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Showing content with the highest reputation since 07/24/2017 in all areas

  1. 18 points
    The world seems quiet after being forced through the reality of war once again. The city of fortvoie burns with an ever dimming fire every sept, and all is silent on the political front. Kaladin has escaped to parts unknown, and has left many wondering just what he is planning to do. In the meanwhile, the city itself begins to stir with some life, as scavengers and families search for any survivors or sentimental heirlooms that may have been lost. Countless followers of Morto have been seen burying bodies, and gathering for funerals to allow the dead to peacefully pass on. Many are also unsure as to the true fate of the now fabled "lost vault" of the Olipith, but rumors have already begun to spread that it's doors remain open..luring many adventurers to seek out the treasures within its golden halls. Found around the rest of the empire, most Imperial citizens instead find themselves fearing the rumor of a possible quarantine, said to have been a recent diet topic in the white-gold tower of Miklagard. The idea of a quarantine just after a war leaves many skeptical for a brighter future, yet many more fear the power of the new plague, and it's ability to horribly alter ones body and mind. Dubbed "Mageblight" by most commoners, this disease appears to be becoming widespread, and many claim it is taking root within Aeoressa and Anion itself in pockets of diseased landscape. This is thankfully far from the truth, but nonetheless, many keep on their toes for the possibility. In the fringe town of Ebenen, news is not looking very good for non-humans. The Empire's policies generally give other races a run for their money to survive, but most of the lower class have found themselves uprooted yet again, stirring some dissent amongst the ideal of a peaceful empire. While many in the diet argue to and fro about their fates, the new governor of Ebenen, Karl Amador, finds himself a traditionalist when it comes to living policies within the old Kolchrave Barony. Many are being exiled from the town in favor of Hestark colonists, and much to the dismay of those who are attempting to remain, the many residents being forced to leave are doing so by trying to seize as much food, water and clothing as physically possible to increase their chances of survival out in the wilderness.
  2. 15 points
    "With the drive of a new world at our side we fought the burning corruption within our beloved empire. Yet even the flame of hope was not enough to stop the tide of their power..and soon, it fell to pieces in front of our very eyes..like shattered glass falling back into the furnace." -General Cornelius, 1st Salvatorii Legion, "Rightful" ruler of Aestatia. The Aestatian civil war has ended. Though quiet for many cycles on the forefront, the battles were fierce, yet the fallout even fiercer. The lands that were once covered by golden locks and strands now stand deserted, and desecrated by unholy magics. The land is scarred, and much of it cannot even be recognized. Yet despite all this, the cost was sufficient in the eyes of Atlas the First, who, on the night of the 31st of Morto, ended the rebellion by executing General Cornelius and parading his corpse through the still standing capital of new Aria for all to see. The remaining Salvatorii who did not surrender were either quickly cut down by the superior Loyalist forces, or have exiled themselves to the provinces of Aversia. It did not take long after such an action for word to spread..yet since that night, not a peep has been heard from the war-torn nation. Yet more from beyond the provinces, word has begun to spread quickly that a significant event has occurred in the western tribal-lands of Edros. It seems a figure of significant power has risen, and has begun uniting small clans within the realm. Though simply a rumor, many claim that this man will unite the west under a single banner, and threaten the rest of the world in time. In truth however, it is more than likely an upstart, who will soon face reality straight on. To the north, the house Tyhis remains in total control of the frozen wastelands , spreading their informants and ability abroad, with rumor that they may have had a hand in the defeat of the Salvatorii. Regardless of this, with the recent influx of Ombra worship and the waning numbers of Solarii both foreign and domestic, the light of the sun appears to be waning. Or at least, slowly dimming out of sight.. To the north, news begins to spread as it appears the winter cycle has begun far earlier than expected, starting with a sudden blizzard that plagued Anion for many Septs. Already the temperatures begin to drop, and travel ceases almost immediately with the coming news. Hunting for winter seems to have been interrupted quite early on, and so it is speculated Norheim will not be able to survive the winter with their current food stock, yet that is to be seen. In the worst case scenario most hope that Emmeline is competent enough to ask for assistance should she need it. In the lands of Aeoressa, the city of Ostermarch has become oddly..green. Though little flora existed around the city before, vines, trees and massive amounts of plant life have begun to spread. Many rumor it to be Arvora's influence, but those more skeptical than such claim it to be the continued influence of Aspects being summoned into the world by mages previous. Regardless of this, the plantlife continues to expand, and despite gardeners best efforts, the city continues to "Grow" in the overwhelmingly floral sense. And finally word lies upon the Aeklast, and the discovery not of the Falcon, but instead of the Freikorps. Rumor carries that during their exploration of the Mesas..a terrible threat was found. A hive of spider and human-like amalgamations attacked the party, and severely wounded the Lord Kommandant in doing so. Though it seems most escaped, rumor of their sentience has begun to spread. What is worse, is that they seemed to be able to defeat the Military so easily, and have sent small ripples of unrest through the Imperial Citizenry of the realm in doing so, though to little effect..
  3. 15 points
    [The Dragonsbane on horseback slaying the wyvern, Oreivu on a crimson field.] "No Ambition Too Great." Reikland is designated as the lands controlled and governed directly by the Emperor, the House Var Kolchrave and loyal servants to the bloodline. The Royal desmene sprawls from the snow capped and rocky island of Reikland (Navadeem), the seat of the Imperial Capital of Miklagard. South through Allemania (Northern Aoressa) and the stalwart keep of Vikerne, the Family's ancestral home to the savannas, with the island of Grauvasser (Darkwater) serving as a Southern trade and naval port as well as a terminus to the Empire's control westward. The population of Reikland is almost entirely Heilig (Hestark) human, while Half-breeds and Greater Elves are permitted to settle (with property and rights restrictions) Desert Elves, Lirra and Vilo'tae are unanimously discriminated and either driven south or killed. The House Var Kolchrave is the oldest reigning lineage of the Aversian noble bloodlines. Although initially its Aversian claim was solely the Barony of Vikerne it held a grave reputation as country of disciplined and dilligent individuals. With the creation of the Rhoseaen Confederacy, the House Var Kolchrave swore fealty to the Crown-In-Citadel and in exchange the Baron of Vikerne, Albrecht I was appointed Lord Marshal of the realm. Soon came the baptism of fire for the Kolchrave Country with the Coalition-Eridiahl war. Although initially the effort was to be led by Lord Arendan of Casval for his unyielding will at the Assault of Katherine, Albrecht I took control of the war and forced a surrender of the Eridiahl royal family and military within the next week. Thus began a time of stagnation for Country which secluded back to Allemania, refraining from any external political activities the realm of Kolchrave sustained a peaceful time, building strength before the Lord Albrecht I began a phase of expansion across the continent of Westerwald (Aoressa). Uncontested, Vikerne claimed the territory to its south, land claimed by Kingdom of Frosgard but due to in-fighting and incompetence, the Kingdom collapsed instead of pressing a response to the actions of Kolchrave. Left unchecked, the Barony of Vikerne became the Heilig Empire. Through coercion, subversion, intimidation and brute force each and every Baron, Count, Duke and King bent the knee to the Dragonsbane. After defiant victory in the Dopplerkrieg which threatened to shred the foundations of Aversia, the Empire sustained a time of peace before the death of Albrecht I. This left the throne vacant with the Regent-Lord Desimir Valokomensk reigning for a short period as Waymar II was groomed for the throne. Living a developmental period of trials, tests, toil, uncertainty and seclusion, Waymar II took the throne only for the realm to be invaded by the Aestatian Empire, a foreign entity with armies and fleets dwarfing that of Aversia. At the age of 18 the young Emperor and the realm prevailed against all odds. Now, from reformations pressed forward by the Emperor in this time of relative peace, the Reiklands had taken shape. The culture of the Reikland is wholly dominated by the Heilig Humanum, thus reflected in its values. The Heilig people are reactionary in contrast to the rest of Aversia, wholly skeptical and superstitious of foreign influences with aversion to lesser species (Orcs, Lirra, Vilo). With conservative beliefs comes strong commitment to institutions like marriage and thus, harsh consequences for violating societal tenants and status quo. As such, the Heilig humans are a hardnosed, dilligent people with a strong sense of duty and loyalty. The Heilig society is solidly patriarchal, with men as heads of the household. With this, traditional gender roles are respected, with men being workers and soldiers and women being caretakers. However the given rights to the sexes are largely the same, for example with inheritance, a daughter with no brothers take precedence over an uncle. The rights for women finding a temporary surge is largely due to recent wars and conflicts of which the Reikland has seen the lion share of in contrast to the rest of Aversia, leaving many homesteads with only younger sons or no males at all to govern the property. However with this has also increased the revering the merit of ancestors and respect for the veterans and widows of war (of which there are many). At the higher echelons of society, nobility is homogeneously Hestark human. Although Heilig society has a rigid adherent to feudalism and monarchy this is due in part to the culture of Heilig nobility. Nobles are highly respected by their underlings due in part for an expectation to serve their country as the citizenry does, in times of great need or war. This leads to nearly all male nobles being vigorously trained in martial arts and tactics and women taught stewardship from a young age. Having their stability and security in toe with the respect of their citizenry, Heilig nobles are seldom decadent, favoring steel over gold and practicality over novelty. Resulting in most Heilig nobility being rather effective governors and leaders. ✠ Religion in the Reikland varies from fief to fief however a great deal of Heilig Humanum, the House Var Kolchrave included, abides by the religion of the god of Auftraug and its tenants. Though not overt with the religion, the Heilig people are largely faithful. Symbolism of the god is very prevalent in most households. The Iron Cross being placed on the wall as a subtle idol or used as a craftsman's maker's mark. Worship of Auftraug is mostly esoteric or personal and thus there are very few temples or churches dedicated to the diety. As part of esoteric Auftraug ritual, it is not uncommon for knights or male lords to have scars or 'schmisse' going along either side of their cheekbones. Public worship of Auftraug is usually not directly to the diety itself but in the form of statues or monuments erected to respect the memory of fallen ancestors, heroes or lords. At these places are where prayer and initiation rituals are usually conducted. ☀ The second most prevalent religion in the Reikland , and the most likely result of conversion from the Faith of Auftraugh is Calabrian Solism. Though mostly aligning with the beliefs of Auftraug, the Solarii peacefully occupy villages and towns alongside more traditional Aufraug worshiping Heilig peoples, however their religious symbolism and rituals is far more overt than their counterparts. Solarii typically erect churches and temples dedicated to the god and as such usually serve as the center of town gatherings. Due to fundamental similarities between Calabrian Solism and Auftraug or Heilig tenants the Solarii are typically just as patriotic and loyal as their counterparts. ⚖ Although a stark minority compared to the Solarii and Auftraug followers, smaller settlements and hamlets of Dahriim followers are not uncommon in the Heilig countryside. Although the faith typically has nuanced differences to its counterparts, Dahriimite followers are typically as dilligent and dutiful as the Solarii or Auftraug followers, thus making conflict between any of the three rather rare as there are several values of which they may find common ground. Due to the bounty of resources offered by the landscape of the Reikland , the Kolchrave economy is relatively prosperous. The flat planes are almost entirely filled with farmland and the rolling hills and mountains are mined for their metals and raw materials. In the port cities of Miklagard and Grauvasser, maritime trade is very active along with a fishing industry. Outside of urban areas, abject poverty is rare within the Reikland , a great deal of it because of the prosperity sustained by the landscape and the Crown's inhibition to fund and endorse ambitious enterprises and industries across the Empire. Many skilled craftsmen are given patronage by the House Var Kolchrave for their work thus allowing a great range of economic opportunity within the Reikland s. The Kolchrave led Heilig military is the largest, most disciplined, experienced and among the best equipped in the entirety of the Aversian provinces. As such they are undoubtedly the military arm of the Crown by which its authority is enforced. Numbering well over 20,000 in strength the Military is split into several different Regimental legions, each specialized in war time and during peace hold jurisdiction over different regions of the Reikland. The Heilig Military's recent record is nearly perfect, having not been defeated on the field of battle by an opposing force in Aversia. This due in part to many facets of Heilig society which creates effective soldiers and warriors. As well as the and education regimen applied to male nobles, which makes up a great part of the military's effective and efficient leadership. As such, the Heilig army is a force to be reckoned with, although it very rarely applies magick or alchemical trickery to its strategum, it conquers the enemy through tactical prowess, numbers and many times before, unyielding will of force. The last time the Heilig army saw great conflict was during the Aestatian invasion where it, while outnumbered and led by the newly crowned Emperor Waymar II defeated 'I Legio Cohorus', or 'The Death Legion". The composition of the Heilig Army is mostly heavy infantry and cavalry. Given the mostly flat terrain of Allemania, cavalry tactics are hugely effective and as such so needs to be the Heilig Cavalry. Archers for the most part utilize crossbows over longbows, utilizing Casval design the doctrine favors the punishing draw weight over the speed and weight of longbows. With good cavalry requires a good counter and as such, most of the Heilig light infantry is made up of pike-men capable of shredding through an over-confident line of cavalry. When it calls for a siege, Heilig siege engineers are among some of the most experience and educated as any other, capable of quickly erecting catapults, trebuchets, siege towers and battering rams when the time calls for it, thus could be seen during the Battle of Katherine where the battering ram used to slam through the gates was able to sustain during a raging blaze, keeping the men inside untouched. When it comes time to accomplish a complex objective, elite soldiers mostly referred to as 'Sturmtroops' are equipped and trained to be able to dispense of any threat great or small.
  4. 14 points
    Imperial Banners cover the western fringes of the Empire valiantly once more. Horns sound out across the plains as the forces of the second regiment, infamously known as "Totenkopf" have claimed the fringe town of Ebenen, and secured it from what they deemed as "The Vile hordes of necromantic malfeasance, and alien bugs." Needless to say, many Lirra, Vilo and stubborn humans that wished to resist the forces of the regiment were cut down without a second thought. Though many cities always viewed the Savannah with disdain due to it's large population of wild animals, it appears that the second Regiment do not plan on leaving the city anytime soon, as colonists have already began to move into the renovated city limits and begun new lives, free from whatever bonds they used to hold as loyal Heilig citizens. Despite this, many Lirra and Vilo alike, as well as the governor Wilburn himself, have escaped to the far reaches of the Empire, with their location currently unknown.. Yet in spite of the near seamless success of the Heilig colonization of the Savannah, on the seas news is far more grim looking. A Pirate crew has recently emerged, and have begun to raid trading routes from the Isles of Tavora, to the cold north of Anion. A light response from Admiral Wilhelm Vausterburg has ended up with not only three trading vessels looted and sunk, but also an Imperial Battle sloop at the bottom of the narrow strait. The pirates morale grows bolder, as it seems with the recent weakness shown by the Imperial navy, Piracy is beginning to form a serious problem. Far flung to the angles of the temperate north of Aeoressa, the ruin of citadel, once clean, has fallen under a corruption yet again..This time, of necromantic origin. Forces of the Imperial Army, Inquisition, and the help of volunteer Mages gathered and cleared out the foul castle temporarily, at the cost of many wounded men and the temporary vanishing of the Archangel of Dahriim. It took much to eliminate a single trap sprung by the forces of the Empire, yet what else lurks within the dark corners of the citadel is yet to be known, and yet to be found. Worst of all, the true name of the Necromancer who has committed these foul acts of dread has yet to be discovered, and many more still flock to have a chance at knowing the secrets he holds. The future looks dark, and yet darker are the tales of the exiled prince of Faucon, from the Aeklast to the East. On the side of the now defunct house Faucon, the common soldiers, accompanied by hundreds of slave Lirra have made expeditions into the Jungle landscape, clearing out and killing off some animals that may pose a local threat. Before long however they found their boundary, as some patrols went dark and never returned..their heads mangled on pikes, and effigies. Those who found them knew going any further would be suicide, and not even the Prince himself, despite his attempts to garner more morale would be able to tell them otherwise. It seems where they stood would be their base-camp, and soon, their work began. While at first, it was cozy.. Attacks were few and far between, and most nobles remained aboard the flagship..they quickly found the truth in that matter, as the soldiers and sailors both quickly ended up sick, and dying. Some went mad, and were never heard of again in the forests..some were even found as trees themselves. Regardless of this, the already negative morale of the Falcon's troops fell further, and two of his battle sloops took no time in quickly deserting, retreating for the safe haven of Aeoressa to turn themselves in.
  5. 13 points
    - Necromancy - Of all the studies and branches of the magical arts, none is truly darker than the deepest delve into the occult and profane: Necromancy. Its practitioners and their motives are wide and varied, but it is at its foremost almost always pursued as a means of acquiring power dark and depraved that otherwise would be unachievable. While most aspirant Necromancers usually have noble goals in mind, studying further into the art is almost certainly a surefire road down the path of depravity and evil. Tier One Commune Necromancy Tier 1 Mana Cost: 4 MP + 4 per tier. Cast Time: 5 Posts. Classification: Active, Harmful, Profane. Duration: 20 Emotes Range: 10m. Focus: Instrument’s apex. Target: Object belonging to a deceased individual. Effect: Through use of an object important to the desired individual, the caster can send forth a tendril of altered and attuned mana into the afterlives much like bait to attempt to draw in who they wish to speak with. This tendril manifests there as something of importance to the target, although clearly out of place. If they make contact, they are effectively caught by the spell and forced into manifesting in the mortal realm. The caught appears as a crude manifestation of who they were in life through which they can commune and ask questions. There is no guarantee that the summoned soul will answer truthfully. It is also possible that if the object you use is imperfect or not precise enough you instead call in another, random soul. Due to the crudeness of the manifestation, it is often difficult to tell if you have actually summoned who you intended upon calling unless you are incredibly familiar with who they were in life. Cast at a higher tier?: Yes. Note: The greater the tier this spell is cast at; the greater the bait’s functionality. This spell’s tier directly correlates with how long the targeted individual can be deceased and the likelihood of actually contacting them. At Tier 1, the likelihood of contacting the desired spirit is 50%. You can commune with anyone who’s been dead for ten years or under. At Tier 2, the likelihood of contacting the desired spirit is 60%. You can commune with anyone who’s been dead for thirty years or under. At Tier 3, the likelihood of contacting the desired spirit is 70%. You can commune with anyone who’s been dead for seventy years or under. At Tier 4, the likelihood of contacting the desired spirit is 80%. You can commune with anyone who’s been dead for one hundred and fifty years or under. At Tier 5, the likelihood of contacting the desired spirit is 90%. You can commune with anyone regardless of how long they’ve been dead. For every ten years they’ve been deceased past three hundred, add one percent to the failure chance. A summoned spirit might be incredibly angry at having its eternal rest (or suffering) disturbed, and might very well attempt to take action against the caster. Communing with powerful forces is often very dangerous without proper protections, and might very well result in fates worse than death for a foolhardy necromancer who seeks answers to questions better left unanswered. To contact the spirits of non-player characters you must have the presence of a DM and possibly lore approval on a case-by-case basis. Bar Necromancy Tier 1 Mana Cost: 2 MP + 2 per extra meter. Cast Time: 2 Posts + 1 per extra meter. Classification: Passive, Harmful. Duration: Permanent. Range: Touch. Focus: The caster’s fingertip or any means of writing. Target: Any flat surface. Effect: With careful and methodical movements, the caster draws an unbroken line of arcane script, enchanting it with dark and disruptive power as they work. This crafted line serves no other purpose than to deter or restrain undead creatures. Lesser undead instinctively avoid crossing over these lines, and any that do against their own will find the line’s chaotic imbuement quickly disrupting the grim enchantments that grant them their unlife. A greater undead is not so easily destroyed by such a barricade, although crossing one does significantly and temporarily weaken one in addition to causing a great deal of superficial harm. Cast at a higher tier?: No. Note: The barriers created by Bar are near impossible for the unliving to break. For the living, however, it is incredibly easy to destroy. Anything natural merely scratching a single bar can accidentally unravel an entire protective ward. Lend Life Necromancy Tier 1 Mana Cost: 3 MP + 1 per Emote. Cast Time: 3 Posts. Classification: Channeled, Harmful Duration: As channeled. Range: 10m. Focus: Instrument’s apex. Target: Any living creature or undead. Effect: Drawing upon their own life force, the caster channels it outwards in a single connective beam, tying themselves with a distant target. Through this tie they can funnel their own life energies to heal living creatures or to forcibly flood undead beings with life. This spell is not without its cost, it gradually wears away at its user taking their stamina, strength, and vitality from them with great ease. While a caster can often amplify and put their own life energies to better use, the exchange rate is still roughly the same. The caster effectively exchanges their energies to the target on a one to two ratio: one broken bone in the caster cures two in the target, or greatly wounds an undead at roughly the same ratio. Cast at a higher tier?: Yes. Note: Wounds from this spell are twice as difficult to magically heal. Two necromancers can Lend Life to each other, but the magic will effectively cancel itself out resulting in no change to either. Lend Life is incredibly efficient at destroying undead, given the overwhelming surge of life it forces through undead, effectively damaging the dark magics that hold them together in the process. This spell can be cast at higher tiers to alter whom the source of the life is and how many sources there are. It takes about five posts of channeling to heal a serious wound. At Tier 2, the caster can transfer life from a source other than themselves to a target other than themselves. It must be a living creature. The “Per Emote” cost raises by one. At Tier 3, the caster can transfer life from nearby flora and fauna to a target other than themselves as long as wildlife is nearby. The “Per Emote” cost raises by three. At Tier 4, the caster can target an indefinite number of people and plants to transfer life from to a target other than themselves. The “Per Emote” cost raises by five. At Tier 5, the spell functions the same as it does as tier 4, except the caster improves the spell’s efficiency drastically. It heals at a ratio of one to four instead of one to two. Its “Per Emote” cost raises to seven. Healing someone with this spell after they’ve been fully healed is dangerous, and may cause the formation of cancerous growths and other lasting abnormalities that can have long term ill effects upon an individual unfortunate enough to develop them. Incorporealize Necromancy Tier 1 Mana Cost: 4 MP + 2 per Emote. Cast Time: 4 Posts. Classification: Channeled, Harmful. Duration: As channeled. Range: Self. Focus: Instrument’s apex. Target: A part of the caster’s body. Other targets available at higher tiers. Effect: The caster envelops a portion of their body in a layer of protective magic before plunging it into the ethereal plane. Their appendage turns incorporeal much like that of a wraith. Through this incorporeal transformation, the caster is capable of dealing damage to both corporeal and incorporeal beings as if they were a wraith, but only using this appendage. It is vulnerable to magical damage and to tools capable of harming incorporeal creatures. The caster’s capacity to make themselves incorporeal and other targets incorporeal scales according to the notes below. Cast at a higher tier?: Yes. Note: At higher tiers the caster is capable of changing not just the target of the incorporeality, but also how much of themselves they transform. They can even grow to target other people. This spell costs an additional four mana for its initial cast for each additional tier it’s cast at. At Tier 1, the caster can only target one limb of their own to transform. At Tier 2, the caster can convert two of their own limbs or convert one limb of another person. At Tier 3, the caster can convert their entire form and two limbs of another person. At Tier 4, the caster can convert another individual completely or an object. At Tier 5, the caster can make both a person and an object incorporeal or two individuals. Incorporeal beings are generally only harmable via spells and magical weaponry. Bar blocks the passage of a caster who has cast Incorporealize and treats them as a greater undead for the purposes of the effect. They otherwise behave as a shade. Unweaving effects do not deal harm as if they were a shade, and instead undo the effect and restore them to normality. Sense the Profane Necromancy Tier 1 Mana Cost: 1 MP. Cast Time: 2 Posts. Classification: Passive, Safe. Duration: 25 Emotes. Range: Self. Focus: The caster’s eyes. Target: Self. Effect: Channeling mana into their gaze, the caster’s eyes blacken as they turn their gaze away from the world and instead to the streams of arcane power flowing through the land, searching for the stain of darkness in all its forms. This is a modified and more archaic form of Arcane Eye. Through this, a caster schooled in the necromantic arts can identify and pinpoint spells with the Profane classification and safely examine them to tell their origins. Profane and unholy effects also show up. Casting this spell before using Analyze Object allows the caster to examine profane items and gain more details than they otherwise would from normal examination. This spell also allows its caster to roughly gauge the amount of corruption in an area or on a person that has resulted from repeated profane casting. (See Profane Magic for more details.) Cast at a higher tier?: No. Note: This spell reduces the mental harm caused by examining Profane effects, but it does not fully negate that possible damage. In the worst case scenario the harm that would occur is only halved. At best it’s entirely negated. Harm varies on a case by case basis. Tier Two Lesser Animation Necromancy Tier 2 Mana Cost: 10 MP. Cast Time: 5 Posts. Classification: Active, Harmful, Profane. Duration: Permanent. Range: 5m. Focus: Instrument’s apex. Target: A qualifying mound of animal or human remains. Effect: Perhaps the most fundamental spell of the necromantic arts, the caster attempts one of the simplest perversions of the natural cycle of life: they restore life to the dead. Imbuing a corpse or mound of remains with animating essence that grants it mobility and a mocking imitation of life. Such a creation is a lesser undead, with the type of horror varying upon what remains were used to bring it into being. A creature in this fashion is not sentient, and it functions more akin to a machine than a truly living being. It obeys the caster’s commands for as long as it endures, although the longer it exists the more and more precise each command must be as the spell that sustains it gradually fails. An exact list of what a necromancer can create is not found within this spell, but rather under the current list of lesser undead varieties at the bottom of this document. This also includes the minute alterations to the remains at their creation that allows them to become these variants upon the typical skeleton or zombie that would normally be expected. Cast at higher tier?: No. Note: Corpses slain through holy means or corpses that have been sanctified cannot be animated. The ashes of any body cannot be used to create an undead: they are utterly useless to a necromancer. Every undead a necromancer creates gradually decays not physically, but in the spells that keep them functioning and obedient. Generally, obedience crumbles first. It takes five septs for the average undead to begin to cease obeying its master, and an additional five septs before it at last decays to the point it no longer functions and collapses back to the corpse it once was. The same corpse can be animated multiple times as long as it meets the necessary conditions for revival. A corpse can be revived and instead bound to someone nearby instead of the caster, or merely left unbound. More details can be found in the Rules of Binding. Reap Necromancy Tier 2 Mana Cost: 5 MP. Cast Time: 3 Posts. Classification: Active, Harmful, Profane. Duration: Instantaneous. Range: 5m. Focus: The caster’s spark. Target: Any flora. Effect: In one vile surge the caster thrusts outwards a wave of profane power almost akin to a magical net. This twisted spell sinks into the first plant it connects with. Through it the caster forms a brief and sinister connection to that plant’s own lifeforce before their spell comes rippling back, dragging with it the entirety of that plant’s life energies directly back into their own spark. The sheer amount of stolen energy compressed within as a result of this spell takes only the slightest nudge before it warps into raw magical power that the caster can draw upon to fuel their dark spells. This process restores an amount of mana to the caster equal to the volume of plant life that dies. For every cubic meter of flora that dies as the caster consumes a plant, they gain one point of mana in return. When this spell is cast at any higher tier it no longer affects just a single target but rather all plant life within range. At each higher tier its range increases by five as does its mana cost to a maximum of twenty mana points with a range of twenty meters. As the spell grows in power it grows increasingly inefficient yet still surprisingly useful to a profane caster. When Reap is cast at any higher tier it must consume at least its range in cubic meters of flora to provide any net gain. If it consumes less than its range in cubic meters of flora it returns back half its mana cost as the spell falls short and fails to properly convert the miniscule amounts of energy it gleaned. If it consumes at least its range in cubic meters of flora it returns back double its mana cost as the spell surges and violently converts its stolen life essence into power. If it consumes double its range in cubic meters of flora it returns back quadruple its mana cost as the spell overloads within the caster’s spark, providing them with an incredibly intoxicating wave of direct power. Reap has violent effects on Sinnehliv and other creatures that blur the line between fauna and flora. It steals a fourth of the vitality of any plant-creature akin to a Treant or Sinnehliv when cast upon them and restores thirty points of mana, causing horrific damage in its wake. Plant-creatures that have had Reap cast upon them have large sections of their being spontaneously necrotize or develop horrifying molds equivalent to severe wounds for their race. Cast at higher tier?: Yes. Note: A necromancer has little to no control over where Reap aims when they cast it at a higher tier. Where Reap is cast are left brutal scars upon the land in its wake. Plants that have been Reaped crumble into ash over the course of a day, leaving only a black stain upon the earth where it was once cast. A hasty and wasteful necromancer often leaves trails of blighted land as they go to fill their dire spells. Reap provides a rush that no other spell can truly provide as it leaves the caster overwhelmed with excess raw power, sometimes more than they know what to do with. Repeated frequent use of this spell has been known to lead more than one necromancer into developing an addiction into feasting off the land. Maker’s Hands Necromancy Tier 2 Mana Cost: 8 MP + 1 per Emote. Cast Time: 1 Post. Classification: Channeled, Safe. Duration: As channeled. Range: Touch. Focus: The caster’s hands. Target: Self. Effect: Enveloping their own hands in magic, the caster coats them in magical energies and layered magical enchantments, briefly altering their own capabilities. Dead flesh and bone becomes as malleable to their grasp as clay and earth. Not only that, they can even convert crude materials like dirt and the other crude mundane substances into deceased flesh and bone, as well as vice versa. These crude substitutes possess no life of their own, but they allow a necromancer to both preserve and repair already deceased corpses within their possession. Cast at higher tier?: No. Note: An entire corpse created in this fashion cannot be revived. At least a small fraction of the originally repaired body must remain for it to serve as a target of spells that restore life to the dead. This fraction can be as small as the majority of its ashes, but no more