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  • Announcements

    • dogbew

      New Storage World   02/24/2017

      Hello all!   We are proud to announce that the new Dwarven Storage Vaults (found through /warp Storage) are ready to be released. These vaults function in the same way as the previous version, and can be applied for on their thread HERE.   For the next 3 weeks time (2/24/2017 -> 3/17/2017), the old storage vaults will still be found through /warp oldstorage. During this time, we will be offering worldedits to the owners of both Large and Ultra storages, to move their items to their new vaults free of charge. The old Storage World will remain open during those three weeks, after which it will be closed down pending auction of all vaults belonging to inactive players within it. All active players are encouraged to make the transition to the new vaults, however anyone that is unable to due to absence or any other circumstance is requested to contact me (@dogbew), or any Staff Member to arrange something for you.   If you would like to read more on the specifics of the vaults, pricing and how to apply for them refer to this thread:   Note: ALL Storage that are not transferred will be inaccessible after the old Storage World is closed.   -dogbew

Latest Lore Updates

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  1. Earlier
  2. Aestatian The Prideful History The Aestatian people may have likely originated from the far west as a coastal seafaring culture, before being driven from their ancestral lands by some foreign enemy or natural disaster. Culturally similar groups then wandered the lower seas before eventually settling on the island known today as Aestatia, where their culture was allowed to blossom privately without the influence of direct neighbors. It was during this time that the nomadic peoples settled and united under one name, forced to cooperate under the threat of pirates and other distant powers looking to expand. It is during this initial period that Aestatians mastered the sea, not only honing the skill of their sailors and captains but also colonizing various inlets and archipelagos around Aestatia so as to add to their demense. Some 800 years ago the Aestatians defeated a secondary power in the region who had become a rival militarily and economically. The snowball of Aestatian power in the region began here, but little is known of the civilization that contested Aestatia, then just a small kingdom. Records of battles, victories, and spoils are kept, but none offer evidence regarding the identity of this long lost foe. In a long series of conquests, the Aestatian kingdom expanded gradually, slowly enveloping small neighbors as its own government changed dynasty several times. 220 years ago Aestatia changed from a kingdom to an empire, with the reigning monarch delegating large swathes of land and power to his lieutenants in a bid to retain their loyalty. Previously the king was free to rule over his subjects, who were individually too small to contest crown rule. Now, Emperor Tarsos II had changed the balance and allowed multiple vassals the ability to deny his authority. Before long, fighting broke out between two provincial petty kings and the complicated string of rivalries and alliances woven by the multitude of vassals lead to Aestatian breaking into civil war. The war pressed on for ten grueling years before a final victor emerged from the conflict. Renowned by his allies and begrudgingly respected by his conquered enemies, Oros Junias the Benevolent and his alliance ended the war on the tenth anniversary of the conflict's start. Marching on the capital in a grand parade of diplomatic skill and military power, Oros Junias ended Tarsos' line and took the throne for himself. Proclaiming a new era of rebuilding and unity, his reign is marked by prosperity and technological advancement. Oros Junias died peacefully in the 45th year of his reign and was promptly venerated by the church as the Father of the Empire. Following Oros was a series of emperors, some successful and others less so. It was, however, the reign of Hastatius Bendellum Orata that saw to the corruption of the Aestatian people. His reign would be brief and marred by famine and natural disaster. It was in this moment of weakness that the Black Pantheon moved to assume control. Kiphysius, the captain of the Emperor's personal guard, the Constarii, would be the first to fall. Convincing the man that his emperor had fallen out of favour with the gods, the Black Pantheon promised Kiphysius great reward for he and his country if he did fate's bidding and rid the Empire of its shameful ruler. In the middle of the night the Constarii took to the emperor's quarters and slew Hastatius in his bed. The following day Atlas Caer Junias was elected Emperor by Kiphysius and the rest of his guard. Atlas had been a distant cousin of the previous Emperor, and was a man easily motivated by personal gain. Under the first few months of his rule several purges were made, each targeting potential rivals within the military, the senate, and the civilian populace. Those who could not have their loyalty guaranteed were stripped of rank, exiled, or executed. Slowly Atlas consolidated his power, proving his divine right to the people by becoming the first to receive the Marble Blessing. Traditionally, Aestatians revere the image of their ancestors by casting them in marble, and so for Atlas to become one with the very material of their history, he won the hearts and minds of his populace. This boon was then rewarded to anyone who would swear their loyalty to the new faith that was the Black Pantheon. Slowly did the Black Pantheon's grip on society tighten, preventing any chance at old forces loyal to the past from rising up. Emperor Atlas declared war on the Aversians, only to be felled by the Crimson Empire. The final assault on Darkwater proved their weaknesses as a military might without the influences of Halicarnus and the Marble Blessing. The Aestatian Empire is now reeling as various rebellions ensue in their distant homeland. The nation now in strife has retracted entirely from the war effort, leaving bitter resentment to their leadership, and the Aversians. Physical Description Aestatian phenotype is perhaps the most distinctive of all humans. Generally remaining very pale in skin tone with a slight purple tint, these people have been altered genetically by the marble blessing. Whilst the actual Marble Men are beginning to fade, to common Aestatian still holds such the coloration they once held. Their hair and eyes are still distinctive of their homeland, and having held dominion over the other nations which they conquered, causing a generalization of their appearance. One of the most notable remnants of the Marble Blessing as imprinted upon them, would be their height. Having naturally been tall before, their height would only come to be accentuated by the remnants of the marble blessing. The Aestatians are most commonly adorned in robes, with the nobles wearing robes laced with thread made of gold. The more clean these robes are, the more likely the person is of a higher status, with the colors purple, red, gold, and white held in the highest of regards, with the peasantry wearing mostly brown or a light tan. Sandals would be a common footwear amongst the people as well, showing well manicured feet if noble. Common Height: Male: 6'7" - 7'1" Female: 6'5"-6'9" Common Build: Ectomorph, Mesomorph, Endomorph Common Eyes: Blue, Green, Brown, Black, Gold Common Hair: Brown, Blonde, Black Common Skin Tone: Pale - Purple Tint Culture The word "Aestatian" is derived from the province of Aestatia, which in turn received its name from the legendary heroine Aestas. The founding myth of Aestatia tells of a homeless nomadic people saved from annihilation by a gift from the heavens. When the star, Aestas, fell to earth, she took the form of a motherly patron and rose from the depths a land the wayward people could call their own. For one hundred years she doted over the fledgling civilization before vanishing on the city's centennial. In Aestatian society men are the dominant sex, and as such exhibit the majority of domestic authority. Women and children are owned by their father until they marry. Girls then become the property of their new husband, whereas boys become the owners of their new wife. In return for obedience men are expected to protect and provide for their wives and children, thus any manner of ill treatment is widely frowned upon. Divorce is traditionally legal so long as the wife can provide evidence of abuse, and has another male to corroborate her story. While worship now revolves the veneration of the Black Pantheon, traditionally Aestatians show their faith by visiting altars throughout their city. Each altar is designed to accommodate the sacrifice of money, food or candles. Cults of aujurers who read signs such as natural disasters and changes in weather as messages from the gods are common, but in no way official. From a young age, boys are either tutored by their father or another male figure who has served as a member of government. Girls are instead tutored by their mothers and grandmothers. As boys grow into adulthood they learn statecraft, strategy, and economics. Girls are instead taught how to manage a household, have children, and please their husband. Aestatian art primarily takes an oral form, typically through poetry or plays. It is from these tutors and their surroundings they would glean the knowledge of the Aestatian language, which would be commonly spoken over other tongues in their land. All able-bodied men are to perform five years of military service. It is through doing so that a boy earns his manhood and demonstrates to colleagues and family his capability. In the military, a young man will also make key alliances and friendships that will help a future in the government. Following their retirement from the army, men may occupy a range of offices. The most common route for the ambitious is that Ladder of Rule, wherein a man attempts to have himself elected to increasingly prestigious offices of governance. The final two 'rungs' are senator and speaker. To achieve both of these in one's lifetime is viewed as a significant show of intelligence and personality. Mechanics Lifespan: 100-115 years old on average. Aestatians are the strongest of the human subraces, but also the least agile of them all. Aestatians are resistant to all forms of divine magic (excluding the Arvora's Ascended).
  3. Hestark The Imperial History Said to be born from the hand of war itself, the Hestark people are a proud and strong culture. Residing in the North of Aoressa, they have taken providence and pride in their great keeps and castle of stone, and their men gallivanting in steel armor, but they were not always this way. These people were nothing but small hamlets and groupings in the Northwest of Aversia, living simple lives as farmers and trading to nearby village. They kept a peaceful relationship with the nearby peoples of other cultures, but made sure to assault their dominance over them. During the end of the Second Exodus however, many Houses would come to take claim of this portion of the continent. Rallying the forces of the continent, the men would gather, beginning to form themselves into various Imperiums, though the current one is still a result of this brilliance. Once having little culture of their own, and a decentralized government, the foreigners would bring both in droves, planting themselves at the head of these societies. The locals saw little harm in this, and thus quickly assimilated, finding themselves rather at home within its ranks. Becoming skilled warriors and artisans, the culture group known as the 'Hestark' would take a great deal of inspiration of the world of old. Its strong warrior culture and supremacist tactics would come into great use against the various 'inferior' races at the area, which were dispatched in quick order to make them a apart of the glorious Empire. The House still stands as the proud Kolchrave, but their culture before this is not entirely lost upon them. These men, said to be forged by Veltes himself, fought man conquests to push back their adversaries. Other races were made to fall back and either join the humans, or become seclusionary. Birthed for war, continued for conquest, these people have spread across the lands, founding civilizations and cementing themselves in the harsh realm. Though, in truth, humans were birthed the through evolution. Yet the myth of the hand of Veltes still holds steadfast, and holds no opposition, as evolution has yet to be discovered. Physical Description The Hestark are some of the most varying humans. Their most common coloration would be that of a peachy 'white' hue however, and this would remain the dominant archetype of the Hestark breed. Originating from the Nortwest, these people tend to be of stockier builds, framed for muscle, but otherwise is not unheard of. These men and woman come with a plethora of eye and hair colors, and do not exactly have a phenotypical commonalities within these ranges. Most of these people are laborers, and are known to have coarse hands and worked skin, but most nobles tend to have hands which are softer. The divide between nobility and commoner is also represented in the clothing choice of the people. Knights in full plate armor are more distinguished than those without, these people are to be respected by the commoners and men beneath them. Nobles are likely to be adorned in crimsons and purples, these shades of dyes being difficult to acquire. Commoners wear clothes made of burlap or hemp, these simple cloths are near always scraggly and most lack the funds to get more proper clothing. It would be typical for the common man to have made clothes, only the finest of clothes being produced by a tailor. Common Height: Male: 5'7" - 6'1" Female: 5'4" - 5'8" Common Build: Ectomorph, Mesomorph, Endomorph Common Eyes: Brown, Green, Blue, Grey, Black, Hazel Common Hair: Brown, Black, Blonde, Ginger Common Skin Tone: Full Human Spectrum, Mainly Peachy Culture The culture of the Hestark are an amalgamation of what they previously were, and the blending that has taken place with their control since the days of the Rhosaen and the Exodus. Since the formation of the Crimson Imperium, their culture as bent even further to the ways of Kolchrave, Falcon, and those birthed in Edeline. The economy of which before had been based in the vast mines of the north, founded in their mountainous homes and shipped out to their northern and southern neighbors. This founding would outfit them usually in the most advanced of armors, far outmatching the other species of humans with their more well supplied military. The Hestark are a prideful and spanning culture who have outposts within each of the continents of Aversia, vastly expanded from various military campaigns throughout history. Upon the landing of Kolchrave and other houses in the northern Aoressa, the Hestark people would bend their knee to the superior power and might, finding themselves content within their folds. The religion of the Hestark would be the most varied of all the human peoples. The most common worships would be the three gods: Sterk, the Warrior, Belek, the Oppresor, and Dahriim, the Protector. These gods are worshiped by various parties of the people, and are three of the prevailing known religion. Belek is worshiped though the followers of the Oppressor are not known throughout the hold, and practice such in private and alone, allowing him to tempt them with power and offerings. Other deities are worshiped and allowed culturally by the people, and are not judged for doing so besides the 'evil' or 'occult' deities being Belek and Foli. Religion itself is very common amongst these people, each holding at least some form of faith, unlike their northern relatives. The settlements of the Hestark are quite varied and sprawling, often darted around the land. Often centered around rivers or flowing water sources, permanent farms, large sprawling cities, and outposts of stone and sprawling and webbed roads which stretch throughout the land, connecting the Imperials with trade routes for others. Their cities hold nothing which is specifically distinct, but the center of town is most likely some form of town hall, or center where the governance will be held. Ruling of law is generally done behind closed door, but brought out in edict to the public. The diet of the Hestark people is rather simple. Mainly contrived of fish and vegetation, the Hestark eat the best from trade and home grown crops out of many of the other races in the world, and especially more than the other humans. This leaves them more naturally fit in general, and able to put on proper muscle. From this, some Hestark are able to gorge themselves on food, but this is looked down upon and seen as a 'posh' or 'noble' thing to do. Mechanics Lifespan: 75-90 years old on average. These humans are the most adaptable, able to fold to any climate or habitat, though are not as efficient in such polar climates as others. The Hestark people are able to accumulate muscle mass easier than other humans, this would be through their diet and genetics. The Imperials are the best wayfinders of humans, able to more easily dictate direction at sea and on land than other humans naturally.
  4. We Killed God. And it's your fault. The Gods have been Officially reworked! You may Check them In this Order: Vassas Vikret Arvora Morto Foli Veltes Oklamat Domm Venti Bahari Sol Ombra Sterk Dahriim Belek A New strain of Animal has been Released! Shamanism has Been released! A cannibalism disease has been released! Humans have been totally Reworked, you must now choose one of the four, Legacy does not count for this one folks! All are playable! Hestark Avaltan Yusati Aestatian Racial genetics have been updated! Greater Vallahism has been released! Halflings have been Reworked! A new type of Bird has been released! Airship Mechanics have been released! Magical Proficiency has been changed! Three more event monsters have been released!
