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[Final Nightmare - 1/8/15 - Click!]

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Chapter 1 :: CALL FROM THE DARK

This roleplay is intended to be character-driven with an emergent subplot based on interpersonal conflict, attaining broad large-scale world events that I will organize into chapters.

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You wish to hear of history? Of terrors, tragedies, tyrants? In these dark times, you dare ask for hope and heroes...?
Come, then, stay for a spell. Hear what this old chronicler has to say. Fate forbid, you may have a place in it all...

There was a time long ago when magic ruled. The power of mages and wizards was supreme, and they crafted kingdoms and waged wars the likes of which you could never witness. The power of spirits, the elements, and the mind were theirs to bend and shape. Along with this great might came incredible sin, however. The Old Magics were not meant to be handled by the minds of mortals, and corruption seeped into the hearts of kings and commoners with every fresh spell cast. A shadow fell over the empire and a dark age of terror began, held together by demon spirits and malevolent rituals in the night. The wars became more frequent, the divines left us, and our world careened toward a cataclysm from which there would be no return.

With a final act of desperation, more than 400 years ago, a band of great Heroes rose to shut out the deviant mages and torturous spirits. The gods came to the bravest among us, teaching and commanding that they use what we believe to be the Last Spell ever cast... Countless perished from the awful power of that ritual, and the fires burned for a century as the cretins and demons were banished beyond the reach of our world. Alchemy, the weakest of the magics, endured as the sole arcane link that man had with the supernatural powers, but it was too late. The people had learned to despise the arcane crafts for the damage and death they represented. All was suspicion and persecution. The will of the gods was almost complete, said the Clerics, and the faithful of mankind sought to finish what was started by the heroic rebels. Witchhunts, the destruction of magical artifacts, razing of temples... The gifts of the divine were ripped from us, though, so too were the teeth from unconquerable oppressors.

Ruling family dynasties took up the battle against the now-weakened demons, and the remnants of the wizard-kings. Their armies and their leadership in each region allowed our culture and history to endure, and for a time they were cooperative. Not now, though. Now they battle each other for the land and gold, converting the ruins of every once-great metropolis into fortified monuments of inheritance. There is not a flicker of hope in anyone's hearts - it has all been used up long ago. But anger? Yes, there is plenty of that. Anger at the gods for some, anger at the alchemists who are born this way, anger at foreigners who used to be proudly within our fold of governance.

You ask for light? I have only these dark ages to show you.

However, there are timeless legends of heroes who will stand against the tide of oppression, who would rekindle our ancient glory and purge our evils. It is said they will be found by common folk boasting uncommon virtue, and by their might and skills, peace and unity can finally come to us. The dread beasts of our nightmares will be locked away once more, and a single flag will fly over every castle.

Such fanciful tales. But I see in your eyes a sparkle of something more... I only wonder what role you will play in this game Fate has laid before you.





    Rules
  1. Follow Gaia's ToS, and be respectful at all times.
  2. Please be literate; proper grammar, spell-checking, and ten-sentence post minimum.
  3. No autohitting (where you proclaim how your action is received by another player before they can respond).
  4. If you have a question or suggestion, PM me - I want to hear it.
  5. Out of Character Notes can be written inside (( )). Chatter goes to the OOC Thread.
  6. Subscribe to this thread and the OOC Thread.
  7. Use "spoiler quotes" to tag the people your posts are in response to.
  8. Have fun, and let me know if you can't post for a while.


Contributors Thank you, all!
Solice the Slayer, chief cartographer of maps
feyleina, artifact system and phylomancy
Requiem ex Inferni, the Rangers-In-Exile and the Free Forest
MrPraetor, The Named faction, Legion mercenary companies and organization
xAetea, the monstrosities for the Perils
.Sour .Skittles. (aka) smoochasaurus, nightmare additions and Pantheon
V.H. Griffin Chan, neuromancy, House faction details
Lieutenant Jet, world population count


Chapter 1 - Call from the Dark
          Strangers from across the lands have been suffering ever-threatening nightmares, with confusion gripping them in every morning. We first meet our would-be protagonists as a mercenary company brings an estranged merchant and his noble consorts across the Keland terrain. In cargo there happen to be artifacts of great power, also on the persons of several nearby adventurers and countrymen. The proximity of these ancient treasures calls forth a pack of vicious raptors, who descend on the small army and slaughter dozens. As the beasts are driven away, the Covenant forces stationed nearby arrive, scattering the few persecuted magic-users in fear.

          Thrown to the winds and left uncertain of why their dreams persist, many heroes pair off. Some are besieged at a wealthy manor by supernatural corpses, others seek refuge in the tall dark forests protected by exiled rangers. Greed and contracts have kept some near the raptor attack site, puzzling over the sudden arrival and unprovoked feeding frenzy that they had barely escaped with life and limb. Still more have pursued carnal interests, plotting the overthrow of governments and religions in their zeal. A nightmare that leaves a physical imprint on the sleepless heroes has caused quiet concern, with none quite certain what it means. For those who have been forced to reveal their alchemical powers, they have received a predictable if swift response of violence and suspicion from locals and the Covenant. A strange mansion filled with unnatural horrors has been cleared and routed by a pair of star-struck adventurers, while dungeon-delvers plunder whatever remains in the fire-mage's temple to the south.

          A terrible spell has been accidentally cast by an unwary berserker, tipping the balance in forces she could not comprehend -- the world is plunged into demon-night, and another terrible nightmare now traps the heroes and villains. They come face to face with their supernatural adversaries, as well as their protector spirits -- the ancient Arcanonauts, who have been haunting the last week's dreams with confusing visions and cryptic warnings. Combating against the demons that hold them both within the dream, the heroes and villains each join forces with their respective spirit powers, and escape into the waking world. There they find turmoil and chaos, as the Dreadkin have seeped into the corporeal during the unnatural slumber.
          Undoubtedly, a terrible power has just been unlocked, and the world won't return from this brink...


Chapter 2 - Manifest Prophecy
          There are tomes and rooms that hold secrets -- ancient promises and threats, now made good upon. With the Arcanonauts come further questions of purpose and place, which our heroes and villains seek their own answers to.


Bookmarks
[x] feyleina - 14/8/2015 - pg.30

Dapper Autobiographer

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Arganthia, as a kingdom, is nothing more than a heartbroken memory. We used to be mighty, but that eventually dissolved into greedy families all scrambling for land. Now we have the provinces, each run by a wealthy family house - also the old army, still trying to tie them all together. You'll need to remember five names throughout your travels, and to know who who rules which sweeping track of land. Take caution; none of the families are at all fond of the others, with greed and faith often at odds as well - civil war is rampant, as the old military is shattered. You will need to look past such petty differences, and set aside your feuds: the safety of our beloved Arganthia depends on it.



Lay of the Land General geography and settlements
Within Arganthia, you will find vast expanses of beautiful land. This prize has been contested for ages, and the wealth that she offers is as hard as gold and as fleeting as fame. Throughout your travels between the important places, you will need to know what the land offers.
Eons: The land of Arganthia has seen host to a dozen empires over the ages. Some ruins are more than four thousand years old, and the secrets they hold are as rich as they are dangerous.
People: More than thirty million people call Arganthia home. The citizens that live here are mostly paranoid, disenchanted, and disgruntled. There is not much to live for these days beyond border wars and petty land-grabs by nobles.
Towns: Many villages and towns dot the woodlands of our land, but their low populations (villages of 400, towns of 1,200 or less) means that any threat must be carefully dealt with. The cities are some of the only truly safe places to stay, saving for the occasional wayside or guarded tavern.
Roads: There used to be good roads here... we think. It's so hard to tell, as most of them near the borders have degraded into goat trails or little fields of stone. Travel is treacherous, between the territories and to get from the north end of Risland to the south border of Keland could take you more than a week on horseback.
Flora: Woods and meadows, as far as the eye can see. In some places the land is broken by gorges or mountains, but most of Arganthia is covered in forests of varying densities, with rivers providing good water. The persistent woodlands even grow through the lowland swamps of Perland and on the crags of Vorsland, with the chilly highlands of Risland and the easy hills of Keland all occupied by trees.


Risland The alpine northwestern heights
The frost-numbed woods of the north belong to the Risiarks, wearers of fur and wanderers of far. The forests are chilly but green in the south highlands, but in the far north only pines can stand against the almost year-long snows and permafrost. The dizzying heights of the Rim mountain range wall off their homeland, and beyond lay the barbarian tribes. The army of Risland has acted as a mighty shield against these would-be invaders, brushing aside one invasion after another. The people of this region are hardy and resilient, often arming themselves with spears and shields to take down mountain swine and the occasional barbarian scouting party.
  • Frostvarn Home to the Risiark upper-nobility and enclosed in a stone wall. Located centrally to the Risland border and a hub of trade and commerce.
  • Temple of the Algid Hearts Lost stronghold of the last age's Water Alchemists. Abandoned and looted, most likely.
  • Hogback Redoubt Fortress built into the highest point in southern Risland, with a wide lake at its base.
  • Greenmarch A sweeping valley of pines and meadows - idyllic, and with more than several villages that enjoy its easy weather.
  • The Rim The massive sky-scraping mountain range all along the north, which marks the end of Risiark territory and the beginning of the Barbarian tribes' glacial lands.
  • Wayside at the Spring Just about the only formal hospitality way out in these wildernesses. It's a sturdy building, with a fort not too far away - good lodging and strong ale. What more do you really need?
  • Wolfmorden
  • Vennas
  • Kononorn-
  • Oelfsraendur-
  • Snow's End-


Vorsland Arid badlands of the northeastern coast
The stoic Vorsaads measure their mettle by equestrian skills and material wealth, and of each there is plenty in Vorsland. The Rim turns south here and lowers into a wide region of wood-capped foothills, canyons, and jagged mountains. Precious metals are abundant here, and so the Vorsaad can boast a titanic wealth, with which they support endless herds of strong horses. Their metal-plated cavalry is some of the finest in all the lands, with the thunderous sound of their charge being a fearful warning to enemies that these horsemen have come not to fight, but to win.
  • Shalgrad Home to the Vorsaad upper-nobility and built in a shallow canyon, arranged in multiple tiers and inhabited there-on based on the wealth and importance of the resident.
  • Temple of Terras Aegis Hidden citadel where the old Earth Alchemists would learn. Located in a nearly-impassable valley at the north-east of the Rim.
  • The Rim Stretching from the northwest, this end of the mountain range is lower and more broken with mines, fissures, and crevices.
  • Stallion Pass A wide valley system within which dozens of herds of wild horses roam. The grasses are interrupted by forest down in the southwest of the region.
  • Redfall Canyon This massively long but shallow canyon runs almost the length of Vorsaad territory, within which is Shalgrad City. There are countless mines down at the canyon floor.
  • Lake Vax A shimmering ribbon of refreshing mountain water that collects near the northern border of the steeper Rim ranges. The forest is thick here, as it is far to the south.
  • The Mare's Inn A refreshing dose of hospitality in these flat woodlands. Supposedly the richest tavern in the wilderness, whose funds would need to piggyback on some rich Vorsaad nobleman in order to live up to the claims.
  • Aynor
  • Oxmond
  • Honey Grove
  • Ore Harbor
  • Pontypool
  • Stones Wallow


Keland Breadbasket meadows of the southeast
In the lowlands of Arganthia you will find the Kelycs. To the south, the bordering nation of Xandia is separated by a wide arc of volcanoes called the Ashen Crescent. The fertile lands between the Crescent and Vorsland provide ample farmland, ensuring a steady production of food. The Kelycs are plagued by the Xandians, however, who regularly breach the Crescent to raid the storehouses. In response, Kelyc swordsmen guarded by chainmail are among the most nimble in all of Arganthia, and their fortresses are the highest. Many joke that with their guerrilla tactics and lightning-quick infantry, the Kelycs could harass an army for years without pause... something they claim to have done numerous times.
  • Boedun Home to the Kelyc upper-nobility and arranged around a high citadel on a hill, defended on all sides by imposing walls.
  • Temple of the Pallid Order Ash-dusted temple for old-age Fire Alchemists. Its proximity to the Ashen Crescent has probably deterred looters, but it is still treacherous to enter.
  • Ashen Crescent A series of low, semi-active volcanoes that arc along from the southern border up along the eastern border. Periodic eruptions cause forest fires which clean out old dead trees, and keep the woodland fresh.
  • Meadowbrook A picturesque county of villages that sprawl over the hilly landscape of the green woodland.
  • Great Ruins The stone remains of some long-forgotten imperial city jut from the ground, exposing crypts, dungeons, and caves for miles around. The complex is up in the far north-west of Keland, suggesting it was once the center of the ancient empire.
  • The Lab 'n Lager A well-established house of hospitality. Aside from the occasional Xandian invaders (who are always repelled by the tavern's zealous patrons), this building sees little to no warfare nearby.
  • Drakeborough
  • Kholcaster
  • Nalbenk
  • Jalford
  • Carran
  • Sudfeld


