redlines: Celestial Art: Active, non-combative: With the departure of celestial familiars and the wonders once formally known as Arcanism lost to the sands of time, the Scions bestowed a final gift upon the descendants: the ability to mimic a pale imitation of the art once possible through the Arcane Mages gift. Through intense concentration and familiarization with one’s own Celestial Aura, a Celestialist can learn to manipulate its essence to perform feats that imitate the artful creations once so beloved by the ancient Celestialists of Arcanism. Although this luminescent Celestial Aura cannot be controlled to a truly fine degree, a practiced Celestialist can contorts its shape to resemble a wide variety of artful creations limited to their imagination and skill. Mechanics: Limited to a realistic impression of the Celestialists mana pool. 1 (Connection) + Whatever the Celestialist is trying to convey through hazed impressions of their Celestial Aura, bound to their mana pool. Redlines: Purpose: The purpose of this lore is to provide an alternative in direction to evocationists seeking magical role-play not inherently centered around combat and stronger combative spells, but rather through the development of a unique magical relationship with a creature of the void that is less off-putting than some found of the older generation of Celestials. Celestialism promotes the opportunity of unique and engaging RP through ritualistic circles with other Celestialists, and also provides a direction for mage characters looking to serve a greater purpose. This iteration of Celestialism, while less endowed with power, still offers the chance to create magical environments and artifacts with crystal gardens, with the opportunity of introducing events for the mages of the server through corruption and other phenomenon. OOC & Acknowledgements:
  12. [!] 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)):
  13. “That which holds us together holds power, and it is that power which we must harness.” -Page 1 of Spiritus Scientia Overview Spectromancy is, in its truest form, burning the soul to create supernatural effects. The secondary part is forming a bond with a creature from the other side. Phantoms must bond with descendants, and descendants must do vice versa. Spectromancy is a One Slot magic Spectromancy can be practiced with a valid [MA], it can be learned from someone with a valid [TA] or from learning the ritual from a valid [MArt] or other source that details the ritual Spectromancy requires both a descendant and someone with a valid [CA] as a Phantom Learning and Casting In order to start learning Spectromancy, one must learn the bonding ritual. The easiest way is to have someone else preform it. To cast a spell in Spectromancy, you must start by burning a portion of you soul, this requires [1] emote, then to mold the Umbral Mists into the effect you desire (dependent on the spell) then to release it which requires [1] emote. The Umbral Mists The Umbral Mists are a byproduct of soul burning, Umbral Mists are released from you as you burn away a portion of your soul, the Mists are then able to be shaped into different effects, as determined by the spell, the amount of soul that is burned determines how much Mist is released, as shown by the table here: 0 SP: No mist 1 SP: Small puff of mist that lasts a few seconds 2 SP: Large puff of mist that lasts 1-3 minutes 3 SP: Substantial amount of mist that lasts 5-7 minutes 4 SP+: Grand amount of mist that lasts 10-20 minutes If someone were to die inside the Mists, they cannot be revived for 1 OOC day, if someone were to attempt to heal inside the Mists, magically or mundanely, it would fail. Soul Points (SP) Soul Points are an OOC measurement for how much substance someone’s soul has, most descendants have about 3 SP, when you hit each tier in Spectromancy, you will expand your pool of SP. SP cannot be recovered by normal means, by default, once a Soul Point is burned, its gone for good. The exception being is certain events, event items, MArts, and CAs that all have the properties of regaining SP. The following table shows SP progression. T0 (normal person): 3 SP T1: 6 SP T2: 8 SP T3: 10 SP T4: 14 SP T5: 20 SP If one were to use all of their SP, they must force PK, this is the result of their soul being completely burnt. Spellcasting Mental Whispers Cost: [1] Emote, No SP usage Description: Speak with your partner telepathically, use /message for this, lasts [3] emotes Effects: Leaves you with a moderate headache, no long-lasting effects but this must be rp’d Soul Pyre Cost: [1-3] Emotes, 1-3 SP Description: Create a small ball of blue-grey flame, this flame is created using 1 Emote and 1 Soul Point, you can overcast this for up to 3 Emotes and 3 Soul Points, this ball of flame is about baseball size, each time you overcharge it grows in size 50%, 100% 1 emote, 150% 2 emotes, 200% 3 emotes, this ball is made using your burning soul, this ball of fire will not burn the opponents soul, only their body, unless they are a phantom, if a phantom is burned by this flame, the fire will continue burning, burning 1 Soul