  5. Half Elves History When the first Human was made from the flesh of Fey and the hue of earth, he was faced with endless struggle. The realm of his kin’s birth was one littered with atrocities. The Fey grew corrupted with every step toward their new neighbors, tainted by their sin of murder and their victim’s influence over them. They warred for many years, bitter rivals, but no such feelings can last forever. Just as the Pantheon forgave the Elves over time, so did the Humans. Their daily raids slowed until they reached a completely standstill, and neither sides were particularly surprised when an alliance was offered, followed quickly by trade. The only surprise was when the Elves and Humans began to come together romantically, leading to the existence of an In-Between Child - A Half Elf. Physical Description The Half Elves are a physically fascinating race, being quite diverse in their appearance. Half Elves can be an average of 5’2” - 6’3”, tending to be both shorter than the tallest of elves, and taller than the shortest of humans. Half Elves have defined and sharp facial features, being only slightly more rounded than their Elven parentage. Their ears are also not quite as lengthy as their Elven half, forming to a tip. The length is between that of a human and elves, but slightly more rounded due to their human lineage. Half Elves also tend to remain thinner than their human ancestry, but more bulky than their Elven one. Half Elves may inherit certain traits from their Elven ancestry. The only Elven traits unable to be passed would be the skin tones of their Elven parentage. These have been genetically weeded out over time, being purely recessive and unable to be brought out by any means. This was to help the Half Elves blend in better in settlements.The skin from their parentage is also blended with one another, the skin from dark elves taking far more from the human lineage, becoming less of grey and purple into something more humanoid. Half Elves may have the following colors of eyes: Blues, Greens, Browns, Purples (Dark Elven Parentage), Pinks (Dark Elven Parentage), and Grey. Half Elves can also have the following hair colors: Whites, Browns, Blondes,Greens (Wood Elven Parentage), and Blacks. Lifespan Half Elves will live up to an average of 250 years of age. Society Half Elves usually grow up in stationary societies which border amidst the Elven and human settlements, often coalescing in a small population between the two. There are many instances where Half Elves are shunned from both societies, seen as a sinful interbreeding that should not be able to exist. In these cases, they are cast out on their own and develop their own solitary lifestyles. Other times, they are welcomed within one or both of their parents’ communities and adapt to their chosen lifestyle. Culture Traditions: Half Elves, depending on their parentage, may choose to adopt the traditions of their parentage, including the appreciation of nature, an art in scavenging, etc. Greetings: Depending on their blood and chosen way of life, they may bow in greeting, roughly shake hands, wave, or simply nod. It all depends on their parentage. Celebrations: Most Half Elves will take after their Elven heritage in terms of religion, as the gods chosen by humans are rougher and require a toughness that many do not possess. Diet Whichever side a Half Elf chooses, they convert completely. They may choose an entirely meat diet or an entirely plant diet, very rarely settling in between. A Half Elf with Dark Elven blood may scavenge instead of hunting, but will still keep the full choice. Settlement Depending on their culture, Half Elves can live in caves, huts, or normal housing, but unless they are outcasted, they are rarely grouped together as themselves. They are almost always a minority in a human or Elven society, but in the case that they are outcasted and come together, a mixture of huts and normal housing are the preferred styles. Religion Like many aspects of a Half Elf’s physical composition and lifestyle, their religion is primarily chosen by their parentage and which society chooses to accept them. Depending on their parental subrace they may choose to worship Arvora, Dahriim, or Ombra. A more human based Half Elf may choose to worship Domm for his love of the craft, but rarely will Sterk be worshipped, as their Elven blood makes them struggle with such strength. Mechanical Differences Half Elves rely on one or both of their parents for their unique physical and mental aspects. They are part of two worlds and can adapt to both. A Half Elf has no culture of their own, but because of that they can easily mingle in new societies and settings. Half Elves have a very low fertility rate. (Dividers by Bubble Bwee)
  6. Halflings History The history of the halflings begins with a small nomadic tribe of humans on the continent of Aoressa. They had stayed nomadic to avoid the general rambunctious nature of human culture and sought to find a fertile area to settle down. After many slow years, they had trekked to the northern plains of Aoressa, where they found fertile lands for their crops. The people thanked their Goddess Arvora and began to plant crops and create plant life within the fertile lands to feed their peoples and to praise her. Once settled, the humans began to evolve into shorter creatures who were more easily able to tend her crops, and do her tasks. The halflings, wanting to get closer to Arvora, built their homes into the dirt and hills themselves to allow themselves to be one with the life. Most halflings were happy with their newly settled and easy lives, however, as descendants of humans, not all were satisfied. These Halflings began to use their slight of hands for other things such as theft in big cities, having left the simple life of a farmer. These Halfling groups who split off and became thieves and another city folk, were often ignored by the simple farmer Halflings, as they believed the true halflings were to be peaceful, and remain close to their family’s and Arvora, rather than succumb to such unruly lawlessness. Physical Description Halflings are similar to their human cousins in most features, however they do have many differences compared to their human cousins. The main difference between the two is they grow to a max of around 3’ in height, averaging somewhere between 2’8” and 3’. Their bodies also are often covered in more hair than that of a human, but not to the extent of say an ape. The eye color of a Halfling is also like that of a human, not differentiating. However because of their small height and stature, their bones are also quite brittle, having the bone-strength akin to a Half-Elf. Their feet are large and padded, with more nerves inside they are able to feel more of the ground. However, due to the lack of shoes that Halflings usual possess, it can often be seen that the bottom of the feet are very callous. The feet of male Halflings are also known to have hair on the top to protect the skin and keep the feet warm. The woman have adapted to not have this hair on their foot, due to keeping more of the inside jobs such as cleaning, rather than farm labor. Halflings tend to have rounded features, often being at least a little bit stout. It would be very rare to see an extremely skinny Halfling, mainly due to their diet being made largely of bread. Their bodies are commonly seen chubbier than most, albeit most is muscle mass. To keep this muscle mass, and the strength to lift heavy tools, Halflings have to consume as much as the average Human, instead of a Lirram. Lifespan Halflings will live to an average of around 160 years. Society The Society of the Halflings is often one of sharing, and hard manual labor with one another. It would be uncommon to have a defined leader for such a race, it would rather be more common to see a council leading the Halfling villages. Each village is created to be it’s own sustainable area, often successfully not relying upon others for resources. Each Halfling is expected to provide for one another, so as to better everyone and have production increase. The most common job for a Halfling is a farmer, however if a Halfling is not a part of a village, and leaving in a big city, they can often be effective pickpockets and thieves. Culture Traditions: The Halflings of the province of Aoressa are a very traditional people, often not changing much generation to generation. If one’s father was a blacksmith, tailor, farmer, logger, the child would also be expected to pick up the trade, it would be quite an oddity and considered an embarrassment if one did not take up the same trade. The Halflings live a simple life where food and tools are made to stay within the village, the most common tool being that of a sickle, which are often made to be sharp and durable, passed down through the generations for sons of sons to use as the tool of their life. Clothing of the Halflings is often very simple garbs, none too vibrant or showy, often made to do labor effectively or safely and nothing else. As such, they are often not prone to wearing formal attire, and can often be seen not wearing shoes. Greetings: Common greetings between Halflings usually involve pipe smoke tricks, a small dance between the two halflings, which involves the rapid and rhythmic kicking of both feet. If the other one is kicked in this matter as they are faced, it is often a sign of a lack of respect and clumsiness. Celebrations: Celebrations may mostly be seen after a great harvest. There is also an annual ceremony in the springtime in hopes of good harvest, where alcohol and homely foods are served as the entire village sits at one large table, to show their teamwork as well as their devotion to Arvora. They hope in this ceremony that they will be blessed with bountiful crops, and a prosperous year. After the large feast, it is often ended with fast dancing, often to the tune of simple string instruments. Diet The diet of Halflings is mainly made up of wheat products, the main staple being basic bread. They often do not eat lavishly, rarely putting meat onto the table, although are happy with the bounty Arvora has given them. Settlement The settlements of Halflings often were rudimentary, with vast farmlands and small animals, mainly being ponies and goats. The most common crop due to availability and climate would be wheat, this put the bread on as the staple of their diet. They may also found drinking alcohols such as Moonshine, but wine is far too rare to the Halflings, as grapes are not commonly a crop for them. Religion The main deity worshipped by the Halflings is lady Arvora. Arvora is the one who is said to provide them with sustainable crops, and the ability to leave the peaceful lives as they do. Often when harvesting the crops with a sickle, or collecting the bundles, prayers may be heard in hopes of good harvests in the future. When the seeds are planted, prayers are often sung in hopes they grow to be fertile, and in that time, that Arvora will have them grow as a person. Oklamat would be rarely seen being worshipped as the Halflings are not known to travel. Belek, Ombra, and Foli are also uncommon gods to see worshipped by the Halflings, as they are simple people, who lack the need for hate, secrets, and chaos. However none of these four are impossible to find. Mechanics: Halflings are resistant to poisons and disease, because of their ancestor's lifestyle and diet needed. It will take a pint's worth of poison to le harm a Halfling, half that to begin feeling the adverse side effects. Due to their padded round feet and short stature, the Halfling kind are considered once of the most stealthy when trying to achieve silence. They aren't however, as stealthy as the Fee-Lirra. Halflings naturally pick up skills, albeit they are harder to master. With the smallest hands of all the races; their skill of hand is greatly increased from the time of hard labour. This makes them skilled at slight of hand. They also have the best sense of taste, their tongues tingling with sensation. This would allow them to detect if food is spoiled or contains poisons. With their movements being swift, their speed on feet is extremely slow. Halflings due to their human heritage are stronger than Lirram naturally, due to them handling tools and doing manual labor. They are, however, unlike their former state, are weaker than Elves. Lirrams are not as strong as Halflings due to their animal inheritance, the Human relation making Halflings stronger as a full Human relative.
  7. Mother Aestatian Avaltan Hestark Yusati Half-Elf High Elf Dark Elf Forest Elf Desert Elf Snow Elf Fey Syrien Syva-Syrien Orc Dwarf Vilo-Tae Halfling Sinnehliv Kae-Lirra Fee-Lirra Vul-Lirra Cap-Lirra Father Aestatian o o o o o o o o o o o o o x x x x x x x x x Avaltan o o o o o o o o o o o o o x x x x x x x x x Hestark o o o o o o o o o o o o o x x x x x x x x x Yusati o o o o o o o o o o o o o x x x x x x x x x Half-Elf o o o o o o o o o o o o o x x x x x x x x x High Elf o o o o o o o o o o o o o x x x x x x x x x Dark Elf o o o o o o o o o o o o o x x x x x x x x x Forest Elf o o o o o o o o o o o o o x x x x x x x x x Desert Elf o o o o o o o o o o o o o x x x x x x x x x Snow Elf o o o o o o o o o o o o o x x x x x x x x x Fey o o o o o o o o o o o o o x x x x x x x x x Syrien o o o o o o o o o o o o o x x x x x x x x x Syva-Syrien o o o o o o o o o o o o o x x x x x x x x x Orc x x x x x x x x x x x x x o x x x x x x x x Dwarf x x x x x x x x x x x x x x o x x x x x x x Vilo-Tae x x x x x x x x x x x x x x x o x x x x x x Halfling x x x x x x x x x x x x x x x x o x x x x x Sinnehliv x x x x x x x x x x x x x x x x x o x x x x Kae-Lirra x x x x x x x x x x x x x x x x x x o o o o Fee-Lirra x x x x x x x x x x x x x x x x x x o o o o Vul-Lirra x x x x x x x x x x x x x x x x x x o o o o Cap-Lirra x x x x x x x x x x x x x x x x x x o o o o Key O = Able to Produce Offspring X = Unable to Produce Offspring Overall Breeding with the same race should almost always be acceptable, with the usual genetics for those races applying to the offspring. Race may be chosen by either the father or the mother if it is an interracial couple, but that is a case-by-case situation. If the parents are part of the same race, but different sub-races, such as Lirra or Elves, their offspring would not be mixed, instead taking after one singular parent in traits. Twins may be born of two separate races as long as they are fraternal. Humans and Elves Humans and Elves will always produce a Half Elf. The appearance of the child may be a mixture of both the mother's and the father's genetic traits. The skin tone will always be more humanoid, however if the skin is unique for elves [Snow Elves or Dark Elves], it may remain lightly in their pigment. Any bonuses the sub-races grant are also imparted upon the child, although these advantages would be halved in-between the Human's and the Elf's. Syrien and Elves This pairing is dependent upon the mother's species. If the mother is a Syrien, then the offspring will also be a Syrien, losing all Elven traits. If the mother is an elf, the offspring is likely to have Blessing of the Waves. The resulting child will be a Half Elf if the mother is an Elf. Syrien and Humans If the mother is a Syrien, the offspring will also be a Syrien. If the mother is a Human, the child will be a Human, with a likely chance of obtaining the genes for Blessing of the Waves. The offspring in either pairing may carry the appearances of either race, however they will only be granted their own mechanics. Ex: A Human offspring may not have scales, but it may have the color of the father's hair or eyes. Humans and Half Elves The offspring will always be a Half Elf in this pairing, taking traits from both the mother and father as stated in Half Elf lore. Given enough time and consistent generations of breeding with humans however, the elven blood will eventually be culled, relieving them of it. Mechanically only one of the Human traits would blend, however aesthetically it can take from both parents. Ex: The mother is a Half Avaltan. The father is a Yusati. The offspring can either be Half Yusati, or Half Avaltan, but not both at the same time. Elves and Half Elves The offspring will always be a Half Elf in this pairing, taking traits from both the mother and father as usual. It may either be a Half Elf, using the mother's Elven portion or the father's. Mechanically only one of the Elven traits would blend, however aesthetically it can take from both parents. Given enough time and consistent generations of breeding with pure elves however, they will eventually return to a somewhat normal state, but retain some stain of humanity within their blood. Ex: The mother is a Half Snow Elf. The father is a High Elf. The offspring can either be Half Snow Elf, or Half High Elf, but not both at the same time. Half Elves and Half Elves The offspring will always be a Half Elf in this pairing, taking traits from both the mother and father as usual. It may either be a Half Elf, using the mother's half Elven portion or the father's. Mechanically only one of the Elven traits would blend, however aesthetically it could take from both parents. Ex: The mother is a Half Snow Elf, The father is a Half High Elf. The offspring can either be Half Snow Elf, or Half High Elf, but not both at the same time. Lirram Lirra-born will always be the race of the mother. Any form of cross breeding will result in this. However visual traits can be brought down from both species. Ex: Hair color, eye color, skin tone, body type, etc.