Perland Southwestern lowlands overrun by deep forest.
In the rolling forests of the western reaches, the Eperoths lay claim to the largest stretch of unbroken forests in all of Arganthia. While farming isn't as productive as it could be, the citizens of Perland do enjoy bountiful game and fruits, and the army-trained marksmen provide near-constant security from restless savages to the west. The Heartland Basin collects vast quantities of water into a sprawling network of lakes, swamps, and slow rivers beneath a dark canopy of trees. The many venemous creatures native to the area allow access to virulent poisons, which the archers readily dip their arrows and short-swords into for an added kick.
  • Feneram Home to the Eperoth upper-nobility and splayed between numerous meadows in the forest, guarded by high towers and canopy forts.
  • Temple of the Zephyntari Find it near the southwestern border to the Savage Lands - it is where Air Alchemists used to practice.
  • Shoulder-Pass Watch Located at the land-bridge between two large lakes, this fort is ideal for monitoring trade into and out of the region. It's often fought over by any number of factions - the commanding force changes by the month in some cases.
  • Gomville A hardy town known for the many crypts and haunted villages nearby. It is perched on a peninsula that reaches out into the southern sea.
  • The Misted Swamp This is less a single swamp as it is a geographical theme - the forests stand on soggy ground that floods easily, with the bogs and swamps being so numerous across the landscape. Chilly waters create foreboding mists all along the horizon.
  • Mekthar Basin Tavern The Mekthar Basin is the geographical feature that occupies most of Perland, collecting the waters into its infamous swamps and astoundingly-old rivers. This tavern commemorates the basin by being perched on a man-made hill above the flood waters - it is easily defended.
  • Blackhallow
  • Kilkenny
  • Aberaton
  • Waxaern-
  • Britown-


The Free Forest untamed neutral ground
Lying between Keland, Risland and Perland, the Free Forest is the only part of Arganthia not ruled by a single house. It has been neutral ever since Aldarin Calminaion, fleeing from House Epister's retribution for a crime none can remember, convinced its inhabitants to stand together as one free and independent people. Since then, the Free Forest has been a bastion of freedom, the place to live free from the rule of the Great Houses or the bigoted tyranny of the Covenant. Hemmed in by the Zurikon to the south, the Valerikon to the north, the Zulavera to the east, and mountains to the west, the Free Forest grows wild and free, with its inhabitants taking only what they need for survival. It has been invaded twice by House Epister (though never by the full Perland army) and thrice by the Covenant, who seek to eradicate the alchemists who call it home.
  • Lake Verdun: A large lake in the center of the Free Forest. Lake Verdun houses Aldaris, the city founded by Aldarin Calminaion when his family fled into the woods, on an island in the center of the lake. The island is accessible by boat or by a permanent pontoon bridge that connects to the north shore. This unique location makes Aldaris nearly impossible to siege.
  • Faultren: The northernmost settlement in Free Forest, Faultren is home to the largest mine in the Free Forest, which produces large quantities of iron. It is the third largest settlement in the Free Forest, and has the highest concentration of geomancers.
  • Convergence: Though several well-guarded bridges traverse the Zurikon and Valerikon into the Free Forest, most people entering or exiting tend to travel to Convergence. Its name is a reference to its location; the Zurikon and Valerikon both converge here, as do the borders of Risland and Perland. Convergence is the second-largest settlement in the Free Forest after Aldaris, and is noted for its unusual bridge, a T-shaped stone bridge which traverses the Zulvalera (the river formed by the meeting of the Zurikon and Valerikon) to an island in the middle of the river before crossing the fork to Convergence.
  • The Western Keep: Located on a hill in the western reaches of the Free Forest is a small stone keep, seemingly abandoned. The locals know better; this keep is the stronghold of the Rangers-in-Exile. Originally built and maintained by the Covenant, it was captured by the Rangers during the Covenant’s second attempt at eradicating the Rangers. None are allowed to enter the keep save the Rangers themselves, and they defend it fiercely.
  • Tomb of the Dragonslayer: A small spur of the Rim extends into the Free Forest at its eastern edge. This spur contains a tomb in which the body of an ancient dragonslayer lies. This tomb is where Aldarin Calminaion first discovered Wyrmkiller, the sword which has become a symbol of his family. The exact location is known only to the Calminaions and their closest lieutenants, for it is the final resting place of all members of that family.
  • The Roots: A large cave network runs throughout the Free Forest, with entrances at various locations. The Rangers-in-Exile have mapped much of the system, and it is the last line of defense for the people of the forest; they can disappear into the caves, lead by the Rangers, and never be found by any pursuers foolish enough to follow them. Though much of the caverns are mapped, there are deeper levels that even the Rangers fear to tread, largely because those reaches are unmapped, but also because of an unshakable feeling of dread when approaching those blackened depths...
  • Aldarin's Crossing The only legal crossing between Perland and the Free Forest, Aldarin's Crossing is heavily fortified against outside attack, and effectively a garrison town for the Rangers-in-Exile.
  • Lac Dremaine
  • Stonefield
  • Oakmont
  • Churgess
  • Redwood
  • Riverwatch


Legion Mercenaries Chaptered Company
Though not truly a nation unto themselves, the companies of the Legion Mercenaries possess massive influence through the lands. A multitude of small armies work for coin as sellswords and assassins-for-hire, bolstering armies wherever the coin is good. It is not uncommon for companies to fight alongside each other one day, and the against each other the next. Peasants, knights, and lords alike have risen through the company ranks into fame, infamy, and wealth.
Locations of Interest: The Legion has secured numerous outposts through the land. Learn where they are.
  • Fort Rineback Look for this repurposed ruin in the north of Risland, at the top of a precarious mountain.
  • Frostkeep In the west of Risland, look for this lone tower standing against the blizzards.
  • Gravelstep Located just south of Lake Vax, this squat and square fort is surrounded by a similarly-constructed wall. The Legion has posted an unusually-strong force there, perhaps to help resist Barbarians.
  • Hebvesh Ruins In the northwest of Keland, near the Great Ruins, lies this headquarters for the Legion Mercenaries. It is the best-defended and most out-of-the-way of all their outposts, and commands much of the Mekthar Basin to the west.
  • Anvar Fort In the south of Perland, you will find this broken complex of three sister towers, collectively called Anvar. They are plagued with flooding problems, but it is a good post for the Eperoth Chapter.
  • Northwater-
  • Halfstop-
  • Redoubt of Bear Valley-
  • Tall Tower-

Dapper Autobiographer

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Alchemy is the only surviving form of Arcana that we humans can use properly, and it takes years of practice. Very few people can even hope to learn it, and many of them die of old age never knowing they could bend fire or whip air. But properly mastered... I have seen spears of earth gore a Dragon. I have witnessed water freeze the iron gates off castles. I've also seen novices kill themselves in interesting ways, trying to cast the easiest of spells. So before you go off thinking you're some heroic wizard, I implore you - study. Read the libraries' tomes, and use alchemy only as a last resort!

Fundamentals
Alchemy is the old art of taking the materials around you, and unlocking the arcana from them. It doesn't matter if you'll be throwing a lance of fire or tearing the rocks from below-foot: you need to have a catalyst.
Catalyst This is the necessary ingredient for your class of alchemy spells. Once cast, this item is destroyed into dust. Nothing of note happens if you attempt to use the wrong catalyst.
Knowledge Nobody learns magic overnight. Years of study are required, and the only places to study the texts are in the old Temples and libraries, unless you find a mentor.
Superstition If you are an alchemist, you will be hated by the public. Magic is a thing of the past to these people, and they are happy that way. Take care to not be outnumbered or overwhelmed; even with your magic, that is a hard fight to survive.
Corruption This pertains only to the Old Magics and Enchanted items. It seems that prolonged exposure to anything of truly arcane origin will corrupt the mind and soul of the person near it. Alchemy does not pose this threat to its practitioners.
Rune and Artifact Magic We cannot craft the wonders of the old kingdoms any more, thanks to the Last Spell. Their magic has endured that foe-fire, however, and lingering effects are enjoyed or cursed to this day. Rune Magic brings the reality and language of the very archangels to a page -- upon being read, they craft a new truth in the world, their full meaning being realized and experienced. Artifact Magic encompasses the items enchanted with single, full spells -- anything from attacking spells, holding spells, spying spells, and any manner in between can be uncovered. These arcane magics have varying power but all are coveted, and rare.


Pyromancy
You seek to practice the art of fire alchemy, do you? You must be careful. All of the books warn of the dangers with this particular element - it is greedy destruction incarnate. But if you insist, then here - see what you must do to learn it.
Catalyst: You can only carry so many of these necessary components.
    Cinders. Find these small, coarse red stones in the aftermath of volcanic explosions. Stock them well, you never know when you will find more.
Spells: At your command, the Fire can be unleashed in a number of ways.
    Jet. (15 meter range) Push pure fire from the core of the cinders with a blast, searing your enemy with tongues of incinerating flame.
    Flare. (1,500 lumen intensity) When you need to light your way or blind a far-away foe, pull the light from your cinders and for gods' sake, shield your eyes: the light is painful to endure.
    Combust. (10 second duration) A plume of seething gas coils and crackles in the air as you ignite an area, seeking to burn anything in the path of the fire.
Philter: A glass-vial grenade meant to shatter on impact to unleash your alchemical powers.
    Enflaming Philter. (2,500 degrees Celsius) This philter shatters into a viscous spray of liquid that adheres to any surface and then ignites. The small radius of effect is made up for with the intensity of the flames, which cannot be extinguished.
Vulcanaut Souls of long-dead fire wizards, the Vulcanaut is the embodiment of primordial power. When freed and joined to a Pyromancer host, a consciousness meld will elicit both of their full Old Magic potential. The Vulcanaut is filled with rage and seething energy, hardly contained in the bones of their Alchemist host... and they may have unfinished work to do in the world of the living.
Spirit Magic: These spells are powered by a Spirit and so need no catalyst, but the time to recharge a spell limits ONE recast each per THREE posts.
    • AREA - Thermostatic Discharge: (10 meter radius) Unleash the Vulcanaut into rising columns of terrible heat to rapidly discharge static electricity into your immediate surroundings, with crackling and explosive results that deafen friend and foe.
    • TARGET - Infrared Induction: (Reaches 15 meters) Release the Vulcanaut to superheat the material in the target area, producing fountains and geysers of flame, molten rock and metal, or blistering steam from the very surface of a material as the temperature quickly skyrockets.
    • MELEE - Plasma Exchange: (Lingers 5 seconds) Summon the Vulcanaut and conjure electrified heat around your hand or weapon, brilliant and scalding, that rip apart the molecules of whatever is struck over time.
    • SELF - Insulation: (Lingers 30 seconds) No harm comes to you from the heat of fire, as the Vulcanaut shields your flesh in a glowing patterned ward that also permits you to see in thermal.
Your character does not start with a Vulcanaut. Discuss with me about unlocking this power.

Baromancy
The art of air alchemy is yours to command? Gods help us, maybe you won't rip your own limbs off... but only if you heed my instruction.
Catalyst: You can only carry so many of these necessary components.
    Feathers. Choose bird-of-prey feathers. Only that which has tasted flight can unleash the winds.
Spells: At your command, the Air can be harnessed in several styles.
    Spin. (10 rotations per second) Create a vortex that draws in loose debris to batter your foes with, or trip their feet from under them.
    Impel. (15,000 Newtons) Rapidly accumulate pressure into a small space, unleashing your hold to release the violent shockwave either spherically or in a given direction.
    Void. (5 second duration) A nasty little trick - remove the air from a chosen spot with a thunderclap applause. Preferably from around your enemy's face; give him a good panic.
Philter: A glass-vial grenade meant to shatter on impact to unleash your alchemical powers.
    Gravity Philter. (4,000 psi) Lift your foe into the air and disorient them by summoning a forceful column of air to catapult them skyward. It's not the fall that kills them, it's the sudden stop at the end.
Stratonaut The ghosts of long-gone wind wizards, the Stratonauts personified the chaos of the maelstrom that rages in the heavens. When joined with a Baromancer host, their thoughts combine and amplify the Old Magic power locked away. Stratonauts are aloof and care little for the small things swept away in a mighty gale, but they have their own desires for this world.
Spirit Magic: These spells are powered by a Spirit and so need no catalyst, but the time to recharge a spell limits ONE recast each per THREE posts.
    • AREA - Crosswind Barrier: (Wall 10 meters wide) Invoke the Stratonaut to whip up sheets of high-velocity wind that cross each other in a layered arrangement before you, blocking or tearing apart anything that happens to be shorn by the ribbon of air.
    • TARGET - Sonic Resonance: (Reaches 30 meters) Call upon the Stratonaut to pulse sound waves at any frequency, assailing the location with the growing strength of the vibrations until walls shatter and your foes crumble in pain.
    • MELEE - Vacuum Implosion: (5 meter radius) Summon the Stratonaut's mastery of wind to create a powerful low pressure beneath your hands, violently drawing in other objects and debris toward the epicenter.
    • SELF - Updraft: (Lingers 10 seconds) Glide safely down from falls that should kill you, alighting with the grace of your Stratonaut.
Your character does not start with a Stratonaut. Discuss with me about unlocking this power.