Point every emote, when the phantom is burned out completely, they get all their Soul Points back at the end of one OOC week (as if they were dispersed 3 times in a week) If someone is killed with this flame, they cannot be revived for 1 OOC day. Effects: Casting Soul Pyre in any measure will cause major pain, it will feel as if the hand you are conjuring the flame in is on fire, and as if that flame were eating away from that limb, after the flame is released it will feel as if you were just burnt by the hottest flame, the next 3-5 hours depending on how much you charged the flame is how long the effect will last Soul Contract Cost: N/A Description: A Host or its phantom may open up a soul contract with another descendant, this involves splitting your soul into 2 halves, and giving that half to another person as well as receiving their half, this means that you mustn't burn their soul while casting your spells meaning if you burn their soul, the contract is null and void, if this happens go through the effects of Soul Siphoning, if the deadline is not met go through the effects of Soul Siphoning. The deadline is discussed IRP, (an agreement must be made or the spell fails) The Deadline can be from 1 OOC Week to 1 OOC Month. Effects: When you open a Soul Contract, you give up half of yourself to receive the half of another, this means that you won't be able to open another soul contract, you also might be prone to bouts of feeling either not whole, or maybe just sad in general, you can also rp as you don't act much like yourself when under a soul contract, you don't take on the other person's mannerisms but you don't act like who you were before, you must complete the task within the Deadline or you will have the other person's soul half taken from you, but you don't get your half back. While under the effects of the contract, while you approach the end of the Deadline without completing the task, you will undergo detriments, 1 Week Effects: Day 1: Nothing Day 2: Nothing Day 3: Nothing Day 4: Moderate to Severe Migraines Day 5: Mind feels foggy, starts to feel physically weak Day 6: Extremely hard to think, moving becomes a moderately hard task, (like moving a heavy couch on your own) Day 7: You can't think about anything other than task at hand, you're not able to move to do anything other than the task, you cannot talk like a normal person, your speech is limited to that of a stereotypical zombie about the task. For the 1 Month, each of the detrimental stage begin at the start of a new week. If you fail to meet the Deadline, you must undergo the effects of the Soul Corruption Spell but the sliver starts at 50%. Soul Corruption Cost: 1 SP Description: Plant a sliver of your soul into some elses body, by doing this they will gain one soul point, if this point isn't burned, then you can start to grow it, this means that the silver begins to grow inside that person's soul, slowly but surely taking control, the sliver grows each time you cast this spell on it again, but this time it only grows the sliver, each time you cast the spell, the person will suffer a mental attack, (use crp) this means that the person will be in their mind fighting a faceless figure, (they both get an average arming sword) if the victim wins, the sliver will be reduced in size by 10% and cannot grow for the rest of that OOC day, if the caster wins, the sliver grows to take up 10% of the soul's room, meaning that if you cast it three times on one person, the sliver is taking up 20% of their soul, the victim does not know that their soul is being taken over until it reaches 50%, at which point they will begin the have symptoms like those of Soul Siphon other than they do not leave, they will stay unless the victim gains more than 50% control of their soul, when the sliver hits 100%, the caster will have turned the person into a Desolate. (placeholder for CA link) Soul Siphon Cost: [5] Emotes Description: Siphon energies from another's soul, (requires OOC consent, if none is given, only half their soul can be taken, meaning you must stop siphoning when half their soul is gone) must be T5 to start Soul Siphoning, you can 'pass' the spell to another, but anyone below T5 cannot start the spell, Emote 1: Siphon 1 Soul Point, Emote 2: Siphon 1 Soul Point 2 Total have been Siphoned, Emote 3: Siphon 2, Total 4, Emote 4: Siphon 1, Total 5, (diminishing returns after 3) Emote 5: Siphon 1: Total 6 (you may stop siphoning whenever you see fit, such as when you don't want to kill the person) Effects: As you have absorbed someone else's soul, per one point siphoned you must rp an elven day acting similar to that person, the soul must be of a descendant, you also retain a large headache within that span Create Bond Cost: [8] Emotes Description: While not necessary for creating a bond, it can certainly help to enlist someone who has a bond to help you create one. If a Phantom, an unbonded descendant, and a Host or phantom of T5 are all willing to preform the spell, a new bond can be made between an unbonded Phantom and Descendant Phantom Abilities Umbral Form No SP Usage Bend your lifeforce's ectoplasm