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    • Serethia

      Minecraft 1.12   06/06/2017

      Update: Most plugins are now ready for 1.12, however we are currently still waiting on MorePlayerModels to update to 1.12. Hopefully this should not be a long wait.   Minecraft 1.12 has now been released but Aethier has NO intention of updating at this time. Spigot is not yet stable, and i do not wish to sacrifice server stability for the new features just yet. Further information will be given closer to an official server update. Please continue to use Minecraft Version 1.11.2 until further notice. Relay this message if possible!
    • Serethia

      Forums   06/08/2017

      Update: We have isolated MOST of the issues down to the theme the forums displays on, and have temporarilly changed it back to default while we work on a solution. You may re-enable the theme manually using the theme selector at the bottom of any page.   The forums are still being worked on- however we are awaiting a few critical updates aswell as the Theme Developers to push us an update. Hopefully these should patch the issues remaining in the forums at present. Apologies for the weird way things are displaying at the moment.
    • Serethia

      Internet Blackout - 12th July   06/13/2017

      Aethier Will be Participating in this years "Internet Blackout". During this time the front Page of our website will be unavailable, and you will through normal means be unable to get into the website. If you wish to bypass this on this date, please bookmark or save the https://www.aethier.co.uk/IPS/ URL, as it will get around this.   To read more on the Internet Blackout, Please see here: https://www.privateinternetaccess.com/blog/2017/06/july-12th-internet-planning-day-action-save-net-neutrality-just-like-sopa-blackout-internet-slowdown/

Latest Lore Updates

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  1. Earlier
  2. Lore Journal: May 2016 Onwards

    ADDENDUM: Any types of MEMORY afflictions, such as photogenic memory, perfect memory, etc, still require an application to be approved. Beneficial afflictions still require proper applicable procedure.
  3. Lore Journal: May 2016 Onwards

    Hello everyone! We've decided to change the way that a lot of things work, to a degree of looseness and overall enjoyment. This is the first steps toward giving out more trust to the players, instead of forcing everyone to have to apply for literally everything. From this point forward, the following things MUST be applied for to be approved and played on the server. If these guidelines are not followed, it may result in a lore violation. If you play a character that meets any of the following jurisdictions and have not applied in the past, to continue to play your character, you must now apply. They are as follows; Capped races such as Syrien. Alchemical modifications that change a character's physical structure. (Steroids, Vestigial Limbs, etc.) Things that are now no longer applicable include curses, and special Sinnehliv. In the case of Special Sinnehliv, any Sinnehliv that is only aesthetically changed (Appearing to be a certain flower, etc), is automatically approved, providing that it still follows the height cap in lore, and the general lore guidelines for the race. Sinnehliv with any sort of mechanical change MUST still be applied for, and are less likely to be approved. All genetic diseases or mutations NO LONGER need to be applied for, as long as they are roleplayed correctly. In the case of misuse of a specific disease or genetic disorder, the offender will receive a lore violation warning and is forced to properly apply for such a disease to prove they have done the correct research needed to roleplay it correctly. This is also applied for mental Illnesses as well. Basic Alchemical creations such as basic pain relievers, sanitized bandages, and lesser relaxants, general medical supplies as well as basic infection-fighting substances can be automatically applied for as a custom item with lore team approval only needing to be marked on the thread itself. Poisonous substances, and lethal doses of a certain type of medicine go beyond basic alchemy, and otherwise require approval in the standard applicable manner. In the case of Materials, Plants, Stones, ores to everything in between. RARE quality or lower now requires proper logging to give the materials out. Previously, UNCOMMON was this limit, but we have decided to raise it as another note of player trust and responsibility encouragement. With this change, only Orange and red tier items require events, the rest do not. =============================================================================================================================================================== Two new Horses have been released, you can find them [Here] and [Here] All horses currently published now have new art, credited to the lore team member @MaraSov and her amazing work. As of right now, new lore coming out will be marked with the original writers due to an error with the Author system, it will be fixed ASAP!
  4. Ibren Cob

    Ibren Cob Description: The Ibren cob, also known as the Ibren pony, is the smallest domestic horse breed found in Aversia. On average, they stand at about 12 hands (48 in, 122 cm)–13.2 hands (54 in, 137 cm), and weigh in at around 249–272 kg (550–600 lbs). As with most horses, they live to be around 30–35 years old if domestic, and less if feral. Originating in the Ibren Peninsula of southern Anion, the Ibren cob is a well-rounded horse, despite it’s small size. They are stocky and strong, having been bred to be used as cart horses, as well as riding horses. They are considered to be easy keepers, meaning they don’t require as much food as other horses, which makes them ideal for people who don’t have the money or space to keep larger breeds of horses on their property. Ibren cobs are varied in their colours; grey, bay, chestnut, black, palomino, buckskin, and dun are the colours that are seen most often, with palomino being the most desired. They never have pinto colours, though it is very common for them to have white markings on their legs and on their faces. They are very docile and gentle animals, and often eager to please. They are easy to train, and while they don’t bond with their riders or handlers as well, they generally have gentle, friendly personalities that makes them pleasant and relatively easy to work with. Even when they’re young, they are very relaxed, and it takes a lot to frighten them, though they will still be wary when introduced to new objects or loud noises, and it’s still possible for them to bolt out of fear. They have good stamina, though they are not very fast and are known for their very bouncy trot which tends to make them less desirable for riding horses. They are known for lifting their legs a little higher when they trot, giving them a show gait, and contributes to the bouncy trot, though it has been bred in simply because it looks regal when the horse in harnessed to a buddy or cart. They are kept by both farmers and nobles; farmers use them to transport goods in cities and towns where the roads are smaller and may not fit a larger horse and wagon, and nobles keep them both to ride and to pull small carts. Squires, children, and those just beginning to learn to ride are commonly those seen riding this breed of horse, due to the fact that they are relaxed, and will not react negatively towards a new or young rider. Distribution: They are found throughout the south of Anion and the regions of Aoressa from the savannah and above. There a handful of feral herds on both continents, but the majority of these horses are domestic animals. Habitat: Like all horses that are feral, Ibren cobs that have gone feral are largely nomadic animals, never staying in one place for too long. This includes the spring and early summer when foals are being born, as foals are able to walk and keep up with their mothers soon after birth. Domestic horses are largely kept in stalls or out in pastures. Diet: Ibren cobs, as with all horses, are herbivores. The bulk of their diet in the wild is grass, and this can be the case with domestic horses if they are pastured. Otherwise, domestic horses are generally fed hay and various types of dry feed. Relations: Ibren cobs are docile and eager to please, making them ideal for anyone who might be learning to ride, or is nervous about riding. Horses in the wild will flee from approaching people, but they never attack unless backed into a corner. Feral horses take some work to domestic, but it is possible, even with adults, and they are often indistinguishable from their domestic-born counterparts once they have been trained and handled. Mechanics: Good stamina Easy to train Easy to domesticate Hard to startle or scare Material Properties: Their fur can be used in clothing; their meat can be eaten, both on its own and mixed in with other foods; their tail hair can be used in string instruments. Alchemical Properties: Undiscovered; likely none.
  5. Aestatian Destrier