Geomancy
So, your fearsome skill lies in earth alchemy? The power of landslides and earthquakes at your fingertips... let us hope you do not crush yourself in your ambition.
    Catalyst: You can only carry so many of these necessary components.
      Gypsum. A lovely green crystal that is deposited inside rocks and caves. A chunk half as big as your thumb is about right for one spell.
    Spells: At your call, the Earth may be summoned in these ways.
      Raise. (500 kilogram limit) Yank a plateau spire of rock from beneath your enemy, or reshape sand and dirt into flowing growths of sediment and minerals.
      Quake. (15 second duration) The fury of the earth is unleashed in this teeth-clattering attack where the ground shakes violently, dismantling building foundations and halting troops as you cause them to sink.
      Launch. (10 meters per second velocity) Toss a large quantity of fist-sized rocks above your head, then forcibly rain them down onto your foes in a pulverizing assault.
    Philter: A glass-vial grenade meant to shatter on impact to unleash your alchemical powers.
      Corrosive Philter. Soften the ground beneath an enemy's feet to trap them, or shatter over resilient surfaces (metal, stone) to weaken and partially dissolve or crumble them.
    Ferronaut The shade of a long-lost earth wizard. Ferronauts would tread on fabricated ground and lay foundations stronger than that of the world we live upon. When freed and merged with a Geomancer host, the Ferronaut unlocks the full Old Magic understanding of the ground and its power. They were methodical if not certain, and surely leave behind an unfinished legacy in this life.
    Spirit Magic: These spells are powered by a Spirit and so need no catalyst, but the time to recharge a spell limits ONE recast each per THREE posts.
      • AREA - Aurora Ionization: (15 meter radius) Unleash the Ferronaut for use within an area, generating a galvanizing ribbon of dancing light from magnetic fields that scatters the force from other sources of magic. This can interrupt spells and defend against unsavory effects.
      • TARGET - Magnetic Polarization: (Reaches 15 meters) Call upon the Ferronaut to whirl a field of unseen forces around to brush objects aside, or manipulate a group with crushing, warping power as it is suspended, bent, pushed and pulled.
      • MELEE - Acrylate Polymerization: (Lingers 20 seconds) Acquire the strength of the Ferronaut to grip and adhere to any surface or object, holding firm against whatever force may seek to pry you from it.
      • SELF - Lithodermis: (20 second duration) You temporarily gather numerous thin layers of earthen strata and metal around yourself, donning this suit of shifting armor befit of a Ferronaut.
    Your character does not start with a Ferronaut. Discuss with me about unlocking this power.

    Hydromancy
    But who do we have here, one who possesses water alchemy? The chills and flows of water will be great allies, or an assuredly wet grave... perhaps I can assist.
    Catalyst: You can only carry so much of this necessary component.
      Quicksilver. Yes, mercury - the metal that wishes to be water. Grant its desire, and keep it well-stocked. A sip's worth in your palm will do.
      Spells: Behold the wrath of water at your fingertips in these myriad spells.
        Frost. (10 degrees Celsius per second) Rapidly cool down a wide area, turning water to ice and causing icicles to form. Metal becomes brittle and people become lethargic...
        Flood. (20 liters per second) Unleash a torrent from the palm of your hand, knocking back foes and potentially drowning anyone who cannot rise from the water.
        Lance. (30 kilogram projectile) Throw a javelin of hardened ice, sharp as a spear, at your target. What it does not pierce it will likely break, otherwise knocking to the ground.
      Philter: A glass-vial grenade meant to shatter on impact to unleash your alchemical powers.
        Encasing Philter. (Half a meter thick where impacted) Put your enemies on ice with this powerful philter; whatever it impacts will be coated in a thick layer of snap-frozen water, creating a shell of ice that readily halts movement.
      Aquanaut The echo of a since-passed water wizard, churning and surging in the tides of the dead like the unending ocean. Aquanauts intrinsically understood the frigid forces of the deep, and in choosing to take on a host Hydromancer, the newfound cabal may cascade in raw power. Aquanauts mourn the lives they once had, and may seek retribution or absolution in this new life.
      Spirit Magic: These spells are powered by a Spirit and so need no catalyst, but the time to recharge a spell limits ONE recast each per THREE posts.
        • AREA - Sublimation Accretion: (Lingers 20 seconds) Command the Aquanaut to whip and collect their energy into a growing wall of ice and water, blocking an approach or attack with the frost - this wall can also be shattered to jettison hail outward.
        • TARGET - Convective Tension: (Reaches 15 meters away) Instruct your Aquanaut to manipulate the resistance in surfaces of water to skate, walk, trap, or soak volumes of liquid around you, even to rapidly flow from one area to another like a fish in a river.
        • MELEE - Contact Permafrost: (Lingers 10 seconds) Strike out with the Aquanaut's icy touch, creating a spreading frost that permeates your target for as long as you are within arm's reach and focused.
        • SELF - Hydroplane: (1 attack per cast) Your Aquanaut remains ever alert, proactively whisking away an incoming attack with a ribbon of water before you are struck.
      Your character does not start with an Aquanaut. Discuss with me about unlocking this power.

      Phylomancy
      Few can count themselves among the blood alchemists. Harnessing this power comes at a dear cost, including the possibly harsh perceptions from fellow alchemists.
      Catalyst: You can always open a wound for more of this necessary component.
        Blood. Precious vials can be gathered beforehand or, in desperation, right from an open vein. A palm's worth suffices.
      Spells: Unlock the energies and life-force coursing through your body.
        Berserk. (2 minute duration) Turn your life aura inward and magnify your senses, hardening tissues against harm and losing yourself in a swift rage.
        Morph. (3 minute duration) Twist flesh and warp bone to adapt parts of you into a new specialized form or shape, though the process is painful and temporary.
        Phase. (40 meter range) Transport your body, soul-first, by marking a location with blood and recalling to it once, for as long as it remains damp.
      Philter: A glass-vial grenade meant to shatter on impact to unleash your alchemical powers.
        Animating Philter. (5 kilograms of flesh) Imbues convulsive, sprouting energy to whatever it lands on, crafting a vile bone golem from a handful of the local material, that endures for up to a minute.
      Sangunaut The ghostly husks of the Sangunauts were once flesh wizards. They commanded the bodies, blood, and bones found around them, even daring to study their arts on the living. When let loose and stitched against the soul of a Phylomancer, the two become a terrible force of animated power. Sangunauts are notorious for nurturing livid vendettas against their rivals, seeking domination in this life.
      Spirit Magic: These spells are powered by a Spirit and so need no catalyst, but the time to recharge a spell limits ONE recast each per THREE posts.
        • AREA - Marrow Calcification: (Lingers 5 seconds) Attack with the Sangunaut to strike the source of your enemy's lifeblood, as the very marrow in their bones begins hardening with calcium, creating unbelievable pain. The more enemies who are in the area, the more severe the crippling pain and stumbling clumsiness becomes.
        • TARGET - Convulsive Marionette: (Lingers 10 seconds) Embrace the Sangunaut to bind your blood with another’s and force control over how they move, act, and fight to be in synchrony with you. They remain aware for the duration of the puppet act.
        • MELEE - Injurious Sympathy: (Lingers up to 5 seconds) Allow the Sangunaut to mark a foe such that during the next few moments, one incoming injury to you will land on their body as well as yours, though they cannot be affected twice.
        • SELF - Regenerate: (1 injury per cast) Sporadic tissue clotting and stitching to heal one minor injury or reduce the severity of a worse injury with the lifeforce of the Sangunaut.
      Your character does not start with a Sangunaut. Discuss with me about unlocking this power.

      Neuromancy
      The mind is a fickle thing, easily fooled and often confident. There were once mind alchemists who could move nations and cripple wise men with madness. I can help you begin on this path...
      Catalyst: You can only carry so much of this necessary components.
        White sand. Only the purest and finest grains can be divined into illusion. A handful should be enough.
      Spells: By your will, bend thought and reason into knots.
        Confound. (15 minute duration) The gentlest or most sudden of suggestions can convince the victim of an untrue reality, if they are not keen to which detail has shifted.
        Vanish. (Effective only beyond 3 meters) Warp the light from around you so that to some observers, you appear to disappear – or present that illusion to an object to keep it secret.
        Mirage. (10 second duration) Fool your enemies by cloaking in false shifting images of yourself from a moment away in the past as well as future.
      Philter: A glass-vial grenade meant to shatter on impact to unleash your alchemical powers.
        Rift Philter. (5 meter radius) The explosion from this grenade temporarily shatters the barrier between spirits and mortals, permitting the forsaken to directly see and influence our world with their chaotic attacks and unknowable shrieks.
      Cryptonaut The Cryptonauts are souls of long-gone illusion wizards. Tinkering with the fabric of perception and the mind, the Cryptonauts wield influence over the many and the mighty. When in consort with a Neuromancer, they can rewrite reality itself. The world is for the picking to types such as these, ready to be dominated and manipulated into something greater than its parts.
      Spirit Magic: These spells are powered by a Spirit and so need no catalyst, but the time to recharge a spell limits ONE recast each per THREE posts.
        • AREA - Maligned Cognition: (Lingers 15 seconds) Utilize the Cryptonaut to scramble the perceptions of your nearby foes, building up their rage into a senseless frenzy or a spreading panic directed at their former allies who they now see as threats, at least until they are able to shake it off.
        • TARGET - Somatic Aggregation: (Lingers 30 seconds) Unchain your Cryptonaut to conjure the phantoms locked away in the mind of your victim, literally bringing their nightmares to life in a fractured prism form. Shatter and reflect reality to conjure up pure thought as these frightening apparitions that can cause real harm.
        • MELEE - Boundary Exacerbation: (Lingers 10 seconds) Command the Cryptonaut to set an imagined prison around your foe, halting their movement and detaining them in place. The target will remain rooted in place by their imagined chains until it times out, they suffer pain, or they are forcibly moved.
        • SELF - Voyance: (Reaches 1 kilometer) Your Cryptonaut can seek out one mind from many, and locate someone across space and dimensions, if you are thinking of them.
      Your character does not start with a Cryptonaut. Discuss with me about unlocking this power.