into an inky black color, blending with shadow like how water mixes with itself. As long as you are within shade, you can become invisible at will. Shadow Step No SP Usage Teleport from shadow to shadow while in Umbral form to avoid detection whilst moving, you can only teleport to a shadow 15ft away from you. (5 Blocks) Consented Possession No SP Usage Fall into your Host's body taking control of them, this can only happen if the Host is allowing it, this possession can only last 3 irp hours before the possession becomes draining for both parties involved, if you wish to extend it further, you can spend 1 SP and continue for an hour, after you leave their body you cannot use this until 1 OOC day has passed. Greater Umbral Form 1 SP Bend your lifeforce’s ectoplasm into an inky black color, infusing it with Umbral Mist, you can extend the mist from yourself and create darkness in a 15ft aura (5 blocks) within this aura, you can become invisible at will, you can also extend this darkness to natural shadows, creating a billowing cloak of darkness behind you, this will grant you 1ft more to your aura, you can do this up to a 25ft aura, this will last for 1 OOC hour or until you dismiss it. Dark Ascension No SP Usage Reach into Ebritaes and pull out a part of a soul, for every [1] Emote you spend doing this, game .1 SP, meaning you need to spend [10] Emotes to gain 1 full SP Descendant Abilities Detect Ectoplasm No SP Usage Take a deep look around you while channeling your inner soul to detect the ectoplasm around you, this will light the ectoplasm into a bright, glowing white color visible to others Channel Phantom No SP Usage Allow a Phantom to temporarily take slight control of your body, this possession cannot cause harm to you, it cannot be used to cause harm to others, it can move with much difficulty, it can speak with the voice of the phantom, and can only last 10 OOC minutes. You can choose to take the phantom out of you at will, if you let an apparition take control of you, they will leave when they choose to leave, they have complete control over you, every 1 OOC hour they control you, you can choose to spend 1 SP to do a /roll contest, winner gets their way. Share Soul No SP Usage Share souls with your bonded Phantom, allowing you to exchange SP with them Reverse Possession 3 SP Attempt to take control of a Phantom you can see, (this cannot be your ghost) do a /roll contest, if you win deduct 3 SP and you control them for 1 OOC hour (negotiable OOC) you cannot make them harm themselves or others, your body falls unconscious as you control the Phantom's Lesser Umbral Form 2 SP Take on a form similar to how your ghost does, your body becomes a dark mist, while still corporal, you can meld into the shadows around you, if you are killed in this form you lose 1 SP and cannot be revived for 1 OOC day. Tier Progression Host Tier T1: Takes 2 Weeks To reach the end of T1, Mental Whispers, Detect Ectoplasm T2: Takes 3 weeks to reach the end of T2, 5 weeks total, Mental Whispers, Soul Pyre, Detect Ectoplasm, Channel Phantom T3: Takes 5 weeks to reach the end of T3, 10 weeks total, Mental Whispers, Soul Pyre, Soul Contract, Detect Ectoplasm, Channel Phantom, Share Soul T4: Takes 6 weeks to reach the end of T4, 16 weeks total, Mental Whispers, Soul Pyre, Soul Contract, Detect Ectoplasm, Channel Phantom, Share Soul, Soul Corruption, Reverse Possession T5: Magic has been mastered, Mental Whispers, Soul Pyre, Soul Contract, Detect Ectoplasm, Channel Phantom, Share Soul, Soul Corruption, Reverse Possession, Soul Siphon, Create Bond, Lesser Umbral Form Phantom Tier T1: Takes 2 weeks to reach the end of T1, Mental Whispers, Umbral Form T2: Takes 3 weeks to reach the end of T2, 5 weeks total, Mental Whispers, Soul Pyre, Umbral Form, Shadow Step T3: Takes 5 weeks to reach the end of T3, 10 weeks total, Mental Whispers, Soul Pyre, Soul Contract, Umbral Form, Shadow Step, Consented Possession T4: Takes 6 weeks to reach the end of T4, 16 weeks total, Mental Whispers, Soul Pyre, Soul Contract, Soul Corruption, Umbral Form, Shadow Step, Consented Possession, Greater Umbral Form T5: Magic has been mastered, Mental Whispers, Soul Pyre, Soul Contract, Soul Corruption, Soul Siphon, Create Bond, Umbral Form, Shadow Step, Consented Possession, Greater Umbral Form, Dark Ascension General Redlines SP cannot be recovered by normal means, souls don’t regen SP Since it has soul altering effects, certain magics can be incompatible with Spectromancy (Shade, Clericalism, Paladinism, etc.) If soul points are all expended a PK must be enforced Spectromancy is [1] Slot magic -----------------------------------------------------------------------------------------------------------------------------[Credits]------------------------------------------------------------------------------------------------------------------------------------------- aCovey, helped me with ideas and criticisms Wavey for ideas and inspiration CaptainTriggered for rp inspiration Sorry for the poor formatting, this is my first time writing a lore piece and am not all that familiar with the writing on LotC forums.
