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Found 8 results

  1. Source [!] A sudden burst of energy shoots from below Hohkmat, funneling through every crack and crevice, sneaking over the walls and slithering through the gates. Across the lands upon closer inspection came a horde of letters, peeling off into all manner of direction, darkening the sky as they frantically reached for their recipients. “It is with a heavy heart that I renounce my position as Magister of Hohkmat on this day. Circumstances not of my own choosing pull me from this realm. I am called to a higher purpose, that which you all know well. The Voids call tearing my consciousness from this reality. I have meditated on these callings for centuries, but never have they been this strong, unwavering and relentless in my mind. I have not been able to serve you as the Void intended, and for that I am sorry. Upon each day I smile as I see the accomplishments of our people, I can only hope Hohkmat lives on for many centuries to come as the first of an Empire of the Void. I must admit to you all, it is with shame that I am not able to stand with you all in this coming victory, but I ask you all to cast free the doubt from your mind, let wild the void within your grasp and let it flow through you as it was meant to be. With the Void as your tool, no path can go unpaved.” Woe be the voidless when I am done here Source
  2. A Call To Arms The Silver's Introduction My brethren around this new Continent, I invite you all to join in on the continuation of exploration of this island. The four corners have spoken, and a new Era of magic is to come at any moment; I swear on it. Death and War has been upon us due to the Mori, the Mori have died off but a new threat emerges from their ashes. Necromancers, Wretched Ones, Undead Spirits, and Evil Cabals near our homes and threaten the lives of your loved ones. Evil lurks among everyone, but this is no ordinary evil. This evil is a perpetrator, an intruder within a home, an infiltrator within rankings, a spy that watches every single step you take. The Silver offers you hope and freedom away from these wasteful and adherent dreams, we offer you breathing room away from drama and war to have a peaceful moment at last. The Silver is not whom you expect, we are no Cultists, no Adversaries, no Daemons among your people; We wish for one thing. Peace, a peace without worry and trouble, a future without momentary disruption of time or space. We wish for many things to happen, and we are aware the consequences of this missive but fear not; We are not upset about such. A Prayer to the Profit "The Profit speaks eternal, the whole shine eternal. No mortal, no sin, no body, no sin, no heart, no sin, but yet we alter. Those who win among the evil, will not only falter but lose one or the other. The Profit speaks true, the Profit offers live." A Warning to the People The Depth has been threatening our lands for eternity. The Profit despises those who use the power of magic for evil and for disruption, Voidal mages have been a sign of what happens when you please an ignorant child. The Void offers no reprimands to those who abuse the void for their own sanctity and gain, encouraging their behavior further. Deep within the lands of the Unholy, Necromancers and Voidal Mages combine their power to raise destruction upon they deem fit. They manipulate and grow their numbers to further strengthen their masses. They have no good intentions. Explore and prosper, do not falter. 🎇 May the Profit speak truth and prepare your life with peace and refuge.
  3. THE WAR OF THE BEYOND The void has plagued us all throughout existence, offering corrupted power in exchange for altering your very soul and physical prowess. No more will the members of Lubba’s Keep and their allies stand and watch our realm corrupt any further for we declare war upon the void. Lubba’s Keep will truly remain as a bastion without any trace of magic and hopes to spread this sentiment throughout all of Almaris with little resistance as our capable scientists have made a device capable of pushing the veil further back into the void and sending in forces to the realm to conquer it. Other realms of deities, spirits and afterlives might be hit on the way for our thorough cleansing, though that is a sacrifice the elves are willing to make to remove the night sky from existence. (Depiction of Scientist’s Device to the void) All Aenguls and Daemons will be within our realm by force, no longer hiding behind the cosmos of the void within the prisons they themselves have created. Free from the tyranny of the void and realms who hold power over our very lives we will build a new realm with the spark of divinity the deities will offer so they may not be consumed by the void and the many creatures within. All descendants will feel this war to their very soul as we fight for a better future without the void where all realms can be reached through science within this age of exploration. It is time we shift the balance once more where we, the descendants of our respective races, claim the realms to our own so the endless meddling of the divine will cease and we have control over our own futures and lives. Join us in this conflict so we may band together on this eternal quest to claim our realms. Let the Third Age begin. Eshtael Keeps Balance, Eternal We Stand. signed, The Silver Lubba The Lubba Keep Council Mika Anarion, Lawyer of Lubba Keep Lawyers Jon Snowell, Lawyer of Lubba Keep Lawyers Hogo Bojo, Lawyer of Lubba Keep Lawyers Pringle, Lawyer of Lubba Keep Lawyers Dremnud Oakforge, Lawyer of Lubba Keep Lawyers Durin Hammerforge, Lawyer of Lubba Keep Lawyers Dave, Lawyer of Lubba Keep Lawyers Scrisa, Lawyer of Lubba Keep Lawyers Elyse, Lawyer of Lubba Keep Lawyers The Embodiment of the Concept of Sutican Nationalism Giovachina, Paralegal of Lubba Keep Lawyers WARCLAIM Wargoal: Conquest of the void Attackers: Lubba’s Keep The Independent Tower Kingdom of Actrus The Lordship of Bojo Dunborough (Forced Vassal) Barony of Trabezon (Forced Vassal) Vaokses Village (Forced Vassal) The de Castro Family (Forced Vassal) The Under-State of Rattunnelia (Forced Vassal) Undisclosed Druid Mercenaries Defenders: The Legions of the void Every single deity Deranged Mages Warclaim date: Today. War Path: in case of image break:
  4. “Awoken, I have been granted power by the void through rigor and skill. Rewarding, wouldn’t you say, Errant?” - Avenel Synalli, Court Sorcerer of Savoy New to the world, the Transcendents are an inferior version of the Arcane Revenant. Rumors travel fast however. Traveler to traveler, a tale of something odd: How a fellow sought something and gained another in return. A fellow who sought communion with a greater being-- but instead, found himself gifted with power unbeknown to the likes of man-- to ascend through the arcane. The thought of these beings, to the travelers, were called Transcendents. “Man has sought immortality in many ways… sought to transcend mortality, yet none dared to touch the void.” - The Primarch , the first of the Archons. Legends written in decrepit tomes speak of a being who took upon power from the void unlike a typical magi, allowing it to transform them; gifting him boons with the cost of curses. Although many arcanists may have attempted such a transformation, all have failed. As far as it is known none still existed. Through no purposeful method had the Transcendents returned, only through a mistake and a failure. “Power… wrought with curses, much like living… how quaint.” - Avenel, Court Sorcerer of Savoy The Transcendents are the occurrence of something unnatural. The soul of a descendant is scarred by the void and veil-- fragments latching onto the soul, providing them with boons only granted by the void. Like a mortal, they still have their blood and bones, and infact, still suffer from feelings of stamina and hunger yet they cannot die of starvation, and some may choose to ignore it. The problem with such is that the muscle still requires some form of food intake, which can turn the being weaker than a master mage, making them easier to destroy. With their mortal form, mana rushes through their body, entwined with their flesh and blood, removing the fear of mortality and illness from the equation of the descendant, as well as taking the fear of dying by being in frigid tundras, or hot deserts. This state of being provides more than just the gift of immortality-- granting one a few boons of the arcane. The Transcendent has an easier time using the arcane magics far more than a normal mage, able to cast moderate spells with little difficulty, learn one more arcane magics than a standard mage, and learn the arcane more easier than a normal mage, taking three, instead of four months to reach adepthood and to become a teacher for the arcane. To add, the beings have some odd power with void magics, granting special abilities to the caster (we’ll be going over this soon). Even then, they can morph into their Transcendent form, removing their body and allowing the raw, direct mana that was once in them to act as their spectral body. All powers come with curses, and a Transcendent cannot escape said curses. The first of their curse, is that the Transcendent has extreme difficulty doing deific arts and dark arts, for the void has already claimed the soul of the transcendent, making soul puppetry and shade magic obsolete. Although a transcendent more so lives off the mana in its body, the being in their coil-form can still suffer from being drained from a necromancer and a bloodmage. The mana within them can be effected by alteration, should one come to understand what a Transcendent is, although it wouldn’t kill them, it will stagger them, and leave them for attack. A fi mage’s drain, while not able to slay the Transcendent, will cause pain should it drain from a cast spell, though the coil form is muted from the true full effect of fi. A Transcendent will die if too much mana and blood leaves the body or the head is severed and pierced, should the heart be pierced or if the arteries are severed, the mana infused blood will leak out, slowly but surely killing the Transcendent, lest the wound is mended. Tl;Dr: Transcendents are inferior versions to the Arcane Revenants, having their body and the ability to turn into their spectral form. The Transcendent gains immortality, an easier time doing magic, easier time learning magic, special abilities regarding magic, a second form (We’ll be discussing this later), and an extra slot for one Arcane Magic. The Downside is that they cannot practice soul affecting magics, in coil form they can still ‘die’ close to a mortal, they are able to be affected by genus and necrotic drains in their coil form, and in both forms they