      Chloromancy
      You are indeed a scholar to embrace the classic science of potion-craft. Mixing various plant-matter into useful concoctions is more about brain than brawn. Take caution, however - it is just as easy to mend a wound as it is to poison yourself, if you don't get the measurements just right.
      Elixers: Elixers are meant to be consumed despite their bitter taste, or added to wounds. Keep them in a thick glass vial until they must be used, when you swallow the whole mouthful.
        Restorative. Clots bleeding wounds and mends tissue over time. Don't expect to heal scars, however.
        Invigorator. Eliminates exhaustion and returns stamina and vigor - a useful energetic brew perfect for heavy combat.
        Painkiller. Blunts pain and returns confidence, though the damage is still done to your tissue, and you'll feel it later.
        Panacea. Abolishes poisons, toxins, hallucinogens, and diseases. Never leave home without it.
      Toxins: Slip these sweet-tasting dyes into drinks or coat them onto weapons - either way, your foe will suffer a debilitating set of symptoms before, hopefully, succumbing.
        Blood-rot. A poison that works its way to the bloodstream through an open wound, turning the ichor into an acidic stew and ulcerating the tissues nearby.
        Mind-flay. Drinkable or coated on weapons, convinces the victim that their greatest fantasy or deepest horrors have come true, sometimes for several hours.
        Dead-limb. Does exactly what it says - the affected area locks up or goes limp. Best consumed directly, but also good on weapons.
        Cotton-head. A charming name for a terrifying poison: it nullifies most of the victim's senses, fogging up their sight and muffling their hearing.
      Salves: Preparedness is imperative for potion-crafters, and these greasy salves provide a great way to get ready for, or recover from, particularly hostile encounters.
        Thermal Salve. Whether the danger is extreme heat or bitter cold, this cream will defend the applied area from changes in temperature for nearly a full day.
        Nimble Salve. Heavy combat results in bruises, swelling, and numb body parts; restore feeling and dexterity to any target region, or apply beforehand for a day of unusual agility and responsiveness.
        Masking Salve. Facing the realities of life, one's odor is often noticeable to many denizens of the forest. Cover your scent with this salve to pass undetected by animals, or deodorize an area.
        Sensing Salve. When faced with a hidden adversary who does not yield much, this salve can sharpen the affected senses to superhuman height; creating ultra-sensitive hearing, sight, touch, smell, or taste.
      Powders: A variety of stinking green dusts, grains, and powders. Scatter these over an area to achieve interesting results, or fix them into tight canisters and use like bombs.
        Stinging Powder. On contact with moisture, this creates an unbearable persistent burning sensation, like being bitten by a colony of fire ants.
        Night Powder. Blanket the area in smothering darkness as you scatter this dust to the winds. Useful for a quick escape, or disorienting your foes.
        Blasting Powder. Useful in all sorts of explosive weaponry like cannons and mines. Perhaps the most versatile powder you can make, and the most volatile to package.
        Sleeping Powder. Intended to be smoked or inhaled directly. Guaranteed to knock the individual out cold for hours at a time - useful for surgeries, insomnia, and kidnappings.
      Arbornaut The creaking haunts of old forest wizards are the Arbornauts. They would mold and shape great works of nature, infusing rabid growth and innumerable variety to any barren landscape. When connected with a Chloromancer host, the Arbornaut can unleash dangerous Old Magic potential.
      Spirit Magic: These spells are powered by a Spirit and so need no catalyst, but the time to recharge a spell limits ONE recast each per THREE posts.
        • AREA - Parasitic Fungiform: (Lingers 10 seconds) Unveil the Arbornaut's ruthless power to craft and disperse fungal spores that infect the brains of most nearby enemies, causing them to grow dimwitted and respond to simple stimuli until they are fought off.
        • TARGET - Mutagenic Synthesis: (Lingers 5 seconds) Permit the Arbornaut to force seeds and saplings to grow rapidly, creating monstrous variants of plants and fungi that branch, reach, permeate, and choke out the world as you need.
        • MELEE - Oviparity Infestation: (5 meter radius) Summon the Arbornaut's knowledge to implant enchanted vespid eggs into your foe's flesh by touching them. The hybrid killer wasps that quickly erupt and hatch will assail the victim and any other nearby agitator.
        • SELF - Endo-glochid: (Lingers for 30 seconds) Entice the Arbornaut to harden your bones against breaking, and sprout long venomous spines as hard as iron from them, through the pores in your skin.
      Your character does not start with an Arbornaut. Discuss with me about unlocking this power.

      No Magic / Mute
      The Last Spell took a dire toll against mankind. It used to be that everyone felt at least some pull to the arcane, small parlor tricks or gimmicks, even. Now the gods have shut out almost all of the arcane from we mortals, and with it humanity's inborn power. The vast majority of Arganthia is left Mute -- those with no alchemical power. Though they will never taste the thrill of spellcraft or even feel the strange wisdom to separate potions which draw from life-force, the Mute still have potential. Theirs is the way of pure physicality, free to master any martial or skillful art they seek on a path to hard-won glory.
      Armaments: Without magic to call upon, only the greatest and the swiftest can rise to acclaim on the battlefield. Their weapons and gear will pass to legend with them.
        Ranged: War in Arganthia is fought conventionally, seeking to bring down foes from afar with longbows, crossbows, javelins, even mighty thrown cabers. Lately, strange new imports from across the seas have brought hand-held cannons, though thankfully these cumbersome tools are rare. Bring a reliable method to dispatch far-off foes if you still prefer the brawl.
        Arms: The crux of any army is how it can fight in thick battle. Troop organization and training varies between the Houses, Legions, and Covenant -- but they all know the value of good melee etiquette. Everything from spears, longswords, dirks, daggers, axes, hammers, and chains are employed. Shields are very common, and formation tactics thrive around them. Bring a trusty fallback weapon if you plan to keep ranged.
        Armor: Technology of the shield has done its best to keep pace with the sword, and the craftsmanship of Arganthia's many styles of suits will demonstrate this. Plate, scale, chainmail, leather -- the only considerations are how nimble do you wish to be in the field, and how burdened do you wish to be in travel? A knight trained from a young age in quarter-centimeter plate can move about in it nearly as comfortably as his dinner clothes. Chargers and lancers usually don much less-mobile half-centimeter plate and require horses to bear the load.
      Corponaut The shades of great warrior wizards have become Corponauts. They embody the singular virtues, purified in death and victory, that resonate between all heroes of all ages -- a timeless tale told since the first hunters and until the last survivors. When united with a martial mortal, they gain a second chance at glory and imbue knowledge, skill, and tactics. The Corponauts are far less vengeful than their other spirit cousins, but long for the taste of battle once more.
      Spirit Magic: These spells are powered by a Spirit and so need no catalyst, but the time to recharge a spell limits ONE recast each per THREE posts.
        AREA - Ancestral Revenant: (5 minute duration) Summon forth the immaterial form of the Spirit to stand stoically beside you for a time, lending you aide during battle with ghostly attacks, and directly advising with strategy and knowledge. If defeated, it will need to be re-summoned.
        • TARGET - Spectral Armaments: (30 second duration) Request weapons from your Corponaut's armory, bringing to form any one weapon or armor at a time that you may need in the moment, imbuing it with a mind to carry out tasks if required.
        • MELEE - Incorporeal Diffusion: (Half a meter of passthrough) Learn from your Corponaut how to trade forms between the physical and ethereal -- this attack can bypass up to half a meter of material or armor to land a strike on what your foe thought to be guarded.
        • SELF - Absolution: (Lingers 15 seconds) Draw upon the resolve of your Corponaut to resist the influence of old magic for a time, including runes, curses, and corruption.
      Your character does not start with a Corponaut. Discuss with me about unlocking this power.

      Dapper Autobiographer

      User Image User Image User Image User Image User Image User Image User Image


      User Image


      Though the powerful dynasties that rule the corners of the world have guided and goaded us the whole of our lives, there are those whose influence transcends kingships, as well. Over the course of the ages, countless groups of people, unified by beliefs and virtues, have risen to give meaning to their generation. Sorcerer colleges, vagabonds that united empires, and religions which speak to the hearts of all. Many people grow discontented with the course of their lives, and take charge themselves.
      Do you know of any such people...?


      The Risiarks Rulers of Risland
      Reign: 360 years (17 generations) strong, now led by Lord Vikus Risiark.
      People: Nearly 8 million people call Risland home, whether in cities, towns, villages, forts, or encampments.
        Capital: Frostvarn, home to 79,000 city-dwellers behind high walls, built around the icy glacial waters of the Kaeratok River.
      • Guard: Frostvarn watchmen number at 2,300 full-time militia within and without the walls
      • Garrison: Frostvarn may temporarily house up to 40,000 during siege
      • Towns: Trade settlements house roughly 1,000 people, with as few as 45 Watchmen each

        Army: Shield-and-spear wielding infantry. The Northmen favor group tactics, or to pair off before engaging single enemies to ensure victory. They also will lead invaders into well-coordinated traps, sparing stamina wherever they can.
      • Size: The Risiark Army sits around 380,000 soldiers all over the province
      • Castles: The Rislanders maintain nearly 170 fortifications to garrison and feed their army
      • Organization: In the field, Risiark nobility are generally viewed as equal to each other and serve as officers – those nobles stationed permanently in this role are Knight-Errants and wield some measure of expertise. Each lesser lord or lady of a castle, town, or village is obligated to provide a certain quota of troops to higher-tier Risiark nobility upon demand, and maintain some authority over them even when assembled into armies. Among career soldiers, ranks descend from the Knight-Errant to Marshall, Captain, Rook, Corporal, Pawn. Militiamen or deputized citizens fall to the bottom of the chain.
      Colors: Proper allegiance to the Risiark throne is shown through a dark-red cape or flag, with a white wolf's head in the center. This design is also acceptable on shields, tabards, or draped over one's horse.

      Names of Risland
        Houses are made of low lords as well as high, basterds and cousins, vassals and subjects. Though House Risiark is the proudest and strongest, it is not the only name to fly the red wolf standard.
      • Risiark The most-pure and oldest family in the House, and the one whose blood-red wolf leads all the lesser families to battle and in peace. High Constable Houten takes charge of the main army in Risland, when assembled.
      • Rasark Noblemen from the western heights, they stand in good favor with their parent lords the Risiark.
      • Dofris Distant cousins to the Risiarks, these southern vassals have quarreled with the Eperoths for generations.
      • Risnod A younger branch from the proud Risiark tree, these subjects seat themselves in the eastern lands and hold off the Vorsaad.
      • Pine The basterd name given to any child born out of wedlock with a parent of nobility in Risland. They cannot own lands, but instead the lands own them, and so they name themselves thus.


      The Vorsaads Rulers of Vorsland
      Reign: 350 years (17 generations) and counting, ruled by Lady Kaes Vorsaad.
      People: Nearly 7 million people call Vorsland home, whether in cities, towns, villages, forts, or encampments.
        Capital: Shalgrad, home to 85,000 citizens, carved into the canyon walls and set against the slopes of dried riverbeds.
      • Guard: Shalgrad watchmen number at 2,500 full-time militia within and without the fortifications
      • Garrison: Shalgrad may temporarily house up to 35,000 during siege
      • Towns: Trade settlements house roughly 1,000 people, with as few as 40 Watchmen each

        Army: Proud heavy cavalry charge enemy ranks, crushing siege weapons and fragile skulls with hooves and massive one-handed weapons designed to kill in a single well-disciplined strike. Even outnumbered 3-to-1, they rarely lose a fight if their horses can maneuver.
      • Size: The Vorsaad Army sits around 290,000 soldiers all over the province
      • Castles: The Vorslanders maintain nearly 180 fortifications to garrison and feed their army
      • Organization: In the field, Vorsaad nobility have a tradition of seniority with age and inheritance determining who serve as officers – those nobles stationed permanently in this role are Knight-Errants and wield some measure of expertise. Each lesser lord or lady of a castle, town, or village is obligated to provide a certain quota of troops to higher-tier Vorsaad nobility upon demand, and maintain some authority over them even when assembled into armies. Among career soldiers, ranks descend from the Knight-Errant to Marshall, Captain, Rook, Corporal, Pawn. Militiamen or deputized citizens fall to the bottom of the chain.
      Colors: Prove your fealty to the Vorsaad with a gold-field cape or flag, emblazoned with a black stag's head and horns. A border of black shall encompass the whole standard.

      Names of Vorsland
        Houses are made of low lords as well as high, basterds and cousins, vassals and subjects. Though House Vorsaad is the proudest and strongest, it is not the only name to charge beneath the black stag.
      • Vorsaad The richest and most well-established family, whose name is synonymous with powerful horses and full treasuries – Grand Marshall Guerre leads the proud vanguard cavalry during large charges.
      • Vathred Along the western territories, the Vathred initiate trade and warfare with multiple clans and Risiark offshoots.
      • Vars Sprawling through the southern Vorsland fields, the Vars breed some of the finest chargers and destriers in the world.
      • Avorsaad The shallow canyons and deep mines of Vorsland were prospected by the hard-working Avorsaad family, and their wealth feeds the nation (or so they say).
      • Steel The basterd name given to any child born out of wedlock with a parent of nobility in Vorsland. They cannot own lands, but instead the lands own them, and so they name themselves thus.


      The Kelycs Rulers of Keland
      Reign: Over 250 years (15 generations) long, ruled by Lord Laceun Kelyc.
      People: Almost 9 million people call Keland home, whether in cities, towns, villages, forts, or encampments.
        Capital: Boedun, home to 91,000 and sloped high around a citadel.
      • Guard: Boedun watchmen number at 2,400 full-time militia within and without the fortifications
      • Garrison: Boedun may temporarily house up to 39,000 during siege
      • Towns: Trade settlements house roughly 1,000 people, with as few as 35 Watchmen each

        Army: Coordinated light infantry tactics whose training focuses on guerrilla warfare and agility. Armored with light chainmail and a crossbow or javelin, longsword, and often shield, the Southmen's agility is their primary defense - though it often seems they need no other.
      • Size: The Keland Army sits around 400,000 soldiers all over the province
      • Castles: The Kelanders maintain nearly 190 fortifications to garrison and feed their army
      • Organization: In the field, Keland nobility have a flexible meritocracy to advocate who serve as officers – those nobles stationed permanently in this role are Knight-Errants and wield some measure of expertise. Each lesser lord or lady of a castle, town, or village is obligated to provide a certain quota of troops to higher-tier Keland nobility upon demand, and maintain some authority over them even when assembled into armies. Among career soldiers, ranks descend from the Knight-Errant to Marshall, Captain, Rook, Corporal, Pawn. Militiamen or deputized citizens fall to the bottom of the chain.
      Colors: Demonstrate your defense of Keland with a white cape or flag decorated by a deep-blue dragon's head. It is permissible to place this design on shields and above your doorway as well.