  14. Background/Origin While most over the years have forgotten the name Astral-Harnessing by the Descendants one name has lasted, Velurana, one who was thought to be a living goddess created the art of using the power of stars and even connecting one’s self to the stars. A tribe of Descendants had blindly followed her long ago, in her false religion. But one was different from the others not. He was no moth running to a flame, to the powers presented, as he wanted more than what she could offer through blindly following, by kissing her boot and submitting. He wished to learn her arts, but he wanted something more, something he could not conceive. Deep in the night while the other tribal descendants were busy following Velurana to see her mystical art he was visited by a demon, its name unknown - as well as its purpose, at least for now. The demon could sense his jealousy, his envy for what Velurana had, and her effect over the rest of the tribe. He made his motives clear not long after to him, a whisper in his ear. He would offer to bestow a book that was bound with a seal in the shape of a fractures star. At last, power, did the man think.. Though it was not what he wanted. It would tell the envious descendant to use the text upon a full moon after watching the living goddess conjure forth her energies. The descendant still fueled by his jealousy hungrily accepted the bound tome. In the night he watched from a distance as the living goddess brought forth a strange cosmic cloud around her body. After the envious descendant took close watch he scurried back into the forest and tore open the seal on the tome. The demon would watch the descendant eagerly as the seal was ripped from the surface of the tome. As the tome would open a similar solar mist seemed to lift from the pages before swirling into a small star-like object, that then collapsed in on itself turning into a black hole. The tome corrupted what Velurana had done, starting to suck out all light within the area, draining the light from the descendant himself as well as that of.. The energies surrounding Velurana. The color drained from his hair turning it to a midnight black, his eyes appearing to be nebulas with the iris having the appearance of a black hole. Cracks started to rise up his skin, his mental state itself began to change. From what may have been idle jealousy and envy grew into anger and hatred. In the process of the corrupted light drain, the demon itself was sucked into the tome, trapped inside of its own twisted creation. Though there he would bestow something upon the descendant, a cackling laughter, as the demon’s dying form was preserved - albeit restricted. The corrupted descendant would close the dark tome, now becoming the first Astral-Harnesser, the first of the corrupted. He would now go out separating from the tribe that had followed the living goddess to learn more of his new power, as she was nothing more to him now. Over time he would hide the dark tome before his passing, making lesser tomes, ones that could be used by others to travel down the dark path that he had with the help of the demon, and the effects it bestows. Magic Explanation “What was yours is now mine” Overview Astral Harnessing is a strange variant of deific funnelling, more so stealing, far more twisted in nature than its ancient predecessor. Its primary focus revolves around the usage of deific energies that caress the fleeting-force of a celestial body, a fallen deity. The wielders of this odd variant more oft-than not take on severe mental deterioration as a result of the influx of deific energies channelled through their mortal form, these deific energies being derived from fallen deities that have taken their final rest amongst the cosmic-expanse. These individuals, those who channel this cosmic energy, are ushered forth into the ephemeral planes - twisting the very rays of light around them, warping them into something that resembles a construct of their own cunning design. It is with this manipulation of light that these so-called astral harnessers gain the fuel for their craft, leaving the space around them sapped of light itself. These individuals do not simply banish light - it is with their innate abilities that they capture brilliance, siphoning it back to their cosmic-lordships in exchange for furtherance and sustenance of their respective abilities. The process to achieve the unsung feat of astral-harnessing is extremely unpleasant, requiring years of study and dedication. It is a long, strained process, though the individuals that manage to survive are, more often than not, rewarded for their sufferings during their respective trials and tribulations. An individual descendant, be it of any of the Races, is brought to a place of great reverence in the eyes of the Astral Harnessers, a sacred land of which cosmic energy runs rampant. When an individual has successfully attached themselves to the site, it is made evident by the influx of chaotic energies flurrying throughout their mortal frame. It is with this newly established connection, this influx of energy, that the true path of the Astral-Harnesser begins. It is, of course, absolutely required for the individual Astral-Harnesser to take on some slight alteration after the attunement, whether this is through cerebral-warping or degradation of the physical state - the Astral-Harnesser takes on something that reflects the individual cosmic-mass they are connected to. Like in folktales of yore, the Astral-Harnesser's hunger grows, even moments after the connection is it made evident that the Astral-Harnesser must feed - like the wolf with hunger gnawing at it from within, the Astral-Harnesser seeks to devour the brilliance of light, in order to provide themselves and their cosmic-lordship sustenance. It is an addiction to them, one that must be indulged in, lest they wish to suffer the consequences. Astral-Harnessing takes up [3] Magic Slots, it is not a feat. Astral-Harnessing requires the user to have undergone a Soular-Collapse and have ample energy to cast Astral-Harnessing can be learned from those who possess an [TA] in the magic. Astral-Harnessing users must have a valid [MA] to use it in-game. Properties of Astral-Harnessing The energies brought forth by an individual astral-harnesser may vary, as it seems not each one is connected to a singular celestial-body, rather there are multiple that one may connect to, though they should choose wisely as they have but only one chance. Taking the aforementioned statement into account, it should be noted that the manifested energies of each Astral-Harnesser appear to differ from one to