and no less. This spell only works on deceased flesh, not living tissues. While this spell can graft crude living tissue onto living creatures to heal wounds, it can only truly be made to integrate and live again with the aid of healing spells such as Lend Life. Splinter Necromancy Tier 2 Mana Cost: 7 MP. Cast Time: 2 Posts. Classification: Active, Harmful. Duration: Instantaneous. Range: 20m. Focus: Instrument’s apex. Target: Any creature. Effect: The caster focuses their instrument upon their target, briefly flooding the pathways of their victim’s spark with a sudden surge of raw and untamed magical energies causing sharp damage to their victim’s internal structure. For the most common victims of this spell; those with normal skeletal systems, this has the effect of suddenly and abruptly causing countless microfractures throughout their form causing staggering pain. This effect is generally more potent against undead creatures. Pain caused by this spell is so great that it stuns the victim for two emotes and leaves them generally more vulnerable to blunt damage for the rest of the sept. Undead are affected far worse, and are stunned for three emotes. Cast at higher tier?: Yes. Note: This spell can be cast at higher tiers to strengthen its effect. For each tier greater than two that this is cast at it does greater and far more long lasting damage, though its cost increases greatly to match. This spell costs an additional seven mana for each additional tier it’s cast at. At Tier 2, this spell has only its base effects. At Tier 3, increase the duration of the stun by one emote. One random bone on the target suffers a random type of fracture (avulsion, comminuted, compression, impacted, linear, oblique, spiral, transverse.) At Tier 4, increase the cast time by one post and increase the duration of the stun by two emotes. Two random bones on the target suffer a random type of fracture. This spell now instantly destroys lesser undead with bones. At Tier 5, increase the cast time by an additional two posts and increase the duration of the stun by three emotes. Three random bones on the target suffer a random type of fracture. This spell now not only instantly destroys lesser undead, but it is also capable of destroying any other undead primarily composed of bone (excluding liches) near instantaneously. Miasma Necromancy Tier 2 Mana Cost: 5 MP + 1 per Emote. Cast Time: 1 Post. Classification: Channeled, Safe. Duration: As channeled. Range: 30m. Focus: Instrument’s apex. Target: Any patch of dust or rotting material. Effect: Using their knowledge of undeath a caster can bring back minute amounts of unholy life to dead organic particulate to divine forth imagery of what happened there once before. Through this a necromancer can create a cloud of brownish grey filth that they can manipulate to accomplish one of two effects; a visible recollection of the actions of the creatures that last past through the area (if any) and their deeds, or to create mirages and other brief and crude hallucinations. Cast at higher tier?: No. Note: A caster can manipulate the filth cloud with both effects at the same time to distort the recollection of events they are presenting if they so choose, though there is no guarantee that their alterations will look real and it is entirely dependent upon their skill alone. While this spell could possibly cause minor sickness if the cloud is inhaled, it cannot cause any true harm on its own that consumption or inhalation of the dust it manipulates wouldn’t of already done. Tier Three Steal Life Necromancy Tier 3 Mana Cost: 10 MP. Cast Time: 2 Posts. Classification: Active, Harmful, Profane. Duration: Instantaneous. Range: 25m. Focus: Instrument’s apex. Target: Any living fauna or flora. Effect: In a reversal of the natural processes of life, a necromancer steals the raw life force of their victim to heal themselves. They send forth a simple web of power as they have practiced in their earlier studies into their victims, going to vacuum forth life essence from their victims to heal themselves. This drops the severity of all the caster’s wounds by one stage. In addition, it progresses all of the victim’s wounds by one stage and then adds one new random wound. If the caster has no wounds that can be healed they find their exhaustion partially wiped away and their stamina moderately restored. Cast at higher tier?: Yes. Note: This spell can instead be cast at a greater tier to instead increase the amount of life drawn and the amount of life restored to the spell’s caster. At Tier 3, the base effects of the spell remain the same. At Tier 4, the spell’s cost raises by ten mana points. The cast time raises by one post. It drops the severity of all the caster’s wounds by two stages and it raises the stages of all the victim’s wounds by two. It also generates two random stage one wounds on the victim. At Tier 5 the spell’s cost raises by twenty mana points. Its cast time raises by two posts. It drops the severity of all the caster’s wounds by three stages and it raises the stages of all the victim’s wounds by three. It also generates three random stage one wounds on the victim. Wounds that this spell generates are essentially random but tend towards bruising both internal and external as well as necrosis. Other results are possible, but not guaranteed. This spell can generate lethal wounds if it’s cast repeatedly upon its victim. Void Shrawl Necromancy Tier 3 Mana Cost: 10 MP + 5 MP per Emote. Cast Time: 1 Post. Classification: Channeled, Harmful, Profane Duration: As channeled. Range: 7m. Focus: The Spark. Target: Self. Effect: Spreading their own magical circuits outwards in an unfurling web around them, the caster sends a single magical hook through the planes of existence and into some dark point beyond. They begin to emanate a tangible cloud of both despair and doom from their form and within this twisting radius. This process drenches them in a cloud of tangible entropy drawn from the darkness of the Void itself. All living things within the radius of the caster begin to slowly decay, five percent of their vitality stripped per emote. This horrifying cloud stops all casting barring the channeling of this spell itself. Undead are not affected by the profane decay that Void Shrawl brings. Cast at higher tier?: No. Note: Undead are barred from casting within a Void Shrawl just as living things are. The entropic area within a Void Shrawl technically decays all things, however this effect is only truly pronounced enough to be useful upon living things. Concentration upon anything within a Void Shrawl is generally impossible due to the whipping maelstrom of profane power that it generates. The spell’s caster is only partially protected from the causticity of the cloud, and while they will not decay as others exposed would, they will often emerge from their twisted casting with countless minor wounds. Befoul Necromancy Tier 3 Mana Cost: 7 MP. Cast Time: 4 Posts. Classification: Passive, Profane, Harmful. Duration: 10 Emotes. Range: Touch. Focus: An attuned ritual knife. Target: The blade of the ritual knife. Effect: After ceremoniously dousing the blade of their ritual knife in their own blood, the caster transmutes their gore into a horrifying and vile toxin that spreads lasting blight. This foul fluid seeps into whatever the caster embeds the blade within, whether it be fauna or flora. Even non living things can be afflicted by this dark taint as long as they are organic. Once impaled, this dark ichor seeps its way into the object around it, causing it to gradually decay and rot away. This anointment can only be used once before the spell must be recast. After ten emotes without use; this foul fluid dissipates into black steam that quickly vanishes from sight without harm. Cast at higher tier?: Yes. Note: This ichor’s strength varies heavily upon what is subjected to its caustic touch: Non-magical flora die over the course of an hour, withering to naught but ash in a day. This can include creations made of wood and other plant-based materials, though this effect ceases after destroying four cubic meters of material. Non-magical and non-sentient fauna die in much the same fashion as flora, however their skeleton is left behind. Magical flora befouled by this effect wither over the course of a day, leaving behind only profane and withered husks of what they once were in life. Magical fauna cursed by this effect die over the course of a day, leaving behind naught but their skeletons in the process. A sentient creature afflicted with this spell dies over the course of five septs, leaving behind only their skeleton. They waste away losing a third of their remaining living tissue each day to horrifying and painful rot, only for whatever’s left to crumble to ash on the final day. Damage done by this spell cannot be healed naturally. It can only be treated through alchemical processes or magical spells. All damage this spell causes cannot be undone until the affliction is removed from its victim. The actual affliction cannot be staved off: it’s invariably lethal. For the purposes of spells that dispel magical effects, this counts as a debuff. Befoul can be cast at tier four to convert Liquid Mana into a far more permanent form of the substance the spell would otherwise produce. This raises the mana cost of this spell to twenty. The product of this alteration is a light green and glowing acid that only affects flesh. This substance will quickly eat away through skin and muscle in a matter of seconds, cleaning bodies immersed in a matter of minutes. The only type of flesh it cannot dissolve on its own is bone, chitin, or carapace. Befoul converts Liquid Mana into this twisted fluid at a rate of one hundred milliliters a cast. You can pay the mana cost of Befoul multiple times to raise the amount of Liquid Mana you are converting at a time by an additional one hundred milliliters per times the cost is paid. Command Undead Necromancy Tier 3 Mana Cost: 8 MP Cast Time: 1 Post. Classification: Active, Harmful. Duration: Instantaneous. Range: 10m. Focus: The Spark. Target: Any undead creature. Effect: Perhaps one of the most important spells within an aspirant necromancer’s toolkit is the potential to enforce their will upon undead. Not truly any form of spell, the act of casting Command Undead is merely forcibly making a bridge between the spark of the caster and what remains of an undead’s spark. Through it, they can forcibly manipulate and influence that undead to varying degrees: They can refresh the duration of any bonds that hold an undead in service. Greater undead have an optional saving throw they can roll to try and stop this. The number they have to beat is equal to fifteen plus the number of necromancy tiers that the caster has. They can impose a bond of obedience on any lesser undead as if they had made it. Lesser undead have an optional saving throw of fifteen plus the number of necromancy tiers that the caster has. A caster can force an undead to execute a single command to the best of their ability. There is no duration on how long this effect lasts: they must attempt to complete it until it either becomes impossible to complete or the attempt is successful. Lesser undead have a saving throw equal to sixteen plus the number of necromancy tiers that the caster has, while greater undead have a saving throw equal to thirteen plus the number of necromancy tiers that the caster has. This action cannot be self-harm. Not only can a caster recreate bonds of servitude, they can transfer existant bonds to other individuals. This has no saving throw. Cast at higher tier?: Yes. Note: This spell costs an additional 4 MP for each extra tier that it’s cast at. For each tier above three that this spell is cast at add an additional one to the number that must be beat on a saving throw to resist any of its effects. At tier five and above this spell can compel undead to commit acts of self-harm. Liches are entirely immune to this spell unless you physically hold their phylactery in your possession. Effigy Necromancy Tier 3 Mana Cost: 15 MP Cast Time: 8 Posts. Classification: Passive, Harmful. Duration: Permanent. Range: Touch. Focus: Instrument’s apex. Target: A constructed doll. (See notes.) Effect: Relying on their innate and deep understanding of the layout of spark and its connection to the flesh, the caster creates an artificial tie to their victim’s body that persists in spite of all distance. This foul ritual essentially forces the target to exist in two locations at once, allowing spells to be cast upon them from afar and through any boundaries except planar. The result of this spell is the alteration of the doll to vaguely resemble the intended victim at all times, the item’s twisted enchantment allowing the caster to determine the rough state of their health as well as interact with them from a great distance away. This sympathetic link also allows direct harm and injuries to be dealt remotely, albeit minor and invariably nonlethal. Cast at higher tier?: No. Note: In order to cast this spell you must have a doll crafted containing at least a gram of discarded bodily material from the victim. This can be blood, hair, skin, or any other form. Solids are generally considered best and easiest to work with for the creation process. To properly function, an Effigy must be recognizable at least to people familiar with the intended target of the creation. An Effigy gradually decays over the course of a year, although repeated use gradually wears it down further and further. Through a created Effigy of an individual, you can effectively aid or hinder them from afar by casting spells upon them as if they were in physical contact with you. They can be directly healed or harmed as if they were but a touch away as long as the caster merely maintains their grip upon the Effigy. While an Effigy is a potent tool for wreaking wrath from afar, it is not strong enough to handle copious amounts of magical energy. Casting a spell tier five or greater immediately destroys an Effigy after delivering its effects. An Effigy can handle a total of spell tiers cumulating in five being cast through its form before it’s destroyed. An Effigy can be used to deal nonlethal harm remotely by dealing damage to the doll instead of harming them through magic. Inflicting damage upon the doll inflicts roughly nonlethal equivalent pain in the target in the equivalent location upon their body. No actual wounds appear upon them, they merely feel as if they are there. Inflicting harm generally causes damage to the Effigy and gradually leads to its destruction over time. Someone who has an Effigy made of them is vaguely aware of a foreign and invasive tie to their flesh, although those inexperienced with the spell are unaware of just what exactly has bonded itself to them. Creating an Effigy requires verification that the necessary materials were gathered. If cast upon a player, the caster is required to inform both the lore team and notify the victim. Even though an Effigy is made out of the flesh of a victim it cannot be animated into an undead creature. Projectile spells do not transfer, only spells that directly target a creature can be cast upon an Effigy to have their effects directly transfer. Spells that do not directly target a creature merely cause nonlethal harm through the effigy if they would. An Effigy can be made of an undead creature as long as the Effigy itself is not an undead creature, though this results in the Effigy being inherently unstable. Effigies made and attuned to undead creatures can only transmit one spell before they crumble, regardless of its tier. They otherwise function the same way as before. Tier Four Greater Animation Necromancy Tier 4 Mana Cost: 30 MP Cast Time: 8 Posts. Classification: Active, Harmful, Profane. Duration: Permanent. Range: 5m. Focus: Instrument’s apex. Target: A qualifying mound of animal or human remains. Effect: Using a complex and profane technique built upon the basic practice of reanimation, the caster animates a corpse and makes it into something more than it was once before. By forcibly restoring the spark of the deceased and twisting it into new and more horrifying forms, they prepare the remains of the deceased to harbor a soul once again. They send forth a tether into the planes beyond to pull them back from beyond death and into the realm of the living to occupy a perverse and horrifying new form fashioned from the likeness of their old form. An exact list of what a necromancer can create is not found within this spell, but rather under the current list of greater undead varieties at the bottom of this document. This also includes the minute alterations to the remains at their creation that allows them to become these variants upon the typical ghoulish creations that would normally be expected. This spell cannot create liches. Cast at higher tier?: No. Note: Corpses slain through holy means or corpses that have been sanctified cannot be animated. The ashes of any body cannot be used to create an undead: they are utterly useless to a necromancer. Every undead a necromancer creates gradually decays not physically, but in the spells that keep them functioning and obedient. Generally, obedience crumbles first. It takes five septs for the average undead to begin to cease obeying its master, and an additional five septs before it at last decays to the point it no longer functions and collapses back to the corpse it once was. The same corpse can be animated multiple times as long as it meets the necessary conditions for revival. A corpse can be revived and instead bound to someone nearby instead of the caster, or merely left unbound. More details can be found in the Rules of Binding. Sacrifice Necromancy Tier 4 Mana Cost: 25 MP Cast Time: 10 Posts Classification: Active, Harmful, Profane. Duration: Permanent. Range: Touch. Focus: An attuned ritual knife. Target: Sentient creature possessing a soul. (See notes.) Effect: In a perversion of the normal method of creating magical items, the caster steals both the magical and vital energies relied upon from another living sentient creature at the moment of their death. This effectively allows a necromancer to create a magical item without tying their spark, instead tying it to another sentient creature. This process is exponentially longer and more horrifying. The first step is a traditional practice throughout all forms of magic: the creation of a summoning circle. It requires the necromancer to next make a brand upon the part of their victim’s flesh that corresponds most with the item that the caster plans to create. This brand is key to the process, serving as an additional focus for the spell. It is comprised of an amalgamation of the four runes within the summoning circle already drawn carved into the victim’s skin with a ritual knife drenched in the caster’s blood. When the process is complete they must have the materials or partially complete item in the circle with their intended victim. From there, the process reaches its final stages. The necromancer casts a dark and profane spell that envelops their victim, slowly and furtively siphoning out a small portion of their spiritual essence into an almost tangible form. As the spell reaches its conclusion, they bring their dagger down and end their victim’s life in one swift stroke. This process kills them and severs that summoned essence, sending it flowing through and into the summoning circle and all within. While within the summoning circle the caster can use all of the materials assembled to create or enchant a single item without using one of their ‘spark slots’ as if they had cast create magic item. Each victim is equal to one artifact made, roughly. Cast at higher tier?: No. Note: Creatures without a lit spark are capable of only providing only one ‘spark slot.’ If someone who was the victim of a Sacrifice spell revives they do not revive normally. Instead they reappear with the same brand that was on their flesh at the point of death. This mark also remains persistent if the victim escapes without the spell’s completion. A brand from the Sacrifice spell is not a healthy thing to bear. Nothing can remove it except for the destruction of the item that the victim was used in creating. Whenever they are within five meters of its presence they can feel their mark burning at the sensation. A branded victim cannot be affected by the item that they were used to create, and they are always capable of destroying it with enough effort even if they otherwise wouldn’t be able to. This brand is not a healthy burden to bear: it draws the attention and ire of most profane creatures with ease. If a victim escapes the ritual without allowing it to be completed, the brand created does not merely go away nor can it be removed. It is instead tied to the necromancer (instead of an artifact) who almost took their life and causes the same effects as a normal brand would. Blasphemy Necromancy Tier 4 Mana Cost: 15 MP Cast Time: 2 Posts, or none. (See notes.) Classification: Active, Safe, Profane. Duration: Instantaneous. Range: 10m. Focus: The Spark. Target: Any ongoing or temporary magical effect already created or in the process of being created. Effect: Taking a hold of any extant magical energies, the caster sends forth a surging wave of twisted excess magical energy that pulls forth ambient life energies into the spell’s essence, warping it in turn. This artificial and twisted magical bloating amplifies an existing spell or effect with varying properties dependent on its classifications and duration, granting it new and profane power that it would otherwise not possess. Active spells have their cast time reduced by two posts, and they become profane if they were not already. This cannot reduce a spell’s cast time beneath one post. If they were already profane they instead effect the same area twice over, though the second casting counts as one tier beneath the spell’s actual tier. If a necromancer casts this on a spell that is not their own, then they choose where the recasting effects. Channeled spells have their costs raised by an additional five mana points per post and can have a second target. If they were not already profane, they become profane. If they were already profane then the cost only raises by three mana points per emote. If a necromancer casts this on a spell that is not their own, then they choose the second target and pay the additional mana cost. It otherwise functions as if the targeted spell’s caster is the origin of the recast. Passive spells have their durations doubled. If they are not already profane, they become profane. If they were already profane then the strength of their effects are doubled. Permanent magical effects are temporarily distorted for seven emotes, taking on a profane aura. They become inherently more caustic and harmful where they can, and they warp in ways that are far from beneficial for life to endure. They become profane if they were not already and all harmful effects that they possess are doubled. If they were already profane then all harmful effects that they possess are tripled. This does not apply to Sacrilege or any artifact; it only applies to spells that have been made permanent via permanency. Undead affected by Blasphemy are temporarily made more endurant and become capable of ignoring their weaknesses to effects that would normally be especially effective against them, such as divine magic. This temporary boon lasts seven emotes. This process weakens the bond that ties them to a necromancer, allowing them to break free one day sooner. A caster can instead cast this spell in a way that temporarily renders an undead more vulnerable to harm for three days at the boon of doubling the amount of time they will endure and remain bound. Repeated use of Blasphemy in an area can have long lasting negative impacts on that location. It can lead to the accumulation of tainted magical energy within both the air and the nearby wildlife. This can have wild and unpredictable effects on both what naturally lives there and all that passes through. While unpredictable, there are a few constant results of these effects: affected areas tend to become more hostile and unforgiving to life in general, and the dead tend to spontaneously reanimate. These areas of twisted power form faster than Profane spells normally create them. Cast at higher tier?: No. Note: Blasphemy either takes two posts to cast or none depending on what it’s cast upon. If cast as part of a spell being cast, then it merely adds on to its mana cost and takes no additional mana. If being cast upon a magical effect that already exists then it merely takes two posts. You can cast Blasphemy on something that it can target or affect multiple times. Blasphemy has unpredictable effects on artifacts and other great sources of magical power. If this spell is used on one of those two categories or something that is not explicitly defined above then contact a member of the event team or the lore team for assistance and clarification. Grasp Soul Necromancy Tier 4 Mana Cost: 5 MP + 5 MP per Emote. Cast Time: 3 Posts. Classification: Channeled, Harmful, Profane. Duration: As channeled. Range: 25m. Focus: discuss Target: Anything that bears a soul. Effect: Calling upon the darkest knowledge and power at their disposal, a necromancer extrudes countless tethers from their form made of magical energy that emulate the quintessential bond between body and soul; the Spark. Through these profane bonds a necromancer can interact with any soul that enters the radius of their control, allowing them to manipulate it and its location in various ways given enough time and effort. The potency and strength of an action executed while channeling Grasp Soul correlates heavily with the effort and time expended. A deliberately incomplete list of actions a necromancer can perform is as follows: A caster of this spell may attempt to rip away the soul of another creature from its host. This horrifying process is slow and excruciating for the victim as they gradually numb. Its duration takes a varying amount of emotes depending on the spiritual strength of their intended victim. While they are doing this, they cannot use any of the other functions of Grasp Soul. A brief list of the time it needs to take to rip away each type of soul is available below: An animal’s soul takes three emotes to tear forth. The amount of time it takes to steal the soul of a monster varies depending on its strength, but on average it takes four emotes. Sentient souls take an average of nine emotes of time to tear free from their host. The soul of a blessed takes an average of ten emotes to rip forth from their host. A champion’s soul takes fifteen emotes of concentration to rip free from the flesh that hosts it. Other souls take varying amounts of time dependent both on time and the conditions of their existence. A Necromancer can place a soul within any object capable of serving as a vessel. These vessels include bodies, crystals, gems, golems, magical artifacts, and sealed containers, This takes only a single emote to do so. Not only may they place a soul within those objects, a necromancer may remove a soul from any object it is incapable of altering or manipulating in any way or form in a single emote of concentration. In one swift movement, a necromancer may hurl any soul they have caught with Grasp Soul as a projectile. This projectile travels until it collides with an object. If the object is an applicable container then it is entrapped within, otherwise it merely begins to expediently dissipate into the afterlives. If it collides with a creature or other container bearing a soul both suffer immediate damage as they both attempt to tether to the same corporeal form, temporarily blending. This causes agonizing but nonlethal damage to both and leads to temporary numbness and flashes of unfamiliar memories from the thrown soul. Forcibly drawing power from a soul within their grasp, a necromancer can expend an acquired soul to cast a spell they know or the soul within their grasp knew. This takes a single emote of concentration plus the cast time of the spell. A soul violated by this process is left drained. A necromancer can drain a soul to siphon raw power, gaining ten points of mana per emote of concentration spent on siphoning a soul. Whenever this process is ceased the soul is rendered weak enough to slip free from the necromancer’s bindings. This cannot drain more than fifty mana from a soul before it’s too weak to maintain a grip upon. Using their ritual knife, a necromancer can forcibly banish the soul of any creature by slaying or impaling its soul upon their blade. This sentences the soul to a dark and unknowable fate worse than death unless it’s pulled back to life by some method of revival. Banishing a soul in this way takes two emotes of concentration, and it cannot be revived using Dark Exchange. Any attempts to reach it using the spell Commune prove unreliable at best. All souls ripped free while this spell is cast are caught in a maelstrom of magical power that rages around the necromancer who cast Grasp Soul, perpetually in both pain and turmoil. The size of the maelstrom only grows as they accumulate spiritual essence. When Grasp Soul ends or is interrupted each imprisoned soul goes free. As Grasp Soul acquires more souls the amount of effort it takes to seize another soul decreases. For each soul acquired the amount of time it takes to acquire another soul reduces by one emote to a minimum of one emote total. Cast at higher tier?: No. Note: Souls released when this spell end have a greater likelihood of developing into shades and other forms of incorporeal undead as a result of the trauma this spell causes. Other actions that can be performed using Grasp Soul can be discovered while being supervised by a DM. Explosive Cyst Necromancy Tier 4 Mana Cost: 15 MP (+/-)5 MP increments. (See notes.) Cast Time: 8 Posts. Classification: Active, Harmful. Duration: See notes. Range: 5m. Focus: Instrument’s apex. Target: Any flesh. Effect: By warping small portions of flesh using their vile magic, a necromancer can artificially create an infection within already dead tissue that will prey and feast upon it. As a result of requiring already dead flesh, this spell is normally only easily cast upon an undead or a clump of tissue harvested from a corpse. Within the target this vile conjuration creates a plague somewhere between magic and a real disease, gradually consuming flesh and converting it into copious amounts of gradually warming gas. Over a duration of time this spell creates a disturbing and unpleasantly warm cyst filled with tainted fluids and fumes. While this alone would be unpleasant, what perhaps makes it more unpleasant is that this cyst when fully grown is primed to explode, destroying both the flesh around it and often the underlying bone and sending it scattering forth in a wave of shrapnel and infected fluids. This process not only destroys whatever portion of an undead it’s embedded within when it’s detonated, but it also covers everything in front of the bulging cyst at its point of detonation in boiling blood and embeds within fragments of bone and sticky gore. When the cyst explodes it emanates a conical blast of organic shrapnel that causes first and second degree burns in addition to moderate laceration and piercing damage. Whatever piece of flesh is most affected on a living or deceased creature begins to develop a cyst just like the last one, which will proceed to detonate after the same duration the original cyst took to detonate. If the original cyst had a duration of more than ten hours before it exploded then it takes ten hours to explode. An explosive cyst produced by this spell grows over the course of two hours before it’s primed to detonate, where any significant trauma will detonate it early or it will detonate after a predetermined duration that the necromancer chooses. This duration can be any amount of time, even perhaps years later.. A necromancer can also detonate any explosive cysts that spawned from one of their casts of this spell as long as they are in line of sight of whatever flesh occupies it and are aware of its presence, allowing him to effectively detonate it at any time. Cast at higher tier?: Yes. Note: When this spell is cast at a higher tier than four it can be initially cast on living creatures at the cost of an additional ten extra mana, and its range increases to twenty meters. A living creature can only harbor one cyst created by this spell at a time, though an undead can have as many as their body supports. Infection of a living creature with a new cyst causes the last one to prematurely explode. Any damage caused by this spell is enough to result in infection with a cyst of that particular strain and properties. A cyst always destroys at least one major bone or an organ when it explodes, dependent on location. In addition, its damage within the fifteen meter cone can be measured with this short table: All targets within; 5m: Suffer second degree burns on exposed skin and moderate piercing shrapnel damage. 10m: Suffer first degree burns on exposed skin and minor piercing shrapnel damage. 