can be effected by Fi and Alteration. “Saw something odd.” Says a traveler, hunched over with his lackies over an ardent flame. His hands cling to the warmth as he peers up at the devouring orange and red. The folk about him give him disinterested glance, a silence rolling about the bonfire. “I swear!” The traveler rasps, “It’s true… I was walking along the road from Vandoria… the damned blizzard nearly killed me… and then, when thought I would die… I saw an Eldar walk forward, and the ground and air around him gave heat. “H-he helped me here!” “So what?” Called one of the other travelers, provoking the fellows attention. “You saw a mage. Nothing too important there.” A set of laughs escape around the bonfire. “That mage wasn’t ordinary, I tell ‘ye…” He glances downward, face contorting in confusion. He could only issue a sigh with his words, “Around him… there was blue fog, the color them Oren folk have on their plate… an’ he looked unaffected by the cold.” “And then what?” Another fellow inquires, “What then did your mystic do?” “I… I don’t recall.” The traveler mutters, rubbing his temples with his rough fingers. His gaze sets on the fire, “It went black from there-- that godsend must have done something…” “Or, ye were carried by some stink’n sod an’ you wer jus’ seeing things!” A dwarf barks, “T’erz nae such a t’ing of what yer gobb’n ‘bout.” The Traveler then fell silent, issuing a defeated sigh as he continued to stare at the devouring fires. - The Mad Traveler's Tale The creation involves the usage of an arcane trinket. This trinket is only able to be created by an elder Transcendent and used by one, anyone else would experience a feeling as if they are lost. For this to be used an elder Transcendent pours mana into it. For some strange reason, a Transcendent when in spectral form is able to physically lift the object, grasping it. This trinket holds a strong connection to the void, stronger than even the oldest and most powerful of Transcendents. Through unnatural means this object will twist and malform the soul of the victim, claiming it for the void. And then the victim falls unconscious, changes happening to their physical form. If one were to watch them during this period they would see mist falling out out of their physical frame, taking upon the color of their aura. This mist would seemingly enter and exit their physical frame, each time it does so the eyes would change tint slightly, skin paling. This process would continue for hours, the soon to be Transcendent very vulnerable. To become an Archon, one must be attuned to the void. They must have it affect their being, degrading muscle and tissue to the point of weakness; this would mean that an archon must be a master mage, having a mastery in a singular magic -- though it is advised a prospective archon learns more. Should they be made with a singular magic, the Archon will be limited in their field of power, only able to progress to late stage 1; however, should the archon learn more, they will be able to progress to the end stage. "Embrace the change." (Credit to Nino Vecia) As previously stated, the Archon’s transformation is decreased, and the effects of moving in and out are dampened. The Archon feels less pain when going into the form, though starting at something of a burning sensation, it will eventually become a surreal shift; likewise coming out will be less exhausting, and such things as limited abilities are altered, as well as the tell. When coming out of the archon form, the archon will have brighter, aura hued veins along their eyes, with their irises taking on a brighter color of their aura, and depending on their stage, they will have limited abilities for the duration of a set amount of actions. The transformation into the form is purely aesthetic, and doing so requires a great deal of focus. It must be uninterrupted for three to four actions, or else manifesting will result in failure. Examples: Becoming: Twitching, the figure clenches his teeth as gray veins surge along his face, and his eyes take on a darker gray color, leaving a gleaming silver in their centers. The flesh and bone about his veins sear and burn away to become mist, with extremities turning to fog as they begin to come off. The flesh-turned-gray-mist would cling to the position it was on, replacing it with arcane hide. The Archon continues to twitch and convulse, emitting a gutteral shriek as its body becomes packed mist and arcane. Its wispy head turns to scan the area, with trails of fog occasionally following. Reverting: The gray archon twists in its place, a harsh hiss permeating its newborn body as the foggy form becomes flesh, bone settling within, eventually completing the shape of a skeleton, entrapped by the fog. Flesh and sinew blossom from the bone like flowers, engulfing and eating away at the mist to manifest the figure’s coil once more. With a sudden shift in power, the newborn returns to his normal state, clutching his heart and wheezing from the strain. Progression and further information: Stage 1: The Archon, having just begun, will find that their magic, while potent in this form is rather limited, granted only the perpetual voidal connection. When entering the form, it will have pain akin to being baptised in fire; given time and experience of a week, it will subside to a stinging sensation as they turn into one. Going out of it would be akin to finishing a long work out, the user would be in a state similar to a long exercise, and show the effects of their return for nine actions, with limitations on their magic for ten actions; said limitations are: not having the augments in coil form, and magic being weakened by a tier. Stage 2: The Archon is fairly experienced, having two weeks under their belt. The Archon is able to further tap into the power of their hybrid soul, able to cast with more potence, though limited. Spells can last for longer, and be given more energy and time, even create more; so long as they do not break any specified redlines. Entering this form is less strenuous, being something of an odd sensation that is more of an out of body experience. When reverting, an Archon will be out of breathe at most, and show signs of reverting for seven actions, and being limited in their coil’s abilities for eight actions. Within a month, the Archon will feel more comfortable going into their new form, and reverting back will at most tire them to a degree, with signs of reverting lasting for six actions, and limitations lasting for seven. Stage 3: The Archon has become an Elder Archon via the writ of marking, or is the Primarch. The Elder Archon will have no additional benefits, save for subtracting an action from the signs and limitations. Susceptibilities: Thanhium: The reforged Archon is as greatly wounded as before, with thanhium alloy being able to carve through them like a hot knife through butter, and thanhic dusting disrupting and violently paining the creature, making it so large amounts of dusting (ie a chamber full) will cause the archon to dissipate, and creating immense pain to disrupt their magic; the pain will come to fade if the dusting leaves the body, however. Magically infused items (this does not mean a spell manipulating an item, ie druidic vines or transmutation but something like an enchanted item, a tainted sword, blessed weapons, etc): They would react like a normal item would to a person, meaning that if one were to stab into an archon with a magically infused sword, or smack them with an enchanted brick, the archon would be without its physical resistance. Warding/Abjuration: Should one come to understand the Archon, the use of abjuration can be used to weaken the Archon, with each abjuration leaving them without their augmented affinity for three actions, and in turn weakening their resistant hide by a half. Naturally, the sensation might be rather disorienting. Wards will only weaken the spell affinity some, and their resistant hide will suffer some weakness. Iconoclast: Antimagic, the bane of all magic, finds itself being one of the biggest threats to an Archon. The mists, if an Archon is within one, will remove their resistant hides and spell affinity, and within four actions of gradual, burning pain, the archon will become incapacitated in the mist. Further notes: -To be added Now Redacted Form/Transformation: "Varying qualities indeed. Perfect specimen." (Credit to Nino Vecia) While the transcended form is reforged, there are very little changes in aesthetic; whisps may still plume from the Archon, their beings may remain the color of their aura, or a dark being with auric energy swirling about, though parts of the creature can be far more detailed, if not their entire being. An Archon can form eyes, a maw even; their hands can be detailed, with lighter colors and various textures to represent parts of the body. That is not all however, for their coil form can take on some differences. Rather than having their irises be the color of their aura, the entire eye could be the color, or merely the flecks -- each still distinguishable. Previous Appearance: As a creature born of the void it is expected for them to hold a connection to such a realm perpetually; in a mother to child-esque relationship. Due to this, whilst they are in their transcendent form they will always have a connection to the void, omitting a need to connect every time magic is to be cast. Another interesting area of their changes is their improved capability when it comes to casting their voidal arts. Due to their increased attunement with the void they are able to control a few added factors in their arts. The changes to voidal arts when compared to default are detailed below: Evocation: Alteration: Illusion: The Archon, now with an adapted form, will handle transformation a little differently. Granted, being in the reforged form might feel a little more comfortable, or less comfortable for an Archon, as they transition to another form of being, one that feels more free in its movements and perhaps a bit closer to their own being. These sensations could empower the Archon, making them feel greater in their form, and potentially cause something to occur from such. Archons could have a sense of self that values them over others, or some might value themselves below others; it is up to the Archon, as each will deal with immortality in their own way. However, there is one thing that might influence their thought; The Archon would likely feel more distant and detached from descendent creatures, should they understand that they are no longer of the same. They are eternal, or perhaps close to it. Previous Behavior/Personality Lore: "Woes befall us to truly cherish our humanity.” (Symbaroum, masked stranger) Truly, humanity is the Archon’s greatest boon, for the