    Aestatian Destrier Description: The Aestatian destrier is a massive draft type horse that has recently been introduced to the provinces of Aversia through the Aestatian-Aversian War. They are generally around 21 hands (84 in, 213.36 cm)–22 hands (88 in, 223.53 cm) at their shoulders, and weigh in at around 1,224.7–1360.7 kg (2,700–3,000 lbs). Their lifespan is the same as other horse breeds, around 30–35 years in captivity, and somewhat less if they are feral. They are heavily muscles horses, especially in their shoulders, which is where most of the weight comes from. They were bred specifically to be massive, tall animals, capable of of pulling about 4,500 lbs on their own, and nearly three times as much if they are in a team of at least two animals. On their backs, the are able to carry about 20% of their weight (around 540–600 lbs of tack and rider weight). For colour, the Aestatian destrier is rather standardized, as it had been bred for a specific look. The most common colour is silver bay; a bright red bay with brown legs and white mane and tail. Most have markings on their legs and faces as well, but the favoured colour is solid silver bay. Other colours that are seen in the breed are bay, black, chestnut, buckskin, dun, and silver dilutions of all those colours. Their main use during the war was to pull heavy loads across captured territories. Anything from supplies to siege weapons were pulled by these massive horses. They were also ridden by the higher ups, though rarely into battle. Aestatian destriers are generally not very fast horses, so they make poor cavalry animals, but they have high stamina, and can make long treks, either with a rider on their back, or pulling weight. A number of horses were abandoned and left behind, or escaped, and now are generally used by farmers to pull plows or move heavy amounts of supplies and goods from place to place. They are also often used in construction, as they are able to work long hours and pull stones and supplies both long and short distances. They are still used as riding horses, but mostly for Aestatian refugees that have come to Aversia after the war. Their tails are naturally long, but the horses that first arrived from Aestatia had docked tails, giving them a bob-tail appearance, and this is still sometimes done to horses that are used for draft work. Distribution: They are found mostly in Aoressa, as that is where the majority were captured or accidentally released. Most were rounded up after the war, though there are still a couple of smaller herds that have become feral, often mingling with the other feral horses on the continent. A few are also found in southern Anion, though these horses are considered to be feral, as they were not rounded up. Habitat: Feral destriers prefer open plains as they are able to see far for signs of predators, though they rarely stay in one place for long. Feral herds will move many miles a day for food and water, and even when foals are being born, they generally will keep moving. Domesticated horses are usually kept in pastures, as most stables aren’t equipped to handle their massive size. Diet: Like other horse breeds, destriers are herbivores and mostly feed on grass or hay. Domesticated horses will often be fed some sort of dry feed along with hay. They will also strip lower branches of leaves to eat to give their diet some variety. Relations: Aestatian destriers, unlike other draft breeds, are relatively high-spirited animals. While they are not aggressive, they have tendencies to rear and buck without much warning, sometimes just for the fun of it, though this can damage wagon tack and throw riders. It takes a more skilled hand to work with these horses especially with their size. Despite this, they bond well with their riders and handlers, and are happy to greet them when they enter the barn or approach their pasture. They can be trained to come when called, or to respond to verbal commands rather than through reins and legs much easier because of this close attachment. Mechanics: Can pull 20% of their weight, and more with a team High stamina, low speed Easy to train Can be domesticated, even as adults Material Properties: Their fur can be used for various things, their meat is edible, and their mane and tail hair can be used for instruments. Alchemical Properties: Undiscovered; likely none.
  6. Lore Journal: May 2016 Onwards

    Addendum, Current characters are no longer affected by the race change, however new characters and old characters children WILL BE. Alternatively, if people wish to comply with the original rule stated above, it is purely optional to do so.
  7. Lore Journal: May 2016 Onwards

    Dogs, Dessert Desert and Trait Overhauls The Wuxine Desert has gotten a few unique additions and quality-of-life improvements. The Aeoressan Camel can be found [Here] The Striped Antelope and Mane Wild Cat have been released! A couple new materials now populate the sands. They can be found [Here] and [Here]. A new Event monster stalks the sands. The Sand Wyrm. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ All dog breeds that exist IRL now cease to IC. The dogs that currently exist must be swapped to one of the new, unique dog breeds of Aethier, found [Here]. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Nights Serenity, Solar Fury and Lesser Vallahism have been reworked. A new trait has also been released, all found [Here] Racial Genetics have been Updated, And is REQUIRED TO BE LOOKED AT. Please see it [Here]. TL;DR: If you are a half elf and have children with a pure race, that child will be the pure race rather than another half-version of itself. This change is retroactive, and must be done Immediately.
  8. Solar Fury

    Solar Fury [Application only] Basic Overview: Members of Sol's faith who have shown both unwavering piety and unbreakable will are sometimes granted a boon of great power. Known among his followers as Solar Fury (or Sol's Fury), the blessing grants its subject a powerful suite of tools that may be used against the enemies of the light. Bearers of this gift are denoted not only by their abilities, but also the mark of Sol which appears emblazoned on their skin. Physical Changes (if any): The sigil of Sol, described as a rudimentary pictograph of dawn cresting over a hill, appears as a tattoo on the blessed's skin. Often located on the back of the hand similar to stigmata, it is also seen on one's left breast (near the heart), or on the back of the bearer's neck. Those with Sol's blessing may also be recognised by the new pigment of their hair, as in their acquisition of this power, the sun bleaches all colour into a shining golden hue. Mental Changes (if any): Those blessed by Solar Fury feel at ease and comfortable when basking in the sun's rays. Effects: The abilities gained by the blessed of Sol are listed below, each of which is designed to aid Sol's wardens in battle against foes unnatural and undead. All of the mentioned powers are dormant in the body and spirit of their user, and cannot be cast accidentally. Active Abilities: Lance of Light Effect: At will, the caster can begin to siphon light and heat from their environment and congeal it’s mass is congealed of a substance akin to plasmidic fire, though it burns with only an infinitesimal fraction of Sol’s wrath. This process takes a deal of time and concentration, and for every moment it remains in the grasp of the Solarii it begins to generate greater power. The Flame of Sol sears through mortal and undead flesh alike - leaving what stands in it’s path desolated through and through. With regards to it’s special effects against Vallah and various other undead, the conjured light and flame will remain(where otherwise, it will disperse upon impact) and feast upon the flesh and inflict wounds that cannot be healed by feasting or by life magic. They may only scab over, leaving horrific black scars if they survive or wholly consuming the body mass of the monstrosity if it has been empowered long enough. Albeit, this all comes at a physical toll. Overuse and abuse of Sol’s tools can lead to great physical ramifications so that it will burn through the flesh. As one might expect - the deed requires an obscene amount of focus as well as available light. If one were to attempt to cast this at night, they would require an exceptional amount of torchlight or suffer it’s effect being drastically reduced - to the point that the length required to reach the same point of power is doubled. Mechanics: 3-turn chargeup minimum to release the blast. 6-turn cap till the heat entirely overwhelms the Solarii’s body and begins to inflict horrific burning. In exceptionally dark areas, underground, or at night, the charge up time is doubled. The effect acts as if white phosphorus or napalm to undead/unholy creatures, ala Vallah and Liches, burning out with a proportional effect to the number of emotes required to charge it. Generally, these wounds are not lethal. While being charged, the caster cannot move or sustain any direct attacks without breaking concentration. Blessed Radiance Effect: The lord of Sunlight does not simply represent fury; he is all that is light. As so, it only makes sense that those he bestows with a fraction of his power may imitate such functions. At will, the user may initiate a process with which he may bestow any object with a brilliant light that shall shine from it. Such serves to illuminate any place that escapes the touch of his light. Such functions (effectively) as a brilliant artificial torch, and bestows a radiance of heat to any come near enough to it. Sol’s Blessed might siphon from this for their other powers, but it will subsume the power and leave the object the power was imbued in as nothing but slag. Mechanics: Eight turns to imbue it with sunlight. Lasts until consumed - only one active at a time. Is more effective than alternative torches. Can power one incandescent arms or one Lance of Light. Incandescent Arms Effect: Sol shows love for his followers. With a process similar to Lance of Light, albeit much more swift, the Solarii can ignite his blade with a sheath of holy flame. It’s flame possesses the same utility as His Lance, applying lasting and rather horrific burns to the exposed flesh of Vallah and other aberrants. Lesser weapons (those of steel, high carbon steel and iron) will experience damage and chipping, though they shall not melt and will remain in respectable condition - easily repaired by any smith worth his weight in salt. The only notable conflict with the boon of the Incandescent Arms is that lances of light may not be formed whilst this power is active, for fear of overloading their capabilities. Mechanics: Two (2) emotes to ignite the blade. Lasts thirty (30) emotes but may be dismissed at will. Can inflict painful third (3rd) degree burns, and shares the same offensive capability as lance of light does Undead/Unholy. Passive Abilities: Eyes of Flame Effect: The blessed’s eyes turn a radiant orange yellow. When they cast, their pupils contract to the point of being almost unnoticeable - leaving only the irises Mechanics: Blessed’s eyes noticeably shift during casting. Blood of the Blessed Effect: Upon reception of the blessing, the chosen of Sol finds their hair turn to a distinct shade of blonde. Unbeknownst to them, their blood gains toxic properties to Vallah and other undead; it is capable of causing death to creatures of the night who imbibe it. Mechanics: At the instance of blessing, the character may (optionally) receive the blood of the blessed. Upon such, the physical changes noted above will transpire and their blood changes in consistency to safeguard themselves from Sol’s eternal enemy. Origin of trait: Long ago an ancient order of sun worshiping warriors held demesne in a land plagued by the undead. In the first years of their inception, their garrison and arms could keep their rotting foes at bay, but over time their strength would wane. As darkness shrouded the light, the front lines of undead crept ever closer, doom hovering over the tired men and women of the crumbling citadel. As the skeletons, ghouls, and wights made their final charge, storming the gates, a glowing orb of fire appeared afore the crawling foes, driving them back with a blinding explosion. When the daze settled, the fighters of the citadel felt empowered with both heat and fire, their hands aflame with glowing plasma. The undead resumed the charge, but were cut down with great swathes of fire. Wielding a fire that burned with an unprecedented fury, the warriors drove back the besieging undead, and soon routed the ghastly army in its entirety. These men and women, now known only by their story, would be the first to wield Solar Fury, though they would not be the last. Acquisition: Any individual who upholds the name of Sol, and emulates his virtues, is viable to be blessed by Sol. Mechanics: Blessed are immune to sun-based illnesses and ailments, such as sunstroke and sunburn. The blessed is comfortable in the gaze of the sun, and will likely make habit of sunbathing in prayer.
  9. Night's Serenity