      Names of Keland
        Houses are made of low lords as well as high, basterds and cousins, vassals and subjects. Though House Kelyc is the proudest and strongest, it is not the only name to fight beneath the azure dragon.
      • Kelyc The last remnants of the imperial army founded House Kelyc in the disputed lowlands of the southeast, and now appoint General Marquon to route invaders and rebels during large marches.
      • Keld Along the border with Xandia, the Kelds bolster stout fortresses and protect the farmlands beyond.
      • Bokelyc An upstart family branching from the Kelycs, these vassals share the western border with Perland and train most of the Kelyc infantry.
      • Kale The Kales in the north of Keland often trade with clansmen and renegade Vorsland merchants for horses and metals.
      • Hill The basterd name given to any child born out of wedlock with a parent of nobility in Keland. They cannot own lands, but instead the lands own them, and so they name themselves thus.


      The Eperoths Rulers of Perland
      Reign: 380 years (18 generations) or more, ruled by Lord Shaun Eperoth.
      People: More than 6.5 million people call Keland home, whether in cities, towns, villages, forts, or encampments.
        Capital: Feneram, home to 70,000 and erected amidst a foggy swamp.
      • Guard: Feneram watchmen number at 1,500 full-time militia within and without the fortifications
      • Garrison: Feneram may temporarily house up to 20,000 during siege
      • Towns: Trade settlements house roughly 900 people, with as few as 25 Watchmen each

        Army: Consisting mostly of eagle-eyed archers supplemented with pikemen, the Eperoth army enjoys the ease of poison-assisted killing: merely cut your enemy, then let the venom do the work. They destroy their foes with attrition and a crippling rain of arrows.
      • Size: The Perland Army sits around 310,000 soldiers all over the province
      • Castles: The Perlanders maintain more than 150 fortifications to garrison and feed their army
      • Organization: In the field, Perland nobility abide by seniority to elect who serve as officers – those nobles stationed permanently in this role are Knight-Errants and wield some measure of expertise. Each lesser lord or lady of a castle, town, or village is obligated to provide a certain quota of troops to higher-tier Perland nobility upon demand, and maintain some authority over them even when assembled into armies. Among career soldiers, ranks descend from the Knight-Errant to Marshall, Captain, Rook, Corporal, Pawn. Militiamen or deputized citizens fall to the bottom of the chain.
      Colors: Show your pride for the Eperoth throne with a dark green cape or flag, that shall have a white hawk with wings spread over the length of the field. Understanding that it may be important to remain hidden, soldiers may also wear a tabard of similar design.

      Names of Perland
        Houses are made of low lords as well as high, basterds and cousins, vassals and subjects. Though House Eperoth is the oldest and the most noble, it is not the only name to march beneath the white hawk.
      • Eperoth One of the hardiest families, the Eperoths make their soggy homeland habitable through labor and ingenuity, and the sharp-witted General Bavin weaves the central army through the trees when mobilized.
      • Epister Emerging from the original noble line, the Episters make their farms in the northern woodlands near Risland.
      • Paelish The eastern reaches, filled with lakes, have kept Paelish fishing barges laden with catch for hundreds of years.
      • Depere South near the sea, the Depere family stalks the frigid coast for trees, pirates, and soldiers.
      • Water The basterd name given to any child born out of wedlock with a parent of nobility in Perland. They cannot own lands, but instead the lands own them, and so they name themselves thus.


      The Covenant Keepers of the Faith
      The Covenant is the old system of beliefs and faiths that once dominated ancient Arganthia, now resurrected as citizens try to find favor with patron Gods. The promises and pacts between these powerful forces of faith, and the interpretations of them, have lead to a schism inside the Covenant. Differing methodologies have not swayed the church's main goal, however, which is the extermination of Old Magic, abominations, and all evil from the lands -- seen to be a continuation of the Gods' wills.
      Pantheon:

        Gods: The patron gods and goddesses who formed the Covenant with mankind will often be appeased with offerings. Their names are invoked at important rituals and ceremonies to confer a blessing or to receive wisdom.
      • The War Father represents virtues of discipline, organization, integrity, educated scholars, and the cosmos. His deeds are written in the stars, and he has gathered the other gods to mankind to watch over them. Offerings consist of regular confessions to keep practitioners honest, and his totem is of a broken sword to represent his Timeless War against the outcast gods he has banished from this plane.
      • The Primal Mother is a jealous goddess who demands material sacrifices regularly. She represents the power of the early planet and life itself, and is seen as the herald for all alchemists. Offerings must be acceptable interpretations of all seven elements (Ash for fire, Salt for water, a Whistle for air, Quartz for earth, Seeds for nature, a Bone for flesh, and a Prism for thought).
      • The Companions are a couple who represents marriage and devotion when they are shown paired. Their totems are of a Cat for the male and a Dog for the female. The man represents affections with lust and romance, while the woman embodies family and friendships. They do not often demand offerings, but keeping figurines of cats and dogs is seen to help relationships.
      • The Shepherd of Seasons is the guide in all things involving change and transitions. Winter to Summer, life into death, pain into birth -- there is no permanence and the Shepherd is not attached. A ritual to enjoy cinnamon tea at dusk, the change from day towards night, is customary and seen to bring their favor.

        Saints: Three primary saints are recognized above all others, seen to be paragons of human achievement so great, that the gods themselves invited these mortals into their halls. Here are told the three leaders who led an army that fulfilled the will of the gods and cast the Last Spell that killed them and all the old wizards.
      • Karlota the Divine was a woman of supreme talent in leadership and in battle. Highborn and hot-headed, she was ruthless and completely certain in the necessity of their cause.
      • Ripark the Austere was a scholar and chronicler of no small fame, said to have studied with the gods in his dreams. It was he who handled and orchestrated the Last Spell itself.
      • Suhail the Calm was the seer and magi who alerted the old heroes of their plight, stirring the first of the holy warriors to heed his prophecy. He could not be corrupted by any magic.
      Reign: 470 years (23 generations) strong, lead by a collection of elders known as the Enclave. The Enclave consists of twelve Prime Clerics, who travel one at a time between major population centers.
      Tenants: There are universal rules that all in the Covenant abide by: No indulgence shall be had, with piety and poverty being honorable values. None shall suffer a heretic to go free; most shall die, some shall be redeemed. The pacts of the Gods are final, and no other law or ruler could be more supreme.
      Chapels: Every major population center has at least one place of worship, within which miniature alters are devoted to each of many Gods, as recognized by the locals. Often, every chapel houses a small under-croft full of confiscated magical paraphernalia, tomes, and scrolls recording the best ways to combat the local threats. Every Chapel must be able to support no fewer than 5,000 Faithful as a garrisoned army.
      Army: While the Inquisition is the fanatical military arm of the Covenant, a larger and more-tame selection of troops is maintained from volunteers. These faithful men and women are often tasked with guarding chapels, abbeys, and preaching Illumni. Should a crusade ever be declared, the Covenant's Army would constitute most of the front-line soldiers (with Inquisitors operating more in the shadows, Redeemers sent on suicide missions, and Illumni spreading medicine and faith to all).
      Crusade: In keeping with the activeness of their service, the Covenant keep only small bases of operations -- most of their forces are traded between fortifications and cities who play host to them. As the visiting armies hold a Prime Cleric each and often outnumber local garrisons by so much, it is considered unwise to deny the Covenant forces their food and lodging. In this way the full army is kept well in-practice for any true skirmishes or crusades.
      Colors: For service to the Covenant, all must wear a black tabard or shirt with two white keys - one vertical and one horizontal - crossed upon it. Those in the Inquisition must also garb themselves fully in black, while the Illumni may wear white cloaks or clothing (sparing the Keys of the Covenant, of course).
      Groups of Interest: Study well the beliefs of this land...
      • The Covenant
      The Gods' will be done.
      As stated before, the dominant religion of Arganthia. The Enclave of the Covenant has declared a crusade against all remaining magics, seeking to complete the unfinished work of the Saints and banish spellcraft from the world so that all may be truly equal.
    • The Archivists Knowledge is power. 15,000 scholars across the nation.
      It is the Archivists' sole purpose to log and organize the notes made by Inquisitors and Illumni after a holy mission. This knowledge is kept to make further witch-hunts more efficient, and the Covenant sanctions the studying of certain potion-making for the Inquisitors and Illumni alike.
    • The Illumni Mercy is the greatest strength. 150,000 missionaries preach the gods' words.
      The more conservative sect of the Covenant, it is forbidden for them to use any offensive arms. They are expected to preach, absolve sins, and pray for redemption. All such clergy(wo)men have spread themselves far and wide across the lands, living in numerous abbeys guarded by handfuls of pious soldiers.
    • The Inquisition Suffer not a heretic to live. 190,000 zealous warriors and squires.
      Fanatical soldiers and man-hunters all, these people are given the mandate of death to judge and execute any heretic or evil they encounter. They also provide espionage, internal inquiry, and elite guard duty. The Inquisition shall give no quarter, nor heed no penance; all heretics must be absolved through swift death. It is the Enclave that sanctions the holy missions of the Inquisitors, and they may call for an internal purge of the Covenant at the hands of these agents at any time.
    • The Faithhful Serve with humility and please the gods. 300,000 emboldened citizens making their mark.
      When the Covenant requires additional troops or recruits for talented fighters, scholars, and preachers, they turn to the masses. Theirs is a religion of action and deeds, and many faithful people consider service under the Inquisitors or a clergyman to be proud work. They work for a minimal stipend to guard, assail, patrol, and relieve numerous forces who scour the old holy sites.
    • The Redeemers Death is the road to awe. 8,000 converted souls seeking salvation.
      Oftentimes, the Illumni will see a flicker of good in the heart of a Heretic - or the Inquisition will see a skillset that simply cannot be passed up. In such cases of "mercy", the heretic in question may be put into the service of the Covenant. Usually operating alone and often on suicide missions, their absolution is in their death during service to the Gods. To come back alive is to have failed, and brought eternal damnation onto oneself.



      Rangers-in-Exile Wardens of the Free Forest
      Reign: 400 years (20 generations); lead by the Alderman's Council
      People: 250,000 call the Free Forest Home
        Capital: Aldaris, home to 700 people living on the islands and shores of Lake Verdun
      • Guard: a contingent of 100 Guardians from the Rangers-in-Exile, plus a militia consisting of every able-bodied adult
      • Garrison: Aldaris can only hold an additional 500 people during times of siege; however, the islands on the lake are nearly impossible to lay siege to
      • Towns: technically none; while Aldaris itself sits on an island in the middle of the lake, all the settlements on the lake's shores and islands are considered part of Aldaris
        Army: the Rangers-in-Exile watch over the Free Forest, using stealth, guerrilla tactics and deadly archery supplemented with alchemy to wear down any foolish enough to invade their forest
      • Size: They train and provision for an army of 12,000 strong; the Rangers make up for low numbers with knowledge of their terrain and ambush tactics
      • Castles: the Western Keep is the only actual fort in the Free Forest, but the Rangers have hideouts, caches and garrisons throughout the Free Forest
      • Organization: The First Ranger is in charge of the Rangers-in-Exile, with the Second Ranger serving as his second-in-command. The Captains below them spread their orders, along with the Master Craftsmen in charge of logistics for the Rangers. Lieutenants are in charge of squads of Rangers or Guardians, who in turn lead Scouts and Watchmen. Craftsmen and Stewards fall under the purview of the Master Craftsmen. Recruits are the lowest in rank, hopefuls seeking to rise to higher positions.
      Colors: there are no colors to show fealty to the Rangers-in-Exile other than those which blend in the forest.