  8. Ombra "The Mother of Vallah" "Concealer of Light" "The Deceiver" Motto "The darkness will hide those who do not wish to be seen." Holy Symbol Moon lined in stars, showing the various stages and vastness of the sky. Holy Colors Midnight Blue, Crimson, Star White, Black. Alignment LG NG CG LN TN CN LE NE CE Portfolio: Cunning The Moon Stealth Ambition Common Worshipers Vallah, Politicians, Nobles, Thieves, Rogues and Astronomers. Domains Night, Vallah, Ambition, and Stars. Sub-Domains Space, Motherhood, Peace and Selfishness. Favored Objects Moondial, Daggers, Parchment and Pen Demi-Servants Wulrin: Wulrin is Ombra’s Demi-Servant of cunning and stealth. Depicted by a wolf made of the fabric of the night sky, its vibrant colors go dim when it is on the hunt. Ombra often directs this Demi-Servant directly to enact her will, allowing the wolf to whisper into the ears of others, and cause other acts to further her wills and missions in the realm. Wulrin is the embodiment of what many would consider Ombra's evils and predatory senses. Each creature of the night bends to the will of Wulrin without question, who leads these beings to fulfill Ombra's deceptions. It is said its howl reverberates as a melody of the night, singing the sweet tales and Ombra's many hymns. Lulia: Lulia is often depicted as a politician of sorts, holding ambition and patience. Often depicted in a flowing dress made of stars, a near dark elven complexion and startling red eyes; Lulia seems to always be waiting for times to hatch her plots, having earned demi-servanthood by quietly usurping her predecessor and held the position for hundreds and thousands of years. Lulia has been said to sneak into the politics of men, initiating Ombra's will and whims within the plots of men. Able to disguise herself as any being, her dress is said to shape with the help of the shadows, supplying politicians with points of policy, and kings with guidance. Lulia has been initiated by Ombra, playing the long game to make her eternal realm of peace and harmony, yet she refuses to cause straight conflict. Mythos The Pantheon itself was growing, as was their duties and symphonic demands that drew from the very nature of the realm and the mortals that lived upon it. Veltes demanded their morality and their organization- while Arvora and Morto handled the very mortality of the budding civilizations. . . Domm and Oklamat had sprung into existences as immortalized feelings and emotions, while the utter disgrace that was the Mistress of Chaos troubled both mortal and deity alike. The Infinite and the Arcane set about to create a new deity, whose domains would rule the Heavens. The Sun, the Stars, and the Heavenly Bodies would all be immersed within the domain of this mighty deity, whose power rivaled that of the elder Three. While Vikret managed the creation of this new divine existence, the Balancekeeper aided in the well of power and authority from his own domains that would culminate in this entity. Yet- cloaked by her own, chaotic power, the Herald of Despair slipped into the very realm which Vikret tirelessly worked. . . At the final instant, Foli unleashed her dark and malicious plan as the Heavenly deity was to spring into existence. . . Dividing them into almost pure equal parts, the Whisper fled Vikret’s dominion as quickly as she had came. Wrought from her handiwork, spilled forth twin deities- a luminescent, overbearing male whose name would come to be Sol, and a quiet, shimmering female, whose name would come to be Ombra. Ombra begun her work in seclusion, making her domain and forcing herself into solitude as she made her quiet and pensive night. It was here she would knit her masterwork and thread the beautiful skies which loom over the realm. Her shadows would then be cast out, even able to remain during the days which Sol occupied, allowing her followers shelter from his blistering light. Ombra’s Doctrine: Subterfuge is the way of accomplishment. Let none know of your true strength or abilities. Those you care for must be sheltered, through any means necessary. Plane of Origin: Umbrage Umbrage is the plane of eternal Darkness, and where the moon ever looms above the populace. One’s views of Umbrage may change due to their lifestyle, however one thing remains consistent: Umbrage is sprawling, maze-like, and easy to get lost in. Hunters might perceive it as a dense, yet dark forest, while those in politics may see it as one manor where the moon peers through a window, or a sprawling city. It is a plane of deep thought and contemplation. Even those who perceive such as a city, might easily think within the confines, as it is said to be quiet unless chosen to be heard. It is in this plane where vallah do not have to feed on blood, or anything for sustenance, and the world is constantly at Ombra’s quiet peace and solace. The sky is filled with constellations, and what some mortals would consider monsters or creatures of the night roam freely and harmlessly throughout the plane. Blessed of Ombra are allowed to join her peace, which some speculate to be on the moons of the planes themselves, however none can confirm this. This theorem is heavily debated by scholars, and some even speculate there are multiple Umbrage sites, due to the many moons over the infinite numbers of spacial bodies. Celebration(s): The Longest Night At the dawn of Glacies Venti is the Winter Solstice, which Ombra followers revere as the day that Ombra is closest to her followers and all those of the mortal plain. Followers will come together as family units or with those of close bonds in tranquil merriment. While there are not many unique practices of these events, it is common to see followers take chorus and sing traditional songs for their Mother. Ideal Realm Ombra’s ideal plane is full of peace, specifically peace created through her means, all would agree with her rule. Relations Ombra has a bittersweet understanding with her twin brother, Sol. The two often come into silent feud, yet she does hold respect for him. Ombra cares for Morto, seeing him as a tortured soul and wishing to shelter him. Ombra holds a neutral standing with the rest of the Pantheon. Myths and Speculation: Ombra has been said to hold a bittersweet caring for her brother Sol, yet she refuses to show it in front of him. Some speculate that Ombra has turned her followers who have gone astray into the very creatures which tirelessly protect her, binding them to eternal and begrudging servitude.
  9. Bahari The Frigid “Mother of the Syrien” “The Kraken” “The Unforgiving” Motto “Even the most daring heroes shall eventually perish beneath the emotionless waves.” Holy Symbol A Dark Steely Trident flanked by two white-capped grey and storm-driven waves. Holy Colors Dark Blue, Purple, Pale Silver Alignment LG NG CG LN TN CN LE NE CE Portfolio: The Sea Moratorium Calculation Loss Common Worshippers Seafarers, Widows and Widowers, Syrien, Pilgrims. Domains Oceans, Ruthlessness, Practicality and Logic. Sub-Domains Despair, Loss and Patience. Favored Objects Anchor, Trident, Shells. Demi-Servants Aeschylus: Aeschylus, as with most things that are held within Bahari’s domain, represents the darker and more cruel portions of the endless oceans. . . Drawn within himself are the domains of Ruthlessness, Despair, and Loss. Aeschylus holds the form of a great Sea Serpent, a Dragon of the Waves who roams the surface and the deep, wreaking havoc upon those who fail to honor and defend against the eternal tread of the colorless foamy spray. There is no mythos upon the creation of Aeschylus, instead, the great Serpent seems to be a monolithic entity who existed before even Bahari herself ruled the tumult of the sea. A titanic being that is as old as life itself, yet one that pledged its service to the Kraken and her practical ways. All that is known however- is that for one to see the form of Aeschylus, they must have angered Bahari in one way or another. Be that harming her most beloved, or disgracing the sea and all that it represents. To see Aeschylus often means doom itself, as this Dragon of the Waves is one of the most powerful Demi-Servants known to exist. Onesiphorus: Onesiphorus holds the form of an ancient mariner, whose eyes are bright and shimmering as the horizon on an early dawn, and whose skin is brown and leathery from a lifetime of saltwater and sunshine. . . His white beard and lengthy hair is filled with brine and salt, dry and weathered as the wood of ancient ships that still ply the waters to this day. However in the contrary nature of the sea, Onesiphorus bears upon his face a wide and toothless smile as wide as the many shores. . . His personage is drawn from the eternal representation of the Sea’s Bounty, and he fills the hearts of fishermen and mariners with hope and glee. To see Onesiphorus, or to commune with him, is a boon that tells those of the ocean Bahari watches over them, and respects them for what they do. Onesiphorus serves another purpose- the representative of the Unforgiving and Forgotten Maiden to the world of men. Bahari herself rarely, if ever, will show her form above the shrouded abyssal plains that she walks- and most communication is passed between beast and man via the ancient mariner of her own creation. Mythos It is easily seen that the deities of the Pantheon are not so different than the mortals that they watch over, finding both love and lust in equal measure when compared to their more fragile counterparts. Such was no exception to the ever-reaching domain of the Wind and its Master, Venti. His eyes saw all that moved upon the surface of Aethius, as his domain touched all that breathed and milled upon the body. Yet, there was a singular entity that the Stormlord cherished above all else. . . A young woman, eyes as pale as the fullest moon, and hair as bright as the coming dawn- a woman whose heart was great and marvelous, loving and caring for all things- and most importantly, his own. Loving a mortal displeased the ever-watchful gaze of the Balancekeeper, whose ire rose steadily against the Stormlord and his supposed elven bride-to-be. As the mistress of Venti set out upon a long journey, crossing the great and tumultuous seas he ensured that the currents and waves were calm for her travel. Yet, unforeseen to the eyes of the Stormlord, a dark and mysterious illness fell upon the mortal woman who his heart had so fallen for. Her kindness and beauty unrivaled in the realm of men, a love unconditional between the mortal and immortal. . . This love was irreplaceable. Venti, torn in his heart about what to do, called upon the Matron of Life- yet, Arvora scorned the Stormlord for his romance with a mortal being- whether she truly believed what she said, or was influenced by her elders, it would never be known. . . As the woman grew ever-more frail, her journey upon the desperate sea seemed far too great for her health to tarry through. Her breath drew short, and her life soon began to fail. . . Venti’s pleading to the greater Three of the Pantheon were utterly ignored- the Infinite and the Arcane refused to heed his cry, while the Life Mother simply averted her eyes, forever to regret her actions. His love for the maiden was absolute- and in a final desperate act to save her, the mighty Stormlord shed his very mortal form, destroying his Avatar in a spectacular show of divine force. . . Armed with the power of will and authority of his deified form, Venti channeled the shredded carcass of his avatar into the dying woman before him, seeking to preserve her life, and allow their love for one another to continue. Yet, despite the might of the Guardian of the Sky and Firmament, the creation and preservation of life was not his forte. Rather than ascend his lover, he unwittingly drew the very aspect of the sea, the body of the maiden, and the power of his own Avatar into a tumultuous storm, a writhing and agonizing process which birthed not a revitalized mistress, but an entirely new creation. . . A deity, whom bore the body of his lover, but a mind that was not her own. From the writhing storm, emerged the pyre of divine light, yet scarred with undertones of blue, grey, and blacks. . . Forth from the cauldron came a form that mirrored Venti’s lover- yet in her shadowy eyes, recognition came naught. What stood before the Stormlord, was a female goddess whose attributes had claimed the Sea. A mind that was empty, save all that the oceans and their tributaries knew. A mind that was inherently cold, frozen, and calculating. . . A woman without love or a heart that was warm. He gave her a name, as his very embrace was swatted away from him. . . Bahari. Venti’s force was cast away from the sea, and the source of Bahari’s power akin to an angry beast striking its master. The Stormlord himself slunk away, as the very struggle of pity and despair washed over him like the unforgiving waves of the ocean he trudged across. His own demeanor forever changed, the warm and caring deity would eternally nurse a wound deeper than the coldest abyss. Bahari's Doctrine: Logic and Patience is a reward in itself, Idiocy is to be punished absolutely. Forgiveness is to be granted sparingly, for transgression must never be forgotten. Place absolute trust in nothing, as all is eventually washed away. Plane of Origin; Danaldaie Venti’s careless actions shredded the very nature of reality itself, and entombed the heart and soul of his lost lover into the fabric of a reality that mirrors that of the darkest portions of the sea. A cold, and hurtful place, torn by storm and swell, where creatures of unknown size and nature inhabit the icy depths. Within Danaldaie, whispers of the Stormlord’s lost lover caress the mind, as if Bahari’s voice echoes in misery, a hopeless seeking for what was lost by the Mother of Syrien. Simply, the realm of infinite and shadowy waters is the very animated form of what was created and lost during her creation. A place where Bahari finds neither solace nor recognition, but a saddening sense of loss that the Goddess hides deep inside herself. Celebrations The Greater Claims: Honored in tradition, as a holiday by those who worship the Kraken, is the period of time represented twice a year when the tide rises to the highest extent upon the land. Such is seen to be the highest point in the ever-shifting domain of Bahari. . . During the winter, the First Greater Claim, echoes the sorrow and loss felt by Bahari’s darkened heart. Patrons regularly inscribe the worst experiences they had throughout the year, and deposit them into the sea to be swept away by the uncaring depths. During the summer, the Second Greater Claims echo the warmth and benefit that Bahari’s domain issues upon the shores and lochs of men. While the Sea is oft seen as a heartless mistress, it is one that gives forth bounty unending when the time is right. This, is seen as a time of celebration and revelry by the followers of the Mother of Syrien. Ideal Realm Bahari believes in a realm of men and beast, who mind their lives to such a degree that all will function as an organic clockwork. Lacking of emotion or loving hands, she seeks a logical end to all things, and a system of meritocratic benefit. Relations Bahari holds a cold respect for Vassas and Vikret. Bahari believes that Arvora is a meddler and a pest, yet believes she is indispensable. Bahari despises Venti, and fails to understand what he sees in her. Bahari hates the chaotic nature of Foli and her children. Bahari is neutral to the other gods of the Pantheon. Myths and Speculation: Bahari is believed to have once been a Mortal. Some say that Venti seeks to restore her at all costs, yet their domains wage an eternal frozen war with one another.