replicated portion of their soul brought about by the void and veil (also known as the void scar) leaves them separated from mortal man. There are Archons who embrace their humanity and individuality, believing that without it -- they are nothing. Their power and minds mean nothing without their sense of selves. With each death, an Archon loses a piece of this, the replication growing every time they die. It is said that when an Archon dies seven times, they will truly lose who they are, and be unplayable. Naturally, with each death an Archon must wait to return, alternatively return soon to suffer consequences; with each wait, the replication subsides from the soul, reverting back to normal when an Archon has not died for six weeks, where they might undergo long travels -- pilgrimages one could say -- for self enlightenment, to heal. While an Archon might not remember how it died, the pain of death is still present, the calm of the endless slumber, only to be brought back through the rippling void, kicking and screaming, to return to the world via soul and catalyst, appearing in spots Archons typically make, fuming with high arcane energies. Such things can be maddening. Woe. Effectively, Archons have a death counter, as well as have to wait 1-2 days before playing their archon again when they die, alternatively, they can return within 2 hours to suffer a penalty: A cripping weakness in their magic, and lacking their augments. When an Archon reaches seven on their counter in roleplay deaths -- nothing involving PVP unless the Archon chooses -- the character will be PK’d. This can be subsided if the Archon does not die for six weeks straight. While personality wise, there are Archons that reject their humanity and become shadows of what once were, it is not similar to this transformation, where the void replication will practically consume the entire soul and wipe it. Previous Death lore: Redlines: -A Transcendent is not invulnerable in spectral form, they are easily affected by gold, fi magic, and wards with normal means affecting them to a limited extent. -Fi magic, when used against an Archon's spell casting will effect them in both forms. In Coil, it will feel more like a stinging sensation. In the Archon form, the pain will be intensified. -They still lose all memory of events leading up to death. -A Transcendent can only be made by an elder, and to be made an elder you must be crowned. Not all elders are aware of the way to make another an elder. -A player must follow the behaviors of being a Transcendent. -The effects of transforming between forms must be followed, and through no means can they be nulled. - Although the spectral form is spectral, you can’t phase through walls. Pros: -A means for a mage to transcend, allowing the character to stay neutral instead of choosing between light and dark. -Mechanical race set to spectre. - Able to learn arcane magics faster, so instead of requiring four months to reach adepthood and make a TA, it would take three. - Enhanced arcane ability. -A resistance to most physical forms of damage in spectral form. -The ability to have their descendant form. - A transcendent does not age. -One more ‘slot’ to learn an arcane magic. Cons: -Affected and can be harmed by fi magic in both normal and transcendent form. -Weak to alteration in both forms. Enchanted items hitting an Archon is akin to hitting a normal person with an object. If an echanted desk was to hit them, they'd be thrown back, if a sword was to cut them, they would be cut. Wards, should one understand what the Archon is and how they function, will stun them in their coil, and weaken their abilities/disorient the Archon in their transcendent form. -Weak to gold (albeit minor) and thanhic alloy in Transcendent form. -Unable to practice deity or dark arts. -The character would become introverted. -A ‘normal’ life for the character would become nearly impossible, the curse of immortality afflicting them eventually. -Are susceptible to necrotic and blood drains in their coil-form. -They must maintain their coil-form, else it becomes extremely weak and acrid. - The coil form is able to be harmed by mortal weapons and can be killed in a manner similar to a normal person. They still feel pain. Previous Weaknesses (naturally some still hold relevance): So, Transcendents are descendants that were scarred by the void via a ritual. The after effect of the ritual is that the descendant gains immortality, now running off of raw and direct mana which inhabits their mortal coil. They are granted powers and abilities through their ascension: They have an extra magic slot for arcane magic, enhanced magical abilities, and the ability to go into their spectral form. With spectral form, they warp away their body through a painful process, and gain some extra magical ability only accessible in their spectral form. The process of turning into Transcendent form is painful as you effectively pour all the mana out of your body and warp away your coil; when reverting back to mortal form, the process of bringing the coil back and sending the voidal energy back into body is strenuous on the Transcendent leaving them with an aching pain and the inability to use their coil’s enhanced abilities for a certain duration of time. Transcendents have quite a few drawbacks, both coil and spectral (Transcendent) form. Both forms are unable to use deific and dark arts. both forms are also harmed by alteration and fi magic. The weaknesses specific to Transcendent form are: They cannot directly interact with the world, they are greatly harmed by gold and thanhic alloy attacks, and the process to return back to coil-form brings drawbacks to the coil. The Coil’s specific weaknesses are: They can die by mortal weapons, they are susceptible to blood drains and necromancer drains, and the Coil’s form is high maintenance, although it cannot die of hunger, should the Transcendent not take care of their coil body, it will rot and weaken. Note: A mage DOES NOT need to follow one of these beings, let alone strive to become one, that is the player’s choice and the player’s choice only. Clarifications: https://docs.google.com/document/d/1uZERcIeWi5twJOoglFZU37AgDxL880VBRj15YSbP-Qc/edit Jax, who did a little bit of help in writing Elad, for the font Last but not least, Merrymoogle for creating the original revenant. If it weren't for him, this lore submission might not exist. Changelog - Removed Voidal Shifting quirk. - Debuffed Warding, and Telekinesis quirks. + Added prerequisite in the creation section + Added Additional Weaknesses + Added Clarifications: = Fully integrated "Changes to Archon Lore" https://docs.google.com/document/d/1uZERcIeWi5twJOoglFZU37AgDxL880VBRj15YSbP-Qc/edit
  5. Original Void Shard 1.0: https://docs.google.com/document/d/1OA8vuRZ3trN7sMdG3xsbSsSiyzEY8Ih-sGyJusEEYb0/edit?usp=sharing Current Void Shard 2.0: https://docs.google.com/document/d/1QrcjxnSiNRHz7vy4Z0SVXhUgtVHDMUSrMrlNghkyshc/edit?usp=sharing (Please comment on the document about things you notice or think will be interesting, I will be checking them as frequently as I can. Feel free to also PM me.) (+ The Void Shard +) -Artifact- Origin Created by Estares, the founder of the Voidal Harmonus, a long lost method of permanently bringing Voidal substances into the Mortal World. Estares was a Wood Elf of old, a grandchild of Malin himself, but far different from his brethren. He was secluding and silent, a masterful mage and scholar of the Voidal Arts. He learned all that he did to create the Void Shard from experiments and tests he performed, all else he learned was primarily from a Library in the Ancient elven city of Muli, the City of History. Eventually he himself owned the Library and continued his studies. Estares came forth with the idea of the Void Shard to be a powerful defense against the Void, by using it itself. Estares worked tirelessly to create the artifact he dreamed would protect the realm from itself and all that lurked outside. Eventually Estares was successful in his most brutal task, creating the perfect object of the Void. Something capable of controlling and altering any part of the Voidal powers that comes into the Realm. From this staff, Estares eventually understood the Void in a way no others could, having the ability to manipulate the Void's properties at will with the staff, was a heavy asset to achieve his goal. One day the First Void Shard was created, its power both endless and unethical. The means to its creation was sacrilege and against all moralities that his people possessed. After the First Shard's creation, a confrontation occurred between he and the civilians of Muli, ultimately resulting in the cities destruction and the loss of Estares himself, though the Shard remained. Long after the city's first destruction, it had been rebuilt, thousands of years later, its ancient libraries recovered by Malin from the waves beneath its rubble. Malin and others restored the city to its former glory, the City of History had returned, its once destruction faded from most memories. The Shard that once caused its destruction now disguised as a centrepiece of the main fountain in the plaza. A young studier of the arts of the world named Tahrah, a young elf who had journeyed far to reach the shining city, was searching through the books of the library. He stumbled upon a section that was different from the rest, a section that was pulled directly from the sea and restored, a restricted section to only Elders of Muli. Tahrah, brave, naive, and curious snuck through the restriction into its depths. Down and down it went until the air filled with moisture and became cold, he had passed below the sea level. Tahrah never told what he experienced or saw down there his first time, all that is known is he found something, the staff of Estares had been kept secret. All of his notes and journals resided deep within the Library, never opened since. Tahrah began to take his own notes as he deciphered and scoured through the old texts, learning, testing, and searching for more. Thousands upon thousands of books lined the shelves, each that Estares wrote on his way to create the Void Shard. The last day of the City of History was brought by that which destroyed it at its beginning, the very same Void Shard was reanimated by Tahrah by mistake, the Elders of the City struck out at Tahrah when they discovered it was he who awakened it, Tahrah revealed the Staff and defended himself; once more the City was lost, but yet again the Shard remained, yet this time, its Master lived. All that we know of the Void Shards and their creation and working comes from the notes of Tahrah, of which he left behind, the originals of Estares's own, taken by him on his path ahead. Things we have noticed in the