    Night's Serenity [Application only] Basic Overview: Those who preach the word and morals of Ombra may receive recognition from their goddess in the form of a blessing, with the goal of extending the reach of her thoughtful influence along the mortal plane, carrying abilities designed specifically to aid this purpose. Though some may not be directly related to peace or thoughtful contemplation, it is ultimately up to the individual to decide how each skill may be used to achieve this ultimate goal. Physical Changes (if any): A crescent moon, laced with intricate runes along its outer arc may appear on the back of the dominant hand, the forehead, or along the back of an individual, it’s size being relative to the location. The individual's skin may also turn either pale or ashen to a degree, depending on its original shade. Active Abilities: Lunar Embrace Effect: Taking after one of Her favored domains, the power imbued within the Lunar Deity’s blessed directly related to assuming control via finesse and a light touch. Within a short radius (5 blocks, mechanically) they can exert a grip on the emotions of an individual. Lunar Embrace is capable of influencing any perception/emotion; it cannot drive a calm man berserk, but it may make an even-headed man angry - or as another example, an amicable man would be made rather agreeable. This function serves across the entire spectrum of emotions, not exclusively affecting calmness or anger. To one uneducated in the nature of the blessing, the changes are often imperceptible. It is best used with accompanying measure; one might use it in tangent with extenuating circumstances, if Ombras’ blessed is truly adept. This will, however, not override reason and cognitive function. Nothing might subvert an angered man to take his own life or a thrifty merchant to accept a deal that would cripple him - Ombra’s touch is best used in conjunction with extenuating circumstances and charm, not as an independent power. Mechanics: 25 turn cooldown. (or equivalent to 8 minutes IC.) Emotions must naturally subside or level out after use; there is no off switch after they are toyed with by Ombras’ Blessed. Lunar Embrace is restricted to targets within five blocks of the caster. Three emotes (turn-based) of concentration till the influence takes effect; can be interrupted, but the process is not apparent - the caster will just seem particularly concentrated for the duration. Darkness Effect: The most apparent of the Night Mother’s bestowed powers is that of darkness. At will, Ombras Blessed may begin to conjure a spherical orb of absolute darkness to blanket an area of fifteen meters in every direction that halts at all walls, within a distance of twenty meters; this darkness is innately magical, dampening all noise cast in it’s area and wholly unable to be seen through. Not even the accursed eyes of the Vallah might pierce its veil, nor the Greaters with their heat-based vision. The only known way to dispel it before the effects naturally fade is with a direct burst from Sols’ blessed, and even then it is slowly subsumed. Combat within the terrain is inadvisable, but possible - the only sensations left to those within will be touch and scent. The caster is capable of witnessing distinct shapes at a distance of three feet to a meter at most, rendering them some ability to navigate through the fog. Mechanics: 3 (OOC, non-continuous RP hours) cooldown. Two day cooldown IC. The radius of the globule is 15 meters (blocks) in every direction from the caster till it hits a wall/barrier. It is advised to contact a DM capable of demarcating the edges of the darkness to avoid discrepancies. The charging time is 3 posts. Whilst active, the party drawing upon shadow can actively be seen emitting a dense and coloured gas. This process can be interrupted with the death/knock out of the caster, but concentration is not strictly required for anything but the initiation. User can see roughly one (1) block distance. Others caught within the darkness have no visibility and must operate off of a sense of touch to navigate and combat opponents within, should it come to such. Sustains thirty (30) emotes. Can be disrupted with Solar Fury, and will dissipate in three (3) upon contact with a Lance of Light with a charge of four or greater. Composure Effects: The blessed gain the ability to become temporarily immune to physical effects of emotion. Stress or frayed nerves will not make their hands shake, and sorrow shalt not bring them to tears. This is not to say that the emotions do not exist; they are present in the minds of the afflicted, simply rendered inert with regards to physical effects. Composure may be activated at will without any distinct physical action to indicate the initiation. If put under exceptional duress such as prolonged torture, it can be forcibly broken; this, and deactivation, initiates a rush of exceptionally powerful emotions and sensations that were sequestered during its usage. The aftereffect is proportional to the amount of time spent with Composure active. Mechanics: 2 (OOC, non-continuous RP hours) cooldown. At deactivation or break (break occurs from exceptional mental trauma, such as torture or the loss of a loved one), the user experiences a rush of the relevant emotions (and their effects) in an exceptionally intense rush. It requires a period of depressurization to normalize corresponding to how long it was in effect. User will not experience quakes, emotional tears (joyful or sad), or any variety of stimulation that occurs exclusively from emotion till the effect is willingly dispelled or broken under duress. The active effect lasts a total of 4 IC (/Date In-Game) Days. Upon reaching that mark, if not vented, the emotions will explode, and their emotions will become twice as powerful as the initial deactivation effect. All emotions previously bottled up come out quad-fold. If this ability is naturally deactivated before the 2nd IC (/Date In-Game) day, then the cooldown is reduced to 20 (OOC, Non-continuous RP minutes) Passive Abilities: Mother’s Gaze Effect: The pupils of the blessed are coloured a light silver akin to the colour of the moon. It passively increases the perception of its bearer at night, permitting them greater awareness in Ombra’s domain. Mechanics: Optional at onset of blessing. Mildly increased vision at night and in darkness. Accompanied with silvery colored pupils. Origin of trait: Legends speak of an old contest between Sol and Ombra long ago, when the two deities still conversed with each other. Sol, whom had slowly grown enamored with the right of freedom, gazed upon a slave camp one fateful dawn. He wished to free the slaves, and so he sent a message to his followers. Those devout to Sol rushed to their banner gearing for war. However, the war would not favour them as the slaver camp defeated them, and only grew larger with the spoils of war. Desperate in his actions towards the growing threat, Sol convened with Ombra and explained to her the atrocities of their deeds. Ombra, whom had quietly watched the struggles of Sol’s followers and their blind devotion, answered Sol’s plea. She bestowed a single follower amongst the camp with her gifts, speaking to them of her disapproval. The Ombrite, blessed with new knowledge and devotion used their gifts wisely. They spoke to those who wished to hear the call for an end to the war, and by dawn- Sol gazed upon a peaceful town, valuing a newfound equality in understanding. The war was ended and under the influence of that single Ombrite, the slaves of the town were freed, and with time, the town grew prosperous and flourished… Ombra had shown that violence and anger were not the solution to all problems, and that all could be reasoned with. Acquisition: Dormant powers that have a chance of developing in *ALL* devout or zealous followers of Ombra, copying of the mark or carving it into one's skin doesn't work, as it seems to be sourced through magical or divine means. This mark cannot be backstoried, nor can the awoken power. Mechanics: Those blessed will be able to use all the abilities listed above. No abilities will stack with other Nights Serenity users abilities. This trait does not conflict with the curse of vallahism.
  10. Sanctus Infinium