      Names of the Free Forest
      Few names of import can be found within the Free Forest. Memorize those these well so as to avoid sticking out.
      • Calminaion: the most notable name in the Free Forest, Clan Calminaion is the only "noble house" within its borders. These outsiders fled Epister wrath four hundred years ago, founded the Rangers, and have been here ever since.
      • Andrezani: the Andrezanis welcomed the Calminaions when they arrived, and the two families have been close ever since.
      • Mordecais: the Mordecais are not fond of the Calminaions, and are sympathetic to House Eperoth. It is their hatred of the Episters that keeps them allied to the rest of the Free Forest.
      • The Erastians and the Mvashtis: rivals from Risland who hate one another, they regularly quarrel and quibble over shared territory, with the Rangers keeping them in check.
      • Forrester: the name for bastards born in the Free Forest. Unlike other lands, bastards can achieve any position of power in the Free Forest.


      The "Named" Stewards of Perland
      Perland is a nation of forests. Many of its people live in small, isolated towns and villages, unprotected by the busy Perland military. To this problem, many militias and groups have rallied to defend their homes. The "Named" are a small, tight knit group of master hunters who have taken it upon themselves to defend the people around Shoulder Pass from all outside threats. Most are simple people, living isolated and meeting only to discus hunts or protect villages. The "Named" get their title from the practice of addressing people by extraordinary feats or features about themselves. Striking with long knives, poisoned arrows and all manor of other small arms, they ruthlessly slay anyone who threatens the people or land of their home.
      Reign: The "Named" are a new bunch, created 45 years ago (2 generations) when a collection of hunters met together for a three year wyrm hunt. By the end, they were closer than family, and most had picked up nicknames. Kerko "Druid" Lancer was the mastermind behind the "Named", who have protected the borders since.
      City: "Named" do not answer to one city, but protect all in a wide area. They do, however, meet regularly in the Bleeding Oak Tavern, in Ervik.
      Army: There are very few "Named", at last count around twenty men made up the hunter core, seven of which never leave their sectors due to isolation or war. "Named" do not have a formal rank system, but simply have more respect for certain members, who act as leaders of sorts. However, the "Named" are not alone in their fight. Men and women who fight alongside them and earn names if their own are listed as "Titled", respected soldiers who can be called upon in dire times. Each "Named" has several "Titled" in his area that he meets with and trains after they have accepted their role. They form a sort of "minuteman system" where they can be called at moments notice to rally alongside their "Named" comrades. The Stewards of Perland fight bandits and soldiers the same they do game. They stalk their prey, preferring to strike from shadows or premade hides that dot the forests. They prefer shock tactics, sniping key members with poisoned arrows and using the confusion to advance and finish off the rest with close quarters fighting. Magic is allowed, but closely monitored by the hierarchy. Most all "Named" are taught to make poisons and potions out of local plants so they become more self-relient.
      Colors: The individual look of each Steward varies depending on their region. All wear long cloaks that bear the Perland eagle on the back, but colors and garment are influenced by geography. Rocks and mountains influence darker clothes, while the forest and valley dwellers prefer dark greens. They can recognize one another by voice by track, smell, and even can tell the difference between the eyes of each member.
        Locations of Interest:
      • The Forest The forest is a Perlander's first love, and the "Named" are no exception. They rely on the woods and the woods relies on them.
      • Evrik- Holds the tavern where the original hunters met to plan their slaying of the wyrm that had plagued the countryside for years. People in Evrik respect all the "Named" and their "Titled", as do may of the forest people.
      • The Hide-When times are dire and the woods are no longer safe, the Hide is where the people of Perland go. A series of tunnels and caves, guarded by traps and bottlenecks, it can hold the whole population of the valley the "Named" protect if needed. It hasn't been used since the last great invasion.


      The Legion Companies Contracted chapters of sellswords
      Army: No single weapon befits the Legion, but their unifying trademark is a deep suspicion of magic or anything that looks like it. They take the time to master as many disciplines of warfare as possible, including horseback, spears, swords, archery, and stealth.
      Colors: Show your real allegiance, men! Let your armor always boast the unmistakable imperial purple half-cape decorated with twin gold swords crossed and pointing downward. The other half may bear your Company sigil.
      Organization: Hierarchies and chains of command such as the Legion displays did not spring up over-night. The Legion is the remnant of the old army, passed down through so many competing, bickering hands of jaded commanders driven by greed more than honor as the generations melted on. They keep all orders and trouble in-house, but generals often confer at Chapter Halls to determine which companies take which recruits or locations. The regional generals of each mercenary band each defer to their company commander, and the lot of them meet in congress to discuss and feud over contracts.

      Chapters of the Legion: 239,500 soldiers in all
        Northwest Chapter, "The Roaring Avalanche": 59,000 Legionaries for hire in Risland
        Composition
        -Silver Skulls (7,000)
        -The Brotherhood (6,000)
        -The Lord's Lions (7,500)
        -The Stone Knights (6,000)
        -Widows of Winter (5,500)
        -The Green Company (4,500)
        -Death's Eversworn (500)
        -Clan Vulthrad (8000)
        -The Undefeated Codpiece (5,000)
        -The Last Marchers (9,000)
        Northeast Chapter, "The Glittering Horde": 60,500 Legionaries for hire in Vorsland
        Composition
        -Silver Skulls (7,000)
        -The Brotherhood (6,000)
        -The Lord's Lions (7,500)
        -The Stone Knights (6,000)
        -Widows of Winter (5,500)
        -The Sons of Fury (6,000)
        -The Green Company (4,500)
        -Death's Eversworn (500)
        -Clan Vulthrad (8000)
        -The Last Marchers (9,500)
        Southeast Chapter, "Molten Fury": 60,000 Legionaries for hire in Keland
        Composition
        -Silver Skulls (7,000)
        -The Brotherhood (6,000)
        -The Lord's Lions (7,500)
        -The Stone Knights (6,000)
        -Widows of Winter (5,500)
        -The Lucky Few (5,500)
        -The Green Company (4,500)
        -Death's Eversworn (500)
        -Clan Vulthrad (8000)
        -The Last Marchers (9,500)
        Southwest Chapter, "The Untamed": 60,000 Legionaries for hire in Perland
        Composition
        -Silver Skulls (7,000)
        -The Brotherhood (6,000)
        -The Stormborne (2,000)
        -The Lord's Lions (7,500)
        -The Stone Knights (6,000)
        -Widows of Winter (5,500)
        -The Green Company (4,500)
        -Death's Eversworn (500)
        -Clan Vulthrad (6000)
        -Morgans Ranger Company (6,000)
        -The Last Marchers (9,000)
      Companies of the Legion
      Each commander is a self-made general with their own pride and history. Hailing from different lands, they make no qualm about accepting thieves, murderers, and outlaws into their ranks. So long as the orders are obeyed, enemies are killed, and the money flows in, everybody's happy. Companies are traditionally split between regional Chapters to maximize coverage, however it it not uncommon for a smaller, more specialized Company to only exist on one Chapter.
      • Silver Skulls: It is customary for fallen captains and commanders to have their skulls retrieved and dipped in silver, mounted upon poles carried before the company into battle. They number at 28,000 troops across the land.
      • The Brotherhood: An alliance begun years ago from escaped slaves from Xandia, the Brotherhood wear manacles and wield scourges along with their swords and spears. They are 24,000 strong.
      • Stormborne: Clad in a sea of green and navy blue, this company of professional soldiers is but a myth to most. Small in number, lightning quick and highly efficient - and expensive to match. Lord Rodvic presently employs fewer than 2,000 of these shock troops.
      • The Lord's Lions: Self-styled infantry and artillery make up the bulk of the Lord's Lions, who armor themselves in gleaming copper and take great pride in their exiled lord-turned-commander. There are about 30,000 Lions.
      • Widows of Winter: The only all-female company of sellswords, these women range widely in age and heritage, but not ferocity. The Widows are heavily armed and armored and usually castrate the male commanders of defeated armies. They number at roughly 22,000 fearsome females.
      • The Stone Knights: The company of the Stone Knights were risen up by Sir Paln, a disgraced knight put on trial for treason, but when their would-be-commander beheaded his own wife to make his escape, the world knew at once his heart was made of stone. He has no fewer than 24,000 Knights.
      • The Lucky Few: Garishly dressed and armed with long pikes, the followers of the basterd Harken Steel are known for their independence from supply lines. They endure by raiding and looting, assimilating recruits from all walks of life so long as they are ferocious and unforgiving in battle. Census counts almost 5,500 mobilized infantry.
      • Sons of Fury: Combining deadly axemen, powerful armored knights, and deadly marksmen and siege engineers armed with terrifying firearms, the 6,000 men of this Vorslander-only, male-only company are masters of shock and awe tactics.
      • The Green Company: Created by famed adventurer and former knight Sir Yohan Penbrooke, it's comprised of mounted men-at-arms and dismounted Perland-style longbowmen, the cavalry are trained to either dismount before combat and fight as heavy infantry or retain mobility on horseback as needed. They are known for their patience and mercy; many a former enemy have chosen to join the ranks after being bested in battle. Stands at 18,000 men.
      • Death's Eversworn: Not a true army, but a chartered organization of assassins, this secretive group operates all over Arganthia and is only tolerated due to the tithes they pay to the Legionary council. Little is known about their methods, but victims are usually found with pinpoint blade wounds and there are rarely witnesses. Best guess is 2,000 Eversworn currently operate.
      • Clan Vulthrad: A barbaric tribe from beyond The Rim, these men were driven from their former homes due to the constant warfare. Rather than seek death at the hands of the Rislanders, they chose to swear fealty to the Legion...and it's coin. The 30,000 men of this tribe wield fearsome weapons and prefer light or no armor.
      • Morgan's Ranger Company: Comprised entirely of Eperoth veterans, this Company specializes in ranged combat and woodland survival. Famed as trackers and scouts, they frequently supplement their former army on campaigns..for a price. Last count was 6,000 rangers.
      • The Undefeated Codpiece: An oddity among the usually dour Legionary Companies, this force follows the strange tradition where the soldier's codpiece is shaped to resemble a weapon. Some members take this even further and reinforce their codpieces with steel or install elaborate weapons to them, making them deadly implements. Whenever asked where this bizarre ritual comes from, they will uniformly answer "...It's tradition". Currently 5,000 men follow this unique Company.
      • The Last Marchers: A chapter known for taking in the diseased, plagued and unwanted with nowhere else to go and allowing them to serve out their days fighting alongside the healthy soldiers in sealed suits of armour and tattered cloaks. They bear the pale hourglass as their sigil and permit limited Chloromancy. Allowing the unwanted in their ranks numbers them approximately 37,000.
    • Dapper Autobiographer

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      There are countless threats that besiege our vast land, with fortunes and lives lost to the sword and claw equally. Take great care of these dangers - many are not driven by reason, but hunger and greed. You will be fighting for your life at every turn.

      Pariahs
        The hearts of men can be dark indeed. Be wary of these people, for if you approach them, you can expect to be attacked on sight.
      Syndicus Criminals, cutthroats, killers...
        Lead by a man calling himself Alvin Black, this large band of thieves and murderers make their living off the wealth accumulated by others. Many times they stop trade caravans to kill the guards... and travelers often go missing in their territories. I believe they hide in the ruins of small forts, but it is hard to say - they seem to be everywhere. Don't be thinking you'll take refuge in a city, either - the night-time streets are rife with theft and murders perpetuated by this heartless group. Watch your back.
      Zelotes
      Frenzied fanatics...
        An old knight named Roderck has assembled some of the last alchemists in the land, convinced their gifts come from a fallen god. This wouldn't be a problem, except they are also convinced that all non-magic users are worthless wastes of life. These fanatics will try to coerce you into their order if you can weave alchemy, and will do their best to kill you if magic is deaf to you. Steer clear of these crusaders, who gather in old alchemy libraries.
      Marauders
      Breeders of exotic evils...
        The hulking monsters in the wild now have human allies. This deluded group, lead by the "prophet" Salkazar, breeds and trains some of the most dangerous creatures of the natural world at great personal risk. Their monsters are hidden in caves and forts all around the land, though thankfully they have not been entirely successful in taming them. Regardless, avoid these red-robed fools wherever you can, for their dread beasts are never far behind.
      Rebels
      Traitors, rogues, renegades...
        These insurrectionists want nothing but death to come of the generational kingdoms and counties of modern Arganthia. They are lost to their causes, always plotting to overthrow the governments and seek a deluded "freedom" for their children. Brigands and turncoats all, they've lost their pride and their values to one mad, blood-crazed mission whose goals chiefly include allying with foreigners, and assisting their invasion of sovereign Arganthian lands. They will kill any who do not fight alongside them; even bystanders are seen to oppose their cause. In dark corners and secret city homes, they plot the demise of our way of life, and would make all our sacrifices to be in vain.