inconsistencies have been that the reproduction of the Artifact is not as powerful nor as functional as the original was detailed to be in recordings of both incidents of the City's destruction, the properties being highly limited and extremely vague. Through all expertise and council, it has been deemed that Tahrah only revealed what he wished to in his personal notes, never displaying the true methods or powers it took or possessed. -The Historians of Muli, Travellers of the Seas. What It Does The Void Shard has primarily one function, although it has certain other aspects to take into account. Primarily pulls in any magical power that is being pushed forward, the Void Shard will suck in any type of magic being casted, even mental magics. Contains and slowly allows the connection of whatever magic it has pulled in to die out, effectively cutting it off and making it useless. (Effectively 10 minutes after each absorption, that spot will open.) Contains as many magical attacks/movements as the holder of the 'Controlling Object' can continue to keep their focus on. Will pull in any non-living object that it comes into contact with. How It Works The Void Shard works by focusing on the connections of magical powers near it or objects that touch it directly, and leaching the connection that essence has to the rest of the physical plane away and directing it towards itself, creating a sort of gravity field around it. The radius is 5 blocks Standardly. The absorption limit is 4 Standardly. How To Create To create a Void Shard one needs a number of items and steps done in a precise and timely order, otherwise there could be severe problems for the maker. Firstly he/she who wishes to make a Void Shard must obtain Sephyrim Crystal, a highly versatile substance that has the knack of absorbing any sort of energy that comes into contact with it, including anything that hits it abruptly with enough force. Sephyrim Crystals are believed to reside in the most dynamic environments. There is only one pattern noticed, the land is filled with energy and life, creatures of all manner lived near a local Sephyrim Crystal, small or large. (Baseball size is standard) Secondly, one must obtain THREE items of interest: Shard of Ithil, from the Frozen Lake of the High North. Deep in the North resides a singular Lake of which myth says the being known as Ithil, a local legendary being as the Primal Essence of Cold, died. Its form is believed to reside in the Lake and all ice formed is known as a Shard of Ithil. (Baseball size Standard)(Primarily bone fragments) A piece of a Dragon, quite literally any piece that is solid of adequate size will do. (Baseball size Standard)(Primarily Bone fragments) A part of a being known as a Colossi, a now extinct race of Golem like creatures that were gigantic in size. Their remains can even be the sites of mountains. (Baseball size Standard)(Must be different Colossi for each up in Shard size) Thirdly, you need a very, very windy day, most likely a hurricane or tornado. (This will require increased weather Roleplay mapwide.) Fourth step, you require a magic wielder of some kind, any kind shall do. Fifth, upon a pedestal you must place all objects you gathered, then you must breach the Sephyrim Crystal by focusing light upon it, the focus of light for long enough will cause the Sephyrim Crystal to convert to its 'Shifting Glass' phase, then snap off a part of the Crystal with your hand, there is no fear here. This piece will be the 'Controlling Object' which can be bound to any other item. Sixth, Immediately crumble the remains of the Colossi over the Crystal, they will slip into the crevices and be merged with the winds affecting it, stabilizing it. Seventh, in rapid succession you must jab the Shard of Ithil into the breaches that appear across the surface, followed by the Dragon bone. Eighth, once all items have been absorbed by the Void Shard, the magic caster must use a spell in the vicinity of it. This will trigger its innate action to consume the power, solidifying and finishing the creation of the Void Shard. Ninth, bind the piece of the Crystal you broke off to an item, this item will be a more formidable object to connect you to the Shard, allowing greater accuracy and timing of its affects. How To Use Whenever the 'Controlling Object' is not being held, it will not absorb any sort of magical power. The Shard can only affect a 5 block radius in any direction at the Standard Size. Whomever is the holder of the 'Controlling Object' will have the ability to make the Void Shard cease its activity, any other moment it is active, the holder must acknowledge it in order to cease it, otherwise it is active. When active, the holder deeply wishes to be in its presence to notice its surroundings. The Shard can only hold as many different things as the holder can keep focused on. Once that limit reaches 2-3 of its maximum, the holder will start to become extremely stressed. Their heart rate will rise and their blood pressure raise until they reach their limit. Once they reach their limit, their blood pressure will knock them unconscious for 3 IRL minutes. While unconscious, the Shard is STILL ACTIVE, meaning it will continue to absorb the magical powers of the area that are casted. If the number of absorbed powers reaches 150% of the characters capacity, it will result in the character dying if they are still holding the 'Controlling Object.' While active, the holder of the 'Controlling Object' does not have a choice at recognizing the powers that the Shard absorbs. The Shard forces it on their mind and they cannot get it out. Certain Effects From Situations In the situation that a Mental magic is used near a Void Shard, it too will be absorbed. Telekinesis will pull the connection between the object and the caster, pulling both rapidly toward the Shard until the connection ends. Telepathy will end up making the caster see and feel whatever it is that is inside the Shard, (pray it is not fire.) A Telepath cannot escape the grasp of the Shard until it is deactivated, the Shard pulling the connection into remaining active. When the Shards own limit is reached, 100% of the holder of the 'Controlling Objects' own limit, it will begin to show signs on the outside of what is inside, IE, erupting flames more violently as it reaches 150%. At 150% it will detonate, unleashing everything inside on the area with 10 blocks at a near instantaneous pace. Once this occurs, the Shard is useless, but still in existence, in a permanent state of being inactive. No materials can be regained from it. If a physical object that touches the Shard in a way that its diameter is greater than the Shard's, it will cause the same effect as above, unleashing its contents on the area. ENCHANTMENTS: Enchantments are counted twice, however they are not consumed until they disperse, Enchantments that cannot repel the Void Shard will be absorbed until the Shard leaves, when it leaves, over the course of 10 IRL minutes the enchantment returns. Need To Know Properties Shards are nigh on indestructible, their form is practically impossible to destroy. Some Shards have a tendency to 'go rogue' after they fail, this comes from a flaw in their creation in some manner of imbalance. When such occurs, they go into a meltdown for magical energies, ripping apart the landscape and organic life in their search. Once any kind of source is found, the Shard solidifies into an unbreakable stone, pulling in the power they found. (These stones can be reactivated by the Staff of Estares or for the purpose of events.) Shards can vary in size based on how much was used to create them, they will be the exact size of whatever size the Sephyrim Crystal was. The Sephyrim Crystal can only hold as much as its own size of any of the items needed. A Shard has its own limits regardless of the holder if smaller than the holder's fist. If smaller than the holder's fist its capacity will be reduced by half. Standard capacity is 4. Half Capacity is 2. 150% of Standard is 6. 150% of Half is 3. Capacity of the holder is increased by 1 for every IRL month the holder has been in contact with a Shard. The holder is susceptible to the affects if the Shard's or their own personal limits are reached, whichever comes first, them or the Shard. Shard's limit is increased by 1 for every doubling of the Standard size of each element being the size of a baseball. Shard's range radius is increased by 1 block for every doubling of the Standard size. Void Shard Lore is back, as am I somewhat. Please check the poll questions and follow what the request is after them :D
  6. Disclaimer: The currently accepted lore for Voidal Horrors says that these creatures reside within the Void, and since then people have mentally assumed this when thinking up ideas for Void Horrors and thought up not only sentiences, but societies and hierarchies in the Void. This, however, is in contradiction with the nature of the Void. It is an endless sea of energy and potential, a sapient being can not exist there because it is anathema to the Void's raw-energy nature. Consequently, this feature of the lore for voidal horrors must be amended! However, this amendment doesn't necessarily have to change IC beliefs regarding voidal horrors' origins. The Origins of Voidal Horrors Long has it been thought by mortal scholars that the creatures known as Voidal Horrors were not simple monsters, but were actually utterly alien beings who have invaded from the Void where the rest of their bizarre societies resided. Though this line of reasoning is understandable, it is unfortunately incorrect. Voidal Horrors are not invaders from over the great arcane sea, but are instead something perhaps more mundane. The Veil protects the mortal world from disintegration by the endless and chaotic energy of the Void, and it has done so ever since the Creator forged the universe. However, it is not perfect, and often the imperfections result in anomalous instances where the energies of the Void manage to seep into the mortal world, without the control of an arcane mage to guide them. Most often, the Void energies take the form of everyday objects and elements, such as saucepans, fireballs and clocks. Sometimes though, enough energy pierces the veil and interacts with lingering mana, forming what could be considered a pseudo-soul. The energy then takes a physical form around this pseudo-soul creating a sentient being, the Voidal Horrors that many a mortal knows and fears. The beings known as "Greater Voidal Horrors", and even "Arch Horrors" are formed in this exact way. They are not special Voidal Horrors, but are only the result of greater quantities of Voidal energies seeping through in one scenario and therefore creating a more powerful and perhaps intelligent creature.