the next; almost all spells are reflected with some level of an odd light that is best described as ultra-violet, or perhaps a black light. It is not uncommon for Astral-Harnessers to have their energies appear as strange masses that reflect a cosmic miasma- the same of which is painted above in the night-sky of Aos and Eos. Properties of Physical and Mental Changes Physical Changes The changes that the body goes through when practising Astral-Harnessing is one to match the progression of the mage. A mage practising Astral-Harnessing, to begin with, will gain black hues to their features, specifically targeting their hair from the ends, and as they progress, to their roots. Another inevitable change is in their eye colour. Immediately upon ritual connection, their eyes will begin to lose all colour, the sclera of their eyes shifts to gain a dark tint to them, over time colour drains and drains and what was formerly the iris and the pupil take on a black hole look, their sclera now dark in colour, as if what was once their pupil had become a black hole itself and eaten the light, the white, from their eyes. The only colour to grace one practising Astral-Harnessing is when they undergo the second ritual, which is when their eyes will erupt with a misty cosmic miasma, their pupils resembling black holes and what was formerly their iris distorts the colourful mass that now emits from their eyes, swirling what is in the eyes itself around the pupil. It is at this time that their complexion will begin to shift to become paler, they will gain a rather sore looking affliction around their eyes stretching onto their cheeks, the actual immediate areas around their eyes up to their brow will look like they have thick eyeshadow on. The next changes are ones that purely come over time, due to the magic itself not causing incredible amounts of exhaustion, primarily bodily harm, the cracks that form on the body never fully heal the next elven day. Instead, they remain as nasty scars, almost like the user about ready to fall apart with a hard thwack from a hammer. And that is precisely a good description of what would happen, whilst one who practices the magic is not physically weak, they experience harm inflicted by overs thrice over, leading to some serious issues for the user. These changes will not stop until the mage has mastered their craft, so to speak, and cannot suffer further changes as they have undergone all changes possible. Mental Changes Not all changes are physical, able to be seen. The most powerful drawback of Astral-Harnessing is that of the mental changes one will suffer whilst practising the magic. Most should expect the changes that harnessing the power of a fallen daemon would inflict, but many are unprepared for the true effects. At the early stages, one will find their morals have changed, no longer is the thought of pushing a pregnant woman over so foul, no longer is standing on that cat so cruel. For the early stages that are. As one progresses down the line of Astral-Harnessing and masters their craft they will slowly and slowly turn more chaotic and dark in nature. Practitioners of Astral-Harnessing and find themselves undergoing very common mental changes Such as a fear of socialising and such fears often lead to practitioners of Astral-Harnessing seeking shelter within fortresses and fortified homes or residences mayhaps even drive themselves to live a life Underground. Another common reason for them seeking such is to safeguard themselves against the changes which constantly bombard their personality. Such changes to their personality may include mood swings and personality swings as a whole influenced by the energy they are Harnessing from aenguls and daemons. This often leads to encounters where one moment they might be praising someone the next, they wish to attack them through words... Mayhaps even physically. Guidelines Casting Astral-Harnessing The process for casting Star Magic is essentially the process in which the mage will slowly draw forth the light and energy they have stolen from the dead aenguldaemon’s stars. To begin with, the process of casting this energy that they have harnessed is their tell, typically the user will begin to emit a noticeable colour that can only be described as black light and related descriptions, again, still bright though around their person will primarily be a kind of warping/distortion like that of a black hole. Their eyes will turn black, at early stages, and at later stages, their black eyes will light up with specs of stars and emit a black mist, from them which carry the same starry property to them. Secondly, the user will begin to cast their respective spell, the most frequent spells will begin to condense the blacklight and energy they are harnessing or form tears above their heads, hands and other locations, to cast the said respective spell. It is hard to not notice that the mage is casting at this point unless one suffers from sensory impairment. Thirdly, depending on the length of the spell, the user will be preparing to launch their offence or ready their defence during combat. Their light has now either condensed into an almost space-like mist or energy, or it has remained a black light, preparing to cast a beam or primarily offensive spell, mayhaps a more complex spell if they possess the ability to do so. It is to be noted that once cast the user's glow will flicker or disperse momentarily but it does not need to be emoted coming back, as it will naturally come back within the same second. If one were to start exhausting themselves they will begin to find glowing cracks on their form as they have harnessed too much energy and will find themselves unable to cast as their blackhole above has been spent of it’s stolen energy, thus leaving the user practically exhausted. Alternatively, the second appearance the user will show when casting is some form of dark particles that seemed to condense around them and go into something such as a weapon of their choice (see spells below.) This is a form of a darker tell and could be mistaken for other things, other magics, so if one would cast this alternative to leave they should not be doing it in public unless it is an unavoidable scenario Magic Abilities Astral Harnessing is the way that the mage gains their power, as they are stealing the light of surrounding stars and turning it into energy that they can wield. It enables the user to use their arsenal of abilities and spells, both passive ones and ones designed for an offence on another individual. Soular Collapse This is the system in which the user takes over a star and corrupts it and