15m: Suffer irritation on exposed skin and minor piercing shrapnel damage. An additional five mana can be paid at the point of casting to reduce the amount of time it takes a strain of cysts to grow to full time by thirty minutes, to a minimum of one minute. This change applies to every cyst spread by the original. The mana cost can be reduced by five mana multiple times and adding two hours to the amount of time the cyst takes to grow, allowing a necromancer to reduce the cost of the spell to a minimum of five. Tier Five Amalgamate Necromancy Tier 5 Mana Cost: 30 MP + 3 MP per Emote. Cast Time: 6 Posts. Classification: Channeled, Harmful, Profane. Duration: As channeled. Range: 5m. Focus: Instrument’s apex. Target: Any amount of applicable materials. (See notes.) Effect: Through the same dark arts that a necromancer uses to create an undead can an experienced practitioner of the dark arts work to create new and far more horrifying creations. By taking existing undead they can effectively knot their animating essences together to create monstrous combinations of creatures that should not be. With the use of this spell a caster can create variant kinds of undead that would otherwise be impossible to produce as well as other horrifying crafts. Two parts and effects can be joined per emote, and one effect can be modified per emote. Cast at higher tier?: No. Note: The following materials can be combined with this spell: dead flesh, existing undead, and existing profane magical effects. This spell always creates some form of undead, even if its form is as alien and strange as a massive animate set of doors or a floating sphere made entirely of eyes. Creations made with this spell require the approval of the Lore Team to be made permanent. Otherwise they last only for four hours before crumbling into their base components. Pact of Blood Necromancy Tier 5 Mana Cost: 35 MP Cast Time: 7 Posts. Classification: Active, Profane, Safe. Duration: Instantaneous. Range: Touch. Focus: An attuned ritual knife. Target: A pint of blood. Effect: In a simple and disturbing exercise of their knowledge, a necromancer converts a small pool or bowl of their own blood into a twisted and animated ooze, making it an extension of themselves. This gore can do nothing on its own, but when consumed voluntarily and at least somewhat knowingly by any living creature it binds them almost irrevocably to from whom the blood originated. This twisted substance suffuses their being, becoming a part of them. These individuals are referred to as the Bound. While this does effectively bind the drinker eternally to the necromancer’s servitude, they do gain some minor boons. They age twice as slowly and their natural physique is amplified by an additional one hundred percent. Perhaps most disturbingly enough though comes a single great change: the Bound count as greater undead and can command undead as a greater undead could. In addition they are affected by spells and traits as if they were a greater undead. There are some dire trade-offs to the power that this pact grants. A Bound’s life essence is irrevocably tied to their lord, and if their lord perishes so do they. In addition, their lord can kill them at any time as a mere act of will the moment they have line of sight upon their servant. This process takes at most two posts of concentration before it leads to every blood vessel in the Bound bursting simultaneously at once in a horrific geyser of blood. Cast at higher tier?: No. Note: Controlling a Bound counts as controlling a greater undead for a necromancer. A Bound is connected to whomever’s blood is used in the spell, typically the necromancer’s. That does not mean it has to be the necromancer’s own blood, however. This spell cannot be used on an undead. If someone involuntarily or unknowingly drinks the fluid produced by the Pact of Blood spell they immediately undergo a sharp and adverse immune reaction as their body fights off the Pact’s foreign influence. The symptoms of this reaction are equivalent to that of a high fever and an especially potent version of the common cold. Blood can be substituted with other bodily materials in special circumstances to allow this spell to function. For bloodless necromancers other bodily fluids or blood they create using Maker’s Hands serves as a feasible substitute. Dark Exchange Necromancy Tier 5 Mana Cost: 50 MP Cast Time: 15 Posts. Classification: Active, Harmful, Profane. Duration: Instantaneous. Range: Touch. Focus: An attuned ritual knife. Target: A qualifying mound of remains and a living victim. Effect: Necromancy is a queer art; as it takes life, it can give. The culmination of these sordid arts is a ritual spoken of in whispers, even among the circles of dark Magi that might wield it. The ritual is a slow, decisive art that involves unspoken atrocities commited to the sacrifice, ending with the extraction of a still-beating heart and the redistribution of the target’s life essence. Through this dark and immutably profane process the dead can be brought back to true life in what is roughly an equal exchange; one life for another. The process is imperfect and it oft requires a great deal of work beyond the confines of the spell to truly render right. The exact process that each necromancer uses to commit this foul deed varies, but there are several defined steps that remain unchanging: a string of dire incantations and the initial beginning of the spell’s casting as a brand of sacrifice is carved into the victim’s neck. From there their heart is slowly and methodically excised and forcefully inserted into the stomach of the individual the necromancer intends to revive. If the process succeeds then the life of the sacrificed immediately comes to an abrupt end as their frame is wracked with incomparable suffering for a brief few minutes as they seize and convulse to death, and then anywhere between a few minutes and a few hours later do the vital functions of the revived abruptly begin again as they desperately gasp for air. The revived returns with complete knowledge of how they died and when, and a rough approximation of how long they were gone. They do not return with knowledge of the afterlives, though they can recall some foggy information of their time deceased. This process requires several things to work, though not all of them are required to insure its successful usage. When this spell nears its conclusion and the intended individual is about to be revived the caster must roll a d100. The base DC is zero, however, for each missing requirement the DC raised by ten. The list of requirements is as follows: The soul of the individual intended to be revived. The body of the individual intended to be revived. A suitable body that could hold the soul of the individual intended to be revived. The ritual must take place in an area under the effects of Sacrilege. There must be an object of great importance nearby to the target intended for revival. An object of great importance to the sacrificed must be destroyed as part of the process. A defiled altar that was once dedicated to the Pantheon. The sacrificed must be bathed in an ointment made of Folly of Man. The intended cannot be deceased for more than two weeks. For each week past two weeks they have been deceased raise the DC by an additional ten. They cannot have been revived with this spell before. For each time they’ve been revived with this spell raise the DC by an additional ten. A necromancer can sacrifice additional people as part of the process to lower the DC further by five per each additional victim. They are necessarily killed as ceremoniously as the rest: their lives must merely end in whatever way the necromancer sees fit before the ceremony reaches its conclusion. Anyone left living at the end are not counted for lowering the DC and merely survive with a brand of sacrifice forming somewhere upon their person. Cast at higher tier?: No. Note: This spell is always treated as ‘mastered’ once it’s learned in the proficiency system. If all requirements on the spell are not met then it takes a natural one hundred to revive the intended individual. If requirements such as the soul or the body are missing yet the spell succeeds anyway then they are substituted as a new body is generated using the tissues of the sacrificed victim that is a near perfect replica of the intended individual’s original body. In this case, the heart is not placed into the stomach as there is no body to place it within. The body manifests around where the heart is left. If their soul is missing then it is pulled from the afterlives directly into the corpse. Sacrilege Necromancy Tier 5 Mana Cost: 45 MP Cast Time: 8 Posts. Classification: Passive, Harmful, Profane. Duration: 25 Emotes. Range: 50m. Focus: Instrument’s apex. Target: Any area within range with a maximum volume of a thousand meters. Effect: In one vile act a necromancer distorts and interweaves both magic and raw life energies within a specific region of wave, fundamentally and temporarily warping it. In this space all natural magical energy is corrupted. This procedure leaves a blasphemous field in its wake where all magic becomes fundamentally profane and where evil triumphs with ease. Within an area subject to the effects of Sacrilege, the following effects are true: An area under the effects of Sacrilege counts as a corrupted zone with a Taint Level of five. It has all effects that such an area would have, though it is not affected by the same range and duration rules. Areas under the effect of Sacrilege count as profane and are subject to weakness to all holy effects that do not originate from within it. Sacrilege protects an area from the accumulative detrimental effects of repeatedly casting Profane spells within its radius. Profane spells do not progress its Taint Level, it is perpetually locked at five. The influence of the Pantheon is blocked within the area under the effects of Sacrilege. This includes all of their traits and blessings. All holy effects are nullified within instead of the normal fifty percent resistance in an area with this Taint Level. Wounds made within the area do not heal normally. Instead they heal four times as slowly unless this process is magically expedited. Vitality does not drain within unlike a normal zone with a Taint Level of five. Cast at higher tier?: No. Note: The area of effect created by Sacrilege does not need to possess perfect dimensions nor does it have to be the maximum size. It must merely have that total volume and remain connected to all segments under an individual Sacrilege effect’s influence. Permanent fields of effect subject to the spell Sacrilege have their boundaries defined not by the caster’s initial casting but rather by long chains of fell runes carved into nearby surfaces at the field’s boundaries and center. If these runes are all destroyed then the enchantment will fail. There is no effective size limit to a permanent Sacrilege effect: it just merely takes multiple casts to make and methodic carving and the creation of appropriate totems and obelisks to convey its properties. When Sacrilege ends the area’s Taint Level reduces back to what it was before the spell was cast. Crucify Necromancy Tier 5 Mana Cost: 25 MP Cast Time: 7 Posts. Classification: Active, Harmful, Profane. Duration: Ten hours. Range: 25m. Focus: Instrument’s apex. Target: Any humanoid creature. Effect: In one dark act of cruelty and depravity, the caster grasps at the life essence of their victim using their casting instrument as a medium. Holding it under their will, they forcibly contort and bend it in ways it should not bend, fashioning portions of it into daggers that drive into its own frame like nails. In essence, the caster turns their own victim’s life upon itself as a means of harm. This has horrifying effects upon the target: in short succession they lift a meter into the air as their arms are forcibly spread, crucified upon their own life energies. This is invariably lethal as they proceed to slowly and agonizingly age to death, losing a tenth of their lifespan that remained when the casting started each hour until they eventually crumble to dust. This spell is clearly and painfully obvious: the victim’s life spills from their hands and feet in a nimbus of dark green light flecked with black as they slowly die. To force someone’s own life to destroy itself in such a twisted matter is no easy feat for even the most practiced necromancer, and there is ample time for the victim to resist. When this spell is initially cast, the victim is allowed an immediate roll of a flat d20 to avoid being afflicted by this slow death. On a roll of a 17 or above the spell fails as they are instead only merely afflicted with a surge of sudden and abrupt agony in its place. If this roll fails, they are magically crucified. While crucified they are allowed one flat d20 roll to attempt to escape at any time. On a roll of a natural 20 they break free from their bonds of their own free will and suffer no further harm from the spell. The caster of Crucify can choose to extend the amount of time he works to contort his victim’s life essence in order to maximize his finesse and minimize the chances for his victim to endure the initial formation of the crucifix. For each additional post the caster spends past the first seven to cast this spell, the DC to resist Crucify increases by one. If Crucify is cast for 11 posts instead of 7, it becomes impossible for the victim to resist the manipulation of their spark. None of this voluntary extension of the spell’s cast time has any effect on the flat escape attempt roll. Cast at higher tier?: No. Note: This spell is incredibly easy for external influences to disrupt: it is generally impractical in combat with crowds merely because any victim of Crucify can be freed from their slow death through magical means such as the Unweaving spell. It is also possible to free a victim of the spell without magical aid, although the exact procedure to do so is undocumented and far from common knowledge. While it may seem tempting for a necromancer to Crucify their victim and then kill them personally while they are unable to flee, one core risk comes coupled with that option. The magics that lead to the death of the caster’s prey are incredibly perverse and volatile, afflicting their victim in some form even after their early end. Anyone slain while this spell is acting upon them immediately revives as a horrifying phantom somewhere between a ghost and a wraith. This monstrous creature created from their violated remains has no real trace of who it was in life, instead its agony even after death drives it to the point where it desperately seeks to bring that suffering upon others in hope of some form of relief. This almost invincible shade proceeds to attempt to kill everyone it can until the spell reaches its conclusion ten hours later. It has no true weaknesses, nothing but tier five magic at the bare minimum can even marginally harm it. Only the most holy and divine of weaponry can make even a scratch upon its form. These horrors stray no more than fifty meters from the site of their creation in any direction until the spell at last reaches its conclusion. If this spell is made permanent it does not age its victim, rather it sustains them in a state of indefinite suffering until someone frees them from their magical bindings. They can be still harmed by external factors and influences, but otherwise they are immune to both the passing of time and the natural necessities of the flesh. Someone slain while suspended permanently by this spell does not reanimate as one of the shades that would otherwise form with a death occurring under the influence of this spell. This spell is if anything even more dangerous upon creatures that do not naturally age. If they are undead, they are instead crucified upon the necromantic energies that hold them to life. A tenth of them crumbles away instead of losing a tenth of their remaining life. Creatures that merely do not age lose a tenth of their vitality instead of their remaining lifespan. This damage is hard to repair in even the best possible scenarios, taking months to recover in favorable scenarios. The Black Rite Among the scant few brave enough to practice the darkest art there lies one practice truly depraved and reviled in all of its forms and iterations: the Black Rite. It is a ritual so horrifying that few dare even write allusions to the process in text for fear of what might befall them. The Black Rite is so named for the first and only texts known to carry it in its entirety; a series of tomes that fall somewhere between a series of heretical texts on the Pantheon and a catalogue of all undead ever known to mortalkind. It is claimed to be the final piece of authorship to have resulted from the work of the very first necromancer to walk the lands. The book is not valued though for its opinions on the gods and it is only rarely sought after for its depictions of undead that blend the line between anatomical text and art. No, it is valued for containing the only complete dissertation on Lichdom hidden within the footnotes of its final chapter. Said to have been penned in the blood of his finest students like the rest of his tomes, the ritual to achieve Lichdom has only ever been recording in its entirety there and all other copies of the Black Rite. Copies are rare and hard to come by, but they do exist rarely, all sought out for either to utilize or purge based upon those scant few contents. The Black Rite entails a great deal of both magic, ritual, superstition, and occultism. Through the darkest magics and most profane rituals conceivable a necromancer is capable of stepping beyond both life and death to become eternal and unchanging, becoming a Lich. This long and arduous process is not just one spell, rather it is a complex ritual of five dark and terrifying spells cast upon oneself. There are other supposed steps even just beyond magic that are rumored and sometimes proven involving sacrifice and depraved acts unlike any other. These spells and acts are all profane and inherently evil. Using them stains both yourself and your victim, and merely possessing knowledge of how to even begin to cast them is to throw your lot in with the irrevocably damned. Even worse, the details of the Black Rite and how to achieve it must naturally vary between person to person due to their complex interactions with both body and soul. The Black Rite cannot be taught by another, instead one must discover the specific set of spells necessary to achieve this profane fate on their own, permanently unique to each individual soul. These spells, much like Arcane Core spells, do not possess any tier. If their tier is ever necessary for any form of calculation, treat their tier as six. All Black Rite spells function as listed below unless the caster casts them in succession upon themselves. In that circumstance where a caster uses them all upon themselves they become a Lich as long as all requirements are fulfilled. A Black Rite spell when cast counts as casting the equivalent of five Profane spells at once for the purposes of taint and corruption and determining the number of casts in an area. The Preparation The Black Rite: Volume I “The thread of life thins,” - Line one of the poem recovered from the site of Lord Talyirhez of the Black Council’s descension into Lichdom. This was found engraved on the outer rim of a bloodstained basin. Mana Cost: 20 MP + 8 MP Per Emote. Cast Time: 2 Posts Classification: Channeled, Harmful, Profane. Duration: As channeled. Range: 20m. Focus: The Spark. Target: Any living creature. Effect: To become a Lich requires one to enter a state right on the threshold of death itself. Such an act is horrifying on its caster, but upon other creatures it is at least equally as horrifying. Using the profane magics that have become their trade the caster inundates their victim with raw power. In one surprisingly simple act thereafter they use that saturation to rip and tear at they or their target’s vitality with wild abandon, causing both new damage and worsening all wounds they have. For every post that this spell is channeled the target of this spell progresses all of their extent wounds by one stage of severity. This spell then generates a spontaneous stage one wound upon their victim. Every post thereafter it progresses all wounds that existed before this spell another stage of severity and then generates a new stage one wound. It does not progress wounds past stage four and instead leaves their wound at that maximum point. This spell invariably generates damage to its victim that will be lethal if cast long enough. Damage that this spell creates is twice as difficult to heal magically and does not naturally heal. Cast at higher tier?: No. Note: Wounds that this spell generates are essentially random but tend towards bruising both internal and external as well as necrosis. While this spell is survivable, even the best of treatment can never truly undo the vile harm this inflicts without countless cycles of effort. People who are hit by this spell for prolonged periods of time are often left in various crippled and states for whatever remains of their life- if they survive at all. The Binding The Black Rite: Volume II “And the cage so inviting,” - Line two of the poem recovered from the site of Lord Talyirhez of the Black Council’s descension into Lichdom. This was found written on the ground amidst the ruins out of several long strands of entrails presumed to have once belonged to Talyirhez. Mana Cost: 20 MP Cast Time: 8 Posts. Classification: Active, Harmful, Profane. Duration: Permanent. Range: 10m. Focus: The Spark. Target: Any soul. Effect: A core aspect of achieving Lichdom is the creation of a Phylactery, an important object that safely houses the caster’s soul and locks it away from death. While for an aspiring lich this spell prepares both their Phylactery and sentences their soul to an eternity within, it has far more depraved effects when cast upon other individuals. This spell irrevocably ties a victim’s soul towards an applicable container when it’s cast, binding it with almost unbreakable shackles of profane power. Whenever the soul is next untethered if it is not already it finds itself vacuumed towards wherever it is bound, traveling across even planar boundaries as it’s pulled into its new imprisonment. The victim of this spell is granted a d20 dice roll for their soul to try and resist this spell’s binding and once again later on to try and resist its pull. During the first save roll attempt the number they have to beat is fifteen, and during the second save attempt the number they have to beat for their soul to successfully escape is nineteen. Souls entrapped with this spell are especially hard to free. It takes great effort and often both the use of powerful soul-manipulating magic or divine influence to free them. Not even destroying the container can free the victim within; instead their soul is equally split amongst the fragments. A soul trapped within this spell will never be able to naturally escape or even decay. Instead it remains as conscious and endurant as it possibly can be within for as long as its imprisonment lasts. Cast at higher tier?: No. Note: Attempting to free a soul bound in this way using Soul Grasp takes thirty emotes of concentration at least. This can sometimes be expedited with proper conditions. The Separation can easily sever souls sealed away this way. The Preservation The Black Rite: Volume III “Keeps death beyond reach.” - Line three of the poem recovered from the site of Lord Talyirhez of the Black Council’s descension into Lichdom. This was found carved across four corpses. A knife used in the ritual was found embedded within the fourth corpse where the period in this line would’ve been. Mana Cost: 20 MP Cast Time: 3 Posts. Classification: Passive, Harmful, Profane. Duration: Permanent. Range: 50m. Focus: The Spark. Target: Anything. Effect: The complex enchantments that allow Lichdom to be possible hinge upon the preservation of both body and soul. These very same enchantments can be turned upon flesh and power other than the caster’s own in order to bring about similar but temporary endurance to their target. Using profane arts the caster effectively severs an object off from the influence of the rest of the world in all forms, hiding it away from both normal wear and tear and the forces of rot and decay. This dark field of profane power forms a thin barrier of severed reality that isolates the spell’s target, locking it away. These barriers offer something akin to true preservation. Something under this spell’s influence will not age in any way or form. It will remain in whatever state it was when it was cast and it will stay that way indefinitely or until sufficient harm has been dealt to it. If an item under this spell’s influence takes catastrophic damage the enchantment is immediately undone and reality catches up to the preserved item, aging it catastrophically in a matter of seconds. This spell can be used in conjunction with Sacrilege to spread its effects over the entire area under its influence as long as it’s cast immediately after the zone is initially created. Cast at higher tier?: No. Note: This spell fails when an item has been at least been brought halfway to total destruction. It can also be easily disrupted using holy or other divine effects. This spell can be cast on people, although the effect of it being disrupted can be horrifying if it lasts long enough. The Preservation is a complex spell with complex interactions in relation to both the world and other spells. It is impossible to describe its effects in every situation and as such whenever questions arise related to this spell or related to its effects need answered contact a member of the Lore Team. The Protraction The Black Rite: Volume IV “Now forever I shall be,” - Line four of the poem recovered from the site of Lord Talyirhez of the Black Council’s descension into Lichdom. This was found carved into what was evidently the skull of an elf child. Mana Cost: 20 MP Cast Time: 2 Posts. Classification: Passive, Safe, Profane. Duration: Permanent. Range: 10m. Focus: The Spark. Target: Any magical effect. Effect: The magics that a Lich uses to render their own enchantments and existence permanent are not limited to those spells alone. They can be turned upon other spells to accomplish strange and mind bending results. By turning the same enchantments that they use to render Lichdom permanent upon other effects and spells they can render them permanent in the same way. The act of rendering spells permanent in this fashion is a disturbing profane act where they essentially laden the effect with layers of woven and shifting profane power that feast upon the world around them. This act allows a necromancer schooled enough to render any temporary magical effect or spell permanent. A spell made permanent in this way is undone with counterspell or unweaving, but it persists indefinitely unless destroyed or disrupted. Cast at higher tier?: No. Note: This spell works on any magical effect or spell. As long as it persists long enough for it to be cast upon it then it is rendered permanent. There are no exceptions to this rule. If the results of an Active spell last long enough for this to be cast upon than even that is rendered permanent. This spell works on some abnormal things that would not be traditionally considered magical effects on a case by case basis. Each active use of this spell beyond the first takes up one of the necromancer’s spark slots. The Separation The Black Rite: Volume V “Imprisoned without myself.” - Line five of the poem recovered from the site of Lord Talyirhez of the Black Council’s descension into Lichdom. This fragment was found scorched into a defiled altar. Mana Cost: 20 MP Cast Time: 5 Posts. Classification: Passive, Harmful, Profane. Duration: 3 Septs. Range: 20m. Focus: The Spark. Target: Anything bearing a soul. Effect: The culmination of all necromantic practice and study stems down to one single discovery: the safe and delayed severance of body and soul. To achieve all forms of immortality require the capacity to slowly release the soul and pry it away from its bonds and chains with a level of care and finesse that no other magical art can achieve. This is not just a practice that can be applied to only the act of becoming a Lich, but to any magical process that requires its removal. With this archaic knowledge in hand a Necromancer can release any soul from the imprisonment of whatever vessel it occupies. This process is comprised of throwing forth a single Profane enchantment upon their target that slowly and methodically picks away at the bonds that hold the soul in place, eating away at them like an acid. This enchantment fuels and feeds itself upon the bonds it severs, sustaining itself until at last the soul is free before the spell itself collapses. Cast at higher tier?: No. Note: This spell is too powerful to destroy with traditional countermagic and unweaving spells. It needs special finesse and practice to undo and remove. A container that has been severed from a soul in this fashion can never again harbor a soul. If the soul has a set destination that resulted from another spell being cast upon it then it gets vacuumed to that point. Lichdom The Black Rite: Volumes I to V It is said that the act of becoming a Lich is the ultimate selfishness; immortality achieved through an entire lifespan of depraved research into death and harm upon others only so that you can do so forevermore. Mana Cost: 100 MP Cast Time: See notes. Classification: See notes. Duration: Permanent. Range: See notes. Focus: An attuned ritual knife. Target: Self. Effect: “The thread of life thins, and the cage so inviting keeps death beyond reach. Now forever I shall be; imprisoned without myself.” - The Mantra of the Black Rite. Cast at higher tier?: No. Note: This spell is the final discovery of all research into the art of Necromancy. All delving into the lore and studies of the Necromantic arts eventually lead up to this single dark discovery. The twisted and horrifying rituals that this spell entails are both so complicated and exacting in the prices they require that a caster can only feasibly attempt it once. This spell is deliberately left vague and a great deal of the processes involved are intentionally left undisclosed. Ritual Knives Perhaps unique to Necromancy alone is a singular casting instrument that seems almost foolish to any other mage: knives. The dark exchange of life and death and the abuse of the cycle that keeps the two in check is the fundamental cornerstone of Necromancy as a magical practice, and in order to truly make those exchanges that the art demands it is often that life must be weakened or even taken in the process. It is in this that a ritual knife finds its place. A ritual knife is an attuned instrument much like any other, with one exception. In order to cast through it you must bathe it in the blood of a living creature. For specific spells that require a ritual knife, the blood of the creature that adorns it is often the target of the effect in some way or form, though this is not a guarantee. There are more oddities to a ritual knife than just the fact that they defy and ignore the norm of what is and isn’t a casting instrument. A ritual knife must be an object of importance to the creator, something that they made with their own hand or either assisted in bringing about. It cannot just be any knife they pick up off of a hawkish dealer on any city side street. The knife must be something they craft using their own hands or participate in the creation of, something small and imbued with some semblance of the caster’s will during the process. They must also be attuned during the process of readying it to function as a ritual knife, otherwise it truly won’t function. These requirements often limit them to weapons with blades no longer than five inches made of simple materials such as bone and wood, but the only limit on the complexity tends to be what the caster is capable of accomplishing with both their own skill and guile. The Rules of Binding Death is no easy force to master, even for the hardiest and most depraved of casters. It often comes that a living caster ends up biting off significantly more than they can chew, leading to their dark creations eventually running astray as they break the magical leashes that bind them to their master’s will. The living -and the dead- can only keep so many creatures bound under their control and held strictly to their will. Control Limitations Table Creature Type Undead? Lesser Limit Greater Limit Notes Mortal No. 3 1 All living creatures without a lit spark. Mortal Caster No. 5 4 The average necromancer. Lich Yes. No limit. 7 An ascendant necromancer. Lich, Partial Yes. 15 5 An incomplete or failed attempt at Lichdom. Avg. Lesser Yes. 0 0 The average lesser undead. Avg. Greater Yes. 10 0 The average greater undead. Bound Partial. 5 4 Anyone who underwent the Pact of Blood. Dullahan Yes. 20 0 Undead commanders made from the bodies of executed and dishonored knights. Geist Yes. 1 5 Violent spirits made from the souls of captured and tortured officers. Amalgamation Yes. 0 0 An abomination created using the spell Amalgamation. These horrors are massive composites of countless undead. These numbers are never exact: any creature can bypass the maximum number of undead under their control by expending a spark slot for each additional undead. An expended slot does not need to be the caster’s own, and instead they can be created using spells that refocus the burden onto other individuals. Most undead gradually crumble over time. Holding a creature in a state of undeath and under your thrall is no easy feat, and it can only be done for so long before either the creation or its obedience gives way if they are not constantly maintained. Obedience gives way first before all other things, leading to horrors freely roaming the world unless properly contained once again. Both a blessing and a curse; the magic that holds an undead servant together can only endure so long before it at last gives way, returning them to the peace of death that they were stolen from. Below can be found a table that contains the values that defines the specifics on bondage for each type of undead. Obedience and Existence Table Creature Type Obedience Duration Existence Duration Sentient? Notes: Avg. Lesser 5 Septs. 10 Septs. No. None. Avg. Greater 5 Septs. 15 Septs. Yes. None. Lich (any type) N/A N/A Yes. Liches cannot truly be bound and they cannot truly decay unless their Phylactery is harmed or destroyed. Bound Indefinite. N/A Yes. Bound are still technically alive after undergoing the Pact of Blood, so they do not decay. Dullahan 3 Septs. 20 Septs. Yes. None. Geist 5 Septs. 10 Septs. Yes. None. Amalgamation 3 Septs. N/A Varies. Horrors made using the spell Amalgamation can vary drastically in their composition. A Bound who is turned into an Amalgamation still counts as a Bound for both of the above tables as long as they remain mostly alive. If they have too many modifications they eventually become considered as an Amalgamation for the purposes of these tables. This happens around when roughly a fifth of the Bound has been modified, but it can happen at greater or lower ratios dependent on the potency of the alterations. The Brand of Sacrifice Perhaps one of the darkest of all things that have sprung from the arts of necromancy are its invasive magics that touch upon the souls of others. In order to enact some of their most profane rites a practitioner of the forbidden tree must make a new and far more lenient tether to their victim’s soul than the spark. It is from this dark need that the development of sacrificial branding sprung. A Brand is an opening to the victim’s soul, forever open and forever gaping. Once opened the only way to shut it is to destroy its creator and quite possibly all the creations that have sprung forth. (See the Sacrifice spell for more details.) Those who manage to survive whatever profane rituals led to them joining the ranks of the Branded find themselves perpetually at a disadvantage. This spiritual opening seeps tempting morsels of power that draw in horrors both mundane and unspeakable like sharks drawn to fresh blood in the water. Anyone who bears a Brand of Sacrifice is generally targeted by every form of demonic being, as well as most evil magical creatures. Eldritch abominations also generally take a liking to feasting upon those marked by the Brand. Sentient and free undead also generally target those with this mark. Those who bear a Brand of Sacrifice serve as a beacon to every horror that might want the opportunity to seize an unfortunate victim’s soul. A bearer of a Brand of Sacrifice possesses an attunement to whatever takes advantage of their mark. Whether it be a caster who failed to complete a ritual or a profane artifact they found attached to their soul upon being restored to life, the Branded possesses some innate and instinctual knowledge of how to find the object that defiles their spirit and how to destroy it. (See the Sacrifice spell for more details.) Profane Magic The act of casting spells classified as Profane is no ordinary transgression. Magic deemed Profane is an act of casting in a particularly hasty and brutal matter with no regard for the completeness of the spell’s structure or its integrity. Every spell cast attempts to collapse down into raw mana when it is cast; only held together by the order and structure a mage imposes upon it. A Profane spell lacks this fundamental order that is necessary and essential to all other forms of magic, instead its countless magical loose ends drag inwards pulling in the ambient of the energy of the world around it as it attempts to collapse downwards. This deliberate chaos latches upon its caster and its surroundings with malign grace as it’s cast, pulling in the energies of all things within its range in an attempt to complete itself. The result of this attempted collapse is the spell falling into its intended form and taking effect: a magical conjuration that bypasses the normal limitations of casting in order to bring about far more horrifying and powerful results at cost to both the caster and the world. Profane magic is especially insidious in that it cannot be normally examined. All normal magical spells that are not explicitly equipped for examining Profane magic leave their users with searing headaches and strange hallucinations as they try to examine nonsensical and contorting power that latches upon and rips at the very spells they try to use to examine it. The more direct the attempt at examination is the more agonizing the result. Spells that are specifically tailored to examining Profane magic are often designed deliberately to be incredibly difficult both for other magic to interact with and to maximize the safety of the caster, although there is no guarantee of perfect protection. Those who stare too long into the dark and wild chaotic twisting of Profane spells still often find themselves with the same pains growing if they spend too much time in the process of examination. In the wake of every Profane spell is left a subtle magical taint that can both increase and decrease over time. This taint accumulates both on the caster and within the area that the spell takes place, forming two separate amounts of ‘corruption.’ Corruption and its effects and the duration of existence are recorded below for both people who cast Profane spells and the area they cast it within. Area Corruption Table Taint Level Profane Casts Decay Time Area Radius Effects 1 12 6 Septs. 10 x 10 meters. Faint wisps of light can be occasionally seen within the affected area. The plants within tend to wilt and grey more frequently, and people who spend time there tend to be uneasy. 2 24 16 Septs. 15 x 15 meters. In addition to earlier effects, life no longer normally grows within the area. All things that grow within take on dark and dire mutations that lead to both harm to themselves and other things. People within feel an inexplicable sense of paranoia. 3 36 20 Septs. 20 x 20 meters. Animals naturally avoid the tainted area, and it takes great determination for living creatures to force themselves to enter. Everyone and everything within feel sickly, and sleep within is plagued by frequent nightmares. This is all in addition to all previous effects. 4 48 26 Septs. 