  7. The Void Shard (Note: Origin Lore is nowhere near to scale of what we will be seeing if Accepted. Mortal Shards will be infinity less powerful) Origins ~The Story and Legend of Estares, the Eternal Changer and his Creation~ The First Void Shard was formed by a Daemon in the distant past. A Daemon known as Estares, Daemon of the Void, the Eternal Changer. Estares wished for the strongest connection to the Void, to truly understand it and know its purpose, and so he devised the Void Shard over thousands of years of hiding his work from all others. The Shard had many needs in his plan to create it, even death was needed. Secretly he waged war on minor Aenguls and Daemons who few ever cared to notice; taking their lives and imprisoning them to pull together enough energy to create the First Shard. Over time however, one Aengul noticed the younger and weaker Aenguls disappearing, as it was their duty to watch and protect all. This Aengul spoke to the Arch-Daemon and Arch-Aengul and told them of what they knew. Soon enough, the Two were searching for what caused their disappearances. Though while the Two searched mindlessly not knowing what was truly going on and why their disappearances were grave, Estares continued his work, taking note of them searching and taking light precautions at first, which grew more and more over time. Long after Estares began working on gathering the materials and power needed to form the Shard, the Arch-Aengul and Arch-Daemon found a small clue to what soon lead them towards Estares; they found something only he and a few others used, evidence of the Void and its power. Estares was near completion as he heard the Two had began to search the users of the Void and those that sought to learn of it. He, in a furry of worry to be found, began the process of creating the First Shard with less materials than was needed, he lacked what was needed to restrict its power. He continued on however, despite this danger, and soon, the Arch-Aengul and Arch-Daemon had begun to end their searches, and narrow to him. He knew his time was limited, and so he hastily finished his work. The Arch-Aengul and Arch-Daemon soon found their way to his Realm, as he was the last, they brought forth a dozen other Aenguls and Daemons if something went wrong. Estares greeted them as they approached, he showed no emotion, but within he was bursting with rage and worry. They told him of what had been occurring and asked him if he knew of anything that might lead them to find the one who did this terrible crime. He denied them of knowing anything about this, and so they asked if they may search his Realm. He stubbornly agreed, but as they searched, they felt a power growing, fastly and immensely nearby. They then demanded to know what is going on as the power continued to rise beyond themselves. He denied feeling the power they felt, but they claimed his lie and held it to him, they ordered those they brought with them to search the entirety of the Palace of Estares, looking for anything that may lie hidden from them. Soon they found it, by a young aspiring Aengul, favored by many. They converged upon an illusion upon the Throne itself, in truth which was not there. They destroyed the illusion and found a staircase leading deep into the dirt and stone of the Realm. Estares demanded they leave, but they warded him off as he attempted to block passage. They were slowed on their descent by a heavily enchanted door, ancient and powerful magics kept them from passing, but together they broke them and continued on into the depths of the stairs. Soon, they reached the end of the stairs, where Estares could not keep them from, being forced behind them as they descended. He yelled and cursed them for breaking into his home, but they ignored him as they entered a grand chamber. Immense in size and emptiness, only a platform surrounded its edges. Though in the middle, was something else entirely. They gazed upon the great sphere that continued to grow in size, ever expanding, the source of the power they felt, the one that did not cease to grow. Estares pushed passed them all, holding his hands before him commanding them to leave his home. The Arch Aengul and Arch Daemon stepped forward, ignoring him yet again, "You defile that which the Creator made you to be, you defile the power you have been given and obtained. You defile all that exists with this, this, thing!" The Aengul shouted, the Shard's shape shattering and reforming to its spherical shape. The Daemon stepped forward, his steps cracking what they now notice to be bones, bones of no other being, but that of an Aengul or Daemons. The Daemon commanded those they brought with them to escort Estares from the chamber, and they shall deal with the monstrosity of the Void. Though as they walked forward, weapons drawing and ready, Estares spoke but one word, "Never." He cast his hand towards the Shard, his Staff, upon a pedestal blinked to his hand, he held it towards them, his eyes glowing with hatred and anger. He called upon the Shard and its power as they approached him, they stood prepared to defend against whatever he may do, but none saw what may happen next. A shadowy mist poured in strands from the Shard, moving through the air at those before Estares. The Arch Aengul stepped forward in an attempt to attack Estares, the strike was swift, but failed, Estares blasted the Aengul back into the tunnel of the stairs, causing the Arch Daemon to ready his weapon, and the younger Aengul and Daemons to charge forward. The first was touched by the mist, of which only the sound of a sonic boom and a flash of light was heard as the young Aengul stopped where they stood, and slowly their skin cracked and peeled, revealing a bright and unnatural blue. The Aengul was consumed by pure mana, their life vanished, as with their power and mind, their existence, gone. The rest of them recoiled as 7 more met the same fate in rapid succession. A young Aengul and Daemon scampered back towards the Arch Daemon as they watched in horror as their brothers and sisters died before them. In the matter of minutes, only the 3 remained standing, backed against the stairway, where the Arch Aengul lied battered and unconscious. Estares turned towards them as the last of the others fell, consumed by the bright flame of pure mana, overfilling their body to the point of corruption and destruction. Estares held his staff forward, first for the young two Aengul and Daemon. The mist from the Shard began to surround them, the Arch Aengul barring their way up the stairs as they were surrounded. Then slowly the shadows moved forward, it gripped all three of them fully and purely, though nothing happened at first. Estares began to laugh, wildly... madly... "Witness the power of the Void... feel it consume what that of lesser things made you..." At that, the two young ones closed their eyes as the bright flash and boom once more sounded, though they felt nothing as a shadow covered them. The Arch Daemon had shielded them with their own body, the Daemon looked to them, and they to the other Arch Aengul, telling them to go, run and do not return. The Daemon was weak and wounded, slowly being poisoned and broken by pure mana, their power barely shielding them from the constant attack of the mana. Estares laughed and glared at the Daemon as the young ones began to drag the unconscious Arch Aengul up the stairs, and away from the Palace. The Daemon weakly stood and held his sword out towards Estares, "You know not..." they breathed heavily, "What you are doing..." He coughed, spray of the mana poured from their mouth, the pure mana slowly overtaking them and their body, constantly being fed by the Shard. Estares planted his staff unto the broken bones of the many Aengul and Daemons he killed to create the Shard, "No, I know exactly what I am doi-" He was cut short as the Daemon lunged forward, his sword clashing into the Staff, it flinging away from Estares, who recoiled and backed away from the Daemon. Estares laughed lightly, thinking, 'The fool will die on their own, all I must do is avoid th-' The Shard groaned and shattered moments after the Staff cluttered among the broken bones. It heaved and swayed, growing more rapidly than ever, the Staff had been the controller, and the Staff no longer had a wielder. The power began to recoil and pulse, not knowing which way or what to do. In the end, only one thing was certain to Estares, the Shard had lost balance, and without balance, it cannot sustain itself. The area around them began to crack, raise and descend, water, earth, fire, air, and lightning, all appearing and dispersing just as easily as they came, all manner of the Void was collapsing around them, into and from the Shard, all at once. The Daemon hobbled backwards to the stairs as Estares looked in wonder, love, envy, and worry, as the Shard continued on. The Daemon fell back onto the stairs as powerful winds began to turn towards the Shard itself, its surface constantly breaking, forming and dissolving. Estares began to move, but not of his own accord, he now realized his mistake in not creating a balance for the Shard, it would now either grow and grow, or destroy all before it, including itself. Estares was moving forward slowly, but picking up pace as the winds grew stronger and stronger still. He quickly sought for the only thing that held power over the Shard, his Staff, scattered away, he began to use all his might, power, and will to reach it. The Daemon, now pulled upwards, held to the side of the doorway, holding themself in place. They watched as Estares reached his Staff, and watched in shock, and fairly delight, as Estares began to be pulled into the air, moving towards the Shard at a quicker pace ever moment. Estares tried all he could to make the Shard to respond to the Staff, but it did not, it had grown too powerful to contain, and so Estares looked to the Daemon, and smiled lightly, but not of joy, but of attempted Hope. He cast his Staff forwards with all his might, the Daemon took it, though barely, the great winds pulling it back every moment it left Estares's hand. The Daemon looked to it and then to Estares, as he was pulled into the Shard. They felt the slightest happiness, yet sadness for Estares. As Estares was consumed by the Shard, the Shard itself began to collapse, mana from all living things within the Realm began to pull to it, ripping it from the bodies of all living things. The Daemon felt release and relief as they felt the pure mana within them being pulled away. They looked once more to the Shard as its figure was now the size of boulder, from its original monumentous size. The Daemon began to hurry from the chamber as it began to collapse inward. The Realm was collapsing into the Void. They escaped the Palace to see the young Aengul and Daemon prodigies and the now awakened Arch Aengul staring into a massive abyss, where at its center, the Shard remained, growing smaller and smaller, pulling everything within it. The Daemon walked over to the others and spoke, "We need to leave, it is ripping this Realm apart." Of which they all agreed and began to depart as quick as possible. The Daemon however remained within sight of the Realm, as they watched its final moments. Then, within an instant... The Realm was destroyed, debris of the lost Realm scattering into the the distance of all things. The Daemon then, looked to the Staff, and thought of what it was capable of doing, controling great things, and bringing great destruction. It was then, a note from the Realm drifted by him, and he saw what Estares had ignored, the Stone of Ser'ni, The Stone of Balance. It was the final key to keeping these powerful Shards under control. The Daemon looked to the Staff and thought, 'Great Destruction can be found from these things... But Change as well goes with it...' They sighed as they knew they could not destroy the Staff, but instead, they needed to make it what it was to be, the Balance of the Shards. It took a great many years, thousands even, the Daemon was no longer the Arch Daemon, for a new one had arose, a once prodigy, though now the Daemon found the Stone of Ser'ni, and placed it atop the Staff in a holding, made just for it, though never used. The Daemon looked upon the Staff before gripping it tightly for a moment, and releasing it, casting it into a young Realm, which new life and recently began, and the Aengul and Daemons were charged to watchover... ​~Excerpt from The Book of the Elders, Legends and Myths~ ~Mortal Founding~ As the once Arch Daemon cast the now completed Staff into the newest Realm, a Realm finding new life, they watched it eternally, keeping their eyes forever upon it, never letting harmful things occur to