    Sanctus Infinium Basic Overview: The Sanctus infinium are those blessed by the Time Keeper to aid in their safeguarding of knowledge and prevent those wish to censor and silence the history of the lands. The Sanctus Infinium are granted a controlled piece of the gods influence and are kept in close observation to ensure that they do not abuse that which they have been granted, the Sanctus don’t have a moral obligation to anything outside of knowledge acquisition and protection. Physical Changes: The hair of one bearing the blessing loses color, taking on a monochromatic hue comparable to what their old hair color once was. They also acquire a grey lemniscate somewhere upon their body stylized into an hourglass with faint dark patterns and textures reminiscent of sand. This mark always appears somewhere upon their torso or their visage, usually the cheek opposite whichever hand is their dominant. Mental Changes: There are more differences that affect the mind of a Sanctus Infinium than one blessed by another god. Those granted this boon often find themselves with slightly greater perception and an enhanced capacity to recall events. Most importantly, though, they acquire knowledge of how to use their newfound abilities and the knowledge of when not to use them. Effects: The abilities that one bearing the mark of Vassas are granted are powerful yet laden with restrictions. It is said that some of their potential will not even function if the time isn’t right, while others say that if their bestowed power is misused they lose it all and more. Whatever is true, it is common knowledge among those aware of this blessing that there are both terms and conditions to the greatest of Vassas’ boons. Active Abilities: Oracle’s Sight Effect: The blessed can effectively alter their own perception of the flow of time, reducing and accelerating the rate that time passes before their vision. Through this, a member of the Sanctus Infinium is capable of almost astounding feats of perception in not just the present, but possibly even the future. While they cannot directly scry a given point in the future, they can rapidly accelerate the rate at which time progresses for their senses. Mechanics: The rate at which one of these blessed can perceive the world around them can be accelerated or decelerated twofold. For each doubling or halving they must spend a single emote of concentration. To return to normal perception they must spend the same amount of focus they spent altering their perception to return. This effect is abruptly ended when the blessed sustains major wounds or a serious voluntary break of focus. An abrupt end leaves them stunned for four emotes before they finally regain their grounding in reality. As a blessed accelerates their own perception, they gradually grow detached from their own form as they begin to perceive events as they unfold. The accuracy of the future they see as if they were there grows more inaccurate as the possible futures diverge, meaning that the further into the future they attempt to scry the more inaccurate their knowledge grows. Acceleration requires the presence of a DM. Ex: 1:2 to 1:4, 1:4 to 1:8, 1:8 to 1:16, so on and so forth. A blessed may also decelerate their own perception, slowing their perception of reality. This effectively allows them to react to and perceive events they otherwise wouldn’t: they are not physically faster or slower, they are merely thinking and perceiving quicker within the span of time presented to them. This does however give them more time to plan their actions even though they do not augment their own flesh. Ex: 2:1 to 4:1, 4:1 to 8:1, 8:1 to 16:1, so on and so forth. Black Sands Effect: It is within the powers granted to a Sanctus Infinium to rewind their own personal time, resetting themselves to an earlier point. In times of urgency or great need, they may undo an entire sept [1 OOC Day] of their own experiences, This is not just a reset of the flesh, but a total spiritual unwinding backwards. The world remains unchanged: all that changes is themselves. When this localized rewind is used, the blessed begins to both crumble and burn away into a spiral of blackened dust that swirls upwards before fading from sight. They reappear where they were one sept before exactly as they were one sept before without the memories of what transpired. The only sign that they even used this power is its faint traces: black dust clinging to both their skin and the ground beneath them in addition to the faintest glow from their lemniscate. Mechanics: To perform this deed requires seven emotes of concentration, occurring upon the seventh. Acts that break concentration prevent the process of activating this ability. This may be used only once a cycle. [Once every OOC week.] This is a total rewind of the Sanctus Infinium who uses it. All changes that happened to them during that course of time whether they be for good or ill are undone. Items that are on the person of this ability’s user rewind with them, though this effect does not spread to any living organisms that may be in the Sanctus Infinium’s grasp. Recently expended and lost items rewind back with the Sanctus upon usage. State of Entity (Restricted) Effect: In conditions where the restraints of their boons do not stop them, a member of the Sanctus Infinium is capable of altering the rate that non sentient and inert objects pass through time’s stream. They can even turn back the flow of time upon objects that pass the strict restrictions upon their boons entirely. Mechanics: This ability can only be used when the rules that bind a member of the Sanctus Infinium is met. A DM’s presence is required when using this ability to both log and verify that its use is valid and succeeds. Two emotes of concentration are required before this ability begins to take effect. There is no exact time that it takes to either age, unage, or stall the aging of any given thing. Rather it merely begins to exponentially pick up speed in either direction of its time the longer this ability lasts. The DM present determines how long aging or unaging something to a given point takes. Stop the Gears (Restricted) Effect: Perhaps the most powerful of the abilities that one of the blessed has access to, a member of the Sanctus Infinium is capable of stopping all time within a small localized area when the need is great and their binding guidelines grant them the capacity to do so. They find themselves and others entrapped within a small bubble of timelessness where the only ones capable of moving are the Sanctus Infinium themselves. Within this bubble of inert and inverted-color space, time only resumes when the Sanctus Infinium pops the sphere either by accident or intent, or when time finally comes staggering forwards once again. Mechanics: This ability takes three posts of concentration to bring about, happening upon the third. It always fails to execute unless the conditions necessary for its activation have been fulfilled. Stop the Gears lasts for a total of four emotes and pauses everything within a five meter radius of the activation point. Everything beyond its radius works as normal while everything within is completely and utterly stopped. Anything that enters the bubble or leaves the presence of the Sanctus Infinium within ends up affected by the localized time stop. If the Sanctus Infinium interacts with any sentient creature within the bubble the effect immediately ends. If they exit the bubble the effect immediately ends. If they will the effect to end it immediately ends. Those outside the bubble of stopped time cannot view what’s happening inside unless arcane eye is activated initially prior to the activation of the ability. This ability has a cooldown of one cycle. [One OOC week.] Passive Abilities: The Constant Effect: A member of the Sanctus Infinium is totally immune to all time manipulating effects barring their own. They will always progress normally through time, no matter the circumstance. Even if time itself was crumbling around them they would still move forwards through time as if they were entrapped within their own bubble of localized time. Mechanics: This ability protects a Sanctus Infinium not only from their own abilities but from any magic whatsoever that may tamper with the flow of time. It does not prevent their abilities from working as written. Temporal Awareness Effect: Those blessed by Vassas are acutely aware of the flow of time at all times. It manifests as another sense: a steady pulsation almost as if the beat of their own heart that allows them to determine and sense any modifications to the natural flow of time near by through disruptions and alterations to its rhythm. Mechanics: A Sanctus Infinium can perceive any alteration or distortion in the flow of time whatsoever, as well as roughly identify its nature no matter the circumstances. This sense cannot be blinded: it is entirely separate and indistinct from the rest of their perception; manifesting as an extension of their very soul. An infinitely minor quirk of this extra sense is that one of the blessed is always aware of whatever the date is. Preservation Effect: Both a boon and a curse, those of the Sanctus Infinium are touched far less by both time’s kindness and its hate. All natural biological functions that they undergo occur twice as slowly with no inhibition to their day to day function. Wounds take twice as long to heal, while aging takes twice as long to occur, poison takes twice as long to spread, and food takes twice as long to digest; these are just examples of this trait’s effects. Mechanics: All biological effects for a Sanctus Infinium take twice as long to occur. Nothing is excluded. No aspects of Preservation penalize their day-to-day functionality unless deliberately forced into a situation where they do. A Sanctus Infinium does not move twice as slowly or think twice as slowly, for example. Origin: While the specific date of conception has been lost to time, possibly intentionally, it’s known that the last recorded instance of a Sanctus Infinium was approximately nine hundred years ago in Aversia. If there was Sanctus Infinium before this point they were either too well hidden or the records have become inaccurate due to age. What’s known about these acolytes of Vassas is that according to tales and legends they’re predominantly scholarly types without any detectable patterns when it comes to morality or actions, in addition to the scholar like nature, it’s also said that the Sanctus Infinium show extremely high mental fortitude when it comes to being exposed to the unnatural and impossible. The records of the last known Sanctus Infinium for nine hundred years ago, show that the individual whose identity has been lost, confronted an abomination spawned from Foli’s influence that drove those near it to madness, it’s said that the Sanctus was not only resistant to the effects of the entity, but found it fascinating enough to write a detailed book surrounding the creature after slaying it supposedly single handedly with the individual crumbling to dust before returning time and time again each time they were driven mad by the entity until they figured out a method of removing the entity. The conflicting stories about knowledge and mental resistance to madness suggest that the Sanctus Infinium are chosen by Vassas to directly oppose the loss of knowledge through madness and as such combat the source so that such knowledge will not be lost. Acquisition: According to legend there are but two qualities which Vassas looks for besides Faith, A strong mental fortitude and an extensive knowledge of the world in whatever form that takes, Be that through experience in their skills and abilities or through knowledge in the arcane, ultimately however, it’s up to the whims of the god Vassas. Mechanics: A Sanctus Infinium is an individual blessed by the Time Keeper and his servants. They exude a silver magical aura when viewed under arcane eye and other means of magical detection. Those bearing the blessing of Sanctus Infinium are held to far stricter restraints than the blessed of other gods in exchange for far greater power. All of the Sanctus Infinium are granted the restricted and heavily restrained power to manipulate time as is described in their abilities above. Someone who acquires this blessing undergoes minor physical and mental changes. Anyone bearing this trait must follow Vassas’ doctrines. Breaking these doctrines in any way or form can lead to the immediate loss of all boons gained. Restricted abilities can only be used if they in some way or form further Vassas’ doctrines and the goals of his faith.
  11. Lore Journal: May 2016 Onwards

    Any "Messenger birds" that are currently seen and do not have a proper RP ROOST for them to be able to deliver messages are being mysteriously shot by a .50 cal in the clouds. This means no more messenger birds unless you know how they actually work, and are otherwise treated as metagming.
  12. Dragon's Flesh

    Name: Dragon's flesh Description: Dragon's flesh, supposedly produced from the blood of the Arid dragon impacting the surface of the desert eons ago is a metal with unique properties of extreme density and flexibility to the point of being that of a soft clay in texture and easily broken apart with bare hands. Rarity: Uncommon Colours(s): A faded peach colour Strength: Hardness: 1 Density: 9 Flexibility: 10 Location ore is typically found at: The Desert approximately 5-10 meters bellow the surface of the sand. Alloy potential: Yes, High. Magical Transparency/Resistance: 70% Special: Extreme density and Flexibility.
  13. Scorpiite