  10. Belek "Lord of Hell" "King of Tyrants" "Master of the Hearth" "Men who stoke too many fires may set aflame that which should not burn." Holy Symbol Two twisted black horns stretch to meet each other at both ends. The exterior of one is regal and outlined in gold, while in contrast the other is spiked with jagged edges and outlined in gold. Holy Colors Black, Gold, Red Alignment LG NG CG LN TN CN LE NE CE Portfolio: Supremacy Family Hell Judgement Common Worshipers Belek’s worship extends throughout all portions and strata of society. It is generally not one’s place or position in the world that determines whether or not someone follows the god, but rather their ideology and their outlook. Domains Fire, Law, Punishment, Order Sub-domains Kinship, Morality, Restraint, War Favored Objects Axes, Crowns, Hearths, Shackles, Walls Demi-Servants Perhaps unique amongst all gods is that Belek himself rarely interacts with the mortal realms. Instead he allows his most loyal servants to feud against each other and spread his faith and will in the manner that they see fit. Of all of his profane servants though only two have truly risen to the point where their god has blessed them with true power. No true history records where from these beings first sprung, though legend tells that they both were once mortal before their tumultuous ascensions. Eleasai: The Lady of the Hearth is known by many names and many titles, yet one single fact maintains consistent throughout all her shrouded forms and appearances: she represents Belek’s domains of strict law and encompassing order. Often taking the form of an elderly crone shrouded in embers and smoke, Elesai treats every Beleki worshipper who honors their god through her as extended family. Though she bears a surprisingly familial and friendly personality towards those who find themselves worthy enough to summon her presence, the restraints and restrictions that she and her servants seduce mortalkind into with their schemes are almost oppressively suffocating. Nehemoth: The Fiend bears countless visages at once and many forms. He always appears different to each pair of eyes that might gaze upon, though his form is always that of one of the viewer’s ancestors shrouded in both gore and fire. He represents Belek’s domains of fire and punishment. Tempting mortalkind into his service with whispered promises and profane deals, Nehemoth works to bring all that he can into eternal damnation. In some furtively whispered legends Nehemoth is said to be even older than the god he serves, a sinner and servant to Veltes before he fell. Whatever the case may be, each of Nehemoth’s twisted plans seems to lead up to some overarching goal that never seems to come any closer to fruition. Holy Lands Anywhere where the rule of law is structured and littered with inspiration from Belek’s doctrines is considered holy in the eyes of the god and his countless infernal servants. It is also rumoured that there is a single point in the world where but a single droplet of Belek’s molten blood fell and rent the earth into a flaming and cavernous maw that the god has personally blessed. Mythos It was when Veltes died that Belek came into being. As Dahriim formed from the corpse of the deceased god it was Belek that later crawled forth from his remnants. Created from Veltes’ dying spite, he devoted his last moments of existence to furthering the destruction of his own realm. So it was that Belek emerged wreathed in abyssal fire and clad in the gore and shadows of those Veltes had slain in life. The entity known as Belek set flame to the decadent and opulent realm that sprung him as he wrought divine punishment upon it and its inhabitants in but sweeps of his gargantuan and clawed fingers. Though half the realm was eventually rescued from this cataclysm by Dahriim’s first frantic and furtive efforts, the rest fell downwards and hurtling through the plane before those molten splinters finally became the plane of Hell. Ruling over from the same throne that Veltes had used in life, Belek’s plans began to almost immediately began to take shape throughout the planes. There the god lies forever in wait as he works and schemes to fulfill both his own ambitions and the schemes that Veltes left for him unfinished in his death. Forever bound to finish the dark tasks that his progenitor set, Belek lives in a constant state of agonizing anticipation as he and his servants wage eternal war against Dahriim in hopes of finally fulfilling his quest so that he might bring about a perfect world. Belek's Doctrine: Wear the shackles of the law both in flesh and spirit without shame. Keep the fires of the family hearth lit through whatever troubles may come. Punish those who stray from what should be into what should not. Plane of Origin; Hell Formed within the void that the death of Veltes left is the endless and cavernous plane of Hell. A world of eternal fire and toil, Hell is a plane where everyone has a place. Ruled over by Belek’s demiservants, the portions of this realm can be roughly divided by which of his hands rules over that particular segment. The peaks of this realm are covered in countless metropolises connected by massive bridges spanning across the horizon. It is here that those who were faithful to Belek in life and followed his ideologies as law find themselves after death. Ruled by Eleasai, everyone within this portion of Hell has a place and a role no matter whom they were amidst countless generations of their extended kin. These eternal and tranquil cities are guarded from what lies below by massive walls ringing the mountains below. It is in the fields of punishment that those who are sentenced to damnation or those who failed to follow Belek’s imposing ideology find themselves. Amidst molten valleys and oceans of fire the damned constantly seek to right their wrongs under the watchful eyes of Nehemoth’s burning gaze. To exist within the fields is to suffer without relief for what may very well be an eternity. There exist the occasional settlement allowed to briefly flourish within these fields where the damned briefly band together to fight off the endless waves of horrors that are dreamed forth within the realm, but few exist for long. The slopes of the realm lie in constant dispute as the two demiservants wage countless wars through their proxies as they scheme for the other’s power so they might eventually replace their god and master Belek. It is a constant battleground, though neither seems to truly make any progress or permanent victory, yet they battle all the same. It is a feud clearly encouraged and influenced by Belek that in the end has the effect of keeping the two of them permanently in line and subservient to his will. Celebrations Attonement: Once a year for the followers of Belek comes the Atonement. It is a day of repentance where followers of Belek put aside their earthly pleasures and necessities and commit to total abstinence and do naught but worship and honor Belek from sunrise to sunset. There is no pleasure or happiness in this ritual: it is seen as a spiritual necessity. Ideal Realm A perfect world in the eyes of Belek is a world of fire where everyone has at last found a true peace of his own imagining. It is a world where even the thought of straying from the accepted norms has burnt away and every soul has at last come to be content with its ordained place, no matter what and where it may be. Relations Belek and Sol maintain an uneasy relationship because of their shared ideals and end goals, despite their seeming polarity that leaves both moderately uncomfortable and distrustful of each other. Belek harbors a begrudging respect for Vassas because of both his age and their shared ideals. Of all the gods though, his relations are worst with Dahriim who he views as a piece of himself led astray. For a god of fire Belek maintains a surprisingly cool distance from the rest of the Pantheon. Myths and Speculations: It is said that Belek's power is far less than it appears to be and that most of the god's strength comes not from raw power but rather from cunning and elaborate schemes. The extremely conservative nature of Belek's most powerful and devout servants lends well to the most faithful of his followers eschewing liberal ideology and relationships that defy conventional traditions. There are rumors that Nehemoth schemes to not just attempt to replace Belek, but to instead restore Veltes to his lost life and glory.
  11. The Elemental Lords, most often referred to as the Vaya, are fragmented shards of Creation itself. In total there lay four of these shards- each a direct and absolute manifest to a different rite of the world and its elements. Generations have passed, labelling these beings as only passed down tales created by children and their fantastical machinations. However, from the sudden rise of chaos wrought within the realm of Aversia, their destiny’s have once again become entwined. Being stirred from their slumber, their duty to this world rises with an elemental fury unrivaled by the gods themselves. For, biting the giving hand will only provoke it to strike back tenfold. These shards invoke a series of silent Trials to test the fortitude of those attuned to the elements - both mind and body. Each participant of these Trials will have a different experience tailored to their own experiences and personalities. Only those who pass will find Ascension. “Nature does nothing in vain.” - Aristotle [Path of the Ireful] [Path of the Vagabond] [Path of the Patron] [Path of the Aegis] [Path of the ? ? ? ?]
  12. Venti "Weather the Storm" "Master of Firmament" "The Tempest" Holy Symbol Stylised dark cloud, emitting an arc of lightning. Holy Colors Dark grays to represent the stormclouds, streaks of white to represent lightning. Favored Objects Objects related to Venti's worship typically follow two themes: things that are moved by the wind, and things that remain still in the wind. The former often takes the form of a cloth flag, used to gauge the strength and power of the breeze. These flags may be hung from the tops of buildings, the branches of trees, or the masts of ships, and are often styled in Venti's colours. These blowing items represent the strength of Venti and the great power he wields. The unmoving objects are commonly statues or obelisks that are made to resemble Venti in some way, as they look to embody how he alone is unmoved by weather. While there is no single or correct representation of Venti, he is typically depicted as a man born from a cloud, or as a great cyclone. Alignment LG NG CG LN TN CN LE NE CE Portfolio: Storms. Disaster. Wind. Exploration. Common Worshipers Venti is typically worshiped sporadically, and while cults in his name are not unheard of they are rare. Cults aside, Venti is primarily worshipped by seafarers, merchants, pirates, fishermen and all other manners of sailors. The widely held superstition is that storms are sent to sailors who fail to offer Venti his due while sailors who offer the god respect are allowed safe passage. This idea of weather being an extension of Venti's will has lead to various interpretations of rain, blizzards, storms, hurricanes, and so on. Farmers also believe they may also find providence through the worship of Venti, often erecting statues or shrines of him near their crops so as to summon the nourishing rain. Additionally, Venti is believed to be a patron to explorers, with many legends telling of heroes aided in their travels by the God of Storms. Domains Weather, Freedom, The Air. Sub-Domains Exploration, Carelessness, Hopeless Adoration. Demi-Servants Anatuu: Anatuu is the serpent pet of Venti, that chases its own tail creating an ouroboros. Blind and unthinking, it wanders across the world, bringing with it a great cyclone that destroys all in its wake. As it nears land it finally devours itself, fading into mist only to reform again in the ocean. Anatuu is sometimes even beyond Venti's control, thus not all ill weather is the fault of the Stormlord. Yopaat: Yopaat is a bolt of lightning given life by Venti. He serves as a faithful servant and good friend to the Stormlord, whose primary service is that of delivering messages to other gods. Yopaat is also recognized as Venti's marksman, able to fire bolts of lightning with unmatched speed. Mythos: In the later days of the Pantheon, as they began to grow forth across the realm at large, and command the progress of the Civilized realm, Arvora set about to sway the ideals of her elders, the Infinite and the Arcane, in order to demand from them that there be an entity to command the powers at be within the air. . . As, with the budding world, Arvora herself could not keep up with such minute tasks as the sky and sea-borne winds. While Vassas himself was not so utterly pleased with the concept of another member of the Pantheon, he regrettingly permitted Arvora to set about with the creation of another deity that would ease her own load of work among the realm of men. Such, laden with her very breath, the Matron of Life formed from a portion of her power an entity whose domain stretched across the freely flowing realms of the Sky and Air. As his form began to draw together into a fair-haired man, she sculpted his persona and dignity herself. Such, she issued to him the name of Venti, and her very first divine child set about upon his stoic task, and unwavering task. Venti's Doctrine: Heed the power of the gale. Pay respects and prove your worth to the wind. Embrace the storm and weather its might. Plane of Origin: The White Tower In the centre of the ocean, far beyond the reach of any mortal ship, spins a colossal cyclone, tall enough to reach the clouds. Its winds are white as marble, and move with such a powerful gale that the tower appears as though it were made of a solid material. This is the gateway to Venti's realm, an impassible typhoon that wields enough force to tear asunder the greatest ships known to man. Celebrations Storm's End: Traditions among worshippers of Venti tend to vary, but among all of his pious a single ritual remains a common factor. After any great storm, worshipers of Venti will pay thanks for the mercy of the Stormlord. The festival of thanks typically involves rebuilding and a general spirit of cooperation. Ideal Realm: The Ideal realm of Venti is a realm in which all men are permitted to follow the tempest of their own ideals and hearts desire- yet one which is marked with the remembrance and strife of the less than desirable actions they have committed. It is a mysterious land where all find themselves in an equal peace with one another, yet remain as distant and tormented by the self as any can be. Relations Venti holds Bahari in a distant lovers eye, yet despises who she has become. Venti despises Foli and her chaotic negativity among the Pantheon. Venti finds himself distanced from Arvora due to her attitude towards him in ancient times. Venti holds a cold respect for Vassas and Vikret, yet is disappointed in how they behave. Venti fears Belek and his doctrine. Venti holds a calm relationship with all others of the Pantheon. Myths and Speculation; Some say that Venti seeks to restore Bahari to his ancient Lovers' ideal form. Venti walks upon the tops of clouds, but holds no true mortal form any longer. He adores the realm of men, and the activities that happen there.