30 x 30 meters. Sleep becomes impossible within the affected area for more than a few minutes. Animals will not willingly enter and flee at the soonest opportunity if forced within. In addition, sentient creatures experience frequent shadowy hallucinations within its confines. Plant life no longer grows and slowly wilts within. All spells cast within are affected by the Blasphemy spell at no additional mana cost. Undead are also altered as if under the effects of the Blasphemy spell at no additional mana cost. All previous effects still occur. 5 60 32 Septs. 50 x 50 meters. The dead within the area rise up of their own accord within anywhere between twelve and twenty-four hours of exposure to the affected area. Divine traits and blessings function at half their normal strength. Living creatures feel their vitality slowly drain within, and the hallucinations take on far more impossible and terrifying forms. This is in addition to all previous effects. 6 65 N/A Varies. At this point the corruption becomes ingrained into the land itself and it cannot be normally cleansed. In addition to all previous effects, the area begins to carry Mageblight. Those who frequently visit the area are at risk of both contracting or progressing Mageblight.The size of this area is dependent on the strength of the corruption within. Taint Level: This is the rough category of the amount of taint in an area at a given time. Profane Casts: The number of Profane spells cast necessary to elevate an area to a given corruption level. These casts are cumulative and count casts from previous taint levels. Profane Casts only add to an area’s Taint Level if they are within its Area Radius or the Area Radius of its next tier. For example an area with a level of 4 would count casts within a 50 x 50 meter radius for its Profane Casts. Decay Time: The amount of time it takes for the Taint Level to drop back down by one number. This number resets for every four Profane spells a caster performs within an area. Area Radius: This is the size of the spread of a tainted area. Its central point is where profane casting in that area first began. Tainted areas can merge and join with nearby tainted zones, becoming one larger corrupted area. When this happens they all share the highest Taint Level and effectively become one area. Effects: A list of properties that affect an area at a given Taint Level. Caster Corruption Table Taint Level Profane Casts Decay Time Effects 1 15 5 Septs After minimal accumulated exposure the caster’s skin begins to pale ever so slightly. The rare and occasional fleck of lilac light is visible within their veins upon close examination. This effect is especially prevalent within the eyes. 2 25 10 Septs In addition to earlier effects, the caster becomes an unholy creature. They are affected by divine spells and traits at an additional fifty percent potency as if they were an unholy creature. Their skin pales somewhat further. They can enter corrupted areas without any resistance or any issue. 3 35 15 Septs At this point the necromancer’s skin pales to almost parchment. The lilac taint that flickers through their veins is clearly visible to anyone who can clearly see it. At this point the necromancer is affected by divine spells at a full additional one hundred percent potency as a normal unholy creature would be. 4 50 20 Septs Upon achieving this level of corruption the caster’s body cannot sustain it any longer. Their body surges with tainted light that bursts forth in a aurora of malign power in a ten meter radius around them. All within this radius contract Mageblight or progress a stage, including the caster. After this their Taint Level falls back to one. Taint Level: In regards to a caster, this is their personal taint level that has accumulated inside of them from their repeated Profane casting. Profane Casts: In regards to a caster, this is the number of Profane spells they have cast within a given period of Decay Time. Decay Time: The amount of time it takes for the Taint Level to drop back down by one number. This number resets for every # Profane spells a caster performs. All casts within an area under the effects of the Sacrilege spell or a similar effect do not count as Profane casts for a Necromancer, effectively allowing them to continue casting without fear of consequence as long as they do so within its bounds. Profane spells cast always add to the number of Profane Casts in an area, even if the spell fails to properly cast or miscasts. Wound Severity It’s often difficult to roughly gauge where one wound compares to another in terms of random harming or healing effects. Wound Severity is a system for measuring how one wound relates to another and how harmful those wounds are in comparison to each other. When dealing with a spell that references wounds in stages or in a scale of severity; check the table below for a list of stages with examples for comparison. Not all possible wound types are listed and those listed are merely for reference purposes only. Wound Categorization and Severity Table Stage Severity Wound Type Examples 1 Light External bruises, first-degree burns, light cuts, scrapes. 2 Moderate Deep cuts, internal bruises, microfractures, second-degree burns. 3 Severe Broken bones, degloving, stab wounds, third-degree burns. 4 Lethal Catastrophic organ damage, fourth-degree burns, limb loss. Permanency Compatibility List The following spells are compatible with the spell Permanency from the arcane tree. A spell not on this list cannot normally be made permanent with that spell and instead requires other means or methods to make it endure beyond its normal length. Spells that function differently when made permanent have notes addended on to them that explain alterations to their normal function. Tier 1 Commune Functions as normal. Bar Functions as normal, albeit harder to destroy. Incorporealize Functions as normal. Sense the Profane Functions as normal. Tier 2 Maker’s Hands Functions as normal. Miasma Cannot be edited after being made permanent. Tier 3 Command Undead Enforces permanent obedience on one undead. Tier 4 Blasphemy The effects of this spell on undead and permanent magical effects can be made permanent. Tier 5 Sacrilege Functions similar to its norm when made permanent. Further details can be read in the spell itself. Crucify Functions similar to its norm when made permanent. Further details can be read in the spell itself. The Black Rite The Preservation Functions as normal. The Protraction Functions as normal. (Making this spell permanent requires another spark slot.)
  6. 13 points
    Event Name: We're all going on an orc hunt. Event Date: 08/12/2017 Event Leader's Timezone: GMT Event Start Time: 9PM Estimated Event Duration: However long it takes: Event Location: Vel'dur mountain range: Location Specifics: Location is already built and does not need any building. If selected "Other" in the field above, clarify: N/A Event Type: Other If selected "Other" in the field above, clarify: Bounty hunt I guess. Not really sure. Attendees: Hersir: Brynjar Hollowgale @coolestguyonAethier Court mage: Rire @MaraSov Huskarl: Horace @MangoSalsaa Artek @Redwall Drengr: Jack @GeFoxx Ma'rue @PlasterGoat Asgier @Beevisso Arevind @NeonWaffles Freydis @DatPhantom Luceal @Torrri Stellata @StellataNox Eleanora @RoguishLaughter What are you attempting to do / What is the end goal of this event? Following the planned root as seen above, Prince Brynjar Hollowgale aims to hunt down the Norhiem fugitive Kuzari or at least find some clues to her whereabouts. Upon reaching the river crossing the group will split into two. The first group would head north west and follow the left fork of the river, heading toward Snow's landing. The second group would head east out of Laru'lael and circle back down toward Al'sel, searching around the lakes on root. Requested DM: @Vadokim Is this a combat-oriented event? Yes Do you require a DM? Yes How many DM's do you think you will need? 2
  7. 12 points
    New war is sparked as the predatory House of Falcon makes the denizens of Spala its next target Like sharks, the Falcon's navy floats around the island of Spala, the tired and seasoned marines of Fortvoie eyeing the small silhouettes of lirram atop the island's protective mountains. Kaladin raises his right hand, a signal that carries from ship to ship. Hardy men holler and shout, and several rowboats descend into the water on the flanks of the navy's great warships, men slowly filing into the smaller vessels one by one. The harsh reefs of Spala prevent the larger ships from coming too close, but the nimble transport vessels allow the Valois marines easy access to the island's natural walls. From three different access points, men slowly begin to scale the mountain ring, wearing not plate, but gambeson. Smatterings of lirram defenders take to the summit, dropping rocks on those who ascend in thin columns of climbers. Some take the brunt of the damage on their helmets and the padding of their armour, others manage to wield a tiny shield aloft their heads to defend against the projectiles. All in all, the attackers take no casualties, forcing the defenders to retreat back into the quiet tropical foliage of their home. Fifteen-hundred men, five-hundred at each landing point, slowly file into the isle, following the natural grooves in the mountain's inner cliff made by the natives after years of climbing. Within an hour, all three troops have landed, taking head-counts and pooling their rope should they need to take hostages. To the attackers, the isle is seemingly abandoned. "Move out, do not split up!" cries one soldier, slowly marching forward as he takes the lead of a squad, slipping onto his arm a shield as he levels his arming sword. Like that soldier, the remaining 1499 begin to scan the dense foliage, as they part tall grass and vines with the tips of their weapons. Then, the defenders strike. The bolt of an atlatl whistles through the air, catching a younger soldier unaware as it drives into his throat, causing him to suddenly cough up his own vitality, red staining his lips. A marine nearby bellows a cry of anger, raising his shield as two more bolts shatter against his defences. Each squad of Valois adopts a similar stance, men moving back to back as select groups are harried with a variety of projectiles. Some chuck spears, others fire bolts, while others sling rocks with great velocity. The defence of the Lu'kash lirram is admirable but in vain. Slowly the armoured and shielded men of Fortvoie advance, step by step as the aim of the defenders grows worse and worse. The moment a soldier is in range, he slashes with his sword, easily cutting through the furs and pelts of the lirram, leaving a bloody crescent in his weapon's wake. Arbalests fire into the trees, causing the lithe corpses of the Lu'kash to fall limp from their vantage points. The carnage continues and escalates by the moment. As the ambush begins to crumble, Bheka, the tribe's leader, reveals himself with his own close guard of warriors. Armed with spears, they drive into the back of a unit of marines, driving their spear points into the undefended flanks of their foe. One marine turns, raising his sword to cut the leader down, but he is met with a great plume of flame that sets him alight, sending him in a wild retreat as his anguished screams echo through the isle. Bheka's vanguard continues to move quickly, looking to aid his people wherever the rare opportunity presents itself. Again and again, great plumes of flame are pushed from the wrists of the Bheka, whose eyes glow with their own great heat. In the wake of his flame attacks, Bheka's close guard manage to find the openings needed to defeat their superior foe. For a moment, it looks as though the defenders might repel this first wave, Bheka nodding with a pained grin to a close comrade. Then, Bheka feels something cold on his face and touches his cheek to find his fingertips red with blood. Turning to his left, he sees the decapitated body of one of his warriors fall limp beside him. Before Bheka can attack his murderer, he is shoulder checked to the earth, the numerically superior Fortvoie forces pooling in and surrounding the remnants of Lu'kash's defenders. Bringing himself to his feet, Bheka launches flame from his heart with greater spirit than before, immolating the bare skin and catching alight the armour of several more Valois men. More and more of his men fall dead around him, dispatched cruelly by the cold steel of Fortvoie. In a last ditch effort to protect his people, Bheka begins to quietly chant, the flames around him whipping with great power as he prepares for a final assault of flame. "ENOUGH" shouts a bloodied captain, his ear having been torn off by one of the isle's defenders. Wild eyes meet Bheka's own as the man holds his dagger close to the neck of a young lirram girl, no older than six by any man's estimate - tears well in her eyes as she chokes back sobs. "One more flash of your hellfire and this one dies with us" he warns, speaking harshly and concisely. For a moment, the isle grows quiet, the intense cries of the jungle battle now dying down into a pitiful dirge of wails and pained cries. Bheka lets his hands drop, his head lowering as he and his men submit, the remaining warriors dropping their spears. There is a moment of pause, as though the Valois men are surprised their tactic worked, and then with no more delay, they rush to apprehend the remaining defenders, binding them with rope. Quick Summary: 1500 Falcon marines land on various parts of the island. They are ambushed by the Lu'kash lirram, and lose 32 men. Twelve of these are killed by Bheka. The overwhelming numbers of Falcon soldiers turns the conflict from a battle into a slaughter, ultimately 540 lirram warriors are slain out of the 600 defenders. The remaining population are taken into Falcon custody as they begin to occupy the isle.
  8. 11 points
    Magic, This time with Feeling! Hello once again Aethier, this time we come with the culmination of over a month of hard, sweaty work. This time, in the form of a new and improved magic system that does differ slightly from the previous. Changes have been made and improvements vast across the board, allowing magic to become not only more accessible, but also more powerful and pronounced then before! We will be slowly and surely drip-feeding the new magic system every 5 or so days until it is all released, along with a big announcement upon the final package. To give a brief TLDR of what changed in this first iteration, look below: -Magecraft can be located [Here] -Proficiencies have been entirely updated, and now are by per Tier per Tree instead of per spell. In short, the active proficiencies are now Novice, Adept, Expert and Master. The fail chances are now 50%, 35%, 20%, and 5% respectively. The changes are as follows: -Any tier in which "Master" is the majority of spells, the tier automatically shifts to the proficiency "Master". In the case of "Adept/Expert," They go to Expert. In the case of Journeyman and Apprentice, the spells are reset to "Adept", and Novice remains Novice. In the case of an even tie in proficiency, round down to achieve the desired result. -Teaching is now entirely new and improved, in which only Archmages and Apprentices can exclusively teach students. This was a long and hard decision which ultimately resulted in this circumstance. Some of the ideas were quite drastic but one thing needed to be done for certain. We needed to increase the flexibility and dynamism of teaching in general. And so we did. Teachers can now teach any number of students they wish, however are only able to teach a maximum of 6 spells per week, split amongst those who they are teaching. Apprentices now also have this same ability, but 4 spells per week, instead of the Archmages 6. -Archmages were generally balanced, to ensure that it is not impossible to combat one. -A new failure chance system has been released, which can be found [Here] -Teaching no longer follows "Bestow Knowledge", and instead follows a dynamism that is made entirely by the apprentices and teachers. However, Apprentices MUST have this new spell casted upon them before teaching may begin. This can be found [Here]. -Teaching still requires a student's OOC approval by the loremaster. -Within the next few minutes to an hour, a new tree will be released, one of two to have been created this month!
  9. 11 points
    The Battle of Fortvoie "Spears straight, stand together, keep your eyes on the grounds below!" bellows a Fortvoie captain, a wild fanatic haze to his eyes as he moves along his line, commanding the poor infantry who remain to defend the jewel of Aoressa's eastern coast. In the large towers that divide the city's outer walls ballistae fire bolts into the advancing troops and siege towers, most missing by yards. As pressure mounts, the insanity of the defending captain only continues to boil over. How could any sane man hold his position? Finally, the ladders meet the walls, the long wooden beams hitting the parapets with great force. With only an arbalest between every few defenders, those without arms take to pushing ladders off the walls, though to little success. Other portions of Fortvoie's outer wall instead drop chunks of stone down on their attackers, using masonry loosened by the day-long bombardment they had suffered just 12 hours prior. "Stop that tower- stop that tower, STOP IT!" screams another captain, racing towards the monolithic siege engine that comes closer and closer by the minute, eventually embracing the walls of the Falcon's city. The great door of the siege tower flies open, killing two peasant levy with its swift mechanism. Then, with terrible strength and frightening presence, Joao de Tavora and Emmeline Hollowgale bound from the shadows of the tower, followed by twin units of screaming Hollowgale and Tavoran soldiers. Like a warm knife through butter, the attacking troops make little work of the defenders. Morale snaps like a twig, and peasants flee the walls, harried by the angry calls of their captains who last little longer than the units they had conscripted. As fire consumes much of Fortvoie, the streets become choked with a dark red haze, a literal fog of war adding to the hellish landscape. Attackers break into small units of five, sprinting through the burning streets and cutting down the defenders wherever they're found. Some allied troops find less ease, succumbing to traps laid by the desperate defence, typically coming under ambush by large groups hiding in houses. Slowly the carnage works its way towards the last bastion of Fortvoie, the keep of Duke Kaladin of House Falcon. Elite troops of all alliance parties take to the bridge leading to the castle but are blocked by the portcullis. With a shrill shout, sappers come forward, chipping at the metal with rhythm, slowly devolving the metal and opening passage for their comrades. Within the keep, the abandoned leadership of Fortvoie pace angrily, knowing their fate is sealed, but remaining unwilling to go down without a fight. Finally, the portcullis is breached, enough for a single file line of soldiers to charge through and onto the next challenge. After some of the allied vanguard move through, Emmeline and Joao take to spearheading the assault as they had on the walls just an hour prior. The vallah count leads his men through the courtyard, cutting into the remaining defenders with a bloodthirst only found in his kind. Emmeline and her close guard breach the throne room, finding there the last of Fortvoie's elite forces. All at once, the alliance forces are met with deadly challenge, as the old guard of House Falcon make quick work of the Hollowgale-Tavoran vanguard. The confusion of battle allows for the last line of the city's defence to muster one final challenge for the overwhelming power of both generals. A sage man in the green and white of his house closes his eyes, focusing as mana begins to course through his mind, body and instrument. Knowing spellcasting when she sees it, Queen Emmeline breaks the guard of her current opponent with a kick, staggering them back as she charges for the mage who meets her gaze with his own wild expression. As the Norheim queen’s blade arcs down, it is caught by a spectral sword, transparent as though made of ice. Emmeline is then forced back with a sudden onslaught of blows and cuts, the mirror image of her past love Alvilda summoned to fight for the dying Falcon. With Joao and his vallah held briefly by the last of Fortvoie’s knights, and Emmeline’s guard facing against the spirit of their former ally - the mage pauses to reminisce. Time seems to stop, the violence ceasing as the mage looks about the ruined throne room, imagining it before the House’s decline, before this foolish war. Then, he is thrown back to reality as an axe flies towards him. “Master Archibald! Do it - do it now! There’s no coming back from this!” shouts a knight, stepping in front of his spellcasting ally with his shield high, protecting him from a Tavoran warrior who is swiftly cut down. A great shockwave of power staggers all around the mage, whose expression grows pained, burdened by what he knows he must do. His hood flies back as his staff strikes the floor beneath him, even greater power now coursing through his body, mind and instrument. Then, a powerful glow shines in his eyes and at the tip of his staff, the weapon now aimed through his line of defenders and at the growing horde of Norheim and Tavoran troops. Emmeline and Joao successfully dispatch the mirror image of Alvilda, only to realise what the mage has begun whilst they were distracted. “Retreat!” calls Emmeline, Joao barking in tandem, “Fall back! Fall back!” to his men. Though it is no use, with much else of the castle secured by other lieutenants and officers of both armies, the palace is full to the brim with allied soldiers who do not understand the need for retreat when they are so close to victory, with only a handful of Fortvoie soldiers remaining. The vallah count and the Norheim queen begin to shoulder and push through the crowds of troops moving to the last line of Fortvoie knights, each putting their life down to allow Archibald to finish his spell. Emmeline and Joao break out of the throne room and into an adjacent hall, each running as they plead to whatever men they pass to follow their call. Archibald then smiles, speaking quietly to himself as the last of his knights fall, arcane power crackling around him, “Wayman keep you, Kaladin” he whispers, the spell reaching its limit. An all consuming explosion ripples out from the mage’s instrument, disintegrating Archibald and all who remained in the throne room. The very foundations of the building struggle and snap under the shock wave that carries through the palace and its outer walls. Then, the structure begins to collapse under its own weight, the wooden support beams throughout splintering as stones loose and masonry shifts. Emmeline, Joao and others race to the exit, but are cut off as the palace caves in, like a great beast devouring its own killers. Across the city, the sound of the explosion heralds the end of the battle, the remnants of the shock wave clearing away the dense black clouds of smoke. Allied troops look around themselves, and though victory is in their hands, there are no cries of celebration. Peasants, spared by the invaders, flee en masse, moving through siege equipment as tears run down dust covered faces. Back in the palace, Emmeline and Joao are aided by reinforcements who followed, pulling each from the rubble and treating any immediate injury. Over the remaining hours of the day, the troops reconvene in the great square of Fortvoie, slowly filing out of the city as men collect the dead and the wounded. Officers and generals alike look at the rubble of the once proud city they’ve brought to heel, and one by one slowly return to their homes. The allied houses win the Fortvoie-Norheim war. OOC Notes: First I would like to say thank you to all the people involved in this war for making it largely painless for myself and the other mediator, Hamwagon. Additionally, thank you to all who have offered advice regarding the system’s function. You may be wondering why the war is settled if no side has come to the table to declare peace, and so I will explain. The purpose of this war was to give the system I had written a trial run to find out what was lacking and what should be fixed, changed or removed. This war has done that to a great degree, but now comes a time where I need to actually see it implemented. To do that, the world needs peace - at least for a little while. From an IC perspective, war grants licence for men to do terrible things, and though no side has signed for peace, Kaladin has painted himself into a corner where any further action against the other belligerents has lost its authority. In the eyes of many, losing Fortvoie forced peace, thus making further action reprehensible. We shall see however where this goes.
  10. 11 points
    Feedback on the War System So now that the first war with the new (work in progress) war system has neared its conclusion we'd like to reach out and receive any comments, concerns and questions anyone who participated or spectated the war events or system have. Seeing the input from this thread the War System will likely be formalized and published publicly. This goes hand in hand with the NPC system as well and how it was implemented on and off server. Please feel free to leave any criticism, positive or negative on this thread or over PM.
  11. 11 points
    Twin armies from the North and East approach their final destination The sizeable armies of Norheim and Tavora finally meet one another in the soft valleys not far from Vikerne, where Imperial troops greet them coolly, under strict orders to not intervene with their business. In the distance, smoke, great plumes of it rising from the terrain around Fortvoie. The once beautiful vinyards have been ransacked by the city's owners, taking in all of the land's wealth and spoils so as to prepare for the oncoming siege. People of great renown, such as the leaders of House Hollowgale and Tavora respectively all convene as their armies mingle. The atmosphere is nearly hostile at first, with the vallah of the east and the men of the north reluctant allies - though by the end of the night, they unite under their singular purpose. In the following days, the fort nearest to the encroaching coalition army launches volleys of artillery, much of their shots falling short or wide, but every now and again a boulder or great stake from ballistae hits true, taking with its landing several men. The threat posed by the fort keeps the army on its toes, even if the defender's aim is terrible. Then, the day finally comes, ladders are ready, and siege towers are nearing completion. The vanguard has enough guile and power to take this keep, they are sure of it. Before the battle begins, Queen Emmeline, Joao de Tavora, and several other notable figures tread ahead of their army alone, and with a great collective voice announce to the defenders of the citadel that if they throw down their arms and surrender to their attackers, no harm will come to them. At first, they are met by silence, but then in the bushes and short ditches of the Fortvoie landscape, rustling sounds as men in hiding hastily flee under this new offer of sanctuary. These tired and common-looking men flee south primarily, avoiding both fronts all together so as to seek asylum in Ostermarch, some one else's problem now. With no further reply, the assault begins. The battle is bloody, each tower of the small citadel firing projectile after projectile onto its besiegers. Bolts the size of a man's arm tear through soldiers, while boulders fall upon those who ascend the keep's walls on ladders, leaving caved in corpses piled at the feet of the siege equipment. Though as more and more men surround the keep, drawing fire in too many directions, the defenders flee the walls and instead move to the inner sanctum of the keep. The men are sure of defeat, but fight to the death all the same, heeding the barking orders of their captains until they too are put to the sword. The sad and pitiful wails of wounded men cry through the halls of the Fortvoie fortress, as vallah, northman and defender alike lie dead or maimed around and within the fort. By the end of it, 46 of the fort's 52 defenders are killed. On the other hand, Norheim and Tavora count a collective 145 dead from both the initial bombardment, and the assault on the walls. Though the defenders of this fort were little more than farm folk, old soldiers, and conscripts from the land, under the strict authority of their seasoned captains, they did remarkable damage. Among the Fortvoie survivors, there is a bittersweet sense of pride in having done at least something of merit in this otherwise pitiful scramble to defend. The wounded are removed from the halls, the dead are stacked and buried, Tavora and Hollowgale inch closer and closer to their prize, taking the throne room of the fortress as a new place of operations. In the days prior to this assault, Fortvoie's has been nothing but active. Immediately following their victory at what the victors pridefully now call Snow's Fall, the Captain bids that men go ashore to finish what the norsemen had begun: drag the boats back into the water and add their might to Fortvoie's own. Immediately rowboats splash into the water, manned by crews of hardy sailors who move quickly under fear of reprisal from who they've now stolen these crafts. For a time, the beach crew works efficiently, five of the norse ships drifiting into the gulf towards their new owners. But as the rest are taken, a sudden thundering stops the Fortvoie crew in their tracks. Suddenly on the horizon, a unit of black-garbed Tavoran cavalry break onto the sands, their swords and lances easily breaking through and cutting down what little resistence is offered by the Fortvoie sailors. Many are slain, but some swim with a desperate haste, eventually making it back to the comfort of their brothers. With the beach now in control of the coalition once more, the sailors who had previously fled return with new orders, fixing rope to each ship as they are dragged further and further inland. The Valois captain curses, slamming his first onto the railing of his flagship - then, he gives the word to continue on. With a great haste the combined fleet of Fortvoie lands in its home territory, the waters it coasts along now safe so far as they know. Ship by ship, the fleet pulls into the capital - though its stay is not long. As soon as hull touches dock, men leap into action. Goods are rolled below deck, important folk from the Fortvoie aristocracy are ushered aboard transport vessels, the riches of the palace are ransacked and taken aboard. Some nobles protest this pillaging of their city but are promptly removed from the premises by what loyal soldiers remain. Crowd's stir, and soon the port is put on lock down. Crate by crate, and boat by boat, Fortvoie has its populace and value stripped from its core. As some are denied access to this chance of escape, they grow violent, only to be met with the impatient anger of the soldiers looking to depart as soon as possible. The entire deliberate sacking of Fortvoie by its own rulers takes little more than six hours, with the navy in and out in the small span of time. Those who are made to stay behind and defend their homeland stare witlessly as what remains of the Fortvoie elite depart on their ships. Some men growl in anger, speaking treasonous words, but they are quickly brought to heel by the seasoned and veteran Cataphractori who have been left to keep the peace and defend the city. Solemn tired eyed men return to their walls, preparing for the battle of to come. Elsewhere, the navy headed by Kaladin himself moves away from chasing the remaining Tavoran fleet, instead setting a course towards the long unmentioned island of Spala. On Ancastre, Fortvoie troops give up their search for the stealthy Lothryne commando left behind and instead free their associate Brent Donnaichaid. The troop prepares to evacuate and regroup in Visaneum, but find their boats aflame, and crumbling under the roaring fires that consume them.
  12. 9 points
    Event Name: The Pilgrimage of a Prince: Visiting the Tribes. Event Date: 08/23/2017 Event Leader's Timezone: GMT Event Start Time: 9PM Estimated Event Duration: However long it takes: Probably about an hour or two I guess. Event Location: Vel'dur mountains. Location Specifics: Location is already built and does not need any building. If selected "Other" in the field above, clarify: N/A Event Type: Exploration If selected "Other" in the field above, clarify: N/A Attendees: Brynjar and Brynjar alone. What are you attempting to do / What is the end goal of this event? Brynjar having recently had somewhat of a small lapse in faith seeks to gain a better understanding of Sterk''s dogma and gain fame amongst the Avaltan and/or snelf tribes within Norheim by traveling around and challenging their strongest warriors to duels. Upon his pilgrimage Brynjar will mostly stick to the rivers and coasts where he knows he will most likely find them either hunting, fishing or sailing. This will be the first of many trips Brynjar plans to take around Anion, and later even the rest of Aversia. @Vadokim @Kyle1322 Is this a combat-oriented event? Yes Do you require a DM? Yes How many DM's do you think you will need? 1
  13. 9 points
    Aethier Roleplay Forums: New Theme Things Fixed Colors somewhat okay..? More to do.
  14. 8 points
    Posters would be tacked up in every town, city, and village, with Heilig authority and seal. Places unreachable by foot would be stocked via large mimcrov. The address of the Miklagard garrison would be attached to the bottom for any mailed responses. These posters would read as follows: ______________ Attention; all Heilig Empire citizens, in sovereign counties or otherwise, the highly elite Imperial Freikorps have begun RECRUITMENT of those of ages 16-60 with fair mind and fine build once more. Requirements -Applicants must be capable of enduring the physical and mental strain of battle, as well as the ability to react to dangerous events rapidly, while keeping discipline. -Applicants must have the will to do whatever is necessary to serve his holiness Emperor Waymar Kolchrave II, regardless of the action's nature or circumstances. -Applicants must be literate in at least one language, preferably two. -Applicants do NOT require any prior military training, weapons, armor, or other formal education. -Applicants should not have any past criminal charges, though exceptions will be made on a case by case basis. -Applicants should be of the human race, but exceptions will be made on a case by case basis. Wage and Other Accommodations -Members of the Heilig Freikorps are entitled with a wage of 150 Gelts every season [ 2 OOC Weeks]. -Freikorps members are also provided with comfortable and clean barracks, a healthy diet, medical care, and family leave. -Those who prove themselves in the mettle of battle or otherwise distinguish themselves have the opportunity to receive honorary rewards and titles. -All members of the Heilig Empire's military are outfitted with the best equipment possible; Freikorps included. Application Process Those wishing to apply should either send a letter of application to Feld Komtur Fredrick Franz or appear in person at the Miklagard garrison. Written applications should include all of the following: Full Name- Race and Subrace- Age- Current Place of Residence- Past Criminal Charges- Current Marital Status- Languages Spoken/Written- Reason for Applying- Why should the Freikorps pick you?- All applicants will receive a response, but not all will be accepted. Please think carefully while writing your applications. ______________ OOC- Information regarding the Freikorps can be found here. Those with characters submitting written applications should send a forum message to myself.
  15. 8 points
    Last night at about 3 AM I spawned in the last crate item I needed to have all the items converted! If you are ready to have your patron and voting crate items transferred over to the new custom item system, PLEASE have them in your INVENTORY and PLAYERVAULTS. If you have too many items to fit in inventory and playervaults, please leave coordinates where we can find a chest of the items to convert. I cannot stress this enough, PLEASE have the items in your inventory and playervaults if you can. By having the items here I can access them without any assistance and convert on my own whereas the items in chests I require a staff helper to process. Please comment on the thread when you are ready to be processed and I will thank your post when the conversion is complete. Thank you!
  16. 8 points