      Monstrosities
        Beasts twist and grow to terrible proportions, skewed by old curses or haughty gods into lethal, hulking shadows. These are straight from myths.
      Were-folk Halfbloods, cursed to kill...
        There are legends of entire villages near the edge of our borders having been rendered bloody graveyards, with sole survivors who are never seen again. The curse of the werefolk is believed to come from an Old Magic artifact that stayed among a family for far too long, and like a slow plague curse has spread to survivors of attacks. Wolves, boars, bears, terrible birds, even goats have been seen, raging with differing human proportions and statures. They are fueled by an insatiable hunger, but can hide their monster forms in the day. Those citizens who cannot end their own torment may often seclude themselves from civilization, but their grisly descent to savagery always ignites the hunt, and none are ever truly safe from their pursuit.
      Dire-beasts Unrestrained primal power...
        The mighty dire-beast can be found on rare occasion in the extreme wilds, and survived much rarer still. These animals, ranging from wolves to bears to rodents and boars, grow to incredible sizes, often taller than a man. The heights of the Rim mountain range fall under the protection from the highly territorial dire wolves, with massive bears found picking through the denser woodland near the Ashen Crescent. These animals are often accompanied by their lesser cousins, who seem to bow away and offer the alpha status to these supreme ones. Many hill tribes and older practices will hold that the direbeasts are gods, or blessed by them, and so should be as revered as they are feared.
      Unfallar Towering keepers...
        The giants of the Unfallar tribes are known for their secrecy, shyness, and complete suspicion of all humans. This triggers into a frequent rage and massacre should any scouting party stumble upon the hovels and hides of these thirteen-foot anomalies, clad in all manner of clothing, armor, and bronze-age finery. They're known to hide often amid the ruins and caves dotting the land. Far from dim-witted, the Unfallar possess a tactical mind and a slow pace of life that belies their perceptive understanding of the world. Seeing themselves as stewards of the land, they worship the very elements that Alchemy calls upon, though they're unable to do any more than craft Philters and engage in Chloromancy, themselves. They will often be adversarial to travelers, and have recovered from genocides in the past that are never to be forgotten.


      Planeform
        There are archaic forces at work in the cosmos, imbued with life and minds. These juvenile children of the Primal Mother phase between realities, embodying entire elements. They are the early and the final forms of magic, devoid of allegiance. Their raw power is all-consuming and they seek to unify the planes of magic into the material world, warring against each other as much as the denizens of our realm. When the War Father began his war for the cosmos, these were the first beings he cast away or enslaved to forge the world.
      Efreets Fire Planeform...
        Ephemeral fire come to life, these beings congregated and cause furnaces of heat. Their light and fire can often disable most approaching would-be vanquishers. Resembling a pair of electric-blue eyes surrounded by animated fire, Efreets don't often choose to take recognizable forms, preferring spheres or tendrils when they move about and attack.
      Nepheles
      Wind Planeform...
        They move through cracks and crevices, filling enclosed spaces with howling gales and sweeping across the landscape like a smokey wind. The Nepheles bombard the world around them with spells and sounds, gathering like a tornado to rip cities and armies apart.
      Vaetirs
      Rock Planeform...
        Living rockslides and sand apparitions, the Vaetirs crash and roll into crushing mountains against walls, armies, oceans, and cities. They often have worthless curiosities and sparkling treasures buried inside their mass. Shapeless except for a cyclops eye, they can combine into huge structures of living earth.
      Morgens
      Water Planeform...
        Cursed through the ages by sailors and lowlanders, the Morgens appear as standing or flowing water, surging to sweep the landscape clean. They emit a singsong chatter that summons forth schools of fish and crustaceans, and disorients foes who hear it.
      Homunculi
      Flesh Planeform...
        Staggering, lurching masses of skin and tendons and bones, the Homunculi resemble small thin people covered in odd tufts of hair and exaggerated features. They're said to grow in size and girth for every mouthful of blood they consume, without limit.
      Bakus
      Dream Planeform...
        The issue with identifying a Baku is that each one appears differently to every observer, shifting form before their eyes to take on their most vividly imagined construct - monsters, lovers, objects, even incorporeal concepts. Their nature is to be deceitful and elusive before the strike.
      Waldgeists
      Nature Planeform...
        Estranged hybrids of beast and plant, the Waldgeists are hunched balls of fur and claws that have sprouted greenery all over, as if their bodies were a forest floor and their bones made of bark and roots. They readily disguise themselves as inanimate flora, waiting in ambush.


      Dreadkin
        Something has awoken from beyond the borders of the living - it stirs in the night and invades our dreams. It is said these were the first mortals conscripted against the gods, to rally against the spirits and angels who defended divine halls. The nature of such evil has not been seen in ages, and if we do not slay these foes quickly, they will enslave our minds and hold us rapt with terror. All of the Dreadkin are capable of invading our dreams to sew doubt and paranoia, and all inhabit secret hovels and dark holes during the day, emerging at night when the sun is not harsh.
      Fiends
      Bottom-tier mindless thralls...
        Those who could not resist the horrors of the Dreadkin have joined them, their minds destroyed by the fear they have lived with. Demons of varying ambitions occupy them now, and an army slowly builds full of addled men, women, and children who have become hopelessly enslaved. They fight like maniacs, and death is the only release left for them.
      Imps
      Low-tier crazed tricksters...
        From the flaming gates of the Dead Court rise these minions, feeding off the fear and doubt of their prey. They resemble monkeys with cracked leathery skin, which seems aglow at the joints with oozing lava as they dance along, scampering through the night. They enjoy torturing victims before the sweet, climactic kill - avoid this fate.
      Trolls
      Low-tier deceptive silvertongues...
        Long-ago, they were once considered fae-folk; their pointed ears and angular features have since been deformed into hideous faces, their sanity leaving them as their bodies grew in size. The Trolls delight in word games that toy with twisted logic to infuriate and distract a victim. They attack with brutish strength hidden beneath a compact frame, and sometimes like to disguise themselves as men (or women), wearing clothing and hoods to hide their freakish features. Their keen perception and sharp wit make for a cunning combination. Beware the deceivers!
      Ogres
      Mid-tier engines of rage-driven flesh...
        Where the other Dreadkin descended from purer forms, the Ogres arose from even deeper depravity. Hulking giants and progenitors of the more-tempered Unfallar, the Ogres bash and rip their way through a nightmare's crashing climax of terror. They sport tough scaled hides and plated armor of bone, making them easily the most hardened of the demon-kind. Strong claws of razors and vice-like teeth of daggers are powered by a single thought; destroy.
      Sirens
      Mid-tier insatiable lie-spinners...
        Fallen from high status as effigies of love and affection, the Sirens have retained their allure of beauty and voice but fester in malignant hearts. They possess some ability to shape-change, swapping gender if required to best-suit their victim. An irresistible voice echoes in unparalleled song from all directions, confusing an unwary soldier until at last they see the object of their crazed desire. The Sirens are known to consume a victim after they attempt to engage in carnal relations, so block your ears and avert your gaze!
      Warlocks
      High-tier summoning callers...
        Preserved souls from ancient summoning wizards who weave in bones and brains, the Warlocks shroud themselves in flowing cloth covered in rune magic symbols. With these tattered instructions, the dreadkin scribes summon forth wisps of the elements and conjure them wholly into Planeform servants. A pervasive confusion and multitongue babble emanates from around them like an aura, disorienting and yet beckoning to any adventurer who strays at all too close. Their armies may be temporary but the damage caused from the march is profound.
      Archons
      Top-tier nightmare commanders...
        The severed souls of countless kings return from beyond, drawing in life to craft a body for themselves. This chills the world near them in a frost as they assemble crude flesh and don rusted armor from incorporeal magicka. These shambles are held together with taught sinew and rotting skin, but their anger has never been stronger. A cold fog clings around them, and their eyes glow a frozen blue. Beware them in the crypts of old graves and in the summoning circles of brash cultists.


      Dragons
        The ancient lizards who soared the skies have returned, crashing through the land from every corner and every border. In days of myth there were many more kinds of dragons, and some were small enough to keep as pets, or tame enough to ride. The Last Spell purged all but the meanest and the largest, whom we are left with today. Many hunters and heroes have ended up in their bellies... take care not to do the same. Several subspecies of dragon are easily distinguished from one another, and it behooves you to learn of them.
      (For comparison: most archaeologists estimate the T-Rex weighed 5 metric tons and was 12 meters long in adulthood)
      Raptors
      Nimble, agile, frail...
        The smallest breed of four-legged dragon, with feathery scales and angular bodies meant for quick flight. The adults weigh around 9 metric tons, stretch up to 25 meters from snout to tail, and can spread their wings more than 36 meters. Their bodies are the most frail, but they compensate for this with the greatest numbers, always breeding in large nests and flying together. They have no elemental attacks, but boast large scythe-like claws and prefer to dive-bomb victims. Raptors are migratory, and always hungry.
      Wyverns
      Patient, imposing stalkers...
        The lankiest and freest-roaming of the dragons, adult Wyverns weigh 11 metric tons and have wingspans beyond 60 meters, their lengths near 56 meters from tail to snout. They have only two legs, with great wings that run the length of their body and down their quill-tipped tails... it is common that, when you see one, it shall be gliding all day long as it rides the warm air. Make no mistake, they can carry great weights and eat tremendous amounts of meat. Do not fall under one's gaze.
      Basilisks
      Tenacious monsters...
        The basilisk's attack is augmented with venomous saliva and it enjoys releasing a potent hallucinogenic breath to disable prey. Weighing in at 19 metric tons or more, the basilisk has vestigial wings used more like pincers and catapults, and thus is limited to the ground. Its powerful frame of only 43 meters is packed dense with corded muscle and armored with thick scale plates. They are alarmingly quick and can crush the unwary hero with a single swipe of the tail. The basilisks hide away in deep caves riddled with secrets and bones.
      Wyrms
      Majestic, mighty, menacing...
        This is the mightiest of the dragons, and the only kind able to wield magic and speak. Measuring at 75 meters long with a 80-meter wingspan (two sets), this dragon race can weigh more than 32 metric tons when it reaches adulthood. Mostly only able to maintain short bursts of flight, the Wyrm still defends a given territory, at the center of which is its treasure-hoarded lair (they have a preference for shiny things). Their powerful muscles ripple beneath dazzling scale armor, and their claws and teeth are razor-sharp and serrated. All peoples fear the Wyrm.

      Dapper Autobiographer

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      Though legends tell of a band of heroes who will rise and attempt to change our world, there are also portents of villains and subterfuge that will oppose them. The privileged, the small, the persecuted, the oppressor -- how you begin this tale will surely not be how you end it. Some of you will embolden, some of you will disgrace, I expect some of you will even die. The path ahead will be full of forces and trials that ask: will you manage to survive, or will you adapt to thrive?

      The warring gods demand we act, not for our inborn virtues, but for our destined might.

      Ledger of Characters

      [Existing Profiles]
      1. Wilkur Creighton - (Torrey the War Singer)
      2. Otto Berislav - (Robyn of the Forty Isles)
      3. Austier "Geist" Kulpirson - (Sir Geralt le Fey)
      4. Viridi Stein - (Mephilia the Fallen Seraph)
      5. Balamaethor Calminaion - (Lord Ashkelon)
      6. Harken Steel - (Gilduncratz the Indomitable Saucier)
      7. Merlianna Vess - (Kendra, the Firewalker)
      8. Lilith Morrigan Pine - (Axyleiah of the Eternal North)
      9. Therian Kulpirson - (Serafina the Dragon Fire)
      10. Eulei Silvarius - (Yiulst of the Luminous Wind)
      11. Lyn - (Ziiek, Warlord of the Ashen Triangle)
      12. Asher von Terrorwin - (Primus)
      13. Krist Avel - (Arren, Grandmaster Sage and Hand of the King)
      14. Nisvania Elaine Vorsaad - ("Kiegan" The Betrayer)
      15. Thalia Marsia Vorsaad - (Vorsire, The Stallion)
      16. Fenris Fairfax - (Eugeo the Ever-Rising)
      17. Ram Viswanathan - (Tindalos)
      18. Nephyria Alea Galaval - (Vyriaanth the Paragon of Malevolence)
      19. Gat Walker - (Mstivoj Parthinax)
      20. Eker Orwyn Epister - (High Lord Thorn)
      21. Arie Giere - (Valerios, Incandescent Flame of the West, Basterd of Ziiek, Warlord of the Ashen Triangle)
      22. Dash Ryder - (Atonius)
      23. Sidnemamiwen Water - (Reinhardt, Primus of the Zephyntari, Eagle Father)
      24. Konstantin Haas - (Exid the Exalted)
      25. Valentina Rasmussen - (Sog the Noble Sacrifice)
      26. Via - (Horson, Lord of the Sun)
      27. Eveline Estheim - (Valan, Bringer of the Vale)
      28. Rend Risiark - (Sir Kriss)
      29. Ysmerilda Elisven Aelynth - (Kythalmarra The Temerarious Puppeteer)
      30. Maynard Engler - (Lord Campbell the Gentleman)
      31. Yuri Tulakovsky - (Valtyra)
      32. Sir John the Nettle - (St Poldron of the Hopeless Gate)
      33. Llamyrl Risiark - (Lady Althea of the Bloodied Lance)
      34. Hellser Krux - (Pirj the Destroyer)


      A description of each Entry lies below. PM this completed form to me labeled "HWR".
      Please be willing to discuss revisions with me if something doesn't seem like it will fit.