    Name: Scorpiite Description: Scorpite is a common metal found infrequently in the desert sand in low amounts, similar to salt in nature, the metal has a slightly metallic taste much like the meeting point between copper and salt, the metal itself is famed for its abundance but awkwardness for collection, with a cubic meter of desert sand containing around a gram of Scorpiite on average, the name scorpiite suggests relation to scorpions and by extension, poison, the metal in fact is surprisingly harmless to the body of mortals and can be consumed in small enough parts with minimal consequence. It's also to note that after some experimentation, it was concluded that the metal actually absorbs toxins and poisons nullifying them at a rate equal to the weight of the metal itself, estensively making it so that one who carries pills of Scorpiite would have little to worry about when it comes to ingested poisons, making it popular amount nobles fearful of assassination. Rarity: Common Colours(s): Pale Yellow Strength: Hardness: 4 Density: 1 Flexibility: 2 Location ore is typically found at: Desert Sand, requires sifting for collection. Alloy potential: Low Magical Transparency/Resistance: 5% Special: Very low magical resistance, safe for consumption, Very light weight, Absorbs ingested poisons in the digestive tract at a rate equal to that of itself per gram, high consumption can lead to bowel troubles.
  14. Maned Wild Cat

    Maned Wild Cat Description: The maned wild cat is a large species of wild feline found almost exclusively in the Wuxine desert. They are usually around 60–90 cm (24–35 in) tall at the shoulder, and around 2.4 meters (7.9 feet) from nose to the tip of their tail. They weigh in at around 53–100 kg (115–220 lbs), with males being at the larger end of the scale for height and weight, and females being just a little smaller. Unlike most, smaller wild cats, the maned wild cat is a social animal, living in small groups of around 2–5 animals. They usually consist of a male and one or more females and their young, with female cubs sticking around a little longer than their brothers, who are usually chased from the group once their manes begin to grow in. Like many wild cats, their colours don’t tend to vary very much. Their base coats are generally a light sandy-brown, though they can sometimes be a little darker or lighter. Their undersides are usually a pale cream brown, and they are covered by rosette spots. These rosettes become simple dark spots on their coat along their legs, tail, and head. The spots help to break up their form against the sand, mimicking shadows and light to make them harder to spot by prey animals. The backs of their necks and along their backs are covering by long, dark fur that often falls over onto one side. Despite the dark colour, the hairs are hollow and absorb, then release heat, which helps to prevent over heating when the cats are out during the day. Maned wild cats have serrated teeth that catches flesh and meat, and as a result, it gives them an almost toxic bite. The bacteria from the rotting flesh in their teeth and saliva can enter the bloodstream of their prey, and cause sepsis, often within just a few hours of being bitten. This allows the cats to exert the least amount of effort in their hunts, as a single bite can be deadly if the wound is not treated immediately. They simply follow after their prey and wait for it to weaken before they finish it off. As a result, their stomach contains a gland that produces an enzyme to neutralize and kill the bacteria when they happen to swallow it, and the prey that has been infected with it. It can kill other bacteria as well, but had no effect on other toxins or poisons. They can also still die of another cat’s bite, as the bacteria needs to pass through the stomach to be killed. Like many desert animals, they can survive a while without food or water. They get the majority of their moisture from their prey, so it is rare that they will need to drink from standing water, but they will if it’s available. Distribution: They are found throughout the Wuxine desert, usually following along after herds of antelope or horses. While they have a fast reproduction cycle, 3 out of 5 cubs will die before their first year, and as a result, their population grows slowly, and they are considered to be uncommon. Habitat: They are generally nomadic, though females with new cubs will make their dens along the river that runs through the desert so that their young cubs have access to water. Once the cubs are a couple of months old, however, they will become nomadic with the rest of the family. Diet: They are, as most cats are, obligate carnivores, meaning they need to eat meat to survive. They feed off of antelope, horses, cattle, sheep, and any smaller animals that they find around the desert or in the oasis that dot the region. Relations: Due to the fact that they often prey on livestock for food, maned wild cats are routinely killed by the people that live in the desert. This makes them generally very uneasy when they smell people, though there is still a chance they may attack if it’s a small group of people, or the animals are hungry enough to try and kill them. They cannot be domesticated. Mechanics: Hollow fur on mane to prevent overheating Toxic bite that causes sepsis Stomach can kill bacteria from their mouth and food Not able to be domesticated Material Properties: Their fur and bones are most often used. Their meat can be eaten, but it is not a tasty sort of meat, and is usually just used in stew, or as dog food. Their furs can be turned into clothing, or simply put on display as a trophy. Their bones can be used for decorate handles and tools. Alchemical Properties: The gland from their stomach is often harvested to help make treatments specifically for their bite. This is used to treat their bite on both people and livestock. The gland can also be used to make treatments for other bacterial infections.
  15. Striped Antelope

    Striped Antelope Description: The striped antelope is a hoofed mammal that is found exclusively in the Wuxine desert. In general, they stand at around 105–115 cm (41–45 in) at their shoulders, and weigh in at around 100–125 kg (220–276 lbs). Their spiralled horns usually grow to be around 70–85 cm (28–33 in), with males generally being on the larger end of their height and weight, and females being a little smaller. They are always a darker sandy-brown colour with paler undersides. There are sometimes animals that are born white or black, but these animals tend to be picked off by predators at a young ages due to being easier to pick out of a herd than the majority of the animals. They also have stripes, as their name suggests, that cover them from behind their heads, all the way down to their back legs. The stripes are a darker brown colour, and fade into their base colour near the middle of their bodies. Their stripes are an interesting adaptation; they allow the animals to blend in with one another, making it harder for predators to pick out where one animal ends and another begins. Due to the fact that they can live in herds up to twenty animals, this can make it incredibly hard for predatory animals to figure out what animal to single out. Even calves are born with the stripes so that they can blend with the adults of the herd. They are also very fast, and can run up to 45 miles per hour, though they are only able to run at this speed for a short amount of time. Due to their diet of desert grasses, and plants growing in and around desert oasis, the striped antelope can go almost indefinitely without drinking water. Most of their moisture is gained from their food, and they can store water that they do drink in the fat that covers their large shoulders, similar to a camel and its hump. Because of needing to eat just about anything to survive, they have a minor resistance to toxic plants due to a gland in their stomach that neutralizes these toxins. Stronger toxins, poisons not from plants, and poisons that enter their body through other ways, however, still have the same effect as they would on any other animal. Only mild poisons (ones that cause non-lethal sickness) that pass through their stomach are neutralized. Distribution: They are found all throughout the Wuxine desert, and along the fringes of the savannah. They thrive in the heat of the desert, however, so the majority of these antelope are found there. They are considered to be common. Habitat: Striped antelope are largely nomadic, and even when the females of the herd are calving, they rarely stay in one place for very long, due to needing to search out food. In an oasis, or along the savannah, they may linger for a day or two, but rarely any longer. Diet: They eat a plant-based diet, and they can digest just about anything that they eat. They will even eat cacti, using their horns to scrap off the spines of the cacti so that they can feed on them. This is also where the majority of their water comes from. Relations: They are relatively skittish animals when it comes to people, though it’s not uncommon for them to stand and watch an approaching person. If there is a hint of a threat, however, the animals will flee to get away. They avoid settlements, though some herds have become accustomed to the presence of people and will wander closer, but they will still flee when approached. Herds that have been hunted by people before are particularly flighty at even the scent of people and dogs. Due to this skittishness and flightiness, they are not able to be domesticated, and are incredibly hard to round up, even on horseback. Mechanics: Horns are used to clean spines off cacti Can eat mildly toxic plants without getting sick Very fast, though have low stamina Nomadic Not able to be domesticated Material Properties: Just about every part of their bodies can be used for various means. Their pelts and skins can be used in clothing; their bones can be turned into tools, or decorated; their horns are often kept as trophies, and can also be used to clean off cacti spines better than some tools; their meat is often tough, but still plenty edible and a common sight on tables for those living in the region. Alchemical Properties: The glad in their stomach can be harvested and used to help treat exposure to mild toxins, both in terms of skin contact and if ingested.
  16. Antelope Hound