    From the album Vadokim's Emporium of Atrocities

    "A depiction of the Knights of Lothryne, as they've come to be called, based on descriptions given by Valois prisoners. Arriving at the Siege of Fortvoie without even an army to back them, they were looked down upon by their Tavoran and Norheim comrades. Their limited numbers made them a rather insignificant addition to the battle, though they arguably fought well." I: Vadim Rachter, Dark Elven Serjeant II: Garai, Mercenary III: Henry, Le Noir IV: Count Sudryl Lothryne, The Malgrave V: Zachary, He Who Blocks With Daggers VI: Villinar, Spectral Romantic ((Yes, this is a meme. I do not own the rights to The Ridiculous Six or the movie logo but damn I love Adam Sandler.)) @Raphael_Payne, @klondike, @BorDr, @Bill_Slanders, @Brogan, @DarkeAura
  17. 8 points
    A small victory, but a victory nonetheless. Having defeated the defenders of Spala, the men of House Falcon take to a brutal series of purges to ensure the remaining population's compliance in the following months. First the educated and the literate are taken away from the main group of prisoners under a pretence of congratulations and promotion. Their throats are slit quietly, bodies dumped into a prepared mass grave. Then the elders and wisened of the tribe are led away and killed, and finally all of those who had ever explored beyond Spala. What the occupying army is left with is a small force of illiterate, compliant, and inexperienced lirram, frightened to their cores, and unlikely to rebel. These survivors are treated with relative fairness, taught by their new overlords how to work the land and make lumber from its trees. Under strict supervision, they are given mundane tools to hack away at the tough leaves and vines, while others are granted saws and axes to fell trees. With surprisingly short time, the once carefree population of lirram are turned into a begrudgingly efficient workforce. Elsewhere, Bheka's daughter is taken hostage by the Falcon nobles, a bargaining chip who is used to keep the shaman Bheka in line. Bheka himself is chained and bound, kept on the deck of the Falcon flagship as he awaits training as a slave-warrior for the House. Quick Summary: Spala is occupied by House Falcon, its defenders are slain and its people are enslaved. Bheka, the tribe's leader, is taken hostage and "employed" by House Falcon. Bheka's daughter is taken as a prisoner to keep her father in line. With no holdings left to fight for, and its leader captured... House Falcon wins the Falcon-Lu'kash War.
  18. 7 points