from this, they will find a black hole has replaced it shortly after. It is to be noted also that this black hole is purely a background mechanic, and it cannot really be seen, moved closer to consume the world and so on. It is simply untouchable. From this black hole, warped energy is created, twisted within the depths of the black hole. From this, the dark energy, the dark particles and or dark matter produced, Is what allows the Astral-Harnesser to have a variety of abilities and spells. Rite of Harnessing In ancient times, when the heavenly spheres beyond ephemeral planes were widely regarded as untouchable, left to the awe-struck thoughts of the mortal mind when setting sight on the cosmic advance above. These thoughts, these dreams and ideas painted out across the midnight sky, became the very foundation upon which practitioners of Astral Harnessing came to create the ritual of harnessing. Light has come to be revered throughout countless centuries as a benevolent, powerful concept. The extent of its influence and power is still, after many varying generations have passed, unknown to any corporeal being, though this fact only encourages arcane delvers and those enlightened few to theorize, manipulate, and create. In ancient Aegis, there were few individuals like this, those who gazed up into the wonder of the cosmic expanse ahead, only to be given a purpose. Notably, the first from which all those blessed with the craft of Astral Harnessing came to know this well, and in turn taught his ilk various methods of ascending among the stars: through projection and a physical rite. Cosmic Poisoning [Passive] Being bound to a Black Hole means that you are also going to hold part of that Black Hole within yourself. For an Astral-Harnesser, this comes in the form of your body outright rejecting pure iron. With the rejection of pure iron, the AstralHarnesser will find it hard to even get near the stuff nor manipulate it in any way they need. As well as holding this terrible weakness, when casting from any form of Astral Harnessing, the mage's eyes will get covered in a see-through veil of a starry night sky or another image of Space. Tome Creation Tome creation is the practice in which the user will create a replica of the book that the demon bestowed upon the original discoverer of Astral-Harnessing, it will contain the same texts that he read after being gifted the book by the demon when it was based around a tribe of Descendants. A practitioner of Astral-Harnessing will typically use their energy to coat a book or tome as well as a more focused form of Astral marking to specifically avoid the user. Disconnection The method in which a practitioner can be disconnected comes in two forms. The first being a self-caused disconnection and the second being an external disconnection such as being forced or disconnected by another. However, an astral harnesser may not disconnect another astral harnesser without them having shared or leaked secrets, only justified disconnection is allowed. Self Caused Disconnection is simple, the user has broken the tenets that they are bound to, or have gone against other harnessers and released information and secrets, essentially starting infighting or inciting betrayal. There are not a lot of tenets to follow, but as the tome states - they are; ‘Revealing the information bestowed upon you, by their will, is a betrayal to me, and a betrayal to all who follow. I strip you of your rights, should you do this.’ ‘Your guide is wise, and they have maintained my lineage. Listen to them’ ‘Unjustly attacking those who follow the tomes is a severe punishment. You will be punished. Mental Projecting An ability in which the user will be able to commune with allies and those comfortable with their presence mentally. What this does is remove the hindrance that is their mental changes during a tactical/combat scenario, though unfortunately for those new to it the ability is only present for those in tier 4 or above. Warped Reality The changes made evident both physically and mentally are hard to miss, though there is a benefit to the physical changes, specifically the vast changes one’s eyes undergo. They are able to see those who are not present physically, such as phantoms, however in no way is this actually.. Normal. What they see are monstrous silhouettes, blurs, moving around. Not only this, but they will be able to see flickers of those concealing themselves with magic. As combat ensues, or stressful situations, this will.. Begin to grow worse, those concealing themselves with magic become something like a strobe light to them, and things such as phantoms will grow worse in their blurry silhouettes. Spells Star-Light [Non-Combative] An ability in which the mage can make a ball of light in their hand, it’s quite bright and will light up an effective area of 5x5, however, the most comparable light is that of a UV light. This will cost the user 25 energy and will remain for different times depending on the tier. Alternatively, the user may spend an extra 25 energy (50 total) to make a permanent light at t5 which will no longer be in the user’s hand, but more a floating light. This takes 1 connection emote and 2 emotes to cast. For a t5 light, it will take an extra emote. Spatial transporting [Non-Combative] A small circular tear opens up, this can be used if the mage is successful in getting through doors. (Aka if they succeed their /lockpicking.) However, if they fail they will be spat back out of the tear. This ability is simply out of Combat and it cannot be used during combat to teleport behind someone due to the stress required to focus the top and not be lost within the vastness of empty space. This ability may have many uses though it depends on the creativity of the user. If a practitioner of Astral Harnessing is captured and stored in a Cell they may try to use this to escape. it is to be noted that if you are successful and manage to get to the other side of the door at the base of the tear or you originally stood there will be a charred like effect on the ground until removed. Astral Marking [Non-Combative] The ability in which a mage can write using cosmic miasma looking energy to mark their students or allies. To everyone outside of Astral-Harnessing practitioners the markings appear warped and distorted - but still able to be discerned, however, they will be unable to understand the marking. The markings take on a darker tone, and will typically be a sure sign to those outside of the magic that the marking carries magical properties if they hadn't guessed such from the warped appearance. This can be used for a variety of reasons, to