it, as the powers within it may react to anything in near any way. The Daemon watched, and watched for a great many years to the new Mortals whom were Created upon this Realm. Ever Watching... A small child, a Descendant of Horen, a Grandson was he to the first of Humanity. He grew up looking to the Stars and looking in awe at mighty mountains and structures, ever wondering, 'How did this come to be?' The small boy's father noticed his questions and thoughts, and as he grew older, he, a quant and fairly pocketed Man, bought his son a library filled with books, tablets, and tomes from all across the Descendants greatest of Ponderers and Philosophers. The boy grew up reading of Magic, Mystic structures of power, Aenguls and Daemons, the Creator, and The Void... As time passed on, ever moving, the small boy was now a young man. Tahrah was his name, Tahrah, the Man Who Ever Asked a Question. Tahrah continued to read his great amount of Books and Tomes, one Book he found most intriguing, an old Book with the name EverTide, the only thing any could really tell of this Book, as the writing itself was changing ever constantly, and impossible to truly decipher. He found this Book in an Ancient Elven City of High Elves, in their Great Library. He would often visit this Ancient City of the Elves, ever reading the Book, and always asking those of the City if they could read it, all of whom denied so, but the few who did not, the Eldest of the City, deemed it unwise for him to further read the Book or attempt to understand it. Though one day, he seemed to have discovered a way to decipher a small portion of the Book before it changed yet again. He deciphered as much as he could as it changed before him, he decided to skip to the end in an attempt to use as much as he could. Though like before, in mere minutes it changed before him. He sighed as he then looked over what he had discovered. He had discovered the tale of Estares, though incomplete in its entirety, he read it many times over, thinking and wondering what it was he had Created, as he had only deciphered the materials needed to create it, and the ending of the Tale and the need of the Staff to ever create this construct. He set to work to find what he knew he could, and over time he gathered all of the materials except for one... The Staff. The Daemon ever watched and monitored all that ever knew of the Staff. The Daemon soon found it was unsafe to leave in the wilderness as Dark beings arose by the strength of Corruption and Evil. They went down to the Mortal Realm and took up the Staff for safe keeping. They returned to their view of the Realm from above to find a suitable place to keep it safe. They gazed over the Ancient Elven City and descended into the City and sought the safest place from a city of Knowledge Holders... Tahrah walked into the Library entrance and told the Keeper he was going to go find a new Book to read, of which they nodded and bid him welcome. He walked further into the Library, into the section meant for the eldest of books, held under lock and key, a key he was gifted for his wonder of knowledge. As he descended a spiral staircase, he heard something moving below. He quietened himself and continued downwards in the shadows of the faint glowing stones. He reached the door to the corridor, peering around the corner to see a dark and cloaked being holding a long piece of wrapped clothe. The Being waved their hand, a section of the Book pulled from the shelves forward into the air, of which they placed the clothe. The Books were then moved back to where they belonged as they waved their hand. Tahrah watched as the Being stepped backwards from the shelf before crossing their arms. Tahrah gulped lightly as he realized, there was only one way this Being could leave this room, the stairs behind him. Though as he gulped, the Being turned in an instant, glaring directly at him, their eyes looking directly into his. The Eyes were green, eyes that gave the feeling of Death itself upon Tahrah. As quick as the Being had looked at Tahrah, they vanished before his eyes, turning into a pillar of smoke before dispersing. He slowly entered the room, looking around before turning to the shelf that the Being had placed the clothe. He slowly took the Books away as he peered the clothe sitting in the shadows behind them. The Daemon watched from the Shadows as Tahrah took the Staff, wrapped in clothe, from the shelf. They peered into his mind seeing, he will know what it was. Though he found it strange he would, he knew then, the Staff and the Shards would return... And Change... Better... Or for Worse... ~Modern Shard~ The Mortal/Modern Shard is a newer creation of the Original Shard, a powerful piece of the Void ripped from the Nothingness and pulled forward and concealed within 'Shifting Glass,' a very difficult to make glass that can move without really breaking as it repairs itself and is thick enough to not be easily broken. The Void Shard is the essence of the Void trapped and imprisoned to the will of a 'Controller,' of which there is only one at this time, the Staff of Tahrah, (History will be found in ~Mortal Founding~), This Controller has the ability to use the Void Shard as a conduit of immense amounts of 'Pure Mana,' A substance of Mana so pure, it corrupts and destroys living/was living things and damages that which is not alive/never was (rocks/earth counts as this). The Pure Mana can have varying effects on what it is used on. For Example: Immortal- Will not be capable of killing, but will poison them until their body finally overcomes it or the Void Shard collapses upon itself, pulling all things it has touched, The Pure Mana, back to it, healing all it has damaged with its power to the point it is no longer being affected. Other uses of Mortal Void Shards is 'Rebirth' as Estares would have called it. In 'Rebirth,' The Shard is meant to collapse upon itself by the Will of the Controller, this will cause the Shard to, however, permanently disable the Controller in some way, and then cause massive destruction to the area by pulling large pieces into the Void forcefully, pulling anyone and anything else with it. (Souls are fast enough to escape this, you will not be permanently killed if caught in this) Once the Shard has collapsed, the people that had helped create it, are majorly reduced in their health, it causes varying cases of sickness from minor Mana Poisoning being rebounded and possible short time blindness, hearing impairment, and in some cases loss of bodily functions. The Shard also has an unlimited supply of Mana, but of the Purest kind, not even an Immortal/Aengul/Daemon can withstand this Mana being used for very long. This Mana causes many different and varying effects upon the User if used for too long or used too much in general. The Shard when Collapsing by the loss of its Controller and the Controller is not regained quick enough, before it becomes too strong for the Controller, will react greatly in violence and destruction. It will cause the area beneath it to rupture and shift, change States of Matter and sometimes simply disappear all together. It also tends to have the effect of leaking Pure Mana onto the surroundings, which will poison any living thing on contact and erode the area it touches, making its physics go mental, (loss of gravity, loss of color, changing of states of matter). If the Shard is Collapsing by the Will of the Controller, all effects of a Normal Collapse will not be present other than the destruction of the area after it collapses and is pulled into the Void. Shards can vary in size from the size of a pebble to the size of a boulder. With this, the larger it is, the stronger it is, but also the more unpredictable. The size of the Shard depends on how long the Controller has had the Controlling object and commanded it. When the Controller is not controlling, it will grow at an increasingly rapid speed. When the Controller is controlling it, it shall not change in size or power in any way. The Shard can be used in many different fashions and forms suiting the need of the Controller. The People who make the Shard can adjust its size to a limited size in the beginning depending on what materials they have that are needed to create the Shard, more materials, larger original Shard and overall more powerful in the long run. Defensive mechanisms are apart of it aswell, the Shard has an automatic defense that when the Controller is not near, it will tend to vanish if anyone that means it harm/to steal it, but this is a rarity as the Controller must have a very long and powerful connection to the Shard for this to occur. Another mechanism requires the Controller to be within the presence of the Shard and focus on who is with the Controller, and who is against. Once the Controller does this, a mist/shadow will erupt from the ever moving and repairing cracks along the Shifting Glass and will flow to those the Controller targeted. (The range of the mist/shadow is within the presence of the Shard as well.) Once the mist/shadow reaches the Living/Was living and Mana sustainable being, it will pulse Pure Mana into the victim, causing them to become Mana Poisoned which will inevitably kill them if their body does not repulse it, the Shard Collapses, or is removed by a Creator of the Shard. Mana Poisoning causes the body to repulse and become intoxicated with Mana, (not like alcohol), it can cause illusions, memories to reappear, bodily functions to stop, mental madness, and on occasion permanent disablement. Mana Poisoning once completed will erupt from the body, turning the victim into a solid statue of Pure Mana which to the touch will burn as Lava to that which touched it, any living person to touch this will also get Mana Poisoning to a lesser degree which includes sickness, temporary bodily functions to stop, spasms, and illusions. The Fear of making a Shard is what it can do if the Creation does not go correctly. If the Shard has a manufacturing error/flaw, it will often backfire immediately and begin to Collapse upon itself in rapid succession. The worse of all effects can be seen when in the Creation process, there is no Controlling object, or there is not a Stone of Ser'ni. Which will cause the Shard to forever expand and grow in strength unto the point The Physical Plane forces it to Collapse as the Void would be unprotected in the Physical Plane if it continues to grow in size and power. ~How To Create~ -To Be Updated Further- To create a Void Shard one needs many materials to do so. There are a variety of materials one may obtain to create them, the stronger they are however, the stronger the Shard shall be in its originality. -2(+ must be equal amount) Strong+ Air Elements -2(+ must be equal amount) Strong +Earth Elements -2(+ must be equal amount) Strong+ Water Elements -2(+ must be equal amount) Strong+ Fire Elements -8(+) Masters of the Magical Arts (1 Per Element) -1 Controlling Object -1 Sephyrim Crystal (Shifting Glass) Once all the materials are obtained, the process to create the Shard can begin. 1.) Destroy Sephyrim Crystal to obtain the form of Shifting Glass. 2.) Mold the glass into a sphere. 3.) Breach the top of the sphere with a chip from its surface. 4.) Place Elements into the sphere. 5.) Choose who shall be the Controller 6.) Place Object of Control atop the sphere over the chip on the surface. 7.) Focus, all Masters of the Magical Arts, energies into the Shard and do not release. 8.) Focus all mana and wisdom of the Void into the Shard. 