    From the album Sylfiah's Art

  19. 7 points

    From the album Sylfiah's Art

  20. 7 points
    Sanguimancy A powerful, yet hidden tree of magic, Sanguimancy has become nothing but myth in the eyes of the world. Countless atrocities committed by those who wielded it led to it becoming a forbidden art, and ultimately disappear to the sands of time itself. Recently, Vallah have become stronger, and their prowess has allowed them to delve into the dark arts once more. A forbidden form of magic no longer, Sanguimancy has wormed it's way back into the eyes of world, yet hidden at large still to the majority. The first Sanguimancers came to be when Greater Vallah transitioned into what is known to the few privileged or unlucky enough, as Vallah Lords. A Vallah Lord comes to be when the curse itself progresses so far that it not only takes possession over their body, but over their spark as well, horrifically twisting and corrupting it, pouring forth the foul nectar of the curse into it. When this occurs the structuring of the spark itself changes dramatically, an empty pocket is formed that serves as a Blood Well, gradually building up and storing blood on its own, but also able to be filled by the Vallah. This hollowed out pocket can store up to 5 pints of Blood indefinitely. When Vallah regenerate lost blood, the excess flows into the empty space of the Blood Well. Blood is replenished at a rate of 2 pints per OOC day. The Blood Well can also be replenished by feeding or through specific Sanguimancy spells. The Corrupted sparks store mana in four tiers, tier one has a cap of 25, tier two 50, tier three 75, and tier four 100. Any blood that is taken in beyond the feeding requirements and capacity of the Blood Well will immediately be converted to mana at its lowest conversion rate of 10 mana per pint. The spells of Sanguimancy are cast using either or both blood and mana. First the blood from the Blood Well is used, after this the Sanguimancer can continue casting spells that require blood, however it will instead use their own blood, weakening them physically: see Vallahism lore for effects of blood loss.Vallah casting Sanguimancy more leeway. A Sanguimancer can survive blood loss with only a mere 5 pints in their body. This will allow you to use 10 BPi inherently before succumbing to loss of blood. The spells of Sanguimancy are divided into four tiers based on the level of Vallahism achieved by the caster. Lesser Vallah can cast up to tier two Sanguimancy spells, Greater Vallah tier three, and Vallah Lords tier four. Because the transformation of one’s spark is so traumatic and destructive, one’s spark can never truly be healed resulting in a permanent 20% reduction in total mana should they ever attempt to learn any other form of magic. When a spell is being cast, the Sanguimancer’s casting hand or hands will swell with blood, darkening the entirety of the hand and surrounding it in a dark aura. If a Sanguimancer is casting in someone’s line of sight, it will be evident that they are casting a spell. Tier 1 Blood to Mana Sanguimancy Tier 1 Mana Cost: 0 MP. Blood Cost: 1 BPi per 20 MP. Cast Time: 1 post per pint converted. Classification: Channeled, Harmful. Duration: As channeled. Range: Self. Focus: Blood Well. Target: Self. Effect: The caster is able to harness the energy in their own blood by converting it directly into mana. Every post the spell is channeled for converts more of the blood into mana. Cast at Higher Tier?: Yes. Note: Higher tiers of this spell simply improve upon the blood to mana conversion rate as higher tier caster’s will utilize spells that require more mana. At tier one the blood to mana conversion is 1 BPi per 20 mana. At tier two the blood to mana conversion is 2 BPi per 45 mana. At tier three the blood to mana conversion is 3 BPi per 70 mana. At tier four the blood to mana conversion is 4 BPi per 100 mana. Leech Sanguimancy Tier 1 Mana Cost: 10 MP per BPi stolen. Blood Cost: 0 BPi. Cast Time: 1 post per BPi stolen. Classification: Channeled, Harmful. Duration: As channeled. Range: 12m. Focus: Corrupted Spark. Target: Target’s open wounds. Effect: The caster is able to pull the blood from their targets open wounds, directly into their Blood Well. This spell only works if there is an open wound present, and its effectiveness is directly proportional to the size and severity of the wound. This spell can also be used to pull blood that is freely in the environment, whether it be spilled on the floor or in a container. Cast at Higher Tier?: Yes. Note: Higher tiers of this spell differ by tier, tier two simply increases the conversion rate whereas tier three changes the nature of the spell itself. At tier one, 10 MP is expended per BPi stolen. At tier two, 8 MP is expended per BPi stolen. At tier three, 6 MP is expended per BPi stolen. At tier four, The spell takes three posts to charge but can be charged longer with greater effects and the blood is instantly pulled when cast as opposed to being channeled. When cast, the Sanguimancer pulls one BPi per post charged with a minimum of three pints at 5 mana per pint, from the target area of their victim through their orifices and even their very pores. This spell can be charged up to the point where it can pull every last drop of blood from the victim, effectively mummifying them. The spell costs only mana. Note that the target area must be exposed in some manner, blood can be pulled through cloth but anything of greater density than leather will prevent such, however it can be pulled through the visor of a helmet. Crimson Rush Sanguimancy Tier 1 Mana Cost: 0 MP. Blood Cost: 0 BPi. Cast Time: Instant. Classification: Active, Harmful. Duration: 1 post per Pint. Range: Fangs. Focus: Blood Well. Target: Victim’s Blood. Effect: The caster deeply bites into a mortal, just as if they were feeding. Upon channeling this spell, the caster can drain more blood than is normally required to feed, and fill the hollowed out spark they carry within themselves. This storage can only hold 5 pints of blood at most. There is no limit to how much they can drain, though they cannot exceed their own limits. Cast at a higher tier?: No. Note: The blood stored within their corrupted spark can be used to cast spells, instead of sacrificing their own blood. Blood Shift Sanguimancy Tier 1 Mana Cost: 5 MP. Blood Cost: 0 BPi. Cast Time: 5 Posts. Classification: Passive, Harmful. Duration: Permanent. Range: Self. Focus: Corrupted Spark. Target: Self. Effect: The caster channels an illness or infectious disease within themselves that has been absorbed during their time as a Vallah, and shifts it to become part of their own blood pool. Upon doing so, any blood of their own that impacts the raw skin of another will cause them to contract whatever is currently shifted into by the Vallah in question. Cast at a higher tier?: No. Note: Only 1 disease may be shifted into at a time. Plague Bolt Sanguimancy Tier 1 Mana Cost: 6 MP. Blood Cost: 0.5 BPi. Cast Time: 1 Post. Classification: Active, Harmful. Duration: Instantaneous. Range: 25m. Focus: Corrupted Spark. Target: Object or person within 25m and line of sight of the caster. Effect: A crimson bolt of blood is launched toward the target of the caster, and inflicts only minor cut wounds following impact, exposing the bloodstream. Upon touching raw flesh however, the bolt of blood corrupts and sinks into the flesh of the target, applying the disease that is currently shifted into the caster at an extremely accelerated rate, the victim feeling the lesser effects of the disease almost immediately. Cast at a higher tier?: No. Note: The disease that is applied upon impacting raw flesh is determined by the current affinity of the spell "Blood Shift". Sanguine Blade Sanguimancy Tier 1 Mana Cost: 8 MP. Blood Cost: 1 BPi. Cast Time: 2 Posts. Classification: Active. Duration: Permanent. Range: Self. Focus: Fingertips or palms. Target: Self. Effect: The caster is able to create a blade out of the blood they have stored and harden it. The blade is akin to the strength and properties of steel. The blade will last permanently as long as it remains in the the caster’s hand, if removed the blade will lose its properties and will liquify once more. While in the caster’s hand, the caster can instantaneously dispel the sword returning the blood used by the spell to themselves, however the mana used is not returned. Cast at Higher Tier?: No. Rapid Regeneration Sanguimancy Tier 1 Mana Cost: 10 MP per post cast. Blood Cost: 1 BPi per post cast. Cast Time: 1 post of charge plus one post per pint of blood converted. Classification: Channeled, Harmful. Duration: As channeled. Range: Touch. Focus: Blood Well. Target: Self and “Donor.” Effect: The caster is able to draw blood directly from their target and into their body, rapidly healing any wounds not afflicted by holy damage or silver weaponry. The user must maintain contact with their target and the spell takes a post to charge before any effects were take place. The longer the spell is used, the more the wounds are healed and the more blood is drained from the target. If this spell is interrupted at any point it is cancelled. The spell costs mana and the blood of their target. Cast at Higher Tier?: Yes. At tier one wounds such as lacerations and minor organ damage can be healed with two BPi. At tier two wounds such as major limb damage and severe puncturing of the organs can be healed with three BPi. At tier three all but the most fatal of wounds can be healed and limbs regrown and the spell can be cast on up to two “Donors” using a total of 5 BPi. Note: None. Preservation Sanguimancy Tier 1 Mana Cost: 14 MP. Blood Cost: 0 BPi. Cast Time: 3 Posts. Classification: Active, Safe. Duration: Permanent. Range: Touch. Focus: Corrupted Spark. Target: Gathered Blood. Effect: The caster can preserve enough blood for one feeding. This is directly proportional to their state of Vallahism and determines the amount of blood that can be preserved. The blood must be fresh for the spell to succeed and is bound to the same constraints as feeding. The spell costs mana and the blood of their target. Cast at Higher Tier?: Yes. At tier one, one BPi can be preserved. At tiers two and three, two BPi can be preserved. Note: The blood must be stored properly in a hermetically sealed container in order for it to remain preserved. Thicken/Thin Sanguimancy Tier 1 Mana Cost: 8 MP. Blood Cost: 0 BPi. Cast Time: 1 turn. Classification: Active, Harmful. Duration: Indefinite, but is dispelled when used in accordance to the tier casted. Range: 25m. Focus: Instrument’s Apex Target: The area before the caster. Effect: The caster is able to change the very density of their targets blood, this spell can be used both offensively and defensively. Thicken: the caster thickens their targets blood, helping to lessen the amount of blood lost from wounds regardless of cause. Thin: the caster thins their targets blood and disrupts its ability to clot, causing wounds to bleed excessively, even causing death if not careful. Cast at Higher Tier?: Yes. Note: Blood cannot be thickened or thinned to the point where it would overtly cause damage to the target on its own, the spell is meant to be used in conjunction with targets that are already, or will be wounded. This spell cannot cause damage to the cardiovascular system on its own. Sanguine Shield Sanguimancy Tier 1 Mana Cost: 3 MP + 2 MP per tier. Blood Cost: 1 BPi. Cast Time: 2 Posts. Classification: Passive, Safe. Duration: Permanent. Range: Self. Focus: Fingertips/hands. Target: Self. Effect: The caster forms a shield of blood in front of themself. The blood itself, while still visibly liquid, is able to stop up to three projectiles from proceeding to the other side of the shield, causing all momentum towards it to cease instantly. Cast at Higher Tier?: Yes. Note: Tier 2: The caster forms a full shield around themselves. Using this ability, the strength of the barrier has also been increased to deflecting five projectiles, rather than three. Tier 3: Increasing the very thickness of the caster’s skin, the caster both creates the spherical barrier shield, as well as strengthens their own body. Silver and Gold weapons will no longer penetrate their skin for three contacted strikes. After this, the effect wears off the caster, and their flesh returns to normal. Tier 2 Blood Bolt Sanguimancy Tier 2 Mana Cost: 8 MP +4 MP per post charged. Blood Cost: 0.5 BPi per post charged. Cast Time: 1 Post. Classification: Active, Harmful. Duration: Instantaneous. Range: 40m. Focus: Caster’s Fingertips. Target: Line of sight. Effect: The caster draws blood from their Blood Well and forms it into the shape of a spike, its size proportional to the amount of blood drawn which in turn is proportional to the amount of emotes it is charged. This spell is akin to an arcane missile, but is shaped in such a manner that it behaves as a piercing projectile such as a crossbow bolt with a similar force to a high draw weight crossbow bolt specified with each tier. The accuracy of the spell varies with the range cast at. Cast at Higher Tier?: Yes At tier two, the bolt strikes with a comparable force to a bolt fired from a 100lb draw-weight crossbow, easily piercing armor up to leather and chain. Iron plate armor itself can only be penetrated at the joints. At tier three, the bolt strikes with a comparable force to a bolt fired from a 500 lb draw-weight crossbow, the bolt takes two posts to cast and can pierce up to iron plate with ease, and can only pierce steel plate at the joints. At tier four, the bolt strikes with a comparable force to a bolt fired from a 800 lb draw-weight crossbow, the bolt takes three posts to cast and can penetrate up to steel plate with ease, and can only pierce armor of higher tiers at the joints. Note: None. Coagulate Sanguimancy Tier 2 Mana Cost: 8 MP + 4 MP per post charged. Blood Cost: 0 BPi. Cast Time: 2 Posts. Classification: Active, Harmful. Duration: 2 or 5 Posts. Range: 25m. Focus: Corrupted Spark. Target: Anything living being with blood within range and line of sight. Effect: The caster is able to manipulate their targets blood in such a vile manner that it begins to coagulate, much akin to when exposed to snake venom. The blood in the target limb will clot slowing or even disabling the area for two posts. The spell requires at least two posts, one to prepare and one to cast. However, the spell can be charged for longer and its effects can be increased. When charged for 1 to 2 posts the target limb will go limp, and be disabled for 2 posts. After three posts of charging the entire enemy will be rendered paralyzed for 5 posts. Cast at Higher Tier?: No. Note: The spell requires total focus, and any movement interrupts this spell, ceasing it in its tracks. The spell is only. The spell can only be used to target limbs. It cannot be used to cease bodily functions such as breathing, a heartbeat, or brain function. This spell causes no permanent damage to the cardiovascular system. Laceration Sanguimancy Tier 2 Mana Cost: 6 MP. Cast Time: 1 Post. Blood Cost: 1 BPi. Classification: Active, Harmful. Duration: Instant. Range: 10m. Focus: Blood Well and Corrupted Spark. Target: Any target within sight and range. Effect: The caster extends whip-like tendrils of blood from their palms, using them to lacerate the flesh of their targets. The damage itself is generally not severe enough to cause alarm or worry of death, however it opens the target to subsequent draining from the leech spell. Cast at higher tier?: No. Note: Cloth and gambesons provide little resistance, but anything thicker will make this spell ineffective without additional lashes. Unholy Circle Sanguimancy Tier 2 Mana Cost: 25 MP. Blood Cost: 2 BPi. Cast Time: 5 Posts. Classification: Passive, Safe. Duration: Permanent. Range: 5m. Focus: Instrument's Apex. Target: The willed circle. Effect: The caster spills his own dark blood onto the ground, peeling it about into four runes within an unholy circle. Upon the completion of this spell, it begins to glow deeply with crimson light, indicating its readiness. Cast at a higher tier?: No Note: This spell is required for all unholy summoning spells of the Sanguimancy Tree. Call of the Night Sanguimancy Tier 2 Mana Cost: 30 MP. Blood Cost: 0.5-3.5 BPi. Cast Time: 5 Posts. Classification: Passive, Safe, Profane. Duration: Permanent. Range: Circle. Focus: Animal in question. Target: Unholy Circle. Effect: The caster gathers a dead carcass from a creature of the night, and places it within an Unholy circle. Upon casting this spell, the vallah channels his blood into an amorphous, yet ethereal form of this animal, turning them into his familiar. Cast at higher tier?: No. Note: The caster can only have one familiar or conjured creature at a time. The caster must have seen a creature to create a familiar of it. Familiars can be ordered to attack targets. Blood familiars can pick up objects as they are made of physical materium. The following commands, which must be spoken to the familiar within chat range, can be given to a familiar and they will carry it out to the best of their ability: “Attack” , "Go to location'", "Stay here", 'Follow me'", "Sit", and "Fetch" Familiars can be seen by other people-- mages and non-mages alike. Familiars cannot talk, cannot retain information and therefore cannot be spies. Requires a Tier 2 “Unholy Circle”, see tier 2 for details. Very small-class familiars such as rats/bats require one half (½) pints of blood for invocation. Small-class familiars such as cats require one (1) pint of blood for invocation. Medium-class familiars such as wolves/lesser shikes require three and a half ( 3 ½ ) pints of blood for invocation. Eyes of Prey Sanguimancy Tier 2 Mana Cost: 5 MP. Blood Cost: 0.5 BPi. Cast Time: 2 Posts. Classification: Active, Safe. Duration: 10 emotes. Range: 25m. Focus: Caster’s Senses. Target: Familiar. Effect: The caster channels his unholy power into a true sight of what his familiar sees. During this period, the caster can control the familiar just as if he were piloting it, and can see and hear everything it can in tandem. The side effect of this is that the Vallah lord is vulnerable, and able to be attacked as it cannot use his own senses. Any harm that comes to them causes this spell to fail, and return them back to where they are located originally. Cast at higher tier?: No. Note: Familiars move on the ground at a standard 10m per emote, and flying creatures move at 15m per emote in the air. Familiars are visible to the naked eye, but create no sound during movement. When the creatures are in a player’s line of sight, they are as detectable as the creature they emulate. However, when not in a player’s line of sight they are very difficult to detect without the aid of magic or special abilities. While the spell has a casting range of 25m, the familiar can be “piloted” beyond this range indefinitely. Dark Rune Sanguimancy Tier 2 Mana Cost: 10 MP. Blood Cost: 0 BPi. Cast Time: 5 Posts. Classification: Active, Safe. Duration: Permanent. Range: Touch. Focus: Blood Familiar. Target: Flat Surface. Effect: The caster creates a rune on a flat surface, forming it out of blood used to create a familiar, effectively turning the familiar into the rune. The familiar can later be re-summoned instantly using the second part of this spell called “Dark Summon.” The rune can also be used as a means to cast spells at greater distance: If the rune is within the caster’s line of sight, they can cast Blood Bolt, Laceration, or Perforate from the rune using the blood from the rune instead of their own. Cast at higher tier?: No. Note: The ranged spells cast through the rune use the blood stored in the rune as opposed to the caster’s blood. (If a 3 pint familiar is used to create the rune, the caster has 3 pints available to use for spells.) Dark Summon Sanguimancy Tier 2 Mana Cost: 20 MP. Blood Cost: 0 BPi. Cast Time:1 Turn. Classification: Active, Safe. Duration: Permanent. Range: Touch. Focus:Dark Rune. Target:Blood Familiar. Effect: The caster places their hand on the Dark Rune where their familiar is stored, imbuing it with mana and summoning the familiar, forming it from the blood of the rune. From this point the familiar functions like the familiar formed in Call of the Night. Note: The familiar can be dispelled with an instant cast to repost half of the blood used to originally create the familiar itself. (2 Pints are returned.) Eyes to Soul Sanguimancy Tier 2 Mana Cost: 4 MP per emote. Blood Cost: 0 BPi. Cast Time: 3 Posts Classification: Channeled, Harmful. Duration: As channeled. Range: Line of Sight. Focus: Instrument's apex. Target: The Eyes. Effect: Staring into the eyes of the other, the caster procures a spell of persuasion and command. Forcing a maintaining of eye contact, the caster may command the target to do basic, single worded commands. Should these grow more complex, the target will merely be able to steel themselves against the effects. The spell itself acts as a form of persuasion, and thusly makes the other wish to enact it from either fear or need. The target will not feel as if they were forced to act, almost as if it were hypnotism. Cast at Higher Tier?: No. Note: The spell cannot be utilized in a fashion that would cause someone to commit actions of involuntary nature (EX: One cannot stop the beating of their heart, or failing to breath.) Eye contact must be maintained for one to properly utilize this spell. Commands such as ‘Kneel’, ‘Sit’, ‘Walk’, are some of the commands applicable to be used. Crimson Haze Sanguimancy Tier 2 Mana Cost: 8 MP. Blood Cost: 0.5 BPi. Cast Time: 2 Posts. Classification: Active, Harmful. Duration: 3 Posts. Range: 20m. Focus: Corrupted Spark. Target: The Eyes. Effect: The caster takes control over their target’s blood flow, filling their eyes with their own blood to temporarily impair their sight, and blinding them for three posts before the blood flows out of their eyes. Cast at Higher Tier?: No. Note: The amount of blood lost is negligible and will not negatively affect or harm the target in any manner beyond the temporary blindness that occurs. Tier 3 Boil Sanguimancy Tier 3 Mana Cost: 10 MP + 6 MP per post charged. Blood Cost: 0 BPi. Cast Time: 1 Turn Classification: Channeled, Harmful. Duration: 3 Posts. Range: 20m. Focus: Corrupted Spark. Target: Any exposed flesh that is visible and within range. Effect: The caster, having mastered control over blood, is able to manipulate its physical structure to the degree where they can drastically lower its boiling point. This can be done to the point where the blood cells' proteins will begin to denature and the cells themselves will begin to lyse at room temperature. The spell is channeled and, the longer it is channeled the more severe its effects are. As it is cast, the targets blood begins to boil, starting at first post after casting as an intense burning sensation without any visible damage, on the second post it progresses to painful, weeping blisters as though the target is being burned. On the third post the targeted will appear as though they have been burned by an actual flame, destroying flesh from the inside out. This spell can be cast from a maximum of 20 meters The spell costs only mana. The effects of this spell generally are not enough to kill unless left untreated. Cast at Higher Tier?: No. Note: Being hit by this spells produces very similar effects to being hit by a fireball. Changing targets takes a post of concentration. Unholy Induction Sanguimancy Tier 3 Mana Cost: 30MP. Blood Cost: 0 BPi. Cast Time: 3 Posts. Classification: Active, Harmful, Profane. Duration: Instantaneous. Range: Fangs. Focus: The Curse. Target: The Victim. Effect: The Vallah sinks his teeth into the victim of his choosing, cutting his own cheek with his razor sharp fangs. Normally, the conversion to a Vallah takes a long period of time, however the caster can bypass this, and convert someone into a Lesser Vallah after a single [OOC] day of suffering. The side effect of doing this is that they become their thrall, their actions heavily suggested when the caster gives them command. Cast at higher tier?: No. Note: The person in question MUST consent OOCly to becoming a thrall of a Vallah. Being a lesser Thrall, any order given by the caster to their subject is taken as if they were compelled to, and for almost everything except suicide, is followed with little resistance. This spell requires you to be inside of an Unholy Circle during casting, resulting in the destruction of the Unholy Circle. Blood Web Sanguimancy Tier 3 Mana Cost: 20 MP. Blood Cost: 1 BPi. Cast Time: 3 Posts. Classification: Active, Safe. Duration: 10 Emotes. Range: 15m. Focus: Instrument's Apex. Target: The caster's target or direction they throw toward. Effect: The caster unleashes a web of coagulated blood, sticking it across an area within 15m. Anyone caught in this web will be trapped, and must roll a 1d20 to escape. Rolling a 17 or higher will allow them to be freed from its grasp. After 10 emotes, the webbing fades, and melts away into the ground below. Cast at higher tier?: No. Note: Those stuck in the web will be trapped there for 5 emotes. The caster shoots these webs, so it can catch people who run. Mind Sludge Sanguimancy Tier 3 Mana Cost: 4 MP per emote. Blood Cost: 0.20 BPi per emote. Cast Time: 2 Posts Classification: Channelled, Harmful. Duration: As channeled. Range: Touch. Focus: Instrument's apex. Target: The brain of a creature, sentient or otherwise. Effect: Procuring the blood of the caster, the black sludge of the vallah is forced through the very pores and orifices of the caster, and into the mind of the other. For the first 5 posts, only basic thoughts and memories may be accessed, but the longer the spell persists, and the more sessions used, the more the target's mind is bent and crushed. This spell requires a certain amount of concentration, and is not easily cast in a combat scenario. Note: The spell in of itself is highly dangerous, as it gradually harms and erodes the mind of its victim, causing damage irreparably and eventually leading to death. Greater Vallah are immune to the effects of the spell due to the altering of their body. The most common use for this spell is for Vallah to make empty thralls for them to feed upon, as the degradation of the mind leads to a loss of will, sense and reasoning Create Profane Artifact Sanguimancy Tier 3 Mana Cost : 15 MP. Blood Cost: 3 BPi. Cast Time: 10 posts, 5 posts preparation, 5 posts channeled. Classification: Active, Safe, Profane. Duration: Permanent. Focus: Item. Ritual and Runes: In a perversion of the normal method of creating magical artifacts, the caster places the object in question in a watertight basin before drawing forth 3 pints of blood. The caster then submerges and coats the object in their accursed blood before using their profane power to channel mana into the blood to saturate the very essence of the object. Effect: The caster imbues in the item a specific spell, or set of spells, thereby enchanting it. The conditions upon which the spell will cast are determined by the mage during the channeling. Cast at higher tier?: No. Note: This spell does not lock out mana, however any mage can only have 3 created or permaneced items at any time, due to strain on the Corrupted Spark. Bloodform Sanguimancy Tier 3 Mana Cost: 20 MP. Blood Cost: 0 BPi. Cast Time: 5 Posts. Classification: Permanent, Safe, Profane. Duration: As channeled. Range: Self. Focus: Caster's Body. Target: Caster. Effect: Forming a physical shape from the blood of the person itself. The caster's physical form is temporarily and agonizingly torn asunder. Turning into an entity of pure blood, the caster may manipulate their shape into any appearance they choose, so long as it uses all of the blood within their body. In this form, all spells the Sanguimancer knows may be cast at in a single post, but require twice the mana of their usual costs. When the spell is dispelled or interrupted, the Caster returns to their normal form. Cast at Higher Tier?: Yes. At tier three, the caster appears to be a figure made purely of blood. At tier four, for a total cost of 30 MP the caster is able to restructure their body entirely, forming skin, hair and nails at will, shifting the very makeup of their own cells. The caster, if they know their target well enough is able to appear almost exactly like the figure they are imitating, this however results in any spells being cast costing three times the mana normally required and spells still take the original post count to cast. Note: Any damage assumed in this form in this state affects the blood count of the body directly. The effect costs 1 pint of blood to maintain for every OOC hour it is active, however is highly dangerous to assume. Should one not be careful, they could easily perish to both an opponent, and their own doing. Remove Pathogen/Poison Sanguimancy Tier 3 Mana Cost : 8 MP. Blood Cost: 0 BPi. Cast Time: 3 posts. Classification: Active, Harmful. Duration: Instantaneous. Range: Touch. Focus: Corrupted Spark. Target: Target’s Bloodstream. Effect: The caster takes control of their target’s bloodstream, singling out any poison or pathogens present within and removing it within 1 pint of blood. The pathogen or poison tainted blood is then directly transferred into the caster’s Blood Well, adding them to their arsenal. Cast at Higher Tier?: No. Note: None. Pact of Negation Sanguimancy Tier 3 Mana Cost : 15MP. Blood Cost: 5 BPi. Cast Time: 1 post. Classification: Active, Safe. Duration: Instantaneous. Range: Line of sight. Focus: Instrument’s apex. Target: Any spell of the same, or a lower tier. Effect: The caster proceeds to make a Dark Pact, instantly sacrificing their blood for their survival. Sacrificing a large quantity of blood, and a considerable bit of mana; the caster may wipe away magical essence created by a singular spell with the mere wave of their hand. This effects effects both permanent and casting in nature. Should this be used on a spell being cast, it causes the opposing spell to merely fizzle from a sanguine streak of blood sent towards the instrument. Cast at Higher Tier?: No. Note: If the spell is permanent, then the effect is dispelled for 24 ooc hours before returning. This spell in addition to the normal MP, Pact of Negation costs the MP of the opposing spell + 5 MP for each Tier the opposing spell is above three. Manifest Sanguimancy Tier 3 Mana Cost : 3MP + 3 per BPi. Blood Cost: At least 1 BPi. Cast Time: 3 posts. Classification: Active, Safe. Duration: Instant. Range: 5m. Focus: Instrument’s apex. Target: Pint(s) of blood. Effect: The caster is able to shape blood itself. Using their efficient abilities, the caster may wield blood in ways which are mostly non-threatening. Cast at Higher Tier?: No. Note: None. Vampiric Grip Sanguimancy Tier 3 Mana Cost : 15 mp + 5 mp per emote Blood Cost: 0 BPi. Cast Time: 1 Post. Classification:Channeled, Harmful. Duration: As channeled Range: 10m. Focus: Fingertips. Target: Any movable object within sight and range. Effect: The caster takes a firm hold over the blood of the other party, ripping them from their feet and dragging them towards the caster. Depending on the weight class of the victim (1oo-150, 150-250, and then respectively 250+) the target is pulled anywhere from one to three meters per turn, capable of basic arm movement. For example, they might seek to manage a grip and struggle against the Vampiric Grip, or to raise a shield and bat away offenders. This process does not specifically ‘harm’ the party, but afflicts them with seizure-like symptoms in the afflicted limbs on relevant limbs for the duration of the spell. In addition, this spell does not halt downwards momentum - a person cannot be pulled up, but they can be dropped with the spell. Cast at Higher Tier?: No. Note: None. Tier 4 Upheaval Sanguimancy Tier 4 Mana Cost: 25 MP. Blood Cost: 3 BPi. Cast Time: 2 Posts. Classification: Active, Harmful. Duration: Instant. Range: 10m. Focus: Instrument's Apex. Target: The ground within 10m of the Caster. Effect: The caster summons a geyser of blood beneath a target, sending them 5m up into the air and spraying blood all around it, up to 8m away. The blood covers everywhere, and will cause others to contract any disease that the Caster is currently shifted to. The victim who is launched is hit with enough force to launch a 200lb man 10 feet into the air. Even if the target is not launched, they are still struck with incredible blunt force. Victim’s hit with this spell have are susceptible to contracting diseases from Blood Shift. An area with a radius of 5m remains contaminated with this blood for 4 posts. Cast at higher tier?: No. Note: This much blood will find a way into the skin, being in range is a guaranteed contraction for a disease. Rise of the Blood Moon Sanguimancy Tier 4 Mana Cost: 20 MP. Blood Cost: 1 BPi. Cast TIme: 8 Posts. Classification: Passive, Safe, Profane. Duration: 25 Posts. Range: Line of Sight, 30 meters from the Caster. Focus: Instrument's Apex. Target: Vallah. Effect: Stirring Vallah within the area, a hypothetical blood moon is centered around the caster. Formulating the blood as sacrifice, the other vallah within the vicinity have the benefits of becoming feral. Upon the caster's will, such vallah can have either the positive, negative effects, or both of becoming feral. This trance-like state will last for 25 posts. Should a target leave the designated range of the caster, the spell becomes null for the specific target. Should non-vallah be present, they may also be afflicted with the negatives of the curse, should the caster specify this. Note: The caster may not decide which effects to procure during the duration of the spell. This must be decided as it is being cast instead. This spell can only be cast at night. Asphyxiation Sanguimancy Tier 4 Mana Cost: 10 + 10 MP per Turn. Blood Cost: 0 BPi. Cast Time: 2 Posts. Classification: Channel, Harmful. Duration: As Channeled. Range: 6m. Focus: Corrupted Spark. Target: Any living creature within sight and range. Effect: The caster denatures the hemoglobin in the target’s blood, depriving them of oxygen, essentially choking them. The spell is instantly cast after its two posts of buildup though the user must be close to pull off such a feat. After the initial cast the target would begin gasping for air and only able to function a minimal degree. On the second post they would be desperately trying to breathe, to no avail as their body begins to shut down and they fade in and out of consciousness. On the third turn of channeling after casting, they will slip into unconsciousness, and on the fourth post of the channel, they will inevitably die. As this spell is a channel if it is interrupted at any point the targets blood will immediately begin to function normally. This is a close ranged spell and can be cast at a maximum range of 6 meters. Cast at Higher Tier?: No. Note: None. Corruption Sanguimancy Tier 4 Mana Cost: 60 MP. Blood Cost: 2 BPi. Cast Time: 5 Posts. Classification: Channel, Harmful, Profane. Duration: Permanent. Range: Touch. Focus: Corrupted Spark. Target: Vallah being given Sanguimancy. Effect: This is the spell used to create Sanguimancers. The caster uses their control over their own blood to transfer the entire contents of their Blood Well into the body of their target and forcing their accursed blood into their untouched spark, twisting it grotesquely, tearing at its very core and distorting it. This spell requires direct contact and will use the entirety of the blood capacity of the caster’s Blood Well as well as all of the mana stored in their corrupted spark. The process is indescribably painful and renders the target extremely weakened for an OOC day. Cast at Higher Tier?: No. Note: This spell can only be cast once every two OOC days. This spell requires OOC consent as having a corrupted spark prevents any other form of magic from being learned or used and leaves permanent damage to the spark if repaired. This spell can only be cast on Vallah, non-vallah will immediately and gruesomely die if this rite is performed on them as their bodies cannot withstand the intense procedure. Liquify Sanguimancy Tier 4 Mana Cost: 20 MP. Blood Cost: 0 BPi. Cast Time: 3 Posts. Classification: Channel, Harmful. Duration: As Channeled. Range: Touch. Focus: Corrupted Spark. Target: Victim being touched. Effect: The caster grabs hold of exposed flesh (anything less than leather counts as exposed.) And over the course of three posts liquefies the limb or part of the body grasps, turning it into blood and automatically absorbing the blood into the caster’s Blood Well. This spell only begins after its initial cast time passes. The spell takes three posts to complete. After the first post the area would suffer minor damage, generating 0.5 pints of blood. After two posts the area would suffer major damage, generating 1 pint of blood . After three points the area would be completely destroyed, generating 3 pints of blood. Cast at Higher Tier?: No. Note: The spell is interrupted if contact is broken at any point. Perforate Sanguimancy Tier 4 Mana Cost: 15 MP. Blood Cost: 2 BPi. Cast Time: 2 Posts. Classification: Active, Harmful. Duration: Instantaneous. Range: 10m. Focus: Blood Well and Corrupted Spark. Target: Cone in front of Caster 7m wide at furthest point Effect: The caster secretes 2 pints of blood from their pores, shaping it into an innumerable amount of needle-like spikes of hardened blood before launching them in a cone in front of them up to 10m away and 7m wide at its furthest point, penetrating anything short of chainmail. Cast at Higher Tier?: No. Note: The spell is wildly inaccurate and must be cast within 10m of the target for any hope of causing real damage. Blood Pool Sanguimancy Tier 4 Mana Cost: 15 MP. Blood Cost: 2 BPi. Cast Time: 1 Turn. Classification: Active, Safe. Duration: Instantaneous. Range: Self. Focus: Blood Well and Corrupted Spark. Target: Self. Effect: At the cost of blood and mana, the caster instantly transforms themselves into a pool of blood before reforming into their previous form. This spell is especially useful for dodging or negating attacks, however its blood cost ensures that it can only be used a few times in a short period of time before becoming life-threatening to the caster. Cast at Higher Tier?: No. Note: Blood lost during this transformation is directly pulled from the Blood Well and the bloodstream. Mana to Blood Sanguimancy Tier 4 Mana Cost: 30 MP. Blood Cost: 0 BPi. Cast Time: 1 post per Pint Created. Classification: Active, Safe. Duration: Instantaneous. Range: Self. Focus: Blood Well and Corrupted Spark. Target: Corrupted Spark. Effect: At the cost of a large amount of mana, the caster can create a single pint of blood. This Blood, while it can be used to perform spells and to negate the effects of blood loss, cannot bypass the need for a Vallah to feed. Cast at Higher Tier?: No. Note: There is a 10 post cooldown period between being able to cast this and Blood to Mana. Crimson Tendrils Sanguimancy Tier 4 Mana Cost: 8 MP. Blood Cost: 1 BPi. Cast Time: 1 Turn. Classification: Passive, Safe. Duration: Permanent until dispelled. Range: 10m Focus: Blood Well and Corrupted Spark. Target: Anything within range and sight. Effect: The caster creates a tendril of blood that is used as an extension of themselves and can be used as though it were another arm, with a maximum reach of 10m. The tendril has roughly half the strength of the caster themselves. An infinite number tendrils can be created, granted the caster has enough blood and mana, but the second tendril costs double the price of the first and so on. Once dispelled the blood used is returned to the caster, however if the tendrils are cut off or destroyed the blood is rendered unusable. After one OOC hour of having the tendrils present they will begin to leech blood from the caster’s body to remain active, weakening the caster. Cast at Higher Tier?: No. Note: None. Sanguine Flight Sanguimancy Tier 4 Mana Cost: 10 + 10 MP per Emote. Blood Cost: 1 BPi + 1 BPi per Emote. Cast Time: 2 Turns. Classification: Channeled, Harmful, Profane Duration: As channeled. Range: Self. Focus: Corrupted Spark Target: Self. Effect: In one twisted act the caster twists their own bodily fluids to ever greater amounts of pressure, funneling both raw power and gore outwards from within their Spark and their Blood Well outwards. Unfurling tendrils of mana outwards in a woven conjuration almost emulating wings, the sanguinist spews forth their own gore at both incredibly high pressures and speed. This raw outpour of force essentially sends the Vallah Lord traveling forth at high speeds. This sends the caster flying forth a speed of ten meters per emote in whatever direction they’re facing. In their wake everything is drenched in gore. Fragile surfaces such as skin and cloth are torn apart in the deluge while harder surfaces are at best gouged by the deluge. The amount of damage causes scales with proximity to the source of the deluge; those twenty meters away will take minimal harm while those within five meters might have their bones broken by the sheer force of impact. This causes minor damage to all individuals in its wake and infects them with whatever disease the Vallah Lord has currently Shifted inside of them. Cast at Higher Tier?: No. Note: Prolonged use of this spell can cause lethal wounds upon a Vallah Lord and perhaps even drain them dry. This spell does not ever involuntarily end; it can only be ended with countermagic or voluntarily by the sanguinist who casts it. As a result it’s far more difficult to interrupt using traditional methods and far more dangerous to utilize.
  21. 7 points
    Yeah absolutely, the idea is to record all the logistics of the war so that we know what is where, past wars have been largely improvised and had a huge detriment of lack of explanation or communication. With the system we're trying to include in-game battles with a forum-side basis.
  22. 7 points
    Not my thread and TECHNICALLY not my business, however: -Revival is an IC choice more so than an OOC one. If a character does not want to return to life, they won't be brought back by the ascended, so I mean- I'd imagine these are one-life characters, or just wildly hypocritical nutjobs. Both make for interesting RP. -You can have a million kinds of religion. Baptists, Lutherans, Christians, and Catholics all believe in a set of core beliefs and the same gods, but have very differing stances on basically everything under the sun.
  23. 6 points
    NPC SYSTEM Guidelines and Overview The mainsail objective of the NPC system is not replace or detriment the RP potential of player characters. Rather to enhance the setting and world by providing NPC access to players to superimpose into places that do not necessarily warrant an event dm* or do not appeal to the greater playerbase to take the role of. These characters will be most application based and while public NPCs would be liable to be RPed by dms, characters aimed at interaction with a smaller group of people and have a lesser impact on general RP may be played by the applicants alongside their regular player character. Any abuse by the applicant or those the applicant has entrusted to handle the NPC will result in the NPC being revoked and NPC application privileges being suspended unless an appeal is made. PUBLIC NPCS Public NPCs are Non-player Characters which exist to interact with the playerbase at large or a population within a specified area. Pertaining to this are town guardsmen and NPCs carrying professions. NPC Guards The NPC system will allow for region owners and political entities to employ NPC guards that are logically present where a guard would be in the real world or a more realistically populated setting. However, the settlement owner can not RP as these guards and may only employ them if a player character is not present. To give a DM guideline of how a guard for a particular settlement should be roleplayed a faction or region owner should fill out the following information. These Guards can be played independently from their character (thus not used as a bodyguard) or RPed by a DM with a notification sent to the guard owner. NPC Patrols Alongside the war system, property holders can delegate sections of their manpower to patrol roads and paths within their territory and would similarly abide by the rules above except appearing in groups no larger than five at a time. These would be plotted out on a map and are eligible to interact with other belligerents within the war system. Name - [Kolchrave Soldat ; Norheim Huscarl ; City Guard] Race - [Demographics, can be multiple races.] Attitude - [General things like, Not easily bribed, disdain for lirram and orcs, etc.] Locations - [Where these guards would be implemented] Language - [Straightforward, typically would stick to one but this could be race or location dependent as well] List of Laws - [If available] Skin - [Link to skin] [If patrols] Patrol Routes - [Link a map of where patrols would be sent.] Professions/ General Public Characters Public NPCs holding professions are permitted to occupy trades and are eligible to be used as a means of acquiring custom items. These NPCs are permitted only to craft up to D grade custom items. To apply for a profession holding NPC for a city or region the following application form must be filled out. NPCs holding professions can be played by a willing dm however the relevant region owner must be consulted first or they may be simply cited in a custom item application with the consent of the region owner. It should be noted that these characters should take a currently not being utilized by a played character, not replacing a played character. Name - [As simple as it sounds/keep it lore friendly and pertinent to the location/culture.] Race - [Simple, avoid any application based races.] Profession - Attitude - [Is it willing to negotiate on price? Not offer its services to Elves? Note this down.] Location - [More specific than region_name, should accompany with screenshot of place of business] Language - [Straightforward, typically would stick to one but this could be race or location dependent as well] Skin - [Link to skin] SEMI-PRIVATE/PRIVATE NPCS Semi-Private and Private NPCs are NPCs created solely to interact with a more specific group or character. These characters will mostly be solely played by the applicant alongside their regular character and not be DMed based like Guards/Public NPCs. Like Public NPCs they are locked out of any measure of magic, divinity or traits. However alongside guards, private NPCs could qualify as officers one could use to stand in to lead other NPC forces during war but can not be used as combat characters in-game unless otherwise specified given the correct context (war events more or less). Private Characters A private character is defined as any sort’ve character intended for interactions between specific groups or players. These characters can be castle/personal servants or workers, siblings which do not have player characters played. These are able to be played by the person who applied with them and not by DMs however like every other NPC variation they are application based. Its best to give these characters a footnote at the end of a character sheet to the character they’re relevant too. These characters are liable to be transferred over to the applicant or another player to continue playing as them with the addendum that the applicant has no further control of the NPC character unless transferred back over. (This process should be recorded if necessary??) These characters may also be utilized in forum rps. Name - [As simple as it sounds/keep it lore friendly and pertinent to the location/culture.] Race - [Simple, avoid any application based races.] Age - [How old they are] Brief Background - Location - [Where the NPC is based out of, use of this NPC will largely be restricted to this area] Skin - [Link to skin; not essential] ________________________________________________________________________ NPC Journals and Applications To recount all interactions with NPCs a journal should be kept in the character progression section that outlines each interaction to keep a consistent basis of what actions have and have not occurred. If you have any questions, concerns or criticisms contact @Hamwagon
  24. 6 points
    THE COUNTY OF ANCASTRE HOUSE OF LOTHRYNE HISTORY AND OVERVIEW The isle of Ancastre, home to the House of Lothryne, is a small island located west of the Western Aoressa. Boasting power to both grand patriotism and economy, Lothryne is a house better known for its existence based upon its history. Starting from a mere order known as the Stellar Accord in Fortvoie by Sudryl, the order grew and eventually became known as the Red Guard. However, as House Faucon grew more and more powerful, the Red Guard and its small members broke off and began their quest to form what is now known as House Lothryne. When House Luniath was given to Sudryl by Eala, almost the entirety of the island was scorched and burned and rebuilt anew after a number of men and women had attempted to challenge his reign; they were executed. While many fled before the scorching, others refused to leave, and either were smoked out or destined to suffer an even worse fate. Now ruled by Villinar Lothryne, brother to the count, and Lord-Regent Eedas after the sudden disappearance of Sudryl, the house has made its goal to provide prosperous economy to both themselves and the Heilig Empire, and to have one of the most well-trained and skillful levies that could stand up to even an imperial soldier’s skill. The men and women of the isle of Ancastre are a variety mix of races, barring most Lirram and Vilo’tae; all other races are welcomed and embraced. In the untimely decision that lirram or vilo’tae are allowed in Ancastre they are mostly put to what some consider is torture or manual labor. Recently, the House of Lothryne has come under vassalization of House Dojjur, which has provided them an advantage in the political world, along with protection in which the citizens of Lothryne take comfort in. GENERAL CULTURE To say the very least, Ancastre could arguably be considered one of the most diverse isles around the entirety of Aversia. Worship of any god--barring Foli--is both tolerated and encouraged. Following the occasional Lirram allowed on the isle, all races are embraced on the isle, including humans, syrien, orcs, elves, et cetera. The most common religion around the isle of Ancastre is a mixture of worship between Sol, Belek, and Bahari- though, mostly Sol and Belek. The two gods are seen as deities of strength and power, which each citizen of Lothryne desires to obtain and keep. As a result, Vallah and other deadly creatures of the night are not entirely tolerated, however views vary between each man. Many of the common jobs and posts within Ancastre include duties such as farming, botany, mining, lumbering, smithing, and even occasionally astronomy, along with other small and odd jobs offered around. Languages within the isle, due to the wide variety of races, are usually jumbled, however the agreed language to speak with when in either formal or new settings is Common; although, due to the amount of races, many men and women tend to learn two or more languages, including Elven, Valois and Dwarven, thus creating a highly intellectual ground for the people of Ancastre. Education within Ancastre is great, and definitely above average. Children learn a variety of languages, and due to the advanced alchemical studies of the military of Lothryne, many children and students tend to take up different branches of sciences or mathematics. With these, men and women may prosper and grow to become great scientists, navigators, mathematicians, astronomists, smiths, and so much more. INDUSTRY AND ECONOMY The industry and economy of Ancastre is what could be considered average, relying solely on at-home production and around-the-world trade. Exports include seafood, generic materials such as iron and copper, lumber, various fabrics, etc. Imports include things such as coal, various flora, etc. At-home production includes homespun fabrics, selections of medicines/alchemicals, various jewelery, smithed crafts, and other smaller trades. The Lothrites of Ancastre have begun using the Gelt currency within their trade, slowly inching out of the use of arunes; however, for exports and imports to foreign lands, arunes are still used, and the material the arune is made out of may very well be utilized in other trades. MILITARY Lothryne’s levy can be considered that of relatively well-disciplined men and arguably some of the most skilled persons around. Trained solely by Ser Zachary and Ser Villinar Lothryne, along with other elected serjeants, men are required upon conscription to pass a rigorous test, including that of swordplay tournaments, physical exercise exams and a long march in a test of mental and physical fortitude, including sailing from Ancastre to the Aoressa, and afterwards marching to around Ebenen and back. This is all done within a nine-week period. All soldiers before officially entering the levy must take the Oath of Enlistment. The standard infantry trooper is known as either a “scorcher,” which is seen as highly traditional, or its official term, “proelio.” After conscription, these man are granted a mace, rondel dagger, and polehammer; these men know how to use them to their full capabilities. Their typical armor is usually thick gambeson or chain, rarely utilizing plate or maille. Men of this rank will be given basic defensive alchemicals, such as bandages and pastes. A step above from a Proelio is a Tremulus. Still known as scorchers, these troopers typically have displayed exceptional prowess on the battlefield or a supply of tactical knowledge. Usually, Tremulus’ will lead a small squad or perhaps even a battalion in either training exercises or in battle, whether it be a siege, ambush, or other situation. Their typical garb includes either chain or maille, and they primarily utilize blades, polearms, and other oddities. Men promoted to this rank will also utilize offensive alchemicals, such as deadly weapon oils or even gas. The final rank before knighthood is the rank of Vicarii. Many of these men and women have shown excellent prowess among the battlefield and are typically skilled tacticians. They are allowed to lead full squads and battalions. Their garb usually consists of maille or platemaille. Members of this rank are trusted with powerful alchemicals, whether it be gas or weapon oils; they are also entrusted to make sure their units have the proper equipment to combat their own alchemicals, such as leafthin masks or temporary vaccines. Lesser known still are the Marshals, a band of only five or ten soldiers. Their dedication and fortitude are unwavering, and they perform lethal missions that the standard soldier usually could and would not. They bear a variety of weaponry and armors, suited for the right conditions at the right time. Arguably Lothryne’s best fighters, these men are forced to secrecy and are always at the rank of a Vicarii.
  25. 6 points
    “Sands and Sails deliver prosperity.” Within Aoressan boundaries and a branch under the County of Piaviste resides the town of Rău, built upon the Eastern sandy reserves of the Wuxine Desert. This section of land is known for the various amount of passerbys and visitors which plan to traverse along the sandy plain. The ones who control and live upon the acreage are often referred to as scholars, and most notably viscounts. Captured by the heavy industry of importing and exporting due to the closeness of piers, it benefits not only the Răueans but the entirety of Piaviste as well. Once being apart of, and formerly known as a land which was owned by Kamarus, it had once been a main docking district of traveling ships. However, through the trade of ownership within the Desert lands, the County of Piaviste has since renamed the borough, Rău. Though it is still a destination for landing vessels, it is now known as a common area for importing goods to ensure the whole of the land thrives. Being cleansed of any unkempt forms left behind by last ownership, the scholarly Castellano family has markedly taken control, and serves as an extension of the Piavistan lands. A broad difference which severs a pair of similarities between Piaviste and Rău is the hint of magical arts which is not frowned upon, nor purged from the land. A learning form which the people find beneficial in their aggressive studies, though hold a strict rule upon those who wield such must only use it for conscious prosperity, and seek to abolish any form of heretical necromancy. Recalled before, the Castellano family tend to surround themselves around knowledge and the pure gain from it. Writing, reading and simply learning is a common past time. Prospering is solely bound on intellectual power, and most often do the people of this low noble family rely on a proper physical image, often holding scholarly jobs in order to indicate prowess amongst others. Though they do lean on the more lawful side of scenarios, a large portion are more neutral than anything, carrying along in their bountiful exercises of knowledge instead of resorting to a militaristic way of living. A more superb style of clothing is best expressed through finely crafted fabrics, accompanied with some type of jewelry, whether it be mundane or more expensive. Most often are the colored choices of the apparel dyed with the colors of the House sigil, representing bright and flourishing shades. Others not of the Castellano family tend to wear more banal styles. The most common people who rule in Rău are Yusati, though some may also be generally Hestark. Elves are rarely seen living in the area, as they are never put in higher status symbols if they are apart of the Răueans, and are instead scarcely paid workers for the docks. The ownership of Rău is repeatedly passed down through blood related generations of the Castellanos, refusing to allow those outside of family boundaries to take such a position. Despite the small range which Rău covers, those who actually dwell within it usually speak the common mother tongue of Aversia. The unique accent of Valois may occasionally be hinted, which has been faintly brought down by the stem of Piaviste. While there may be other outside languages heard, they are merely witnessed from travelers who tend to be passerbys. Due to the close proximity of Piatră, Răueans may worship under the code of Ludex, however it is often practiced in a more freeform style than that of the Piavistans. While other Faiths may be welcomed, those of the Castellano family can also be found under the prayer of Vikret because of their intellectually carved paths. However, openness about the Goddess is scarce, leaving these beliefs privatized within their land boundaries. Importing is majorly important to Rău and it’s existence, as a result of the miniscule proximity between it and the landing docks. While there are a vast amount of goods that tend to arrive by boat, there are a few defined native resources which Rău is exposed to. Exports tend to be surrounded around that of Piaviste, though due to the land being a mere branch of the county, it mainly focuses on what is available around it. Most distinguishably do the people of this area fish, as the teeming waters of the coastline harbour an extravagant supply of such. Current Ruler: Horacio Castellano Hereditary Order: Nadya Castellano, Emilian Castellano
  26. 6 points