  13. Morto “The Crow” “Tiller of Spirits” “The Sovereign Hammer” Motto "The price of one’s soul is immeasurable, It is a shame mortals sell their own so easily." Holy Symbol A set of black scales - a white ankh raised upon one side, with a courtroom hammer weighing down the other. Holy Colors White, black, gold. Alignment LG NG CG LN TN CN LE NE CE Portfolio: Destiny Age Final Judgement Grudges Common Worshippers Priests, Vindicators, Gravekeepers, Judges, and Soldiers Domains Death, Destiny, and Judgement Sub-domains Decay, Kinship, Tranquility, and Rest Favored Objects Tombstones, Balancing scales, Ankhs Demi-Servants The Grim Reaper: Each step this being of despair and decay takes withers the fluctuating tethers of life itself. Believed to be a fragment of Morto themselves, the Reaper wanders the realms of our world in search of those who would defy the gates of Morto. With a crimson-stained longsword in hand, they plunge it into the very soul of the Revived - alleviating them of their mortal body so that they may face True Judgement beneath Morto's hammer. The current whereabouts of this wandering shard are unknown to even Morto, as their imposing appearance has been lost for a number of years. However, not all is as clear as it seems to be when it comes to this mysterious figure. Holy Lands The Savannah Graveyard Mythos What dotted the budding realm of Mortals was a place of almost effervescent paradise. Yet, a place whose people lived unto ages almost inane, lives so filled with wisdom and knowledge gathered across centuries, began to understand the futility in teaching their wisdom to the individuals who they trained as apprentices of the craft. Few races, especially the Fey and their early offspring, began to grow in both power and might exponentially, reveling in their growing authority over the material sciences. Yet, the early Deities of the Pantheon began to look down upon it with more than the slightest bit of scorn. In time, when a member of the society fell to whatever unfortunate means available, it was seen that they simply existed. . . Lain upon the world as forlorn souls, trapped in their memories and eternal languish of stagnation. Life without end and death without peace was a conundrum known to the Mortals from the era of this early Pantheon. As such a horrendous fate accompanied the creations of Arvora, the two eldest of the pantheon- Lady of Arcana, and the Keeper of Infinity, could stand by no longer as the mortal souls suffered without acknowledgement. With a purpose and commanded authority, the twin elders set upon Arvora with their ultimate purpose, removing that which comprised part of her, though in legend known as her ‘shadow’. This essence of the Life-Bringer taken in hand, they coalesced it into that which had become its own form, separate of emotion and personality compared to it's sister of creation. Declaring this newly formed deity, the fourth of the Pantheon, to be by the name of Morto, the Gatekeeper, his task was set to be the Keeper of Souls. In some mythos, he is referred to as the Shadow of Death, due to his untimely creation as the very shadow of Arvora. Taking upon his mantle almost immediately, the Gatekeeper entered into a purpose that was to cleanse the world of forlorn souls that lay dotted upon its surface, and to reap those whose lives had lingered to the point that they had been but beleaguered husks. Arvora, in her outrage and despair that such had been done by the twin Eldest, descended into a fit of depression that had no equal among the realm of the early Pantheon. . . Death arose from nothingness, in a process that so readily fit the dismay of the name. Morto's Doctrine: No mortal has the sovereign power to truly judge a being for their misdeeds. The revived seek only eternal damnation to indiscriminate wandering. Murder in cold blood is a sin beyond apology and penance. Plane of Origin; The Hallowed Halls Standing upon the precipice of the abyss, these halls of stone and marble encompass the infinite void. Here is where Morto has made his domain; where the wailing and agonized rites of the forgotten souls echo meaninglessly. Over countless eons his forsaken realm has gathered many names; purgatory, nothingness, the abyss; to each man, each culture, each belief, another name arises. However, one trait stands resolute against the hourglass of time. All souls will eventually converge within these halls. Ideal Realm For Morto and his causes, he’d find one where those residing within were unable to slip past his judging crasp and avoid destiny to be the most ideal of all. Relations Enraged by Arvora and her servants. Morto is afraid of Sol's ire. Morto views Foli with a malicious contempt. Morto watches Dahriim and Belek with morbid interest. Quiet, yet observant, of the remaining Pantheon. Myths and Speculation: Scarce rumors travel of Morto's servant soon making a return to commit a single-man crusade against those revived. Apparently, Morto's realm lays as a physical manifest deep within the crust of Aversia.
  14. Zeirav Tree: Matter Level: Greater Description: Kin of Brina, the land of greater Elementals. By far one of the largest summonable creatures, the Zeirav is best described as a colossal stone pillar. Its head, torso, and arms are made of hard, solid mineral of varying type, completely dependent on chance during summoning. Contract Sacrificial Steps: 1. Identify the Zeirav’s material. 2. Gather this material. 3. Construct a small temple. 4. Summon the Zeirav within the temple and present it. If accepted, the contract is sealed. Abilities: The Zeirav is made of a collection of mineral bricks. Even its weakest possible makeup, stone, is very hardy. On command, it is able to reconstruct the bricks that make up its body into any specified solid structure, such as a wall or pillar. The length of these creations can be a maximum of eight meters, as this is the total body mass of the Zeirav. Sedna Tree: Matter Level: Greater Description: Kin of Brina, the land of greater Elementals. Like its brethren of Matter in Brina, the Sedna is enormous. It is best described as a whale, pale grey and blue, with sunken eyes. It rarely makes noise and is considered very docile, despite its large size. Many legends consider it a sign of guidance and fraternity due to its regal nature. Contract Sacrificial Steps: 1. Scour the land for a conch shell. 2. Polish the shell and fasten it into a suitable horn. 3. Summon the Sedna or present the horn to it. 4. Blow through the horn. 5. The horn will steal the voice of the summoner until the contract is undone. Abilities: The Sedna is considered a guardian of both man and its sea, which it is said to have within its own domain. As such, it is able to control the salt water surrounding it and mold it to its summoner’s commands. If such actions were to cause the Sedna to lack water to swim in, it would float through the air. Punga Tree: Matter Level: Greater Description: Kin of Brina, the land of greater Elementals. The Punga has no alignment to good or bad omens, but is said to inspire a tranquil feeling within those who see it. This is partially due to its revered elegance. Swimming through sea or sky, the Punga is best described as a white manta ray, with a strong back and wingspan, twin tails trailing behind in a spiral at its leisurely pace. Atop its back is the source of its power, a living reef of coral that it is sworn to protect. In order to aspire to it’s ward’s comfort, the Punga greatly prefers to remain in water. Contract Sacrificial Steps: 1. Travel out to sea in search of a coral reef. 2. After finding the reef, settle the summoner's transportation directly above it. 3. For a full day and night, the summoner must guard the coral reef and ward off any predators. 4. After a full day and night has past, the Punga will emerge and accept the contract. Abilities: The coral on the Punga’s back is no less magical than the Punga itself. At the summoner’s command or by its own whim, the Punga may shed part of its ward onto a surface below. This has many possible outcomes depending on where it lands - If they are shed while underwater, a coral reef will sprout. If it lands on the water’s surface, a bridge may form.
  15. Adzie Tree: Force Level: Lesser Description: Kin of Colderra, the land of lesser Elementals. These creatures are often summoned as a swarm that occupies one square meter, acting as a hivemind for their summoner’s commands. They appear as small insects with brightly glowing wings, so when walking through a dark area, they make a very reliable light source. Contract Sacrificial Steps: PLACEHOLDER 1. To begin, the caster must collect a glowing stone. 2. They must lift the stone and call the name of the Adzie. 3. They are then to shatter the stone into tiny pieces. Each shattered piece represents part of the swarm. Abilities: The Adzie can swarm together into a cluster of about one square meter, which will light up an area of eight square meters surrounding it. The cluster will then follow the summoner unless instructed to go with someone or something else. If attacked, they will simply return to the realm from which they came, leaving behind the mundane fire of their wings to set alight their attacker. Nixis Tree: Force Level: Lesser Description: Kin of Colderra, the land of lesser Elementals. The Nixis is summoned in a bright flash of flames, and will immediately begin to float in the air to avoid setting something alight. Its long, thin neck and broad wings, made entirely of fire, give it an elegant appearance, but its personality is just as wild and rebellious, despite forming a protective, if not possessive bond with its summoner. Contract Sacrificial Steps: 1. The summoner will acquire an elderly bird. 2. In its last moments, the summoner is to tend to its needs until it dies. 3. Once dead, it must be placed in a funeral pyre and set aflame. 4. The ashes that remain will seal the contract. Abilities: Nixis, birds made entirely of fire, are able to set anyone and anything alight. The only exception to this is its summoner, whom it will deliberately alter its effect towards so the fire will remain warm, but will not burn. It is a common command for the Nixis to wrap itself around a chilly summoner to warm them harmlessly. A Nixis, as it is made of fire, cannot be affected by mundane or elemental damage. It can, however, be quickly doused in holy water - regular water would evaporate too quickly - and sent immediately back to Colderra. Kelpa Tree: Force Level: Lesser Description: Kin of Colderra, the land of lesser Elementals. Said to have been thawed from the ice spikes in the north, this creature has very little to differentiate it from its supposed home. It takes the appearance of a snowy rabbit, but its body is made of ice with matted snow for patches of fur. Contract Sacrificial Steps: 1. Travel to the Ice Spikes in the farthest part of Anion 2. Remove a piece of ice from the largest spike 3. Carve the body of a rabbit from the ice 4. Bury the ice carving in snow Abilities: The Kelpa is a being of snow and ice. As such, it is very cold to the touch. Summoners will often attempt to bring it with them on a journey to a hot land in order to remain cool. Due to its arcane origins, the Kelpa will not melt no matter the temperature. The fur of the Kelpa is very unstable and loose. When it steps, it leaves behind footprints of snow as the fur on its body replenishes, causing an endless trail.
  16. Miramus Tree: Mind Level: Lesser Description: Kin of Colderra, the land of lesser Elementals. This delicate creature takes the form of a dove with a dim transparency. Its white eyes are unnaturally empty, as it is using a great deal of power to suppress its own thoughts to make way for the summoner’s. Contract Sacrificial Steps: 1. Collect the feather of a dove. 2. Wait for a storm with strong winds. 3. Release the feather into the wind. 4. After the storm, rediscover the feather. 5. Call for the Miramus where the feather is found. Abilities: The Miramus can take flight to a location of any distance from its summoner without fault, allowing the summoner to navigate it by seeing through its blank eyes. Through its gift, the Miramus is able to insert its summoner’s thoughts and words into another creature’s mind for communication. If someone were to attempt to tap into this creature’s mind without this ability active, however, they would be met with a garbled mess of chaotic ideas. Araqi Tree: Mind Level: Lesser Description: Kin of Colderra, the land of lesser Elementals. This creature is often mistaken for that which its body resembles, a spider. However, unlike its mundane counterpart, an Araqi is pure white with glowing blue spinnerets. Like many Mind creatures, it has very little personality other than the processing of logical information. Contract Sacrificial Steps: 1. Acquire strings of incomplete Auraweave. 2. Weave the strings as a spider would, not a tailor, to form a web. 3. The web is to be located in an intimate area to the summoner. 4. This web will become the home of the Araqi. Abilities: The Araqi is able to spin an intricate web across mundane surfaces using its arcane-infused string. When the web is formed, the summoner can command the Araqi to have it depict a scene or still picture for display. The web will remain until its creator returns to the realms of Arcana. Kodo Tree: Mind Level: Lesser Description: Kin of Colderra, the land of lesser Elementals. The Kodo would be easily mistaken for a butterfly if not for its transparent glow and thinner, longer legs beneath blue or, in rare cases, purple wings. The summoner and onlookers are usually disturbed by its summoning, as it is referenced in many a fable as a bad omen, which is easily supported by the unnatural flashes of its beady eyes without having to catch the light. Contract Sacrificial Steps: 1. The summoner must collect a patch of skin from their head. 2. They will set this skin as a centerpiece for the further design. 3. The summoner must surround it in a symmetrical butterfly shape, made of pollen or chalk. 4. They must then sleep by their creation. Upon falling asleep, the contract seals. Abilities: The Kodo is able to release the pollen it has gathered from within Colderra, which has varying effects on those within the mundane mortal plane. If commanded, the Kodo can release one of two types of pollen. The one requiring the least attachment to the summoner is sleeping dust, which can be spread across eight yards. The other type of pollen requires the summoner’s specific request. It can be spread across eight meters or, with the result of immediately pulling the Kodo back to the arcane realms, sixteen meters. Unlike the other pollen, it will make the recipients dizzy, but will not send them to sleep. Instead, it erases their memories of the last 10 emotes.
  17. Asag Tree: Matter Level: Lesser Description: Kin of Colderra, the land of lesser Elementals. This creature is very commonly mistaken for a simple rock or boulder, depending on its varying size. The only things that differentiates them from a normal stone are the two hollow, void-like holes that seem to represent eyes. Contract Sacrificial Steps: 1. Locate an object of significance to the summoner. 2. Tie the object to a heavy rock. 3. Drop the linked objects into a body of water and allow it to sink, weighed down by the rock. Abilities: No matter the size of a Asag, once the caster sets it down on anything other than itself, it weighs down heavily and cannot be moved, nor can anything weighed down by it. This action will only succeed in keeping the victim, as long as it is not any part of the caster, from moving, and will not harm their actual person. Muerrow Tree: Matter Level: Lesser Description: Kin of Colderra, the land of lesser Elementals. This creature is commonly mistaken for a sea snake when lifted out of the water, but in the water it is almost completely invisible, due to its state of being. The Muerrow is completely made of water. Those of salt water are significantly smaller than those of fresh water. Contract Sacrificial Steps: 1. Travel out to acquire a shed snake skin. 2. Fill and seal the skin with water. 3. Present the skin to the Muerrow. 4. When the Muerrow enters the skin, break the summoner's skin and dab the eye sockets with blood. Abilities: A Muerrow is almost completely camouflaged in water due to its countenance, making it very helpful for reconnaissance. No matter how much water is donated from its body, easily scooped into a bowl or cupped hand, water is instantly restored to create an infinite source. Faerif Tree: Matter Level: Lesser Description: Kin of Colderra, the land of lesser Elementals. Born of the chaotic hurricanes of its homeland, the Faerif is little more than a rapidly spinning collection of dusty wind, gathering up tiny bits of rock and water as it goes. Contract Sacrificial Steps: 1. The summoner must gather scattered sands directly after a sandstorm has occurred. 2. They must make this sand into glass, molding it into a wind chime of any size. 3. When accompanied by the Faerif, they must lift up the chime so that the Faerif's own gusts cause it to ring out. This sound seals the contract. Abilities: When commanded, the Faerif can spread out its violent gust to overshadow an area or person. Any small materials attempting to rain down are sucked into the creature’s body and prevented from falling farther. Faerif are able to wrap themselves around the head of another person, either its contractor or an outsider, to expel its clean air into their lungs and sustain them. This will only last for 5 emotes if the Faerif is in an area where it is losing and not regaining air, such as underwater.