9.) Be prepared for the Shifting Glass to react to the Energies. (Usually violently forming) 10.) Take control of the Shard before it grows too large and the Controlling Object can no longer control it. 11.) Never let the Controlling Object from the Controller. Once you have done this, the Shard will be in its infantile state and very unpredictable. During this time it is highly suggested that only the Creators of the Shard go anywhere near it, as it will recognize them as its strength and avoid harming them to extremes. During the infantile state, it will often spring forth Voidic energies across its surroundings that may or may not remain for long. As well as note that the increase of Mana standing poisoning will be greatly increased as it draws forth the Void. (The Shard replaces normal Mana in its surroundings to Pure Mana at a much greater pace in this state.) Once the infantile state has completed, and all signs of it reacting randomly have passed, it shall now be a full Shard and it shall return to normal rates of Mana replacement and energy exerted upon the surroundings. ~How to Destroy~ -To Be Updated Further- In the time Void Shard's have been known to exist, very few ways have been found to destroy them. The most dangerous of the ways for it to be destroyed, is to allow it to grow until the Physical Plane forces it to return to the Void, which will either incinerate a vast area around the Shard, or pull forth vast amounts of the Voidic energies and unleash them upon the area, turning the area unstable to any sort of magical tension. The next way is for the Controller of the Shard, whoever holds the Object with control over the Shard, to will the Shard from existence, forcing it to break all ties to the Physical Plane and to collapse into the Void. This way is generally the most docile of the ways to remove them, but it can however harm the Controller permanently as a byproduct. The final known way to destroy a Shard is for the creators of the Shard to come together and use their power to undo their creation, however, this will use their lifeforce in the attempt to break the Shard. It is unknown why it uses the Lifeforce of its creators to be destroyed, but it does. Those that use this method to destroy a Shard will not return by any means. Their Soul will refuse its return if attempted to be brought back. Only one case of this not working is within the tale of Tahrah, however this shall be hidden lore for possible events in the future over the Shards. There are hidden ways to destroy a Shard none have ever attempted, these will be in hidden bits of lore, as they have upsides to destroying the Shards, rather than downsides. This is to, hopefully, make people attempt to test things with Shards and find out new things and create roleplay. There are other hidden ways to destroy Shards, these will be possible to be found in Events, or experimenting on the Shards. ~Items of Interest~ Stone of Ser'ni A Stone of Ser'ni is an impeccably rare substance. These are small stones that are remnants of pure strength and power. They are created at the sites of Aenguls/Daemons, manifesting, either willingly or forced. The Stones however will carry on the type of strength of the Aengul/Daemon that they were formed from. This causes the Shard to react to its surroundings in different ways, if the Aengul/Daemon was harmless then the Shard will not be very violent in outbursts of energy. However, if the Aengul/Daemon was very violent, then likewise the Shard shall be very violent. The most notable Stone of Ser'ni was the very Stone Estares used to create his own Shard, a presumed Aengul who was the first to manifest by accident and then warn the others to not try. Her name on record was Ser'ni, whom accidentally entered the Mortal world long before the Mortals existed, some would say she may still live. (Possible lore expansion incase something is looked to be added) Sephyrim Crystal A Sephyrim Crystal is another very rare substance, one Beings such as Aenguls and Daemons get nervous around for their properties which shall be explained momentarily. Sephyrim Crystals are possibly the most rare substance in existence. They are formed at the Death of an Immortal Being of great strength, such as an Aengul or Daemon. It will slowly turn their forms into the Crystal upon their death, the reason unknown. The most profound property of the Crystals is their ability to withhold Souls, consciousness, Spirits, and other things incapable of being seen. The Crystal has gained its fear from Aengul and Daemons because of this property, it has the ability to pull their Spirit/Soul/Consciousness, within it and entrap them. However, this can only be done by direct contact, as only direct contact shall allow it to pull the Spirit/Etc. within it. (Most Aenguls/Daemons will know what the Crystal is and where it is if they are close to it, making it near impossible to actually capture them.) Shifting Glass (Crystal Remnants) Shifting Glass is the outcome of a Sephyrim Crystal being destroyed by any means. This is the inner part of the Crystal, a glass that seems jello like to the touch as it moves. The Glass has a smooth surface for the most part until it is touched and the effect of being touched takes place. When the glass is touched, it will seemingly break apart by cracking and shifting, however it never really breaks as it never separates and looks to repair itself afterwards. The glass is the key structure of the Shard and the Shard cannot be formed without it, otherwise the Physical Plane will push the Shard back into the Void as it has no Physical form at all. Formation of the Shard from the glass goes something like this: The energy of the Void is forced into the glass, going deep within it where at one point the Spirits/Etc. would have been kept before it was broken. There the Void will begin to manifest into the Physical Plane undeterred as within the Crystals, nothing has a Physical Form, but the Plane does not expunge it from existence. Thus, allowing the Void to manifest from the combined strength of many masters, within the Crystal and form a Void Shard. Staff of Tahrah The Staff of Tahrah is possibly the most ancient and powerful of all Voidic Relics. Created by Estares to perform his experiments with the Void, it is one of the first artifacts used to tamper with the Void. Estares, during his experiments, gave a great many Voidic properties to the Staff as well as many things only it can do, using the combined strength of the Void and Physical Plane. No known Artifact/Relic is deemed more dangerous as this in the Mortal World to historians/scholars and the Aenguls/Daemons, even though few understand it. Now, Estares was no fool in his creation of the Staff. He made it's powers in such as way that only an Immortal to the wisdom of an Aengul/Daemon could understand it and use the powers locked within it, (However, many are too afraid to even go near it). Tahrah however, was given a great length of time to study the Staff, along with his long and vigorous training/void tampering, he learned even only a few of the great many things the Staff can do. All things that he discovered must either be learned on their own, for the understanding of the Staff is not mere knowledge, but also a connection to the Staff which takes long to form. The Staff as well has properties of its own that all who know them find them strange. ~The immediate area around the Staff has a powerful Voidic Connection, all Void magic is greatly increased in strength (3-5 feet distance). ~However it strengthens those around it, it refuses the connection to the Void of the one holding it, making it impossible for the holder to cast Voidic Magic. ~Very, very dangerous to hold. At an insanely fast pace, the Staff will change the Mana within the Body of the holder to Pure Mana, very quickly killing them. (It can only be held for about 1-2 minutes ICly or any Mortal will die)(As well as a precaution against AenguDaemons) ~Fatigue is a common finding when being near the Staff. Anyone near the Staff will feel slower and weaker as it feeds off their very strength. (Another Safe precaution Estares had against Mortals) ~Strangely, an adverse effect of the tampering Estares did, the Staff highly dislikes the warmth, often seen smoking and rattling when in the Light as well as near Fire or in a simply warm area. ~Tahrah once noted in a journal, "It feels as if it tampers with my very thoughts... making me think like I never have before..." Essentially, the Staff will occasionally cause the holder to lose their mind and become bad if they were good, or worse than bad if they were bad in the beginning. Pure Mana/Normal Mana Normal Mana is the average connection to the Void that the Physical Plane has adapted to in order to hold the two 'Great Planes' together. Acting as roots from a tree it spreads into both the Planes to hold them. Tieing to everything there is, it allows the connection between the Void and the Physical Plane, and so, the Mortals, allowing the creation of the Voidic Magics through it. Pure Mana is the ties between the Void and Physical Plane, where there is essentially nothingness. It is the trunk of the tree so to speak, much stronger than the roots that grow from it. Pure Mana, not meant for the Void or the Physical Plane, corrupts and destroys that which it touches, however the Planes can force it out, but slowly, making Pure Mana survivable but very painful. What the Pure Mana is attempting to do is return to the 'nothingness' by pulling itself back and whatever it is latched onto if it must. The effects of this type of Mana is very varied, it can range on a multitude of things. (Essentially, Normal Mana is granted from the base connection that all beings that are in the Physical Plane have to the Void through the 'roots of the universe.' Pure Mana on the other hand, is a great step up from that. The Void Shard pulls a direct form of the Void into the Physical Plane, causing the 'trunk and roots of the universe' to forcibly grow around it to maintain the balance. This is where Pure Mana, the 'trunk' takes effect. The Shard uses the connection of the 'trunk' and high concentration of 'roots' around it as a defensive and offensive force. So as the design of Estares wanted and obviously worked.) ~Pros~ -To Be Updated Further- ~A very Roleplay friendly device. ~Will create Roleplay of many varying types through interaction with the Shards. ~Events will be capable of housing Ancient Shards long lost. ~Can be made into Jewelry. ~Can generate Cults/Orders to find and control, or find and destroy the Shards. ~Can be used by Evil. ~Can be used by Good. ~Very Lore Open, by this I mean much Lore can be added to them in the future. ~Inspires Players to experiment on methods of creating and destroying Shards. ~Inspires Players to experiment to find weaknesses of the Shards, and what makes them stronger. ~Greatly relies on Players interacting with them, making it necessary to Roleplay with the Shard. ~Possibility to create more interaction between Aenguls/Daemons and the Players. (I.E. Events of Aenguls/Daemons attempting to destroy Shards/hide them/tell Characters to do it for them.) ~Highly Roleplay needed device. If one does not continuously Roleplay what is needed, I WILL remove it from you in an event. ~Will be Monitored by Me to make sure they are kept well, not abused, and not neglected. ~Possible new Powers being found in Events. ~Meant to be a Roleplay needed item, to learn and use it more, characters must Roleplay to figure out what it is and what it does. ~Excuse to remove landscars (This being, an ET will control a specific character who dislikes the ruining of the world and will go out and use unknown powers of the Shard to devastate uninhabited villages etc, this being will NOT be aggressive towards the Descendants nor shall they teach them what they know except in VERY special events. Will require ET to build ruins of the city in the area, however the overall land will be rejuvenated.) ~Cons~ -To Be Updated Further- ~Pure Mana acts as a progressive poison, will eventually kill any who are near it too long. ~Very hard to find the materials required to create one. ~Fairly difficult to destroy. ~Vulnerable to certain substances/magics. (Experiment in Roleplay to find these weaknesses) ~Sephyrim Crystals are possibly the rarest material in the Realm. ~Aengul/Daemons grow uneasy when their power is near a Shard. ~Very destructive to the Creator's and Controllers of it. ~Destructive/Hazardous to the area it is within. ~Events may have random negative effects Shards shall have. (This will not be for normal Shards, as I do not want random Shards having very powerful strengths that no one can control.) ~Must be willing to have all their work to create the Shard, the area it is within, and people connected to it, greatly damaged. ~If the Shard collapses into the Void by having no Controller, it will rip the connections of the Makers and whoever Controlled it last apart. Removing all connections to the Void, which must then be reforged. (This is because, as the Shard collapses into the Void, it also pulls anything attached to it related to the Void with it.) ~Sought by creatures of the Void as a 'passage' to return home. Will cause Voidic creatures to attempt to force its destruction and return them to the Void. ~Will be a target to attack when whomever the Makers and Controller are under threat. ~Is known to sometimes corrupt the mind of those who Control it, turning them on those around them. ~A Great Many Things To Come from Events~ ~Read the entire post, and look carefully, for a majority of backfires and effects~ ~Side products that are negative will be added here over time~ (I will be working on this over abit of time, as right now I am a tad busy, I'll add another section tomorrow or later today if I have time to.) P.S: Give feedback, would love some ideas for where this could go and how to structure this abit.