    From the album Kuma's Art

  27. 6 points
    Necromancy, the Unholy Tree
  28. 6 points
    In the process of adopting a new style, so I was compelled to draw Ophelia in her senate dress.
  29. 6 points
    It allowed me to have a fair chance at fighting a war with difficult odds and large playerbase disadvantage and still manage to make an effect based on my tactical decisions. I think it's a good base for the system, and that the Arbitrators have done a fairly good job so far. : )
  30. 5 points
    In light of a recent call out for suggestions, we now have prepared and have released the new Subscriber System for Aethier. Subscriptions are addons that you can purchase that add to your Ingame Experience. They stack with your patron ranks, but offer some nifty features, as follows: Tier One $5 a month/ $60 per annum. Free Medium storage Vault. (On Request) 2 Free Patron keys on Purchase, 3 Per Renewal Black Market Access 4 Player Vaults Access to /fly. A Special Subscriber Title ingame Access to the ingame Skin Changer - Broken but working on patch Tier Two $10 a month/ $120 per annum. All of the previous tiers’ perks. Free Large storage Vault. (On Request) 4 Free Patron Patron keys on Purchase, 5 Per Renewal (Not cumulative) The Ability to Warp directly to the Black Market 15% discount off of all custom item purchases. No Teleport Timers. 6 Player Vaults Access to /tpa Can pick any color for their Chat Brackets Name ingame, can be changed multiple times (But not spammed) [Accessible with "/sub"] Tier Three $20 a month/ $240 per annum. All of previous tiers’ perks. 8 Free Patron keys on Purchase, 10 Per Renewal (Non cumulative) Extra Homes (20) 10 player vaults Access to /tpahere 30% discount off of all custom item purchases. Can pick any color for their Tab & Chat Name ingame, can be changed multiple times (But not spammed) [Accessible with "/sub"] All of the above are now available on our Store under "Subscriptions" in the "Aethier Roleplay Server" Section. Please be aware that these ranks will Expire one month after payment, but will repeat if selected to do so. Currently we have all features working, and up and running except for the Skin Changer which is experiencing a few technical difficulties, but will be available later once released. We will continue to add to Subscribers as time goes on, but we hope people are reasonably happy with the results. Upcoming Features Include: The Ability to Change Brackets Color. The fixing of the Skin Changer. And more!
  31. 5 points

    From the album Vadokim's Emporium of Atrocities

    self-explanatory "some of my kin grow outraged when others call us a race of scoundrels and vagabonds. i laugh. because it's true."
  32. 5 points
    THE COUNTY OF SUDENWALD O V E R V I E W The County of Sudenwald is situated in the southwest of Aoressa to the west of the Wuxine Desert. The majority of Sudenwald is made up of grassy steppes to the easy followed by a decline of grassy plains westward to the coast. It is bordered by mountains to the northeast and south, desert to the east, the Indar Forest to the north, and by the western ocean to the west. The Hestarks inhabiting Sudenwald, known as Sudenwalders, are known for their ambitiousness and hardy nature. The population are made up of ranchers, merchants, miners, skilled craftsmen, and a very small group of lumbermen. H I S T O R Y For it's recorded history the men of Sudenwald have been a relatively close knit people due to the only safe way of travel out of the area being by ship. They have often had to defend their homeland from numerous non-human hosts which have left them, like their northern counterparts, very untrusting and biased against non-human races. In multiple occasions when raiding desert elves or vilo’tae have ventured past the desert’s border the leaders of the Sudenwald settlements have had to call on the Vorreiders to meet and fight back the invaders. After it's annexation by the Heilig Empire Sudenwald has contributed supplies and resources (their most valuable commodity being their breeding of horses) aswell as having shed their fair share of blood in defense of it. During the Dopplerkrieg the men of Sudenwald made up many of the mounted soldiers that were called in defense against it's threat and served honorably at the battle of Citadel and related encounters. During the Aestatian invasion the land of Sudenwald was occupied by hostile Kamarus and Aestatian forces, during this period the Sudenwalders made it as difficult as they could for the enemy and served as intelligence gatherers for the Imperial army. M I L I T A R Y The Sudenwalders before their incorporation into the empire had only two clear types of military units, their Erdehalter which could only be described as a loosely organized group of men skilled in both sword and bow that were called for defense against major threats and the Vorreiders, an all year force of skilled horsemen that served as professional defenders of Sudenwald and were given housing and provided for by local towns and it's people. However since it’s incorporation into the empire Sudenwald has developed five commonly used types of military units for use in war. The Soldat - Introduced by the Heilig Empire the Soldat has become a universal type of infantry used all over. They are most commonly equipped with a pike, an arming sword, and a kite shield. Their duties in Sudenwald in peacetime have become the basic garrisoning and guards of towns and holdings. Crossbowmen - Crossbowmen are usually levied or serving from the lower class due to it being very easy to learn how to arm and fire a crossbow. They are usually outfitted with a crossbow, bolts, an arming sword, and a pavise shield. After military service they usually return to whatever craft they are skilled in. Uhlan- Light Cavalry riders used as scouts or as light melee/shock units. The Uhlan are usually trained as versatile horsemen and are exceptionally skilled at navigating rough and rocky terrain. They are usually equipped with brigandines round cavalry shields, cavalry sabers, and lances. After their military service many Uhlans work as either horsebreeders, trainers, or work as ranchers. Vorreider - In Sudenwald the Vorreiders are revered as masters of the horse and some of their most skilled warriors in battle. One becomes a Vorreider by recognition of their horsemanship and skill in combat at a yoing age. Throughout the history of Sudenwald the Vorreiders have defended the lands from any invader be it raiders from the sea or tribal warbands from the Wuxine. The Vorreiders are heavy cavalry/shock troops and serve year round and usually until age or death forces them to retire. They are equipped with heavy armor, the strongest and best horses of Sudenwald, broad cavalry swords, round cavalry shields, and pyramid tipped lances. The Sturmtrupp - An elite heavy infantry, the Sturmtrupp are a discontinued branch of the Imperial Army and some were brought to Sudenwald by Count Vlad Byrza in small number as loyal men when he offered the opportunity to serve as Sturmtrupp again. The Sturmtrupp have their history in the early days of the Heilig Empire before being transformed into the modern Freikorps. They are equipped with heavy armor and depending on the situation could be equipped with anything from being mounted arbalestiers to wielding a sword and shield on the frontlines. There are never more than 88 Sturmtrupp with 14 of those being the Count’s personal guard. F A I T H The men of Sudenwald follow an Hestark view on faith and religion. Most Sudenwalders hold the view that man is the world’s most dominant form of life. They believe that while some gods should be revered for what they represent it is ultimately a man himself that determines his path and destiny and that while the gods may influence or try to interfere that it is the gods that need man but man does not need the gods. While this is a widely held view many that do choose to adhere to a god choose one that they feel would benefit them and further their ambition. Such common gods that are chosen are Belek, Oklamat, and for those of noble imperial origins or royal connections, Auftrag. C U L T U R E The people of Sudenwald are very proud and place a high precedence on self accomplishment and perseverance. Children - At a young age many boys are taught the value of diligence and responsibility and to teach this they are charged with care of a foal at the age of 10. Throughout the period of life between 10 and 14 they are taught to ride, hunt, fight, and the general basics of life in Sudenwald. When reaching the age of 16 a boy is sent out into the mountain terrain for a month to test their endurance and ability to sustain themselves and their horse companion, while they are allowed to return before a month is up it is frowned upon. After this period he is allowed to choose whatever profession he may wish whether he become a soldier, a merchant, a rancher, etc. Societal Demographic - The society of Sudenwald is made up mostly of Hestark humans but it is not uncommon to sight a Yusati or the rare Avaltan or Aestatian merchant. Elves and in specific Desert Elves are frowned upon and often forced out of the lands of Sudenwald, also like most places in the Heilig Empire beast races are either forced out of society or killed. Prestige and Status - Rising in status and rank in Sudenwalder society can be done most commonly in one of two ways. Either one rises in wealth most often through successful merchant practices and trading with others and gaining land or by rising through the military and gaining high respect and prestige. I N D U S T R Y Sudenwald’s large exports include horses, minerals, farming tools and agricultural products, and skilled laborer’s products. The food sources of Sudenwald come from the scattered but very fertile farms around the county’s dotted lakes and eastern river source. Like their far eastern desert counterparts in the Wuxine the Sudenwalders also breed Imperial Warmbloods and Wuxine Firetails but do not use them as animals of burden, rather using oxen to pull their transport carts. Being located within two mountain ranges there are an abundance of mines and shafts built not only into the rock but into local cave systems aswell, some systems reaching many miles and connecting to the deep run. Trees and lumber are very spotted in the plains of Sudenwald so the only time when they may collect more vast amounts is when a large group, accompanied by guards or armed men, travels north to the Indar Forest. Many lumbermen treat this as more of a sacred ritual rather than a job due to myths and legends that have persevered that the forest itself is conscious and alive, when traveling here none go out of eyesight of each other and stick to the edges, many of the foresters bring and plant two saplings to replace the tree or trees that they cut down as to not anger the forest. TLDR: They're Polish @DelendaEst for the template
  33. 5 points
    All in all I had a great time working with everyone involved in this trial run of the war. While there were understandably a few kinks here and there, it mostly just fell down to things being clarified, which when asked you guys were pretty great about responding to any questions. The only major suggestion I have for any future wars is that instead of just writing a general post for all factions on the forums, that is done alongside with reports to each leader with exactly where their troops are and what they did/are doing.
  34. 4 points
    Username: MaraSov Name: Thyri Hedström Race: Half-elf (Snow elf/Avaltan human) Age: 12; will age alongside Freja at a year every two OOC weeks until adulthood. Background: Thyri was born in Laru'lael, and for the most part, grew up in the inner part of the capital. Her parents are both hunters for Norheim and due to the fact that they were away often to bring in meat for the city, she was often left with family friends once she was old enough. When she was six, however, Ronja Hollowgale allowed her to stay in the keep during her parents' absence, as her own youngest daughter was about the same age as her. As Thyri got older, she would sometimes follow her mother out to help her check traplines, slowly picking up the skills to follow in her parents' footsteps. She has picked up the basic skills of setting rabbit snares and how to kill the caught animals quickly. She is also slowly beginning to learn how to skin and tan pelts, though this is something she's not able to do on her own just yet. Despite this, she is somewhat considering entering the military once she has passed her coming of age trials, though those are still a few years away. Currently, Thyri lives in Al'sel with her parents, and is beginning the process of preparing for her trials, despite the fact that she won't begin them until she's fifteen. She spends her days doing some basic training alongside her best friend, Princess Freja Hollowgale, and a small group of other children that are around the same age as her. Appearance wise, she is a boyish-looking girl with dark brown hair that's kept very short. She has dark green eyes, and pale skin covered with faint freckles. She dresses much like a boy would, and is often mistaken for a boy by outsiders visiting the kingdom, and it's gotten to the point where she simply doesn't try to correct the mistake anymore. Location: Al'sel, occasionally Laru'lael. Skin: None; this NPC will largely be used for forum rp purposes.
  35. 4 points
    *Detailed flyers could be found in various locations across Aversia, especially on many notice boards in well known areas* (The entrance.) A legendary opportunity is nigh, will you dare take part? Soon, a historical mining expedition will take place, with the site of excavation, being none other than the mythical Deep Runs, discretely located within the continent of Aoressa. The expeditionary team is seeking an assortment of talented individuals, such as: vigilant sentinels, keen miners, intelligent scribes, and any other gifted individuals that believe they could contribute greatly to the venture. As we seek to pierce deep into the shrouded veil that is the Deep Run, and uncover the amazing wonders that lay dormant, deep within the treacherous caves. But to the daring be warned, the Deep Runs is a well renowned location for being an immensely dangerous underground system, with not just the danger of being engulfed by it's never-ending maw, to lose your way out, never seeing daylight again, but the treacherous creatures that inhabit it's legendary interior. With the first likely beast to be encountered, being the Shike, an immense bat like creature, hell-bent on spreading it's foul diseases upon you and your companions, with it being capable of spreading the much feared Vallahism curse. But once further inside, the Shike will seem nothing, compared to what lies furthest within. The Reavers, the Reavers are an un-godly, inhuman monstrosity, towering the same as your fellow man, with only the intent of killing all, that isn't itself, or it's un-holy brethren. Even though it being such a dangerous task, the loyal, and the ever so dedicated, will triumph over all else, being rewarded with some of the highestquality materials you can find within all of Aversia, including the system's signature ore, Deep Silver, with it's glow being a truly rewarding sight to behold. Even if not the ore you seek, a fortune still awaits you, for the materials found below, are treasured all across the lands of Aversia, always fetching a beautiful price for the delicate ores excavated from within. If you believe you have exactly what it takes to take the perfect opportunity, send a letter of confirmation to, 𝕯𝔞𝔱𝔥'𝔦𝔪𝔦𝔯𝔢, 𝓐𝔲𝔯𝔞'𝔞𝔥𝔫𝔞𝔯, (Zeashos_Zansair) (This can be from either in-game, PM, or replying below)
  36. 4 points
    ✠ Piaviste Regiment I - “Teastas” ✠ ✠General✠: Conte Conrad Drăgoi the II [@DayLighter] ✠Officer Staff✠: Domn Augustin Leu [@NPC] Doamna Esme Vitalis [@NeonWaffles] Domn Ion Leu [@NPC] ✠Nationality✠: Piaviste - Heilig ✠Composition✠: 800 - Light Infantry/Pikemen [Teapa] 200 - Light Infantry/Crossbowmen [Teapa] 1000 - Heavy Infantry [Soldat] 1000 - Light Cavalry/Scout [Pustiu] 500 - Heavy Cavalry/Mounted Knights [Cavaler] 1 - Heavy Flagship ["Respirația de Fier"] 5 - Light Ships 6 - Large Transports ✠Place Of Deployment✠: Garrisoned at Rău and Piatră ✠Assignment✠: Readying for Deployment ✠Past Campaigns✠: The Desert Elf Extradition [Ongoing] The Archaedos Revolts [Completed] Die Kaiserschlacht [Aversian-Aestatian War] Battle at the Crossing Battle of Darkwater Dopplerkrieg Battle of the Citadel Battle of Ostermarsch Second Battle of Ostermarsch
  37. 4 points
    The City Of Deltrias Location The City of Deltrias is located in the coastal mountains of the Trezin Savannah, just north west of the Wuxine Desert. It’s land made up of mostly tall mountains and the coast. The citizens of Deltrias are often referred to as ‘Deltrians’, the city itself was very maritime based, most of it’s citizens being sailors and fishermen, as well as Priests of the god Venti. History The founders of Deltrias were once nobles of the relatively small house known by few as House Trithin. Originally House Trithin was a large group of nomads who were led by the first of the House, Domedius Trithin. They settled the land by the coast of the Western Continent alongside the cover of mountains for the high population of fish that kept the people well fed and the other natural resources in the area, as well as the strategic position the land offered. Using stone and wood from nearby forests and mountains they built a castle in the center land mass of the lake, and housing just outside the castle and it’s 100% nature-made moat. After much debate, Domedius Trithin named the city Deltrias, named after a man who was seen as a hero among these people for the noble deeds he had made in his life in securing the safety of this group, as well as his sacrifice to protect them. The Deltrians lived prosperous there for many years, until the god Venti grew angry with these people for not offering the proper tribute for his safe passage over the seas, as well as the slavery that had begun in the city. In punishment to show the inhabitants of Deltrias the errors of their ways, Venti sent forth a great storm to plague the city, lightning setting fire to homes and fields, and winds strong enough to pick up people and livestock both and carry them away never to be seen again. When Venti’s punishment finally ebbed away, all but the castle had been left in ruins. Taking the chance when it was given, they abandoned the castle in search of safer lands away from the Stormlord. Culture Deltrias is a settlement containing many superstitions about the ocean, due to their past with the god Venti. Most of their food supply relies upon the seas, and so naval knowledge such as fishing, sailing, and naval combat was a vital part of the education of children. Venti is seen as the prime god in Deltrian culture, for much of their ways of life relies upon the god. Children, male and female alike, were considered adults at the age 16 and held fully responsible for their actions, while training for the military protecting Deltrias could begin as early as 13, none could officially be considered soldiers until the age of 16 was reached. For the most part, the inhabitants of Deltrias were a kind people, with a great love for music, fishing, and sailing. Wealthy Deltrians often dressed in dark greys with golden trim. The more wealthy swordsmen of Deltrias were often referred to as wind dancers, a fighting style created and passed on by the richer families in Deltrias. The style was a more refined version of fencing, where the user stands sideways while wielding a slender blade, it is a swift style that focuses mainly upon speed and balance. This would require lighter, more pointed blades. Wind dancers were often hired as well-trained bodyguards and teachers of noble children due to their skills. The faith of the county of Deltrias in vast majority followed the god Venti, often referred to as the Stormlord. A temple dedicated to Venti was built in the highest place in Deltrias, one of the nearby mountains. There, the faith would peacefully worship the god, and were directed by a High Priest and Priestess. The high priest and priestess of Venti were chosen by a democratic vote among the most senior members of the faith, four would be elected to partake in three tests, or trials, to prove which two were most fit to be the new High Priest and Priestess. Two males, and Two females would be selected, and only two would be chosen, one male and one female. The trials themselves were the trial of Body, Mind, and Faith. The trial of the body was a contest decided by whom could swim the strongest against the ocean’s waves and winds, the four competitors would swim a certain distance away from the shore and back, points would be awarded by placement. 15 points to the first male to return, and 15 points to the first female, should a second male or female come in second place behind the other competitor whom shared genders with the participant, they would only be granted 10 points. In the trial of the mind, the four competitors would be each tasked with solving complex riddles, all of which led to one answer. Each riddle would hint to the location of the next riddle, this would continue until all the riddles led to the final task, which was to retrieve a certain item chosen each year by the senior members of the faith whom selected the competitors. The grade scale was the same as the trial of the body. The trial of the faith, was perhaps the most important trial. The four competitors would be tasked with venturing to the top of the tallest mountain in Aoressa, where they would be met by one of the senior priests overseeing the trials. Once reaching this checkpoint, the four competitors would have to stand atop 6 foot tall totem poles and maintain their balance against Venti’s winds. In this way, it was viewed that Venti himself would choose the new high priest and priestess, the first to give in to the winds and fall was to be eliminated from the task, and the other of the same gender was declared the successor. The four would be forced to do this until two finally gave in. However, should all four or two of the same gender fall from the poles at the same time, the new high priest and priestess would be chosen by the amount of points collected from the previous two trials. By the end of the trials, the successors would immediately begin their duties to the Stormlord and his faith. Industry Deltrias exports consist mainly of fish, metals from nearby mountains, lumber, livestock, and jewelry made from seashells and pearls. Wood is harvested from the nearby trees growing along the plains. Metals and Minerals are collected from the two mountains that flank the city, and most of the jewelry crafted by the city’s jewelers is found along the beach and in the shallows of the ocean. Small farms containing corn, wheat, and other vegetation as well as livestock dotted around the city. Deltrias has a seafaring trade culture. Much of the city's early wealth came from the oceans which yielded oysters, eels, crabs, crawfish, clams, rays, and many sorts of fish. Deltrias welcomes all forms of trade in the city, except for slavery. Military The most common soldier of Deltrias was the Thalassa, armed with a 6 foot long ranseur spear, and the Aspis shield made of hickory. Along with a sidearm broadsword. The Thalassa were used as basic infantry land units. Their armor consisted of fullplate with the lightweight trithin-steel chainmaille underneath. Another common soldier of Deltrias was the Toxotis, which are the more mobile units of Deltrias. The Toxotis weaponry consisted of a recurve bow with bodkin arrows, with a Xiphos sidearm. their armor consisting of a light gambeson and trithin-steel chainmaille. The more uncommon soldiers of Deltrias were it’s heavy cavalry, mostly used for flanking enemies. These men would be armed with the lance, and a longsword for sidearms. Their armor consisted of fullplate. Another cavalry unit used by the Deltrian military was the Alogo Toxoti, who like the Toxotis use the recurve bow with bodkin arrows, but did so from horseback. These troops would be armed with a lighter, thinner version of platearmor. Though it offered less protection due to being slightly thinner, it was in exchange lighter. As well as a broadsword sidearm. Tactics used with this unit were most often hit-and-run. Engineers were also a vital part of the Deltrian military, being the main producers of the ships Deltrias uses for it’s naval power. Education for naval engineering would often begin as soon as the age of 10 for the young population. The Okeanos unit of the Deltrian military was what made up the bulk of their forces of this naval power. These navy men were each armed with a basket hilted cutlass, and crossbows. These men would be situated upon every naval vessel, and usually wore trithin-steel chainmaille underneath gambeson. Wind Dancer's were the equivalents to knights, counted among the elite of Deltrias. The Deltrian military used these men rather than knights. Wind Dancer's were armed with a unique weapon named the Zertax sword, a blade that functioned as a high carbon steel grossemesser with an added on swordbreaker, alongside this, the Zertax sword's pommel was able to unscrew, and be replaced by a longer handle made of hickory wood that created a hybrid weapon, a cross between a Svardskav and a swordbreaker grossmesser. Typical sidearm weapons of the Wind Dancers was the rondel dagger.
  38. 4 points
    The County of Felsreik is located within the isle of Naveira, taking its midmost section and providing a secure bastion between the southern and northern half of the island. Controlling the two straits which separate it from the north, all land-based trade on the island is likely to go through the city of Felsreik and its surrounding lands. The people of the area are hardworking liberal men and women. This group of mainly dark elves and humans contribute to much of their populace, each promoting various arts, and mercantilism. Being a bread basket for the isle, as well as its main source of ore and mineral, most of the common people of Felreik live comfortably. These people are more commonly referred to as 'Reiklanders'. The County of Felsreik is rather new in its foundation. Breathed into life upon the granting of Countess to Adriana Visrosa by João de Távora. During the Falcon War, Adriana proved her worth by supplying the Houses of the East and North with valuable intelligence and supplies. Bartering a deal with Norheim, she also found herself in charge of the construction of the Távoran fleet. The people which make up these lands are mostly Dark Elves and Humans who have found themselves in tense, yet mutual contribution. The County came to its current numbers when the Dwarf population of Alestone was brought to heel and thrown into the mines beneath the city. The lands of Felsreik are known to promote more liberal beliefs, akin to that of the people hailing from the Valois lands. These people accept magic with open arms, seeing it as a necessary tool more than anything else. Unlike most of the isle of Naveira, Felsreik has a very low population of vallah, which is reserved for the higher nobility of the region. The common man is often of a shorter stature, having a mess of dark or red hair, sharpened features, and blue or green eyes. Humans are a bit less than half of the population of the settlement, and are most of the craftsman and merchant class. They tend to be wealthier and own the greater houses within the city and farmlands surrounding it. The Undercity and lower-life is almost solely made of Dark Elves. The lower class people tend to be thin miners clad in brow cloth such as burlap. Subsisting from the funds they make daily, these people are forced to work to survive regularly, and it can be rather detrimental for them to not work. The end of their life could easily come with a sustained injury in the mines or likewise illness. Beneath these people are the prisoners of the former war, the Dwarves. Often referred to as 'Topo' or Mole in the common tongue. They are the bottom of society and are preyed upon by the Dark Elves and Hestarks who get on in relative peace. The upper class of Felsreik is majority Hestark, and with a few straggling Dark Elves found in the nobility. An odd quirk of society within Felsreik is its rather loose nature on dress. Nobles are usually seen in very little garb at all, or an over abundance with little in between. Flesh in Felsreik holds a certain significance and goes to show wealth. Clean, pure skin is left on display by nobles to show their elegance and regal stature. Commoners cover their skin to prevent them from getting dirt on their skin, as well as to hide their dirty skin. The language within the lands tends to be a bit of a mess. Common is virtually the only tongue which connects from the highest to the lowest born. Kaldenner and Valois are found within the noble classes of it, Kaldenner purely being spoken by those of the regal class. Valois and Sangenner are spoken by the lower classes, Sangenner and Kaldenner almost only being spoken by the Dark Elven populaces. Valois is only spoken by the human classes of the county usually. The people of Felsreik follow the public faith of Ombra which is broadcasted in the town, and carried out through the words of priests and priestesses. Her words of peace and prosperity and promoted throughout, used to control the populace into living healthier, productive lives to aid the common good, as well as their own desires. Prayer is spoken as night falls, before bed, and as dinner is served. This is not the only faith common within the lands however. An esoteric cult of Belek worshipers reside within the populace. These are mostly of the old religion of Bannesiel, and tend to be a rather warped version of Ombra. This culture sees him as the father of vallah, and banisher of the wicked. Due to the rather religious state that is Felsreik condemning such a faith, it is worshiped in a closeted fashion, rarely if ever displayed for fear of persecution by the ruling state. Another, yet the smallest faction of worship within Felsreik is derived of the worshipers of the Valley's Lady. These are often termed the 'old ways' by those who immigrated from Fortvoie, and make up the third largest, yet one of the smaller factions of religion in the state. They uphold knightly values and the preservation of life over all else. The majority of the wealth in Felsreik is derived from both its fingers in the trading industry, as well as its foundation in mining. Felsreik being formed into the mountain of the island. Beneath it, stores of gold, silver, topagaen, gweuior, iron, hadalite and other ore. These are traded throughout the reaches of the Empire, but more specifically are exchanged for gelt with the higher crown of Naveira. Felsreik does supply itself with majority of its needed grain and food, but it by no means produces enough for ample amounts of trade. The transfer of goods itself is another staple economic industry for the people of Felsreik. Having fingers in the ports of Santa Lulia and guarding the two passages of the central mountains of Felsreik, the trade of Naveira is regulated and promoted by the nobles of Felsreik in junction with the other counties of the area. The underground blackmarket of illegal goods is also profound, though difficult to garner what is spoken. These tend to be goods which are wished to slip under the guise of the Empire. The military of Felsreik has sparse variety. In terms of tactics, the army varies widely from that of most of the other Valois found on the isle. Not employing the use of vallah within their ranks, the army is solely made of human and dark elf workers. Blood is seen as a precious commodity, and the only vallah that could be found in the military would be sparse in number, and be the rank of knighthood, or among their generals. On the field of battle, commands are spoken in Kaldenner, to confuse most opposing forces to not know the commands being shouted. The standard levyman is armed with a pike, a kite shield, knives, and a simple arming sword. Their kit is relatively standard, and their armor tends to be on the light. This is the brunt of the army however, and these well equipped and almost pampered troops are more elite than that of most opposing armies. These troops have been well trained, and are mostly made of both Dark Elves and Hestark troops. Above the levy stands the knights. Made of mostly pure humans, and rarely having those effected by vallah. These knights are nigh always stocked with a horse, halberds or some form of pole arm, a longsword, and full steel plate armor. These troops tend to be the more elite, and well equipped men of the military.
  39. 4 points