      [color=black][size=10]
      [b]Hero[/b] ----------
      [b]Title[/b] ----------
      [b]Age[/b] ----------
      [b]Gender[/b] ----------
      [b]Fealty[/b] ----------
      [b]Weapons[/b] ----------
      [b]Magic[/b] ----------
      [b]Familiar[/b] ----------
      [/size][/color][spoiler][color=black][size=10]
      [b]Style[/b] ----------
      [b]Skills[/b] ----------
      [b]Visage[/b] ----------
      [b]Clothing[/b] ----------
      [b]Psyche[/b] ----------
      [b]History[/b] ----------
      - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
      [b]Arcanonaut[/b] ----------
      [b]Spirit Type[/b] ----------
      [b]Spirit Personality[/b] ----------
      [b]Spirit Feats[/b] ----------
      [b]Spirit Desires[/b] ----------
      [/size][/color][/spoiler]
      Keep in mind: "Dark Ages". These are not the best times to be alive, and everyone has to do a little bad to do a lot of good...

        Hero Your character's name.
      • They do not need to use the given Family names - heroes come from all walks of life.

        Title Optional. Often refers to any rank your hero may hold if the member of an army or mercenary group.
        Could also be an earned nickname that describes your character.
        The below lowly Ranks are used by the Legion and all official Armies.
      • Knight-Errant (nobility in charge of two hundred soldiers)
      • Captain (decorated veteran officer, a reliable force of warfare knowledge)
      • Rook (hardened soldier with many battles under their belt)
      • Corporal (young battle-tested soldier, survivor of several battles)
      • Pawn (newly recruited soldier, has seen few battles)

      Age Arganthia doesn't have a long life expectancy - with old age comes wisdom and caution.

      Gender Anatomical - male or female.

        Fealty Optional. Has your character sworn allegiance to any ruler or military?
      • Consider how your quest will disrupt your duties to them, if so.
      • This could also be a Faction you choose to be a member of, for good or bad.
      • Leaving this blank invites you to be seen as an Outlaw by those in power.

        Weapons Consider interesting but realistic ways to fight that match your Magic/Style.
      • Can your sword light on fire?
      • Do you wear poisoned catclaws to climb trees?
      • Do you have no weapons at all (you brave fool)?
      • Etc.

        Magic Optional. Your character may use two magic schools if you forfeit your main weapon.
      • Refer to the Alchemy post for details on how to use these offenses.
      • Members of the army cannot use Magic (they are superstitious to a fault)!

      Familiar Your pet. Please no talking animals...

        Style How will you be fighting?
      • Are you nimble and disciplined?
      • Are you a mounted cavalry?
      • Are you a "Leeroy Jenkins", charging in without a plan?
      • Etc.

      Skills Optional. Anything interesting your hero can do (juggling, poetry, etc).

      Visage Your hero's facial appearance, including hair and/or scars, tattoos, etc.

      Clothing Includes armor. Tell me colors, materials, accessories, etc.

      Psyche Bring me into your hero's mind. What motivates them, what are their fears? Do they have any odd habits?

      History 5 sentences at most. Anything beyond that is probably good to save for character development.

      Click here for an explanation of the following sections! (Yes, the post with Morgan Freeman)

      Arcanonaut The name your ancient hero. Ideally you will provide a first name and a title of renown. Every one of these guys was powerful and great. (Gender does not matter here! Mix them up if you want)

      Spirit Type One word, simple, tell me (Vulcanaut, Stratonaut, Ferronaut, Aquanaut, Sangunaut, Cryptonaut, Arbornaut, or Corponaut)

      Spirit Personality No more than two sentences, I will hold you to this. Briefly tell me how they usually are, now that they're dead. Are they calm, angry, sad? Are they helpful, derogatory, nihilistic, or hopeful?

      Spirit Feats A list of three accomplishments that make your hero unique, or that once demonstrated their power. No paragraphs, and no sentence if you can help it. Just a short summary.

      Spirit Desires They died quickly, suddenly, and with unfinished business. Maybe a lover back home, a feud unresolved, or research pages left blank. One sentence only; tell me what they want to do now that they're back, riding around in your body like a two-legged meat wagon.

      Dapper Autobiographer

      User Image User Image User Image User Image User Image User Image User Image


      User Image


      The winds blow in through your door, and are unusually cold for this time of year. A raven caws somewhere in the trees far above, but it is drowned out by the howling of wolves. The night is restless, and knows something evil is afoot.

      You toss in your sleep...

      The numbing cold seeps its way into your mind, giving the field a frost and light snow in the eerie moonlight. Your breath clouds before you, as you stand alone amidst the weeds and grasses... vulnerable. In a moment of clarity you realize you aren't wearing anything, bare to the harsh elements and dangers of the night. You cast your gaze around for your clothes as a confused frenzy makes your hands start to shake, but soon a more primal fear grips you. Your shivering halts as a chill washes down your back, the unnatural calm of adrenaline mixed with pretension. Something has been watching you for a while now, but you've only just noticed. It lurks beyond, in the foggy dark at the fringe of the clearing.
      You step forward with ice-cold feet, swallowing your doubts...


      Far away in the night, past the mountains and echoing against the bark of every tree, comes a roar. If you had been awake, you would have tried to identify the caller - was it a lion? No, too deep and it did not taper away, but instead the outcry escalated, as though a wail. Wyvern? Surely not, they haven't been seen in these parts for generations. The raven quiets, and a wolf braves the night with a lonely howl, only to be silenced by the roar again.
      The echoes reverberate through your room...

      You've found a torch somehow - what relief. Holding it so close to your chest that you threaten to burn yourself, you sap up every ounce of heat that it can give. The light is comforting, but the freezing wind at your back and the blackness around you are quick to unearth the fears again. You are alone with your torchlight, staring into the black of a strange forest you have not seen before. Nothing is visible... your light is too bright. In a moment of horrifying grief, you drop the flame to the ground, where the dew quickly extinguishes it. But soon your eyes adjust, and the baffling of the fire in your ears has subsided so that you can listen to the sounds of the haunted night.
      You make out a voice...


      The wailing roar grows louder, carried now upon hooves and wings. No earthly creature has ever made these sounds before, and the animals of the night shy away to their dens and burrows. Something smells wrong to them, but still you cannot wake from your mounting terror. It soon becomes harder to breath, like a hand were getting a firm grip on your neck and beginning to squeeze with sharp nails. The trees outside rustle - something occupies them. In a moment all is calm, but now there is a new pair of eyes in the night.
      You cough in subconscious panic, a gasp for air...

      "Come..." coos the voice. You find it attractive, like a sweetheart from seasons past as you would whisper to one another.
      "Come here..." It calls again. You pan your head around, squinting. Finally, you think you've located it.
      "It will all be made clear, now..." The voice assures you. A feeling of forgotten warmth cascades over you again, warming your face and chest. Your breathing lightens, and a weight seems lifted. You take a step forward, confidence building. Another shuffle and a step, then you're suddenly off running.
      "Just a bit further..." The voice reaches out to you with incorporeal hands, ready to embrace. Your sprint takes you ever forward, but ever farther from the voice. You become frustrated, angered as your breathing grows labored again. You call out for the voice, but it has shifted. Lower now, with an echo that rings in painfully loud from every side.
      "You need to come here!" It demands suddenly. Right behind you.

      You whirl around on frozen feet, just in time to see the dagger plunge into your chest. A steaming hot fountain of red froth bubbles up to a symphony of laughter from all around.


      You wake with a start. A hand clutches to your chest where you are relieved to find no dagger. Heaving breaths slowly begin to calm your racing heart, as you look around your darkened quarters. The door slams open in the wind, inviting you to peek outside on cumbersome, half-asleep legs. The roaring wail is gone, and the crow bids you welcome in the early dawn hours.

      It's the third night in a row you've had this nightmare.

      The fourth night...

      The dagger and the blood sit at your chest, dried and caked -- you feel no pulse yet you do not drop. How long had you been standing here, exposed in the frozen field of your mind's sleeping eye?

      There's a skeletal hand holding the dagger, not a shred of meat or tendons to it, and hollow eyes stare back. The cooing voice calls again -- this one isn't the luring voice of deceit... That cackle and the chattering of demon-spawn can be heard at the edge of your sight. Closer now, ripping fast through the shadows to feast on you both.

      The grim and fleshless face leans in urgently. It needs to tell you something...


      The fifth night...

      Again you feel trapped in the dreamscape, the real that evades your senses and forces you to feel like you've been here before, will go here soon, and will always be this way.

      You look the skeleton in the holes where its eyes should be. "I AM FORGOTTEN HERE!" You scream with words that are silent but echo deafeningly.

      The dead figure leans away from your warm embrace, frantically casting its hallow gaze around your frozen clearing in the dream-woods. The watching eyes light up and illuminate their horrible owners. Beasts and men and demons and the infinite angry ghosts. With a slow resolve the skeleton pulls the dagger from your chest and looks back at you.

      Your still-beating heart sits impaled upon the cold blade.

      "You are just lost." The skeleton says, gripping the heart and shaking with its power coursing through them, scaring back the howling, yipping horde.
      "You called them all here..." It motions to the torch which lay nearly-extinguished - still warm, still glowing in the snow.
      "Now help me find you!"

      With a shove of its bony hand the grim figure casts you out of the dream, forcibly.
      You awaken and examine yourself, to find a hand-shaped bruise on your chest...


      The sixth night...


      You’re back with the skeleton, them holding your heart on the dagger and the both of you surrounded by chattering voices. Except a strange power seems to fill you, and before your very eyes there are strands of flesh and tendons which begin wrapping the dusty bones. Meat and organs bud like flowers, filling and pulsing with life energy. By whatever machinations, the heartbeat that this being stole from you has begun knitting life back into old cartilage and ribs.

      The transformation does not go unnoticed, as the eyes at the edge of your clearing begin taking form. Beasts of unsightly proportions and numbers seem to stretch back as far as the dim light carries, snow reflecting an unseen moon. It’s possible to see ancient wizards, gangly warriors, enchantresses and tricksters and scholars and bards, all of demon stock. Beyond them, a door frame sits empty – it looks like a portal, but is not activated at the moment.

      ”Dreadkin.” The corpse sputters out, forcing itself to look into the clearing with you. It shakes with power and new life, not yet finished with the ritual. ”They don’t take sides, they take power. Footsoldiers in a war they don’t comprehend. We’ve all been looking for you and your ilk. We need you, alas, for different goals, of course.”

      You don’t understand, you try to say. The demons and gods who fought at the beginning of time – those should have just been legends. The Covenant keeping a frightened populace in line.

      ”No, quite real. Your very birth, your life, is as a beacon to them… I was there, at Hebvesh.” The flesh and skin has finished, the figure stands before you as bare to the cold snow as you’ve been this whole time. Their eyes shimmer, and with a wave of a hand they begin to garb you both in mantles of ethereal clothing. ”I was there with my kin as the Last Spell swept the land. We perished, as did the old living magics.”

      You’re both thankfully clothed now, shimmering cloth and armor that does not seem to stay in one place for long, flowing as it does like water or hot air on the horizon. The spirit grabs hold of a weapon, conjured from the air. Arcane power courses through its fingertips, and you balk before its mounting might.

      ”I thank you for the gift, mortal, and so now you must be repaid. We’ve got to get back to the Waking World, and unfortunately this lot will follow us through… but first…” Your attention is directed to the edge of the clearing. Standing before the empty doorway, an assortment of Dreadkin have installed themselves as guardians against your advancement. Warlocks weave their rune-magic cloths and spring forth with Planeform minions to face you. Fiends shamble up from the low ranks, braying and gnashing at the air. Trolls and Sirens heckle and coo their false promises, luring your mind. Imps dance around gigantic Ogre behemoths, and the lot of them bow to the Archon lurching at the flank of the formation.

      A challenger among them steps forward, and the others back away for the coming spectacle. The spirit readies itself and stands between you, vulnerable as you are, and this newfound threat.


      This roleplay is now open. Rise to destiny, my heroes!

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