mark property, to mark individuals as allies, friends or foes and to enable a student in their rite of harnessing. Only those practising Astral-Harnessing may read this and understand the markings fluently. Astral marking can also be used for a demonstration type scenario, in which a mage is able to cast, on a solid surface, a tear that takes on the appearance of space. This map will show a localized cluster of stars as one would see if they looked to the night sky above and can be used for a variety of reasons, however, it is to be noted that this will cost the user more energy, as well as more time to create. Astral-Projecting [Non-Combative] Astral projecting is something that comes in three forms. The first variation of Astral projecting is the ability in which the user will propel their warped, corrupted, soul from that of their physical form. The physical form will remain static, the way it was left pre projection. What this will enable is that a near-invisible form (until revealed to someone) will be able to travel forth in a local area of 100x100. Alternatively, the second is a type of projection which is more so projecting yourself over to the area of a target that you both know the appearance and name of. In such, you will not be able to venture from the area they are currently in and will appear as a figure of cosmic mist, with the eyes of such akin to blackholes. Only the person they are projecting to is able to see such. The third and final is a far more.. Different form of travel. The user will be ripped out of their form, and sent far above to the stars, to gaze upon them, though they may not stay for long at first, as the light of such is far too.. Powerful for them. When they return, they will find themselves at the nearest soulstone pillar - as when they return they will find themselves having travelled, with their physical forms. If another has consented, they too will be able to travel with that of the practitioner, though most likely they will fail, if they are not prepared. Meteor Shower [Combative] An ability in which the user will create a tear which has stayed in to resemble space. with a process in which this happens is if one would look into said tear and into the vastness of space there, they would be able to see several small flaming lights approaching. Upon getting close enough the tear will then release a singular projectile based on the tier or multiple projectiles at a later level. This spell will essentially release flaming hot rocks from space at the user, roughly the size of a tennis ball. Fragmented Weapon [Combat] The ability in which the user is able to over the course of three emotes conjure and form a temporary weapon of choice this weapon will weigh nothing and require a constant connection to the wielder. It is not possible to keep it forever, however, as it costs the user 5 particles per emote during the encounter or scenario in which it is used. Those who practice astral harnessing will also find that they cannot cast the weapon on another person as it is purely a self weapon only. If one were to be struck by this weapon they would experience a brief flash of sickness followed by that of a typical blade doing slashing damage and all piercing. The weapon’s form will typically not be able to take on a form that would deal blunt damage as it is much more difficult for the dark particles to cluster together like such and form a blunt faced weapon Gravity Field [Combat] The gravity field is essentially a spell in which the user is able to create a 7 by 7 area that will manipulate gravity. Gravity can either struggle to exist within this area or simply become too much for an individual and they will feel like they're wading through thick swamps or bodies of water in full plate-armour. If the user chooses to lighten gravity then the target will undergo anything from being able to walk correctly as they won’t be able to gain proper traction on the ground. Alternatively, if the user chooses to strengthen gravity within the area then they will find that it's similar to being shoulder-deep in a swimming pool or body of water and trying to run against a mild current. At T5 Gravity field can be increased to a 10x10 area for increased energy spending. Vision Warping [Combat] If a practitioner is to make physical contact with another person whilst casting this spell they are able to distort someone's vision to make it appear extremely stretched out to the point of more than 4 blocks in front of them or 4 metres being condensed to the size of a pencil dot. depending on the tier at which this is cast will depend on the duration it lasts. Soular Poisoning [Combat] Is the ability in which a user can unleash cosmic miasma toward opponents be it a Voidal Mage, a Holy Mage or Dark Mage. However, this ability primarily serves those of the better and gives them a rush, a boost or more like taking an adrenaline shot, where this affects the previous listed as well as anyone else that is specifically mentioned in a like manner akin to that of a weakened state. they will often feel something similar to radiation poisoning, however, in no way is it actually such - and will fade shortly after the encounter. Warped Vitality An ability in which the user, over the duration of three emotes, is able to cast some of their harnessed/stolen energy unto a target, be it an ally - or foe. If this connects with an ally, i.e typically darker mages capable of handling the warped energy, then they will either feel invigorated, akin to adrenaline. alternatively, the CASTER is able to declare that it is used for the opposite of the adrenaline rush-type feeling it induced for others - being a sick feeling, that makes the recipient want to vomit and feel feverish. Time Warping An ability in which the user can cast on an ally or foe and they will feel the energy surge within them, allowing them to spend the energy on a one-time usage deduction from their casting time for the present scenario. Alternatively, this can be used on those incapable of tolerating the warped energy to increase their casting time is to be noted that this is not strong enough to allow mages to start throwing instant spells around Tier Progression The progression in which Astral-Harnessing uses is a custom time frame, as when a user delves further and further the slow, drawn out, process in which they will undergo changes and abilities rapidly begins to change and speed up - though their mastery stays at a relatively fair pace. Tier 1 - Novice The practitioner of the magic has undergone the rite of harnessing, and with such will be in a state of limbo whilst their form adjusts and