    From the album Kat's Art

    The Imperial heeler mix that Viktoria owns by proxy bc it's decided her estate is its home. She doesn't have a name for it yet, so she generally just calls it "Dog"
  40. 4 points
    Lavaborn Dragon Description: The Lavaborn Dragons are born from the depths of the volcanic areas of Argione. They hold genetic relation to the dragon Rohana, whomst is their broodmother, and derive their name from the magma-like colors that cover their scales. In general, they are around 20-30 feet in length, with a wingspan of nearly three times their body length. They weigh in at around 1500-2000lbs. They live to be around 100 years old. Lavaborn Dragons tend to have shades of reds, browns or grays as their outer scales, with their underbellies usually being a tan color. They are able to blend in more easily with the volcanic rock found within the east, but by no means need to blend in due to their predatorial nature. Often times they can be seen eating the other larger animals and dragons of Argione as a snack. They have four legs allocated like most large lizards would have them, and on their back large wings which are nearly three times their body length.. On their back legs, they have long, clawed toes that can be used to grip prey, or a perch. They have three toes that bend back, and one that bend forwards, making their grip more solid. They have prehensile tails as well, but they are generally only used to grip prey or ensnare something. These tails are unable to support their own weight for a great length of time. These dragons have adapted through the magical growths of the eastern continent. Having a newfound ability innate within the dragon, these creatures are able to procure fire when opening their mouths through magical ability and spewing it towards their enemies. This fire is extremely hot and dangerous, and is capable of being propelled at lengths of up to 100 feet in a conical shape from their mouths. The Lavaborn Dragons are also immune to the effects of their kinds own flames. Should they try to conflict one another, it is done purely through teeth and claws, as well as wild thrashing. Lavaborn Dragons can usually be found living in broods. It is common for them to leave their nests to hunt alone or in pairs. It would be incredibly rare to see more than two Lavaborn Dragons hunting at the same time, as these creatures have found it to mostly be ineffective to do so. Distribution: Lavaborn dragons may be found in the skies in and around the volcanic areas of Argione. They are quite a rare sight, and do not make offspring as common as the smaller dragons in the area. Habitat: Lavaborn Dragons make their nests within the crags of volcanic areas. Being quite loving of these flames and magma, their eggs can be found near its warmth, shoved between rocks to keep them safe. The roosts themselves remain rather barren, and can mostly be identified with a surface area of bone and fresh carcasses from recent hunts. These creatures find little need to create nests for themselves as adults, as their scales are very difficult to penetrate. Around their brood's homes, riches and wealth can be found, as the dragons tend to accumulate and enjoy the appearance of shiny objects, metals, and ores. The eggs however are brittle like rock, and have a low survival rate, keeping the population of the race down in the wild. Should an egg be successfully taken into captivity, chance of survival significantly rises. They are also known to grow larger in captivity should their owners have a large enough holding quarters and enough food, though they are extremely expensive to maintain. Diet: The bulk of the diet of the Lavaborn Dragon tends to be the Miniature Dragons which roam the skies, or other small prey which would not be able to effectively ward off such a beast. These creatures seldom leave the East, giving little reason for the other continents to fear their might. Relations: Lavaborn dragons use large creatures for food. Should the egg be captured at a young age they can be tamed. The only person they will truly domesticate to however is the first person they see. Nobles have long since tried to utilize this, but it has often failed them through inconvenience of who they had seen first. Mechanics: Capable of powered flight Able to breathe fire Cold-blooded; require a period of rest in warmth to function Highly aggressive and opportunistic Material Properties: Their scales can be used in armors and as clothing or jewelry. Their bones and claws can be used for decorations. Their meat can be eaten, but do to their diet, it’s not pleasant to eat. Alchemical Properties: Undiscovered.
  41. 4 points

    From the album Event-Related

    @dannyb @Sylfiah @Elentiya @Redwall ((This portrays Edgar's charts in particular, but a similar ones could be produced by any who have managed to translate and interpret the inscriptions on the Peculiar Ring.)) This is a fragment of the map owned by Edgar Carrion, the dread Captain of the Red Storm, which he has covered in Aquatic Runes and various notes. One can only guess where it may lead- to treasure? Unspeakable horror? An oceanic abyss? An ancient site of sacrilege? There's no telling, at least not for now.
  42. 4 points
    OOC Information Copies of this notice will be pinned up wherever Seraphina was permitted to put them. A copy would also be mailed to the following people. Avel @ZooGarrus Jarrow @MangoSalsaa Elenwin @kate12kate Erika @Serethia Please don't come to the event to meme or be disruptive. This is intended to be a serious roleplay event to further character development.
  43. 4 points
    Next time I plan on being stricter with troop locations and manpower numbers, as it got a bit unclear nearer to the Battle of Fortvoie. The idea is that troop and ship locations will be made public, and shown on the world map that will be updated with each progression post. Naturally, editing a large map with numbers every time might take a bit more work from yours truly, but ultimately will make it more clear where troops are and how many of them there are.
  44. 4 points
    As long as there are more MC player battles asides from the final_battle, everything will be absolutely fine in my eyes. I get a huge medieval boner when it comes to sieges and attacks and I'm sure it's the same way for a lot of people, and I'd like to do a lot more of that.
  45. 3 points

    From the album Vadokim's Emporium of Atrocities

    trademaster of ancastre is bad at his job
  46. 3 points
    “I know we didn’t make it last time, but this time we will. Definitely will.” “So long as we don’t accidentally go to the Vaya realm again. . .” Armed with little more than a map, single ship, and about a year’s worth of rations in case of emergency, the quaint party is ready to set sail. Again. -~-~-~-~-~-~- Event Name: A Southern Voyage 2: Electric Boogaloo Event Date: 25th August - 28th August 2017 ( Subject to change seeing as people can’t tell if they’re gonna have plans~ ) Event Leader’s Timezone: BST/GMT ( Unsure which one it’ll be by that point. ) Event Start Time: 8pm BST/GMT 22nd August Presumably ending at 26th August early morning of BST/GMT Estimated Event Duration: A few hours to five days, depending on how much we find. Event Location: The ocean south of Aversia / Hopefully Belinard. Location Specifics: Location partially built??? There’s a map but I’m not sure about actual buildings. Attendees: 1) Rina Artorius @Sylfiah 2) Diana Vors @DrugsOnFire 3) Brent Donnachaidh @Lilbren2u 4) Rory Lumière @Lavisso 5) Ambree Mal'arn @Star 6) Flannery Sindora @Strudel 7) Seraphina Rhett @natureluvr 8) Joan Rhett de Leon @Tybalt 9) Thaddeus Kindle @Kaoiyr 10) Freydis Knightlord @DatPhantom 11) Avel Maddoc @ZooGarrus 12) Bheka of Luk'ash @Olyblob 13) Ayer Acero @DayLighter 15000 AESTATIAN CREWMEN (not really only enough to sail the ship) Will be updated with a full list as more people are invited. What are you attempting to do / What is the end goal of this event? Sail to Belinard. Document exotic wildlife. General adventuring, thrill-seeking, and exploration. Find the person who calls himself “Oklamat” and attempt to figure out if he really is who he says he is. Is this a combat-oriented event? Depends on how many big baddies decide to pick on us. Do you require a DM? Yes. How many DMs do you think you will need? 1-2 --- DM: @Kyle1322 and possibly others.
  47. 3 points
    All Servers: Using or {item} now no longer breaks if the item in question has Quotation marks in it. Server will be down for Maintenance at 6pm GMT tomorrow for a Permissions system update & Some other plugin tweaks. Estimated downtime is 30 Minutes. New Abilities Include: Refined Whitelister Permissions Staff Ability to Promote and demote specified ranks, better allowing the function of teams.
  48. 3 points
    Arcane Core [Reworked] Arcane, The Prime Tree [Reworked]
  49. 3 points
    Event Name: Marriage for Avel and Eleanora Maddoc Event Date: 08/09/2017 Event Leader's Timezone: Pacific Timezone Event Start Time: 3pm Estimated Event Duration: 1 to 2 hours at most Event Location: Santa Lulia, in the church of Ombra. Location Specifics: Location is already built and does not need any building. If selected "Other" in the field above, clarify: N/A Event Type: Other If selected "Other" in the field above, clarify: N/A Attendees: This is a private event in which a dozen or so close friends are invited to witness Avel and Eleanora becoming officially married. Attendants are listed here: Robin Morgenstern @Caleo as the priestess Saga Feslted @Marcus Freydis Knightlord @DatPhantom Cassandra Volokmensk @CaitTheGr8 Sophia Reylin @DayLighter Uriel Dalios @Nightinglory Rina @Sylfiah Edmen ?? @DeliciousPiggey Lady Joan/Tiberius @Tybalt Ophelia Valokomensk @Casin Florence @GUCCI Ronja Hollowgale @MaraSov Emmeline Hollowgale @MayaTorres Joáo de Távora @Seano96x Ambree Morgenstern @Star Fabienne du Faucon @Pandamainia Finlay Steelbeard @rockerkidd913 Seraphina @natureluvr Rina Artorius @Sylfiah Alavara Liendour @klondike ...and More! What are you attempting to do / What is the end goal of this event? Avel marry wife Eleanora !!! Is this a combat-oriented event? No Do you require a DM? No How many DM's do you think you will need? 0
  50. 3 points
    <==================================================================================> <==================================================================================> Verse, tales, epics, poems, stories... all share a common purpose for All. The relaying of relevance to the masses, to properly inform of lessons great and lesser, so that all may share in its wisdom. These songs of True Eloquence lie within spoken word and written word. They lie within the actions and thoughts of a being. They are in the air we breathe, the sands we step on, the water we drink. Sing now, O Great Desert! Sing of the paths trekked by nomads whom wander upon your Sands! Sing of valiant armies marching to perform deeds of valour across your sea of ever-sand! Sing of the forgotten cities which bow to your mercy and the barren landscape we call Desert! Sing of the Tribe of Kholta-Vesol! <==================================================================================> There lived a tribe of Old, blessed with the name of Rezna. Inheritors of the desert, composing of Man and only Man. They were the Almighty of the desert, kings and queens of the sands. Other Tribes of Old paled in recognition to that of Rezna, but the nomads of the desert are humble persons. They trekked upon ancient Sands, migrating from oasis to oasis, city to city, savanna to savanna, like any other tribe. They migrated to where food was most available, traded with city-folk when happening upon various cities. They were, as most in their time, slaves to the Sands. Though they were certainly a dominant influence amongst the desert-folk, they simply led their lives, forever at the mercy of the Sands, harmonious creation of Sol. That is, of course, until the birth of a Man by the name of Vesol. Vesol and his birth was predicted under the watchful Moon Mother, Ombra, by a sage shaman many Sands ago. It was said that a Champion of the People, The Gods' Favour Upon Rezna, was to bestowed upon them when the 'liberation of Man was imminent, the Sands alighting dancing fires, the sky adorned with colored lanterns.' [Legend coming soon] All took the wise, old shaman's words as empty prophecy and was discussed amongst the milkmaids of Rezna as a fable after many years had passed. But the Chieftain, harolded as Erkan, took hold of the shaman's blessed prediction. He alone saw the signs of the shaman aligning in perfect harmony, his heart leaping as each part of the prophecy was being fulfilled. Finally, as Erkan witnessed the final piece of the puzzle placed into the prophecy, word had approached him from a hunter: his daughter, Urania, had given birth to a son. Vesol, he said, was his name. Vesol took the Chieftainship of Rezna at the age of 30 Sands. With the death of his grandfather Erkan, he alone stood as the Harbinger of Prosperity to the Rezna tribe. As the prophecy of the Shaman rang true, Vesol's legitimacy and reputation began to precede him and word spread quickly over the Sands to tribes and cities far and wide. All showed respects to the Chief of Rezna whenever parley was undertaken, trades made, relations opened. Under Vesol, the tribe of Rezna flourished, its members growing, its culture flourishing, its wealth increasing its people experiencing luxuries and rightful decadence. All of it, all the bounties encountered by Vesol's people, helped to only solidify their Chief and his power. As time passed, the tribe of Rezna began to deviate from their nomadic culture and took up Civilization's Torch, settling in place, adopting agriculture, and forming a government proper. A grand City was constructed by the now-civilized tribesmen, with help from already-established cities. Rezna, now aged 47 Sands, was placed upon a Throne of Ancients, overlooking his creation.... The Kingdom of Rezna-Vesol, its city Leptis Kinaz. <======================================================================================================================> <======================================================================================================================> <==================================================================================> Vesol's creation was a truly remarkable one. Slaves of the Sands no more were the people of Rezna. They were free to settle and enjoin in the pleasures, the realities of prosperity. Nomad garments were replaced with flowing silk gowns, tents replaced with glorious houses, paved roads in place of sands and gravel. People who were destined to forever roam the desert were now a reformed people... a respected people... a mighty people.... but still people. For as long as Time itself, it is known that people, no matter how great, however revered, whatever their strength and wealth, they are all doomed to fall. The old King Vesol, blessed be his name has passed away, his life of 87 Sands a glorious one. His creation, his legacy was passed down to the hands of his son of 18 Sands, Renez. But the Greed of Man is truly an insatiable one, for evil forces conspired against the Boy-King. Court policies, betrayals, turncoats, heresy, unrest, all of it plagued the King Renez's reign, plagued the legacy of Vesol. The Boy-King was driven mad by all the chaos, wishing for it all to end. He wished for the days of his Father, the days of peace and prosperity to bless him in his time. But it was not so... An army of necromancers hearkened unto the city, laying siege to what was the people of Rezna's Bounty, Vesol's Legacy. This army had defiled cities and villages, decimated armies, and left many widows and orphans in its wake. It had left a path of destruction on its way to the Jewel of the Desert, Leptis Kinaz. For 2 weeks, the people and its defenders starved, protected, prayed, died... All seemed to be lost. The Boy-King Renez, seeing no end to the madness of War prayed a prayer so faithful, so blessed that day, that it is passed down to the newest Generation to this day. [coming soon] With this prayer, the Boy-King ordered a final sortie against the onslaught of the necromancers. With his Father's blade, True Legacy [legend coming soon], in hand, Renez and his army marched onto the fields of Leptis Kinaz, slaughtering all that they could. Many a necromancer fell that day, and many of Renez's kinsman also fell, himself included. In the end, the city was saved from the necromancers and their defilement, but at a truly terrible cost. The King was dead, the city left defenseless, its wealth, strength, and reputation stripped. With this, the people of Rezna abandoned their once-great city, led by Kijar, the Desert Prince, brother to King Renez. Over time, people departed from Kijar's group, forming their own nomadic tribes, once again repopulating the desert with nomads, Slaves to the Sands once more... Times and Ages past, tales of a Ancient King who ruled an ancient city, born a nomad blessed, with wealth and riches beyond the minds of Man are passed down among the generation, the tribe of Kijar no exception. Though small, its history and culture stay true to the Old Nomadic Ways and the Era of Leptis Kinaz. This tribe was one of the few to survive the aftermath of the Sack of Leptis Kinaz. It experienced some bounties of blessings, reminiscent of the time when Vesol was but a mere Chieftain. But this tribe met a rather horrible fate, its members being sold to slavery after being victim to cruel Fate's Game. Survivng members exist, and they know themselves..... they know of their history, their legacy, their destiny.... Zaheer Kholta Mustafi knows of this history, he knows of it very well. He holds ambitions, like other Men, wishing for success and greatness, the survival of the culture he was once a part of. The culture his father told him of. He wishes to reinstate the Legacy of his forefathers and their forefathers, establishing the tribe of Kholta-Vesol, in honor of his father and the Ancient King Vesol, taking with it the culture of his people long gone... May the Sands look over its inhabitants with ever-watchful eyes.....