  18. Putra Put - Rah [Hameed via Deviantart] Inhabitants: There are no inhabitants upon this incredulously small and icy planetoid. Nay, it possesseth not the most scant markings of an atmosphere. Temperatures here, so far from the Solar Center, are cold enough to even freeze the first inklings of a gaseous blanket that may cover the planetoid. Its surface is comprised of frozen water, hydrogen, oxygen, among other things. . . Compressed eternally, frozen beyond cold itself, in a perpetual circle, about its parent star. Distance from Sun/Aethius: Sun: 70 AU (Astronomical Unit - Distance from Aethius to Sun.) Aethius: 69 AU Weather Conditions: Forgotten in time, and lost in the inky void. . . Putra does not have anything that could be considered weather- to the lackluster observer that is. Its slow trek across the heavens, places it within the path of many small debris and detritus. The impact of these objects, some small, and some large, for a brief moment heat the frozen wastelands of the darkness. At times, a month or two in length, a large enough body colliding with Putra can throw dust and warmed gases into a low donut-like orbit around the small planetoid. This collision returns to the planet a semblance of activity, as its surface warms and the landscape shifts. . . This thin atmosphere, and molten surface, a faint ethereal halo, serves to remind us that even in the furthest, darkest corner of the visible realms, change is the only true constant. Yearly Rotation Time: One-Hundred and Fifty Aethius Years Patron Deity: Vassas Legends/Known Information: N/A Astrological Sign: Lahnigar
  19. Periera Barrier Per-Ee-Er-Ah [via Squarespace] Inhabitants: There are, no inhabitants of the Periera Barrier. . . Or, so we think. . . A rather tumultous storm of rocks, great and small in size spreads across space where there once should have been another body. In the distant past, something shattered this body, and strewn in its wake is little more than torn apart debris and detritus. Distance from Sun/Aethius: Sun: 2.06 Astronomical Units. (AU - Distance from Aethius to Sol.) Aethius: 1.06 Astronomical Units. Width: 1.28 Astronomical Units. (AU - Distance from Aethius to Sol.) Weather Conditions: The Periera Barrier is chaotic, which can easily be seen from the surface of Aethius with a powerful enough scope. Due to some cataclysm in the far past, the greater rocks draw the smaller, creating enormous collisions and clouds of dust that smear across the void. . . It could almost be seen as a storm, formed by the invisible force of gravity between the chunks of decimated rock. One third of the mass of the Periera Barrier, is constructed of a rough icy-rock, with the collection of frozen water, and dust particles, forming the source of comets that tend to pass through system. The rest, is a heavy mixture of thick metallic rocks, compressed and bombarded by one another, to produce incredibly dense and heavy metals. Yearly Rotation Times: Three Aethius Years Patron Deity: Domm Legends/Known Information: N/A Astrological Sign: Ptolemus
  20. The Soul Physical Description: The soul in itself is a complex object comprised from millions of mana-like strings that inherently weave together to form a singular, and unique purpose. The true form of a Soul can never be discerned, as to find one just as uniform as another is akin to trying to find two identical types of snowflake. Though it carries a variety of forms, souls do share some similarities between each other. Most often seen in its unadulterated form, a soul that is pure of mind and body portrays itself commonly as a pale white coloration with many different shapes and sizes. This dynamic is dependent on the variation of the soul in question, and can range wildly. What is the purpose of a Soul? It is known that the soul is a small, yet extremely powerful non-organic organism that is akin to what one could call a symbiotic parasite. The soul itself provides the power of awareness to those it possesses, gifting them the ability of motor function along with activating their senses and fully harnessing the abilities they would naturally posses. In turn the soul continuously, albeit slowly, drains the life from its host at a minuscule rate, which is believed to be the primary cause for aging within the realm of Aethius. Known variations of the Soul: Soul of an Animal Non-Applicable The soul of an Animal is a meager spirit, no larger in size then that of a peach pit. It serves little purpose then to multiply and spread throughout the realm by any means at its disposal. The soul of an animal carries only 1/10th of a mortal souls power, and is not useful unless used in large numbers as a substitute for a larger soul. Soul of a Monster Non-Applicable The Soul of a monster is slightly larger then that of an animal. Feasting and evolving through its life, these more unique creatures garner some hint of intelligence, and in tandem their soul evolves and grows in both body and mind. The soul of a monster is 1/5th of a Mortal soul in power, yet only remains the size of an avocado. Soul of a Lost Familiar Soul of a lost familiar requires a Non-Standard Character Application. The soul of a lost Familiar is the result of an anomaly from a mortal soul breaking off too late in the cycle of conception and can cause one of two circumstances to occur. One, the soul is recombined just before birth, and returns to a normal state as if nothing had occurred, or two, the more uncommon option. The shard generates an inactive tether to the soul of their sibling, and passively remains near its side. In the case of the latter the child, once reaching the young age of 12 years old, will have their body shoot up in pain, as the soul of their lost sibling now returns to the world, under the exact effects of the spell "Create Familiar." This familiar will behave exactly like a twin, and carries all the unique attitudes and personality, just as if they were sentient, yet unable to understand violence. The soul of a lost familiar is only 2/3rds as strong as a sentient soul. Mechanics: The spirit will fully Tether to the person in question, and will act sentient, but still under the non-violent guidelines of the spell "Create Familiar." The spirit itself has the ability to once every 12 OOC hours become temporarily tangible for five emotes, allowing them to do acts they otherwise would be unable to preform. This spirit cannot freely phase through walls, rooftops or floors, however can walk through doors with relative ease. These spirits do not carry an active spark, and cannot be used for any magical means unless stated in Create familiar guidelines. The soul of a Lost familiar must be within 30 blocks of their host at all times, or they will automatically recall back to their location in an instant. If any physical or magical harm comes to either beings, a feeling of immense pain is fraught to the partner, as if the tether was being ripped away excruciatingly. The spirit cannot be harmed by physical attacks, but is affected by Magic normally. Split Soul Split Soul requires a Non-Standard Character Application. A split soul is an extremely rare anomaly when the power of a Sentient Soul is insufficient to produce two new beings upon the conception of twins. When this occurs, one soul is forced to inhabit both bodies. This occurrence is what is called a "Soul Split". These twins carry the same soul, but inhabit two different bodies. These bodies carry relatively normal properties, but carry a few caveat's. A split soul is only one half the power of a sentient one. Mechanics: A split soul carries with it a penalty to Magic. If a person with a Split soul becomes a mage, they will only have half the available mana pool that one would normally have. A split soul carries a permanent spell upon itself similar to that of spark link. If people with a split soul become mages, their total pool becomes 100 MP at max, and carry a combined Spell cap of 125. A split soul can use each persons spells, though at a 50% Cast Time penalty. This has unlimited range. Split Souls can feel pain if one of the two bodies are harmed, and often can feel powerful emotions from the other seep into their minds, effecting their mood and mindset. A split soul can only survive by keeping hold of both bodies at the same time. Should one body die, the other will also fall dead in tandem. Sentient Soul Unless Explicitly mentioned, a normal NPC or player character carries this type of soul. A sentient soul is the most common type to be seen by the people that inhabit Aethius, primarily for the simple fact that it is the one which inhabits a large majority of mortal beings. The sentient soul in a pure and untainted form is among some of the more powerful organisms within the realm, and have the ability to grow naturally and multiply within mortal beings upon conception, both natural and artificial, of a child. A sentient soul carries the equivalent of 300 MP within its structure. Conjoined Souls Non-Applicable. Event Exclusive. Conjoined Souls are a unique occurrence that has only been seen once in Avseria's history. This time was during the crisis of the Mimic, upon which the Aversians learned that Mimic and "Nappen" (Eliza), carried conjoined souls that unified them in mind. Each knew what the other did and would do, and they could know exactly where each other were at any time or place. There is no real explanation as to how or why this occurred, but what is known is that those with conjoined souls can become extremely powerful, carrying two times the power of a regular soul. Soul of a Magical Lifeform Non-Applicable This type of soul is hardly seen, if ever. Small, and around the size of a large grape, these souls carry power five times that of a normal soul. Magical lifeforms are all around us, yet most we do not see. Aspects, Elemental's and Demi-Servants all make up the classification of Magical lifeforms, yet their souls power varies heavily. They tend to be the size of a human hand. Soul of a Divine Champion Non-Applicable The soul of a Divine champion is a unique gift handed to mortals upon showing true zealotry toward one of the pantheon. The gods in turn gift them with an array of powers, and bolster their soul to prevent it from being overloaded and destroyed by the Divine magics that occur during their famed "Transformations." Divine Champion souls are colored explicitly to the primary color of their God/Goddess at all times, and are around the size of watermelons. They carry Triple the power of a normal soul. =========================================================================================================================================== States of a Soul The state of a soul can vary depending on conditions within their environment, or if they have been tampered with in general. These are some of the known states that have been observed by mortal-kind, and documented down for knowledge in the future. These Include, but are not limited to: Immortal, Stable, Blessed, Forlorn, Disturbed, Drained and Corrupted. Immortal: An Immortal soul is one upon which a divine has granted a blessing of Immunity to it's bearer, and had ceased it's eternal need for magical energies. Immortal souls are extremely rare, but one of the easiest to spot, as they carry a far brighter aura than a stable soul. Stable: A Stable Soul is, by definition, stable. Untampered and pure, souls in this state are entirely normal, and do not need any immediate attention. By this time they are often already within hosts, and have been living for quite some time without interruption. Blessed: Blessed souls carry the mark of their gods upon them. Though they are the size of a normal Sentient Soul, they contrast by being colored as one of the primary shades of their respective divine. Souls in this state are still relatively normal, but their power is slightly larger then before, around 1.2x that of a stable, sentient soul. Forlorn: Forlorn souls are the common state upon which a soul is without a host, or has recently been removed from one due to excessive damages to the body (Death). Forlorn souls remain drifting around their point of origin for 12 [OOC] Hours, or until the body is teleported to the tree. When the body is finally whisked away, it becomes stable, and joins the spirit wells numbers until called upon once more. Disturbed: Disturbed souls are the byproduct of a magical anomaly or storm that altered their structure to remain without host for excessive periods of time, and stay otherwise undetected by reapers. This is most commonly seen in the form of angered Shades. The soul lacks emotion without a proper host, and feels only pain from being restrained. With enough time, the soul forms a semi-tangible form that quickly becomes aggressive and territorial. Souls in this state cannot be transported by any means, and must be calmed before proper handling. Drained: A terrible fate, a drained soul is the state upon which all the energies of it's form have gone to a "Critical level," akin to 20% of it's remaining power. Souls in this state require an immense amount of mana for recovery, and drain just as fast as they regenerate on their own. A total of double the mana from its power is required to repair the soul fully, and it must be applied within 30 [OOC] seconds. Should it not be saturated in time, the mana drains away back into the air without refund. Most souls are considered lost in this state, and are transported away to Morto's realm not long after. Soul Jars can remove this effect and keep souls in suspended animation for longer periods of time. Corrupted: Corrupted souls are beyond saving. Black as coal or Lilac as a tulip, these beings no longer care for the will of their own, only to serve whatever vile influence has turned them so. Granted a twisted Immortality, these souls are eternally damned as slaves, and used as energy to whatever malign master that controls them. Only divines or immensely powerful beings are able to reverse effects that have been imposed upon a corrupted soul.