    Antelope Hound Description: The antelope hound is a medium breed of sighthound, standing at around 1.8–2.1 feet at its shoulder, and weighing in at around 35–70 pounds. Like other sighthound breeds, they are lithe and tend to look smaller than they actually are because of it. They usually live to be around 12–14 years. Believed to have come from crossing Wuxine pariah dogs with southern windhunds from Anion, this breed is well built for handling the heat of the desert, while also being incredibly fast. While they are not as fast as their windhund ancestors, they can run up to 45 miles per hour, and have high enough stamina to hold that speed for a few minutes before needing to stop and recover. Similarly, they have better eyesight than hearing and scent, but their senses are closer to being even in their strength. They are able to go up to four days without water, and about three weeks without eating, though they are often a little weaker and have much less energy if they haven’t had any water or food after about three days. This allows them to travel with hunters for long periods of time in areas with little food or water. In appearance, they are lithe, and generally quite skinny, though this is a sign of a healthy dog, rather than a starving dog. Their ears can be floppy, bent, or pricked, or even a mix of two, though they more often than not have floppy ears. Their colours vary greatly from dark brown to reddish-brown, often with some sort of white marking on their face and chest, or black mask. They can be black or white as well, though white is especially uncommon. Distribution: They are mostly found within the the Wuxine desert, and in the savannah, though rarely much further north as they don’t have much use outside the desert. Some nobles keep them simply because they find them pretty, but these dogs are generally not working dogs. Uses: As their name suggests, they are largely used to hunt antelope or deer in and around the desert. They are fast enough to chase down their prey, and large enough to be able to take them down. They are more often than not run in pairs, as bringing down large antelope is easier with two dogs, rather than one. They are also used to hunt smaller animals like rabbits and foxes, and as pest control. Relations: Antelope hounds tend to be one person dogs, though they aren’t aggressive towards strangers. Rather, these dogs tend to be timid and shy around strangers, and more likely to hide behind their owners than growl or bark. Getting them used to strangers when they’re still puppies can make this less likely. They can also be dog aggressive, so dogs that will be run together as hunting dogs need to be raised together.
  17. Southern Windhund

    Southern Windhund Description: The southern windhund is a medium breed of dog, usually standing at around 1.6 – 1.10 feet at its shoulder, and weighing ing at around 30 – 45 pounds. They tend to look much smaller than they actually are due to the fact that they have short coats and lithe bodies, which levels out with their long legs. They usually live to be around 12 – 15 years. Southern windhunds are a breed of sight hound, meaning they use their eyesight more than their other senses to hunt, and as a result, they have particularly keen eyesight, and are able to see farther and in more colours than most dogs. They do lose out a little on their sense of smell and hearing because of this, though those senses are still much stronger than the average human or elf. Their coats are short, and usually come in black and white, though brown, merle, and orange are all possible coat colours as well. What makes them stand out is the white blaze on their face that is seen on all dogs in the breed, as well as white down their chest, and sometimes across their stomachs. The tips of their tails are white as well, and their legs will often have some sort of marking on them, though it’s not always the case. Besides their incredible eyesight, their unique feature happens to be their speed. They can get up to speeds of nearly fifty miles per hour, and hold that speed for up to a minute. This allows them to chase down animals such as rabbits, and even deer. With larger animals, such as certain kinds of deer, more than one dog will be set on it so that they can take it down. With smaller animals, a single dog will give chase and catch the animal, usually killing it before bringing it back to its master. Distribution: They are found largely in the southern portion of Anion where the climate is warmer, and this is where the breed originated from. Due to their coats, they are not found in the colder regions of Anion, but they are found in Aoressa as the climate there suits them. They are less common in the west however. Uses: Their main and original use is a hunting dog. They were bred for the job, and specifically to hunt smaller animals such as rabbits, hares, and ground birds. Groups of them can bring down larger animals like deer, but they aren’t strong enough to face predatory animals such as wolves, wild cats, or bears. Their secondary use has been for pest control. They have a high prey drive, and will chase any small animal they see, which often means they will go after mice or rats, or rabbits on their own and kill them. Because of this, farmers or people who don’t even hunt will often keep one of these dogs simply to deal with any sort of small pest animal around their home. Relations: Southern windhinds are highly social dogs, and enjoy being around their masters and other dogs. Most dogs prefer to live in their owners’ homes rather than in a kennel, though when they are awake and active they like to be outside where they can run around. They are not usually one person dogs, and are welcoming towards anyone that may come into their “territory” which of course, makes them terrible guard dogs.
  18. Hinterland Sled Dog

    Hinterland Sled Dog Description: The Hinterland sled dog is a medium sized dog, standing at about 1.8 – 1.11 feet tall at its shoulder, and weighing in at around 35 – 60 pounds. They are usually quite stock in build, and heavy around the shoulders and hindquarters, making them look a little bigger than they actually are. Their lifespan is around 12 15 years. Hinterland sled dogs are a very wolfy breed; they have long snouts, standing ears that are rounded at the tips, long tails, and sport similar colours to that of grey and piebald wolves. They are some of the more varied breeds when it comes to coat colours, as they are not bred for appearance like some other breeds are in the west. They come in wolf grey, black, white, brown, blue, red, and a sometimes have a combination of those colours. They also often have piebalding on their coats, or pale chests and bellies for countershading. Their exact origins aren’t clear, but they likely got their start as domesticated wolves in Snow Elf tribes, and have developed from there. Most of these dogs indeed do still live amongst the Snow Elf tribes of Anion, but they are also found in smaller settlements in the north that are unable to afford to keep horses, or don’t have the resources for such animals. They are pack animals through and through, and prefer the company of other dogs to being on their own, as well as people. As a result, most dogs are kept on lines and together so that, when they’re not working, they can interact with one another, rather than be confined to kennels where interaction is harder for them. Their main features are their high energy, their stamina, and their strength. They have a lot of energy that can take hours and hours to burn off, making them rather tricky to handle at times, and definitely not good house pets. Their stamina is nearly unmatched; they can travel up to forty miles in a single trek without much need for rest, making them ideal for covering the snowy north. Their strength is impressive too, considering they are not particularly large dogs. They can pull up to twice their weight on their own, and a full team of around six dogs are able to pull up to four hundred pounds of weight. Hinterland sled dogs are very talkative dogs, often barking and howling without being urged or for any apparent reason. This sort of noise is useful in camps, as the howls and barks usually keep predatory animals away. Distribution: Hinterland sled dogs are found exclusively in the northern regions of Anion, and largely among the Snow Elf tribes. A few smaller settlements have them as well, and larger ones keep them in case of bad weather that prevents horses from being able to travel. Due to their coats being so thick, and it being detrimental to their health to shave them, they do not do well in warmer climates. Uses: As their name suggests, they are largely used as sled dogs. They can pull heavy weights with ease, especially in teams, and can run for hours and hours without fatiguing. They are also used as a deterrent for predatory animals, as they often sound like a pack of wolves howling, though this isn’t a trained behaviour, nor are they very good at fending off wild animals, as they can be a bit cowardly towards animals larger than them. Relations: They are highly social dogs, and enjoy the company of both other dogs and people. They bond well with their masters, but are friendly to just about everyone they meet, including strangers. Strange dogs will be greeted kindly, though they are always cautious when it comes to meeting them for the first time. As a result, they make very poor guard dogs.
  19. Vel'dur Mountain Dog

    Vel’dur Mountain Dog Description: The Vel’dur mountain dog is a large breed of dog, hailing from the Vel’dur mountains in the far north of Anion. They are around 2 – 2.5 feet tall, and weigh in at around 80 – 110 pounds. They tend to look larger than they really are due to the long fur that they have, but they are far from being considering a medium sized dog; when on their back legs, they are nearly as tall as the average human man. They live to be around 10 – 12 years. Vel’dur mountain dogs are a heavy coated breed, and their colours do not vary much. Wolf grey, iron grey, fawn, and even black are the colours that are most commonly found, with little variety beyond that in pure bred animals. This allows them to blend in a little better with their surroundings. Their tails are often held up and curled over their backs, and their ears can either be standing up, or flopping over, or half bent, or a mix of two, though floppy is the most common. Their forelegs are nearly the same length as their back legs, which is partially why they are so large in the first place, but it also gives them extra climbing ability. They were bred to traverse the mountains alongside their masters, or follow the trail of lost stock, and climbing was a necessity for the breed. Their claws are also a little longer and a little sharper, allowing them to grip the rocky slopes easier and make travelling through the mountains less of a chore. They are loners in their work, due to often being dog aggressive. They work to protect a herd or group of people alone, though they can be raised along side other dogs to prevent the aggression. They are often raised alongside the animals that they will guard in adulthood to make them see them as their family, and therefore, be driven to protect them, rather than trained to do so. The same goes for people; if they are raised with certain people, they will guard them to their dying day. There are two variations of this breed: the Northern Type, and the Western Type. There is little difference between these two types beyond their coats. The Northern Type has a much longer, thicker coat, while the Western Type has a much shorter coat, more suited to the warm weather of Aoressa. Their temperaments and the rest of their appearance, however, are no different from one another. Distribution: They are found mostly in the settlements that are hidden away in the Vel’dur mountains, as well as with Snow Elf tribes. They are mostly kept in settlements, however, especially those that have livestock so that they can be protected from the various wild animals. In Aoressa, they are largely found in the Trozero mountain range, though there are a number to the east and the north of the mountains as well, usually kept as companion animals by nobles, due to their regal appearance. Uses: The primary use of the Vel’dur mountain dog is as a livestock guard dog. They commonly protect horse herds owned by northern settlements, or by Snow Elves. They will also guard the people of the settlements or tribes, often acting as an early warning system if predatory animals approach. Due to their size and drive to protect, it is said that a pack of these dogs are able to down even a Matekai, though no one has actually tested this rumour. Relations: These dogs are highly loyal to the herds that they protect and their masters. They are not particularly wary of strangers, but they will watch them closely when they are in their domain. If alerted to danger, the dogs will begin to bark, and their barks are loud and designed to echo in the mountains, often making them sound like more than one dog, and even larger than they actually are. This is used to scare off wild animals, or unsettle strangers with ill intentions. When not working, Vel’dur mountain dogs are very lazy animals, and will happily sleep the day away at their master’s feet. Dogs that are kept as companions are close with their owners, and offer constant companionship and love, making them ideal pets. They are also very patient with children, even young ones that will pull on their ears and tails.
  20. Wuxine Pariah Dog