  8. TERMS: BASICS The Void is a realm of pure energy. Simultaneously nothing exists while everything exists. It was from this energy that the Creator formed our world as we know it. The Creator alone has the power to wield the mana and energy of the Void to create something new. Not much is known about the Void and its elusiveness has made it near impossible to study. Yet the existence of 'nothing' within the Void that can become 'something' in the instant that a being with enough power willed it to be so provides a potential to lesser beings. Evocationists borrow the energy from the Void in the form of a basic element, however what they summon must always return to the Void as it is distinctly different from anything 'real' in that it cannot exist separate from the void. Some users of magic would claim to journey into the void themselves and be able to emerge some time later. Just as much as one being can disappear from our realm, be converted into pure energy and mana, and emerge again seemingly unharmed; so too can objects pass from this world and exist within the void. If an object's amount of mana can be balanced by the mana of a sorcerer who has a connection to the Void, that object can be removed from being 'real' and exist instead in the Void. WHAT DOES THIS MEAN? 1. Entities can be sent to the Void 2. They can be brought back from the Void at another time in another place UNDERSTANDING THIS ENERGY All things are made of small particles that exist as pure energy in the void. The larger and more complex an object is, the more energy it contains. All things contain mana. The combination of energy and mana forms the 'DNA' of that object that defines size, mass, consistency, etc. Energy must not be thought of in a linear fashion. If x were to be separated from xyz then x does not exist as independent from xyz because its entirety is defined through the combination of mana and energy, so by removing a single part you do not get a part of the whole because the information is fragmented. If the leaf of a sapling were to be sent to the void while still attached to the rest of the sapling, then the combination of mana and energy has been disconnected from the whole entity and the leaf fails to exist, becoming meaningless energy in the void. If the leaf were to be disconnected from the flow of mana then sent to the void, the mana and energy is able to recombine in the leaf to create an individual entity that can exist separate from the sapling. This may sound complex, but it simply means that a part of something cannot be sent to the void and then reassembled again. The object must be sent and reassembled as a whole. It is possible to partially disassemble something, though it will be converted into generic energies in the void and remain unretrievable. Any object that has a fluctuating form likewise has constantly shifting energy and mana. Water that is not in a solid container continually redefines itself and therefore risks becoming nonexistent if sent to the Void because it is separated from a part of its' whole. Fire is also not at any instance 'solid' enough for its form to be understood. Larger living animals are highly complicated entities and within every second become vastly redefined in terms of mana and energy as blood quickly pumps around their large bodies. It would not be possible to read as a whole and understand a large living being as it is almost immediately shifting, therefore the larger the being the more impossible it becomes to discern their form enough to send to the void at all. Natural objects that remain in the form that they were at the hand of the Creator have a much higher level of mana than those that are reformed at the hand of man. When the form of an object is changed so too is the combination of energy and mana that defines it. A plank of wood has less mana but a more complex energy signature than a tree branch. Because the energy is no longer in its natural form when it is within the Void this energy is more distinct than others. A steel sword, for example, contains highly complicated energies that would be more difficult to define in the natural world but easy to discover in the Void. In the moment that something dies or is changed in some way (like melting iron) its mana begins to shift and be used up as the energy particles are redefined. Humans as an entity have constantly shifting mana because of the complexity of the soul. Depending on mood, the connection to magic, physical health and many other attributes, the human body undergoes constant changes in mana that makes it impossible to define. HOW TO? A sorcerer must first understand the object that they wish to send. To begin with the object or entity will need to be physically studied, then mentally studied, then magically studied. The entity in question must remain unchanging in form and mana while it is being studied, otherwise the shifting energy will make the entity too difficult to understand. Once a sorcerer adequately understands the entity they must use their own mana to match that amount of mana. Then, once a connection to the Void is established just as any Evocationist would, the object slips into the nothing and ceases to exist in this world. Now that the entity floats around as pure energy in the Void the Sorcerer can get on with their day until such time as they would like to summon it back. Obviously the longer something is left in the void the easier it will be for the Sorcerer to forget the DNA of that entity. If such information cannot be recalled then the object will never again be seen in this world. However if such time has passed that they can remember the entity's combination of mana and energy, they simply establish a connection with the void again and imagine the entity in its original form, connecting with the energy and using the same amount of their own mana that it originally contained. LIMITATIONS Based on the very nature of energy and mana and how they exist in the world there are some limitations: Understanding or 'reading' an entity before disassembling it takes time. An entity can be moving in space but no part of it can be changing while it is being 'understood'. Connecting to the void takes time to clear one's minds and senses completely. Reassembling an entity can never be done instantaneously. For a highly experienced sorcerer it would take just as long to reassemble something like a shield as it would take for someone to physically wield one. When an object or entity is reassembled into this world, it is reformed as though it were frozen in time in the void. All reassemblies are motionless in time and space. Only a master can disassemble or reassemble something without touching it because the connection to the Void must be created by the sorcerer. A sorcerer must match the mana of an entity to disassemble and reassemble it, so any entity with shifting mana cannot be done. This includes but is not limited to: unconfined liquids, fire, living beings too large to be 'understood instantaneously' (larger than a dog), lightning, wards. Magical items are protected by highly concentrated mana that may or may not be fluctuating. This makes it impossible to disassemble unless the sorcerer is in control of the magic/enchant themselves. Humans cannot be sent to the void. TIERS Tier 1: Disassembling and Reassembling small lifeless entities must be done near instantaneously so that one can practice discerning the form of an object within the void Tier2: A lifeless entity the size of one's hand can be stored in the void for any length of time depending on one's memory. The object must still be handled before disassembling. Tier3: Living entities can now be disassembled and reassembly becomes easier to perform. Objects that are not 'whole' can be disassembled (See Para 2 of "Understanding...") Tier4: An entity no longer needs to be touched to be understood and disassembled, however it must be completely visible. A connection to the void can only be made in the near vicinity of a sorcerer. Entities as large as the sorcerer themselves can be trans-located. Tier5: Multiple entities can be reassembled into one form. Reassembly can be performed at a distance from one's self, no longer requiring to touch an entity. COMPLEXITIES To encourage a greater understanding of complex entities, the following list has been assembled as a guide from simplest to most complex. The size of an object also has a dominant impact on how complex an entity is, however is not necessarily a factor in this list. Lumbered wood Stone Cloth Leaf or flower Smelted Steel Fruit Book Ice Small plant Bug Tree Frog Small animal (nothing larger than a bird) Raw energies: fire, water. lightning etc. (cannot be reassembled)
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