  21. Arvora's Ascended [Non-Applicable] Basic Overview: The mark of Arvora is a symbol worn humbly by her most pious and devoted keepers. She grants this gift only to her most promising followers, who emulate the virtues of creation, rebirth and pacifism. Those empowered by her gift are to be the eternal guardians of life, and used as beacons to the lost souls whom inhabit the realm of Aversia. Physical Changes (if any): Those blessed by Arvora have her mark etched across the back of their dominant hand. Glowing faintly, as though it carried a natural vigor, the emblem never ceases to glow, even while the Ascended slumber. In addition, the skin of the blessed carries a natural hue, and never tans or blemishes. The vines that crawl along the sigil seem to contain ancient Lahn scriptures, only discernible by the Ascended themselves. The Mark of Arvora [Spring, Summer, Autumn, Winter] Mental Changes (if any): The chosen of Arvora become much closer with nature, and can passively discern the status of plantlife within 5 MC blocks around them by subtle, emotional hints translated directly to their mind. Effects: The abilities gained by the Arvora's Ascended are listed below, each of which serve to improve the Ascended's overall lifestyle, and protect the gifts their goddess created from harm. Active Abilities: Name: Retrieval Effect: The Ascended of Arvora can call upon any soul to the palm of their dominant hand, which they can then manipulate freely for ten emotes. This is ineffective against souls already attached to a host body, and can be difficult against souls considered disturbed or corrupted. Mechanics: The Ascended can retrieve any soul that is within the spirit well at no cost. The Ascended can freely manipulate the soul for ten emotes. Any forlorn soul within the field can be dragged to them with the casting of this ability. The range of this ability is twenty MC blocks. Retrieval carries a 10 OOC minute cooldown outside the spirit tree. Name: Cleanse Effect: The Ascended grasps a disturbed or corrupted soul and sends a wave of cleansing divine energy through it, purging the soul of any malign influence and restoring it's purity and stable state. Cleanse can also temporarily weaken greater curses upon the body, such as vallahism. Mechanics: This ability only works upon souls classified as Disturbed or Corrupted. Any attempts to cleanse a soul without these classifications results in failure. Cleanse temporarily weakens greater curses upon the body, completing a single step toward the process of a cure for 2 OOC hours. Cleanse carries a 30 OOC minute cooldown outside the spirit tree. Name: Anchor Effect: The Ascended in question is granted the ability to temporarily cause the Forlorn-type soul in hand to gain sentience, and answer any question that its memories survey to them in great detail. Mechanics: The player is not required to be present during the meeting. The Ascended can learn and discern any memory that the Soul in question knows about in great detail. The soul is temporarily able to live on its own, for a maximum of five questions or ten emotes. The soul cannot be communicated with again for 12 OOC hours afterwards. Can be dispelled safely at any point. Anchor carries a 2 OOC hour cooldown outside the spirit tree. Name: Revitalize Effect: The Ascended of Arvora calls upon the divine aid of the goddess herself, covering the target in a holy aura of green healing energies. Any damage that has been taken within the past 24 hours heals to the point of a scarring, and no evidence of a lethal strike can be found upon the body. This powerful ability drains the energy from an Ascended, and can commonly cause them to faint from exhaustion if used suddenly and without preparation. Mechanics: The body does not need to be considered alive or dead upon the casting of revitalize. Cursed wounds can be healed by this ability. Rotting and decomposition can be reversed with this ability. Revitalize carries a 6 OOC hour cooldown outside the spirit tree. Name: Revive Effect: Revival is a practice both extremely difficult and exhausting, even among veteran Ascended members. Grasping upon the soul and a revitalized body, the Ascended gently transfers the forlorn-type soul into the designated host in front of themselves. This process is taxing on both people, and in rather dire circumstances the soul may fail to properly attach to the host entirely, depending on soul fracture (SF) levels at that time. Mechanics: The body must be in perfect condition for this ability to properly activate. Revival is extremely taxing on both parties, and can often cause exhaustion, should one not be prepared. Revive is a powerful, yet draining ability, and as such can only be cast up to five times a day before it begins to eat away at an Ascended's life force. Revive carries a 12 OOC hour cooldown outside the spirit tree. The Mechanics behind Soul Fracture (SF) are secretive, and as such cannot be discerned. Passive Abilities: Name: Green Thumb Effect: The Ascended of Arvora carry a natural gift for life, and as such passively bless plants that they tend to. This causes any plants that they nurse to mature at twice the normal speed, and are generally more hardy than their fellow species. Name: Nature's Blessing Effect: The Arvora's Ascended carry themselves with an oath of pacifism, and as such the goddess herself blesses them with a gift to ensure it remains unbroken. All animals, creatures or monsters that have not been tampered with magically are entirely passive to an Ascended, unless they are under dire survival circumstances. Name: Vigor of Life Effect: The job of an Ascended is one of exhausting, and endless work. The Ascended of Arvora know this far too well, yet they do not cease in the slightest, as their lives are dedicated to her cause. As such, those within the Ascended are granted the gift of Immortality, being unable to age at all unless their blessing is removed. As a side-effect to this, the Ascended heal at twice the normal rate of a regular being, amplified to three times when inside the Spirit Tree. Should an Ascended be banished, and recieve a black flower, the time that has passed will catch up to them in the span of a minute, aging them to whatever they would truly be. This can be lethal, as they very well could age until they are naught but dust. Special: Name: Blessing of the Elderwood Effect: Within the great tree of life, the Ascended work endlessly to complete the daily tasks given to them by the stream of souls that take refuge within the Spirit well. To do this task efficiently, they need far more energy then they can muster from within themselves alone to succeed. Luckily, being built upon a massive leyline, the tree itself is a hub that is chalk full of magical energies, and provides them with nearly limitless power to complete their allotted tasks. Mechanics: Within the spirit tree, all Ascended abilities are entirely off cooldown, and can be used an unlimited number of times. This does not count toward the ability "Revival"'s hard cap. Entering the spirit tree resets the cooldowns of Ascended abilities entirely. While within the tree, Ascended heal three times the speed of a normal mortal being. Name: Eviction from Death Effect: To become an Arvora's Ascended, one must forsake the god of death, and refute his very existence as a necessity. Doing so allows Arvora to ascend their souls, and banish them from the clutches of death itself, should it try to drag them down to the underworld. Mechanics: An Ascended cannot truly die. For each time they perish, a single OOC day is added onto the amount of time it takes for Arvora to revive them. When an Ascended revives, they follow the basic guideline of an automatic revival. Deaths previous to becoming an Ascended are still put toward the total count of days needed to wait. Origin of trait: Death was not always a constant. . . Early, just after the dawn of civilization, men did not know the fear of loss and inevitable demise like they do today. Yet- as with all good things, that came to an end. With the coming of the Gatekeeper, Morto, as he was called, the realm trembled with mourning and loss- souls would perish, and fade into an afterlife managed by this very deity. Arvora, stricken with grief as she was to see her creations fall by the wayside, fell into a state of depressive squalor, yet- not in the very same way that we consider it by mortal standards. The third deity of the Pantheon was not weak by any means, merely distraught. A short time- at least in the considered length of a member of the Pantheon, the Mother of Life arose with renewed vigor. Drawing from her own nigh infinite wells of authority over the dominion of living entities, the Matron would set about a process. . . Perhaps forcibly, perhaps in some sort of underhanded deal, to strike a deal with the Keeper of Souls- one that would forever freshen the living domain, and fortify the endless plains of eternal slumber. A select few of the Mortal realm, would be imbued with a sliver of the Goddess’s power, and given the ability to perform a magic of the divinity- drawing forth souls from the ‘well’, a resting-place for souls before they pass on to Morto. These few, were issued the title of, ‘Arvora’s Ascended’, and remain among the worlds today, performing a duty hated by some, and thanklessly loved by most. Acquisition: Becoming an Arvora's Ascended is largely secretive, and as such little is known about how to truly acquire such a blessing.
  22. Alishi Origin of the Tongue With the creation of the enslaved race and no memories before their awakening, Lirram feared their creators, the Necromancers that had tortured them. Scars of each original Lirram told a tale of sorrow without a single word spoken. That fear of the magic-wielders soon grew as plans to escape were foiled, the Lirram needed their own tongue to speak, so that their masters couldn't sense their freedom. They gathered together between duties, devising a plan between them to create their own language. Thus the spoken language of Alishi was born. Being a servant, most of the Lirram couldn't read or write, therefore they relied on memory and determination alone to remember the tongue, and to speak it fluently. Due to the animalistic appendages they were "born" with, Lirram could easily communicate with one another by twitching their ears a certain way, even the swish of a tail could trigger some meaning. This allowed Lirram to speak freely when their masters weren't about, and to continue speaking once they were forced into silence. As history entails, Lirram were trapped until a fatal mistake was made by their creators, setting them free and into the wild where they felt loved, and alive. Though the number of them fell as pure shock came over their tiny bodies, causing mental damage beyond all compare to come over a lot of Lirram-kind once they were free. This meant that the language of Alishi came sparse in most places, leaving few to pass it onto next generations as families were created and born. The language was lost among a lot of Lirram, though some kept it close to heart and began writing down the sounds of words once they could, leaving an imprint behind. History of the Culture Long ago history describes of a race that was trapped in the terrible clutches of the Necromancers, a race specifically made so that they never had to lift a finger. The creation of this race was one of sorrow and woe, children, wives and men alike slaughtered brutally, their bodies taken to be experimented on and changed. After countless failures a genetically engineered race called "Lirram" was created. These Lirram fell into years of servitude under the Necromancers reign, born with animalistic appendages making them an easy race to enslave. Yet they didn't wish to be trapped, they wished to be free and to roam in the forests they had rarely seen. The Lirram wanted to be free from The Black Council, and by a fault, they were released into the wild to roam once more. A new race of Lirram was born, and the Necromancer's reign was named "The Dark Era." [Culture Lore] Now free the Lirram fell back into nature's grasp, Arvora blessing the new generation of wild Lirram with their feral personalities, disregarding the need for clothing, and replacing it with hides of hunted animals. The daily duties of serving for masters came weekly hunting and paying respect to their deities, and soon gaining knowledge of the original pantheon. A close respect came to Arvora, Morto and Ombra came to some as they learned more about these gods, Life, death, and the shadows of night that has kept them. Whilst others feared Morto and Ombra, This is because they no longer wanted to be reminded of the dark ages and what torture they had been put through. The spirit of night reminded them of the Necromancers, and the thought of death sent some mad. Therefore they took a shine to the light, believing in the temper mental God of The Sun, Sol. Lirram continued to be wild and due to their animalistic mind-sets, the Lirram fell into packs easily, causing pack leaders and a new culture of fighting to come about. To domesticated man, Lirram culture seemed simple in it's Neolithic ways, yet it was a sturdy and complex creation involving all the deities and spirits they believed in. Description of the language A general overview of the language, is that it was created to keep a pact of secrecy against the Necromancers so that freedom could be talked about, well, freely. The noises made were derived from multiple tongues heard around them, along with a very serious discussion on the Spirits and animals around, giving them names one by one. The letters now designated for the language are an exact copy of the Common alphabet, this justified by it probably being one of the main lettering they saw back in the "Dark era." The sound of 'Alishi' is rather urgent, as though every word was to be said quickly and with a slight edge of roughness to it. This quick-speaking nature would be due to the living situation of The Dark Era, and how little time they had to form a language, meaning each word had to be said quickly before their master's came. For one who was learning the language, they'd find it difficult to learn the language, even more-so speaking it unless having known it a long time. This language must be learned in character by someone already fluent in the tongue. It cannot be learned through backstory or other means.
  23. Sangenner - Language of Bannesiel History of the Tongue: Sangenner originates from the North-Eastern coast of Bannesiel, home to a poverty-stricken and rugged host of individuals whose lives are little more than birth, to death, a struggle of survival against the elements and one another. Derived from the original language used by the ruling families of the Forsaken Land, Sangenner differs only very slightly- though this is in part due to the lack of education and regional slang that adapted into their specific tongue over extended periods of time. Lesser Nobles of the North-East, also adopted the more guttural peasant tongue of Sangenner, popularizing the language in both trade circles, and common dictation throughout their regional holdings. Throughout the lengthy history of the rugged North-Eastern peoples, the regional dialect of Sangenner became an integral part of their culture, eventually defining and setting them apart from the South-West and Central core of Bannesiel. As with many elements of culture, the knowledge of the tongue, and its method of dictation, have been passed down through the generations, eventually finding its way to Aversus and Aversia. Its progress is traced by way of the lineage of the Kastrafe and T’Marus, whose bloodline can understand and speak the language to this day. This includes how it sounds; Sangenner appears to be an amalgamation of elven, among the Bannesiel tongue. The language holds a more bastardized tongue than that of Kaldenner, its sister language. One could quickly discover that the two languages act in a sisterly fashion, and hold many similar words, and the same grammatical rules. How difficult it is to learn; The language would have a harsh and abrupt tongue to it, the grammar of which would be more easily picked up by people with elven as their first language. The speaking tongue however, would be more difficult for those to obtain who do not speak a hard sounding language, as they would have to get used to the harsher pronunciations. The language does share cognates to common, however these can be difficult to decipher when paired with the accent required to speak the language. How it is written; Sangenner is written with the same characters as both common and Kaldenner. In writing, the grammatical rules of Sangenner are both easier and less complex than that of common, holding more consistent rules of writing. Basic Phrases; Hello! = Dravlo! How are you? = Hvordan get dela? Thank you = Vielan spasi My name is.... = Mielan ich es... Who are you? = Wer quist ty? Foreigner = Utlander Bannesielan = Rolander This language must be learned in character by someone already fluent in the tongue. It cannot be learned through backstory or other means.
  24. Language Name: Valois (Of the Valley) History of Language : Valois originated in and around the valley of Fortvoie and neighboring Rénouille, and arose over time as a descendant of Common spoken by those who inhabit the area. To elaborate, those who arrived in the valley that Fortvoie and its holdings are presently situated in, arrived speaking common bearing slang from each of their native regions. Over the course of time the people there saw little outside interaction save for the occasional 'diplomatic' visit by their Kolchrave liege lords. In turn what was then the slang used by those in the valley, developed largely unmolested by outside forces and continued to do so as their speech became unintelligible to those who spoke common. The language was created as the regions of Fortvoie and Rénouille were designed in a manner that is both architecturally and culturally unique to those of other lands in Aversia to the point where a language unique to these regions is warranted. Historically, the binding of several families, notably the ancient Heilig-related Falkenheyn, now known as Du Faucon, or Falcon, the liberal Devereux-De-Gavray, the now-mostly extinct Arcturus, as well as resurgent local branches such as the De Tavora and Laval have built a colorful, isolated cultural sphere. Lack of constant warfare and relatively peaceful and fertile realms have supported high birthrates, hamlets popping up all over the Blessed Valley of Fortvoie, the revered holy land of the Valois people. The farmer and merchant culture supported such as well, so did the thriving religious aspects of the Valois societies, worshipping dieties primarily concerned by growth and peace. It is by no surprise that the main being of worth in the Falcon Homelands is the one known simply as "The Lady", or as most other mortals would have it, Arvora. making the Valois the only significant human society to place Arvora forwards, supported by the dieties of protection and commerce. This combined high birthrate, with cultural isolation, relative distrust of the outside yet a cultural-commercial driven society has pushed the Valois to naturally develop their own tongue, largely characterized by their own, local Church and supported by the Nobility. As a language, the Valois tongue largely differs from the ease and simplicity of common and the harsh and guttural Heilig by it's inherently flowery and romantic tones. It is a language spoken typically with passion, perfect for cultural usage, pleasing to the ear. It is subdued and quiet, and rapid but not overly muddled. Overall, one could say it it a stable mix between rhythm and melody, with vowels feeling elongated on the tongue. OOC inspirations: From an architectural standpoint Fortvoie was designed with a largely Iberian feel in mind, in terms of cultures, the two regions err on the lines of western European, namely emulating that of France. It is because of this that the language of Valois was based on the dialect Micaelense, which will be further discussed in the section below. Exemplia Gratia: https://youtu.be/2oZh9ibe-qg?t=205 Difficulty to Learn: Easy/Average: Being a derivative of the widely spoken Common, the language is relatively easy to learn in comparison to other unrelated languages. How it is Written: The language itself is written in the same form as Common, the only difference of course being the utilization of different phonetics to denote pronunciation. In terms of sentence structure, the word order in Valois is subject, verb, object, with adjectives directly preceding the word they describe unless a form of "to be" is introduced. This is similar to english/common. An example of such is as follows: "O cao asseoir sous a arvore" O = The, cao = dog, sous = under, a = the, arvore = tree. Phonology: The primary inspiration for Valois has been drawn from Micaelense, a dialect of Portuguese native to the island of Sao Miguel in the Azores: Micaelense, while a form of Portuguese, shares many similarities with the pronunciation of French. In turn, the language of Valois will form the way words sound in a similar manner. The language itself can best be described as "Sing-song" the words flow with contrasting inflections. For example. "Eu Vou!" (I go) Is pronounced Ayo Voh, With the Ay being stressed in a higher pitch while the voh is on the low end of the spectrum. Another example exists in the following sentence. "Eu gosteu pao coma queij e mateiga" (I like bread with cheese and butter) Is pronounce Ayo go-shstew pow coh-ma kayj ee mah-tay-gah. Again, each syllable is strongly stressed so that the pitch of the speech is undulate constantly shifting between the lower and higher "notes." To truly understand the way the language sounds on a fundamental level, one must observe the diphthongs present in the language. Some of which are as follows: ao = ow au = ow oe = oi oi = wah ae = eye ui = wee o = oo/oh ou = oo Some common words: I: Eu (ayo) Us: Nos (Nos) Lady: Dame (Dahm) Speak: Fala (Fah-la) Hello: Ola (ala) Good: Bom (bom) Bade: Malu (Mah-loo) King: Roi (Rwa) Knight: Chevaleiro (Shev-ah-lay-roh) Horse: Chevalo (Shev-ah-loo) Cow: Vacca (Vaka) Pig: Pouco (Poor-coo) Dog: Cao (kow) Bread: Pao (Pow) Butter: Mateiga (Mah-tay-gah) Cheese: Queij (Kayj) Castle: Castelo (Cah-stel-oh) Dad: Pae (Pi) Mom: Mae (Mi) Day: Dia (Dia) Night: Noite (Nwa-tay) Brother: Fraro (Frah-roh) Sister: Sora (Sora) Mother: Mara (Mara) Father: Praro (Pra-roh) Glory: Gloria (Gloria) Basic Phrases & Translations: “Ola, eu sou Joao” Hello, I am John. “Vous fala Valois, ou nao?” Do you speak Valois, or no? “Quelle é o seu nom?” What is your name? “A dame nos protege.” The lady protects us. “Quando o sol se couche, a lua leve.” When the sun sets, the moon rises. This language must be learned in character by someone already fluent in the tongue. It cannot be learned through backstory or other means.