    Wuxine Pariah Dog Description: The Wuxine pariah dog is a medium sized breed, standing at around 1.6 – 2 feet at its shoulder, and weighing in at about 44 – 66 lbs. They look much smaller than they actually are, as they are very thin in their frame, and it’s very hard for them to become overweight. They are surprisingly long lived as well, often living anywhere from 15 – 18 years. Pariah dogs are an ancient breed, harkening back to the first domesticated dogs in Aversia, and as a result, it is the desert, not domestication, that has shaped the breed. While they still display traits of domestication, such as piebalding, curled tails, and occasionally floppy ears, they are largely feral, living on the outskirts of settlements in small packs, or pairs. The name is often applied to just about any stray that is found in the desert, but the Wuxine pariah dog does have a few features that are found across the breed. The most common coat colours are various shades of brown, ranging from dark to reddish-brown. Black and white also appears, though this is less common, and white is especially rare. White markings on the legs, tail, and face are common, as well as on the chest and stomach to act as countershading. Piebalding is relatively uncommon in most dogs, and it appears more in dogs that have been born in captivity, rather than in feral populations. Their most unique feature is not a truly physical one, or at least, not one that is visible. They are able to survive with much less water and food than most animals, despite their thin frame, usually able to go up to a month and a half without eating due to their metabolism slowing significantly when they’ve gone a few days without food. Similarly, they can go up to a week and a half without drinking, as their bodies are able to store excess water in fat that covers their spine. After that amount of time has passed, however––for food or water––the animal will begin to waste away and die like any other animal. This adaptation allows them to survive long treks across the desert, or during times of famine or drought. Distribution: They are found throughout the desert, but they are most commonly found around settlements. They live quite contently around people, often raiding garbages, or waiting to be fed by people who pity the feral animals. They are not found elsewhere, however, as their adaptations make it hard for them survive outside of the heat of the desert. Small groups roam around the desert, usually wandering from settlement to settlement, and gathered around the various watering holes that exist. Uses: Pariah dogs make surprisingly good pets, as they are a sociable breed, and enjoy the company of their owners. Even adults dogs can be taken in as pets, though they will still often try to wander if they are not trained, or given enough exercise. Their main use is to act as guard dogs, as they are wary of strangers and wild animals alike. They are also quite talkative, and it doesn’t take much to make them bark, but it makes them useful as an early alarm system. They are also considered to be good pest control, as they hunt and kill small animals that might steal from food stocks, though this is more of a benefit of them being around, rather than a trained skill. They can, however, be trained to hunt small animals, such as rabbits, rats, or birds. Relations: Wuxine pariah dogs are very friendly, though when feral, they can be somewhat wary. They rarely bite, however, and are very tolerant of people around them. As pets, they are very affectionate, and eager to earn their master’s attention, though they can be tricky to train to the fact that a repeating task is boring to them. They are wary of strangers, and will bark at them, but they rarely approach, usually just standing and barking to alert their owners of the approach.
  21. Sand Wyrm

    Sand Wyrm Description: The sand Wyrm is a dangerous creature native to the Wuxine Desert. It's body is made up of fire resistant skin that is sleek, yet rough to the touch of a regular individual. This is primarily caused by the fact the creature's body is constantly shifting, and it's anatomy is not far from that of a snake. A fully grown Wyrm can Reach up to 40 meters long and 3-6 meters wide. The sand Wyrm's body is often accentuated by countless patters of brown and beige tones. Very few fully grown sand Wyrms have been noted by travelers, and those who have claimed to seeing them have also not returned in one rightful piece. Sand Wyrm's secrete a very odd slime-like substance as they travel, creating large open caverns beneath the ground that are often many a reason for sinkholes or quicksand pits in the desert. At the very mouth of this beast lies over ten rows of razor sharp teeth, made to grind through flesh, metal and mineral alike in mere seconds. Sand Wyrm's entirely lack eyes, and rely on vibrations to tell the path of where they, or their prey, lingers. Distribution: Sand Wyrm's tend to be somewhat loosely distributed through the Wuxine desert. Though most don't have a true home, the primary cluster of sand Wyrm's are located inside the Desert thorns, impersonating the colossal branches there. Habitat: Sand Wyrm's are generally not seen due to their homes being massive burrows beneath the ground of the Desert, yet sometimes their burrows can pierce the surface and be solidified by the sun. In these rare cases empty caverns tend to appear, before quickly crumbling to dust once the moonlight overtakes the sun. Diet: Sand Wyrm's are extremely slow eaters. By either miracle or genetics, they only need to eat about once every two cycles, and require no sources of water at all to survive. When a Wyrm is hungry, however-they become extremely dangerous predators. Requiring food about the weight of an Aestatian in substance, these quick, purely carnivorous predators are extremely quiet, and extremely lethal. Relations: Sand Wyrm's are highly independent beasts. Though they sometimes tend to conflict with one another over territory, it never ends lethally. These creatures often respect other's territory, and each Wyrm's slime secretes a unique pheromone to help differentiate themselves from one another's land. Mechanics: Extremely Flame-Retardant Needs only eat once every two cycles, and requires no water. Razor-Sharp teeth can rip through anything in seconds. Able to leap into the air massively by garnering enough momentum from movement. Immune to Blunt weaponry, however Weaker to sharper tools. Sand Wyrm's are massive, yet are extremely agile within the sands. Material Properties: Slime of a sand Wyrm can be collected and used as an effective adhesive once hardened. Teeth of a sand Wyrm are extremely durable, ranking as a 7 in the hardness scale of metals. Alchemical Properties: Sand Wyrm blood can be related similarly to universal donors. They lack any stable mutagens or RH, which allows their blood to be used as a replacement to anyone.
  22. Valois Spaniel

    Valois Spaniel Description: The Valois spaniel is a medium sized dog, standing at around 1.5 – 1.8 feet at their shoulders, and weighing in at around 30 – 40 pounds. They are a somewhat long-lived breed as well, usually living to be around 12 – 16 years of age. Valois spaniels were bred for the purpose of hunting, and as a result, have a high prey drive, as well as a high energy level. These are not the dogs for a simple household; they will often become destructive if they don’t have an outlet for their energy. Because of this, they are usually kept in kennels owned by nobles, or hunters. These dogs usually have a white or cream-coloured base coat, interrupted by orange, light brown, or liver spots. Black or grey/grey-blue are possible colours as well, though they are less common. Their coats are relatively short, except for along their tails; similar to the laugh boar hound, Valois spaniels have “flags” on their tails that allow hunters to keep track of their dogs in thick brush. Some dogs, however, have their tails docked to prevent damage to the tail, though this all depends on the breeder or hunter’s preference, or what terrain the dogs will be run on. Their hind pasterns (the part of the leg that joins the paw to the hock joint) are somewhat longer than normal on most dogs, and their hocks are sturdier. This allows them to jump higher, even from a standstill, somewhat like what a cat can do. This feature is used while hunting; if a dog flushes birds from their hiding place, it will often leap into the air to catch one for the hunter, and since these dogs are usually run in small packs, multiple birds and be brought in at once. Another hunting technique that has been bred into them is pointing; they will stand stock still when they have located birds hidden in brush, one foreleg lifted, with their heads stretched out towards where the prey is hidden. This is a stance that they will hold for a few moments before going to flush the birds out, and this is entirely instinctual behaviour, rather than a trained one (so much so that it is common to see young puppies do it to new sights and sounds). It is common, however, for the dogs to be trained to only flush on command, and to hold the stance longer than they would naturally. Distribution: These dogs found throughout the northern region of Aoressa, though they see their origins in the area of the Shrilla forest, and the surrounding valley. They are common hunting dogs, and due to their regal appearance, often a prized pet to the nobles of their land of origin. Uses: Their main use is that of a hunting dog, namely a bird dog. They are best at pointing out the locations of their prey, and then catching them when they attempt to flee. They don’t make good house pets, unless by someone who is active, as the dogs are very high in energy and enjoy being able to run around. There are some more mellow members of the breed that are alright with a more relaxed lifestyle, but they are few and far between. Relations: Valois spaniels are highly social dogs, and enjoy attention from their owners and strangers alike. They will bark if a stranger enters their “territory”, but they are more likely to jump on them in hopes of earning some attention than out of aggression. They are loyal to their owners, but aren’t often a one-person dog, often bonding with multiple people, rather than just one.
  23. Lore Journal: May 2016 Onwards