their mental scape shifts. This lasts 2 OOC weeks. Tier 2 - Apprentice At this stage, things have successfully begun to change, some physical features visible. They will find themselves able to cast that of their first spell, though it is quite a taxing process. This stage lasts for 2 OOC weeks. Tier 3 - Adept At this stage the practitioner is able to now cast things with more ease, albeit they have a restricted arsenal. At this point they are able to bring forth their weapon for the first time, and manipulate its matter when casting. This stage lasts 3 OOC weeks. Tier 4 - Expert This stage is at the point where the practitioner has a solid understanding of what they are becoming, what they are shaping to be. They have a considerable pool of energy to cast from and their abilities and spells have increased, they are able to cast with a bit more ease, though newer spells may be more taxing. This stage lasts 5 OOC weeks. Tier 5 - Master A guide to those before them, a master practitioner is a deadly foe, and moreso a powerful ally to boast. They have before them all astral-harnessing has to offer. This is the final tier for the magic. OOC Purpose Astral-Harnessing is something that I have written up in order to provide something akin to say, a support role magic. I also wished to try my hand at writing a new concept on the more taboo magic scene, something for both other people and myself to experience. Though, the actual mechanics of astral-harnessing is to fill that support role that every team needs, just... Maybe not so much for the good guys this time. Though of course this isn't enforced, and the future of this magic could, in fact, go in any direction, regardless of the abilities and the lore underneath them. In my opinion, this magic also boasts a lot of routes it can take based on the initial encounters during its early stages, especially with the support role esc type class that this magic is. Overall, this magic serves to add strength to certain communities also, as alone those who would practice it will struggle. Citations Thanks to: ElvenMommaHacker/Pup for giving me the idea to write a wacky side to a star-based magic and giving me some ideas and feedback. Also, spell checking. Ztrog provided me with the origins story. The material used for ideas when writing this piece: Mephistophelian’s “Effect of Funnelling Deity Powers” https://www.lordofthecraft.net/forums/topic/151046-%E2%9C%93-the-effect-of-funnelling-deity-powers/ ShameJax’s “Space; From Within the Void” https://www.lordofthecraft.net/forums/topic/165638-%E2%9C%93-space-from-within-the-void
  15. Arcane Relay A collection of arcane devices formed together to operate as a means of long distance communication in an instantaneous manner. How it works: The very premise comes from the connection from one mage to the other, both able to intertwine their voidal link with the inner workings of the device. It starts with the inscribed focus crystal being placed upon the third pillar; both needing to be identical on either end in order for the connection to establish itself with accuracy. Following such the mage allows mana to flow from him/herself and into the device, in a process identical to that of household enchanting. Doing so triggers the “inherently bound to the void” (1b, Kalamoot, 2015) nature of the crystal, causing the crystal to take upon the image recorded by the opposing pillars (which shall be spoken about shortly) and casting it into the void with specific pattern, only the matching focus crystal upon the other end can then obtain such an image due to matching the spectrum of the sent image. The other two pillars are of special importance; for without them no image could be sent nor heard. Utilizing an adapted form of the holocron/lexicon arcane engineering concept brought about by Kalameet (1a, Kalamoot, 2015) the first pillar takes upon the image and stores it, later to be utilized by the third pillar through enchantment to send an image through the void. The other pillar in question is the holocron utilization, taking the sent image from the third pillar and projecting it for all to see. Due to the mass transfer of different images and messages it isn’t unusual to see a breakage of image during conversation, yet it’ll soon come to re-establish itself as a useful picture. How it's made: Built upon a wooden base bands of aurum spiral up the pillars shaft to the focus crystal placed on top, which is secured by a small notch upon the pylon. Any slight crack within the focus crystal renders it useless and possibly even volatile, upon rare occasions it's been found to shatter a physical form and sear the mages hand within a flurry of arcane explosion. The focus crystal is skillfully inscribed with various sigils to generate a privatised channel within the Arcane Relay’s closed system of communication. Specially crafted processed rubrium dust lines the focusing lenses and metal bands, as well as processed rubruim in chalk form marking each pylon position along the ground, helping enable the enchantments to slow between the pylons with greater ease. OOC Explanation: This piece of arcane engineering is aimed to add some flavour to the incredible dull bird system, offering a long means form of communication that due to its difficulty to set up and move around it stagnant within where you can place it. The only real clause is you need the blueprint and materials to create one, and are required to be a mage in order to operate it successfully. There is little chance of abusing it, or at least nothing greater than that of the current bird system in place. References 1a. Kalamoot, 2015. The Notes Of Kalameet Izalith - The Holicron & Lexicon. Available from https://www.lordofthecraft.net/forums/topic/122152-lore-the-notes-of-kalameet-izalith-the-holocron-lexicon/. 1b. Kalamoot, 2015. Focus Crystals. Available from https://www.lordofthecraft.net/forums/topic/121159-lore-focus-crystals/ Illustrations Fig 1.: Example projection of the image. Fig 2.: Example of mechanical representation IG. Freema, had a dream. Pandan, a writer with brilliant referencing skills.
  16. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  17. 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.
  18. 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.
  19. 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
  20. 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:
  21. [!] 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.
  22. 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.
  23. (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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