  25. Cyrusian Vulture Description: A large accipitriforme, the Cyrusian Vulture weighs in at 8 kilogrammes maximum. It’s wings span nears 3 meters at full length, and it’s body is approximately 1.2 metres long, making it the largest avian of it’s breed. It lives a reasonable life for a bird of it’s kind, living at a mean of 22 years out of captivity. Cyrusians experience gender dimorphism, the females much larger than the males, as to better protect the nest. They bear a tawny colored iris, like their plumage, the sclera surrounding black, presumably to aid in navigation despite the bright desert sun. It’s feathered head dons a full plumage unlike it’s distant cousins, Griffon Vultures, whose plumage is more flat against it’s skull. The creature has a sturdy, hooked beak, and long feet and talons made to grasp and heft objects of a reasonable size. The Cyrusian Vulture is active primarily during the day. At night, they rest along secluded cliff faces, typically safe from any creature that may attack it. They feed once every twenty four to forty eight hours, and typically do not leave a range of 2 miles from it’s typical nesting area unless desperation for food drives it to do so. The truly remarkable thing about this particular vulture is their digestive adaptation. They consume bones almost exclusively, and are adapted to do such. Their intestinal tract is longer than most avians, as to better absorb nutrients from their slowly digesting food-source, and their stomach lining is much more resilient, as their stomach’s acid is pH 1. Distribution: It’s irresponsible breeding habits lead this avian’s population to dwindle, slowly but surely. They reside in monogamous, or polyamorous trios, living along rocky faces and mesas directly within or bordering deserts. However, because of some nomadic tendencies, some have been known to migrate farther northward, as far as grassland for a more steady source of food. Habitat: Their habitats remain relatively constant, around rocky cliffs and mesas in or around the desert area. Some might move northward for a more steady source of food, but rarely move out of temperate regions and survive. It’s nests are structured of leftover bits of corpses such as cloth, fur, or hide and desert grasses, containing two eggs at maximum. The weaker second born is often fed to the first within a few weeks, to help ensure that the first has the nutrition it requires to grow healthy. Diet: The Cyrusian Vulture feeds almost exclusively on bones and carrion, very rarely seeking out live prey in desperation. It typically waits for other animals to pick a corpse clean, as the bones are rarely consumed by any other creature. Small fragments it will simply crack or break down in it’s sturdy beak to be consumed. Larger fragments, however, typically require more work. It may lift bones of up to 11 cm in diameter, weighing over 4.6 kg, then carry these up to around 150 metres into the air. These larger bones are then dropped onto rocky outcroppings or boulders to be broken into more manageable pieces. They take approximately 24 hours to digest these meals completely, and it will not become desperate to consume another until about 24 hours afterwards. Relations: These avians are relatively docile, as long as it is let be. It becomes territorial during nesting cycles, but otherwise does not go out of it’s way to harm other species, as it does not have much competition in means of food or habitat. They are fairly intelligent for birds, and may be imprinted on if done so delicately and carefully. However, their sharp, hooked talons for grasping and sturdy beak usually discourage this practice. Mechanics: Capturable, can be imprinted upon Unusual diet Extremely large Can carry heavier weights while airborne Material Properties: It’s large, sturdy feathers may be used for fletching, and other parts such as the beak and bones for decoration. Alchemical Properties: It’s low pH stomach acid may be extracted for use in the denaturing of proteins, though this is typically done post-mortem.
  26. Halflings Arvora's Children History Halfings, a strange mutation to their original human precursor. Once a nomadic tribe of humans; their predecessors were irate that they, as vagrants, were treated poorly by their brethren. They finally settled within the grassy plains and steadily built a society around it, isolated, and content to be so. The ground here was rich and fertile, thus these nomads began to fill their villages with farms and other buildings with which to live off of the land. The animals of the wildern were quickly hunted out, as they were destructive to crops and disruptive to the little, growing empire. It took decades before they had realized the area was almost completely hunted out. Though rather than ceasing their activity, they desperately began to scavenge for whatever they could find. This act continued for near centuries. Vicious hunting and desperate feeding on these animals, all while praying to the Earth Mother as they wallowed and wept, pondering where they had gone so horribly awry. Arvora, after some time, reared her head and observed just what these men and women had done. She was bemused at best, but took pity on them. Forth, she offered two things. For their slavering and massacring of the natural animal population, she set them on the path to no longer require to do such. Realizing that this would make her creations physically very weak, she offered them another boon; an increased collagen count, allowing for easy clotting of wounds. However, both of these were not bestowed outright, they were forced to adapt them slowly, as is the natural order. Thus, over centuries of starveling in their weakened state, they gradually began to change. The lack of protein in their diet was replaced with an abundance of grain and vegetables, and slowly, some Halflings began to show the ability to close wounds naturally at miraculous rates. By four centuries passed, they had adapted near to where they are today, with some minor changes as they began to diversify. It was around this time they had come back into contact with other humans and sentients alike who addressed them as ‘Halflings’, or ‘Half-human’. The latter term has gradually faded, as tensions have eased since that time, though the former still remains, posing a reminder to their origin. Physical Description Halflings are a human sub-race- though at this point in genesis, they can only be counted as such loosely. Physically, they share all anatomical structures with a human, though their capability to build muscle mass is considerably lowered. They are often slightly rounded and pudgy in both face and body. Their eye color mirrors that of other humans, though they are more likely to have brown eyes due to lack of genetic diversity amongst their population. Blue eyes, at this point, are rare, and nearly a genetic impossibility aside extremely rare mutations. Hair colors can range from light to dark browns, blacks, and, less commonly, reds. Blonde is not present in the current spectrum of hair colors as they are not yet a diverse race. Their skin tone, because of the lasting effects of protein deficiency, even now, is pale or fair. Occasionally, one might be seen with a very slight tan. Of course, such as their namesake, Halflings are very short in comparison to humans. This is because of their sudden dietary shift. They are typically at around 3 to 4 feet in height, with a weaker bone structure due to both calcium and protein deficiency. Their small builds and often lighter weights aren’t for naught, however. While they aren’t the most physically capable race, they are extremely agile. This makes them one of the quickest races, only topped by lirram. Their smaller appendages can be very dexterous, making them wonderful seamstresses, tailors, jewellers, and of course, thieves. Despite their protein and calcium deficiency, their concentration of collagens is immense, through means that can only be assumed as some divine intervention. They can scab over and naturally clot wounds at nearly twice the rate of normal humans, which can prove very useful in dangerous situations. However, fatal wounds to major arteries and veins will still be just as lethal. It can also be noted that due to their dietary requirements and background with disease, they often drink only alcoholic and boiled drinks, as these were the least likely to carry disease. Consumption of these over generations adapted certain functions within them, including their liver. Alcohol is extremely well tolerated by these little creatures, though it is processed more slowly as a result. They have a slight immunity to other consumed toxins and poisonous substances consumed, as a result. Lifespan Due to their weakened state, Halflings often do not live far past 60. Those that are very healthy and well nourished may live to 70 years of age. The approximate lifespan of a normal Halfing is 80 years of age, but that is currently unachievable by the standards of this age. Society Following their background closely still, Halfling societies are usually closed off from other races. They are not particularly mistrusting or unwelcoming, but they can most certainly be described as reclusive. Rarely do they admit other races to join in traditions within their towns, but are otherwise benign, and often described as non-hostile. Within their towns, their laws can be described as laissez-faire, but even this would be an understatement. Halflings may have a lower, seemingly unstructured judiciary system when put in comparison to the other organized sentients. Their laws may be as simple as “Do not kill another sentient” or “Do not steal the crops of another”. Despite the libertarian appearance, when one of these laws is deemed broken, the entire community will fly into uproar. Halflings, as more passive sentients, don’t result to violence. However, they are very likely to brand the criminal a traitor to their village and force them out. The “government” of a Halfling town or city is independent of others. It is run entirely by the citizens of each individual community. While not all are bound to like one another, the townsfolk make what they need and contribute the rest to pool resources and spread amongst other members of the community. Halfling craftsmen are typically tailors, weavers, or the like. Many are their own contractors and architects, and smiths usually only work the forge part-time. There is no wealth within the society, people receive what they need from others to survive, and that is typically dictated by the community as a whole. Typically, townsfolk will all gather to discuss any changes that need be made once monthly, and otherwise go about their working as any other society would. This loosely defined and ran system does have it’s downfalls, however. Often, they will have very small guard-forces at best, typically comprised of only a few militiamen. It is believed that if you do not produce anything for the community, you will not receive, thus, any priests, soldiers, musicians, and otherwise, are only so part-time. Culture Traditions: All usable items and materials are re-used throughout Halfling towns. Simply the act of handing-down tools, clothes, and otherwise through the generations. Oft, families will carry the same tools and clothes, simply repaired, for generations. Yearly, during Floreo Arvora, for a single sept do Halflings fast and pray. They fast from dawn until dusk for six days, eating a simple meal of bread after dusk and drinking only wheat-beer. They pray immediately at dawn, at midday, and once more as the sun sets. This annual ceremony is to honor and thank Arvora for her benevolence, as though they had hunted and killed without apt cause, they were forgiven and set on the correct path. Greetings: Halflings will greet kin and close relatives casually, and typically in a personalized manner by using a nickname or term of endearment. To greet friends, and those who are not as close, they will often greet simply with 'Good (time of day)!' and ask how the person in question fares. Strangers and new acquaintances will be often met with intense eye contact while being introduced. Males will often rest their right hands on the other's shoulder firmly, and females will join hands. To look away from a Halfling when meeting them marks the person as ill mannered or undesirable to be around. Celebrations: In the industrial little society, celebrations are rare. However, that isn't to say they aren't to be had. A coming of age ceremony is held for females and males when they reach ages 16 and 14, respectively. The father and mother of the man or woman-to-be are not present in the planning, or festivities of these, and townsfolk of the same gender will plan the ceremony for each individual. They often involve copious amounts of alcohol, a large fire, story-telling and reminiscing, and the person for whom the ceremony is for being hidden off after a hard night of drinking to wake up in a field, abandoned barn, or the like. The other notable celebrations held throughout Halfling communities nearly everywhere is a feast after the sept spent fasting during Floreo Arvora. It, like the coming of age ceremony, is spent reminiscing, though it is of the past-years happenings rather than about one person. Upon the day of the feast, work is cancelled, and the day is spent out conversing with neighbors and doing activities outside, only until the sun sets to families return to their home to feast amongst themselves. Diet Halflings almost exclusively eat grain and vegetable products. They have a relatively diverse dietary capability, like humans. However, they are almost all lactose intolerant, and the consumption of even miniscule amounts of lactose can cause illness. This is because of the prolonged effects of protein deficiency that led to their dietary shift. Their bodies no longer requires such proteins, and often rejects them as a result. That being said, other protein rich foods can be consumed, but only in small amounts at a time. Processing large amounts of protein at once can cause them issues with digestion and constipation. Settlement Halfling homes are not as estranged as one might think. Their ceilings are low and doorways small to accommodate their miniature statures. They are oft made of wattle and daub across a wooden frame, with thatched roofs, as the temperate plains they reside in allow for the thinner walled structures to be sufficient. While they do seem to have city centers and some sort of societal structure, farms and cropland is rarely separated from all sections of their cities. Most settlements could only be considered towns at best, as the small, isolationist clusters rarely form together to build much more. Religion Halflings almost exclusively follow Arvora. Their societies are fervently religious, and they follow the many religious practices of the Earth Mother. While they rarely concern themselves with the beliefs of other races, should one of their own turn from the All-Mother’s embrace, they will often be begrudging, if not shun that person from their society entirely. Mechanics: Halflings have small, frail frames, but they are more agile than all races, only beat out by lirram. Due to smaller frames, they also have smaller, more dexterous appendages and good slight of hand. Their muscle mass, and capability to gain muscle is extremely low, and they are about the strength of a common lirra at their weakest. They cannot consume lactose without having a negative reaction. Halflings have naturally more coagulant blood, and can scab over wounds at approximately 1.8x the rate of Humans. Halflings are more resistant to disease as a result of their immune background. They have a slight resistance to toxic substances that are ingested, requiring about 1.5x the dose to have the desired effects. This includes alcohol and ingestible drugs.
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