    As much as a sad day comes, sometimes old lore is too far gone to be permanently reworked. Such is the case with the Vilo'Tae race, and all it carries. As sad as I am to see it go, I just can't find a place for it within the world that would fit the current setting anymore, and the lore team will be working diligently to replace it with another type of playable race. As of this current moment, The Vilo'Tae are going "Extinct", and being totally scrapped. Those who still have their characters may continue to have them, however under no circumstances can new ones be made. This was a decision long in the making, but it did come down to this ultimate choice. Should you shelf your character for any number of reasons, that character will be permanently retired, and inapplicable to return. Sorry for those upset, but the server's lore is going to continue to shift and change, meaning that sometimes unpopular decisions must be made.
  24. It has come to the attention of Lore Team that there are certain discrepancies within the playerbase about the Elven lore. I shall explain this in short and sweet details, so that it can be seen here. Elven Children must take the traits of one parent, and one parent only, if the two elves are not the same sub-race of elves. For example- A Desert Elf and a Dark Elf have children- the children can only express one appearance, not a mixture of both, nor the physical traits of both. A Snow Elf and a High Elf have children- the children can only express one appearance, not a mixture of both, nor the physical traits of both. This is to prevent the rise of a race of, as I sometimes call them, 'super elves', which possess the traits of every Elven sub-race, creating a hodge-podge of lore which results in a race that is effectively bonused for all climates and possibilities. Thank you, and have a good evening.
  25. Imperial Heeler

    Imperial Heeler Description: The Imperial heeler is a rather striking dog, standing at about 1.10 – 2.3 feet at its shoulder, and weighing in around 75 – 95 pounds. They are considered to be a medium to large breed of dog, and have relatively wolfish features. Their lifespan is around 10 – 14 years of age. The Imperial heeler had a humble start as a herding dog, used larged to bring in herds of horses and cattle for farmers. The name “heeler” comes from the fact that they will nip at the heels of the animals they are herding to drive them where they want to, and this sometimes translates over to their owners when they are feeling playful. The name “Imperial” was not added until much later in the breed’s development. Imperial heelers are broad chested and have long bodies, as well as narrow snouts and pricked ears. Their shape is considerably wolfish, something that is entirely intentional, though their behaviour is nothing like a wolf, or wolf-hybrid, as they are very eager to please and easy to train. Puppies are born with almost entirely black coats and flopped ears, and the coats will often lighten as they grow, and their ears will stand up, which is another feature that harkens back to their wolf ancestors. They have a rather wide range of colours, such as black, black and red, black and tan, liver, sable, and white, though the most popular colour is black and tan. Solid colours such as black and white are less desirably due to the fact that the animals can be mistaken for wolves, and mistakenly killed, though it’s not uncommon to see these animals at the sides of nobles rather than out in the fields. They are most known for their speed over short distances; they have stamina, but only at a moderate pace, and when at full speed, they can easily overtake a fleeing horse, and certainly, a fleeing person. They are also capable of turning on a dime due to their long, narrow tails that act as a rudder when they are sprinting. Distribution: They are found throughout Aoressa, and, less commonly, on farms in southern Anion, though they are largely bred and kept in the northern parts of Aoressa and the Imperial capital. They are quite common, though there are two variants of the breed, one of which is much less common than the other. Uses: The original variant, known simply as the herding-type, is most commonly seen on farms and in the homes of commoners. These dogs are more wolfish in appearance, and are far more varied in their colour schemes, though black and tan is still a popular colour for these dogs. They are largely used for herding and guarding livestock, and sometimes the owner’s home as well. These dogs are highly territorial, though they won’t attack people unless provoked. Wild animals, however, are pursued on sight by these dogs, so as to protect the livestock they’ve been trained to herd and protect. These dogs are also sometimes kept as housepets when not working, as they are highly sociable, and bond very closely with their owners. The second type is known as a the noble-type, and they are the type most often pictured when the name “Imperial heeler” is spoken. They tend to have longer tails, and bodies to give them more speed, and a more agile, regal look, and taller, sharper ears. They also tend to be somewhat larger and on the heavier side. This type is most often seen at the side of nobles, and those who are high in the military chain of command. They are a status symbol, as well as a working dog; these dogs often see action on the streets of the various cities of Aoressa with their main use being to intimidate people who may be causing trouble, or apprehended criminals, as their teeth are long and they have loud barks, often showing their teeth when they bark, even when not acting aggressively. The dogs will often lunge to the end of their leads, or feint if not on a lead, but attacking is something they are not trained for, nor do they have the instinct for. Noble-type dogs that are owned by high nobles rarely see action, however; they are more of a status symbol, and considered to be housepets. These dogs are usually much more mellow in temperament, though still highly wary of strangers, and sometimes will protect their masters if provoked. Relations: The Imperial heeler is an eager-to-please type of dog, and is very easy to train. Their herding instincts are bred into them, and can be easily channeled to where they are needed, whether that’s for collecting herds of animals, or rounding up criminals. They are, however, very wary of strangers, and will threaten them with bared teeth and growls to warn them off. They will not attack unless violently provoked, but they will bark and growl relentlessly until their master comes to help, or the person is scared off. This can be circumvented by introducing a puppy to a lot of strangers to get them used to seeing new people often.
  26. Laughing Boar Hound

    Laughing Boar Hound Description: The laughing boar hound is a medium sized hound dog that is commonly used to hunt smaller game animals, though as its name suggests, its main prey happens to be boar. They are stocky animals with a decent build that allows them to run at speeds, and move across long distances for a long period of time when at a more moderate pace. They are, on average, about 1.8 – 2.2 feet at the shoulder, and weigh in at around 50 – 90 pounds. They usually live to be around 10 – 14 years old. They have a rather angular head with narrow snouts, and long, floppy ears. This allows them to gather scent as they track prey, and they have a very strong sense of smell. They can pick up on a scent that is up to three days old, and will track it for as long as they have it. Due to this habit, they have long tails with longer fur near the end, which act as a flag for hunters that are following the hounds through forests or tall grass; the dogs naturally carry their tails high, almost curling them over their backs. They are very striking in colour, as most dogs are tricolour, meaning they have three colours across their bodies, with the most common being black, tan, and white. They always have white chests, stomachs, and along the fur of the “flags” on their tails, but the coloured fur can range from a brown and red-brown colour to grey and grey-blue colour, though there are a number of combinations that can appear. The most distinctive feature of this dog, however, is not a physical one, but rather the sound that they make. Rather than barking like most dogs, their calls can almost sound like rather sinister laughter––like that of a hyena––and it gets louder and more frantic the more excited the dog becomes. Longer calls are usually warnings, alerting other dogs or their masters that something is nearby, and a rapid series of calls signal that they have found the animal they have been tracking before they begin their pursuit. There are numerous other calls that these dogs make, as well as the usual whines and growls that other dogs make. Distribution: They are found largely in north Aoressa, kept by a variety of people. They are common in noble kennels for hunting parties, and are also kept by commoners for hunting, guarding, and as house pets. There are a few in south Anion, but they are few and far between, as they do better in the warmer climate that Aoressa has. Uses: These dogs have a variety of uses, but the most common is for hunting. They are often run in packs of up to ten dogs during a hunt, where they will all track a single animal, or a few animals while their masters follow either on foot, or on horseback. They are used to hunt deer, boar, wolves, and foxes, with boar being the most common prey they are set on. They are also used as guard dogs, usually for livestock, though they will guard houses as well. While they are far from aggressive towards people, their calls are unsettling to people who are not used to hearing them, and even sometimes to those who have heard them, due to the fact that they sound nothing like what a dog would sound like. These dogs are also sometimes kept as house pets, but these are usually older animals that are no longer able to work. Some dogs with more mellow temperaments are kept as pets all their lives, but it is much less common. Relations: They are very friendly dogs, and are eager to please their masters. They are relatively easy to train, and have a natural prey drive that is easy to channel into hunting. They aren’t attack dogs, and while they will call out a warning if someone unfamiliar approaches, they won’t attack, and they rarely bite. They have some animal aggression, and they need to be trained to not attack and kill smaller animals, such as rabbits or foxes. If they aren’t hunts can often end with smaller prey being ripped apart and rendered useless for the hunter. When they are trained, however, they will attack animals, but in a way that doesn’t seriously harm them, and meant more to exhaust them.
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