|
|
|
|
|
|
|
|
|
Posted: Tue Jun 27, 2006 9:38 am
 Naught but absolute darkness and unheard whispers prevailed. Such archaic times cannot be described, for time and words did not yet exist. The Era before History, the end of what had not yet come to pass, was also the fathomless source of all creation. To know of it is futile, but to know when the time of silent chaos ended is essential. From void, Enaid and Cafell were born.
Still, such cognition is secluded from the creatures that inhabit Teyrnas. There was but one power, one entity, Creator and Creation of Cafell -Realm of the Immortal-, able to manipulate the essence of existence, oblivious of the common laws of Mortality. Some describe Enaid as an everlasting flame, blazing with colors that remain unbeknownst to all, while others qualify the Father as a blinding light, radiating with life itself. Such depictions, hyperbolized by the nescience and reverence that clouded the minds of the children of the present, are all but genuine. Incorporeal, Enaid observes all through his ubiquity.
History as we know it began when Enaid, wishing to fill the emptiness of Cafell with life and beings like himself, created the First Four of his children, the Briwsonyn They were parts of a whole, and one could not survive without the other. The eldest was Amser, and his given task was to record all he could see through his omniscience. Of course, there was nothing to record yet, and that is why Enaid created Teyrnas, once known as the Second Home, then as the realm of mortals. However, Teyrnas, had no soul, and was unable to grow strong. Enaid infused a soul into it, and thus was born Gweryd. Still, it was weak, and the Father decided to create a world to support Gweryd, as well as another to hold and sustain it. Similar to Gweryd, they were given souls; Wybren held Gweryd, and Uffern supported it.
Enaid cared for his children, and could see they were not content with their situation. Wybren was but a veil of darkness, seldom lightened by the gleam of the Father. Gweryd was a barren land, on which none could walk. Uffern was similar, but much vaster, and somehow, quite more dismal. That is why Enaid gave birth to the Cyfoeth, as well as the four elements: fire, earth, water and air. To each of the Cyfoeth, Enaid bestowed the full-domination of one element. Their task was to embellish all of his children, with the exception of Amser; he couldn’t care less, for he was too busy chronicling all those events.
Pridd, Master of Earth, gave Gweryd and Uffern a rich soil, abounding in many minerals; to Wybren, he gave the Moon. Eigion, King of Water, overflowed the lands, creating oceans, seas as well as rivers all over Teyrnas. Enaid scattered seeds of light, which were dispersed and planted all over Teyrnas by the Sovereign of Wind. At last, Ufel Lord of Fire, ignited the skies with dazzling flames, thus creating the Sun. The remnants of the blast were dispelled throughout Wybren, and the stars were born. The Sun’s blazing light made the seeds flourish, and both Gwyred and Uffern were covered by a broadloom of grass, forests of resplendent trees and myriads of iridescent flowers. Shortly after, seeds different from the others, gave birth to animals of all kinds. Teyrnas, in mere instants, became a thriving world of near-perfection. The Cyfoeth established their domains on Teyrnas; Ufel built the Crimson Citadel on the western Continent, Pridd established his home in the Great Mountains, while Awel reigned over the Eastern Continent, from the Cradle of Wind. Eigion had evidently taken roots underwater, his home of predilection. He can rarely be found, and what he machinates is kept secret from all other Powers.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jun 27, 2006 9:42 am
Amser -
The watcher of all, omniscient and ubiquitous, Amser is the recorder of history. Of all Four Fragments, he is the only one who was given an astral body, gifted with movement and near-limitless powers. He is restricted from using his powers without the consent of Enaid, though Amser is too siphoned by his eternal task to even think of disobeying.
He remains in the Halls of Time, a world parallel to Cafell, created to store all accumulated history and knowledge, and to keep any from disturbing Amser, for it was he who demanded it. Only a few are given permission to enter his dimension, and they rarely stay long.
Gweryd -
Also known as Gaia, Gweryd is the spirit that inhabits Teyrnas , the Common World. Gweryd instills life on Teyrnas, and gave birth to nature, meaning all flora and fauna. Gweryd was naught but a barren land, until the Four Powers, Ufel, Pridd, Awel and Eigion propagated their essence, allowing Gweryd to create a viable world.
Gweryd is ever-changing; when peace reigns, Gweryd beautifies the world of mortals with grace and resplendence, but ravages it by unshackling abhorrent calamities when their minds are tainted, and their actions despicable. As of late, Gweryd has greatly weakened, ruining the wild-life and plundering the soil.
Uffern -
The realm of the Dead, the chthonian world; Uffern has many names. Some consider him as a place of suffering and punishment, others as an infinite void where no emotion prevails, while others don�t believe he exists. Uffern is the soul living in the forlorn lands of Underworld. He is the helper of all who died, tending to them until they return to Teyrnas under a new form, after a thousand years of respite. Uffern is a placid being, never cruel and always generous. With his disembodied voice, he solaces the ones who lead a harsh life, and teaches the wicked to be benevolent.
Wybren -
Wybren is all that is above Teyrnas: the infinite blue skies, the myriad of celestial speckles gleaming in the midnight skies and the Sun itself, or the baleful storms of raging thunder, the silvern moon that shines over sinister darkness. Wybren is more unstable than Gweryd, for his mood had power over the climate, and no day resembled another. Besides that, Wybren has no particular task other than alternating day and night. However, before Ufel of the Four Powers was born, the stellar bodies of Wybren only shone faintly with a fragment of Enaid's light.
Ufel -
Ufel is the incarnation and source of all Fire. Like Amser, Ufel was given an astral body, as well as the rest Powers. Though fire is not exactly present on earth, but created by various actions, Ufel's contribution was mostly to Wybren, for his fire lit all stars and the Sun itself. He was described as a strongly-built man, garbed with a long crimson mantle. His eyes were burning white as the most intense flames to ever exist, his mane, many solid strands of flame. He has an irritable temperament, and quite an arrogant attitude, but he is able to show generosity and warmth, such as the incarnation of Fire should.
He is the father of the Adiad, and husband to Tywen, immaterial being made by Enaid, granted a body by Ufel's sacrifice of his left eye. Her beauty was transcendent and could easily beguile Ufel, while her soul alone, gentle and assuasive, was what he cared for most. Aside from his adventure with Awel, he remained ever loyal to the bond between them, which was never broken. Their children were called the Llew (Lion), beings permanently surrounded by warm flames. Ufel represents loyalty, leadership, confidence, as well as righteousness; with Tywen, he represents true love and passion.
Pridd -
Pridd reigns over the flesh of Gweryd, the ground of Teyrnas. It was Pridd who created all minerals within Teyrnas, and his favorite creation was Adamant, a metal gleaming brighter than diamond under a blinding sun, and literally indestructible. He is said to wear an armor of Adamant, crafted by none other than himself. His eyes were the only thing to glow even more intensely than the metal itself, for they seemed to be made of pure crystal. Even though he was somewhat shorter than the other Four Powers, Pridd could overshadow them easily by his vigorous nature and unrivaled kindness.
Other than being the Paragon of the dwarves, Pridd is also the direct father of the Adarog, the great Hawk-kin. The Adarog withdrew to the mountains of the West, despising all mortals and their wicked bows and arrows. Pridd, with Eigion, can also be considered the accidental creators of all mortals, through an experimental display of their powers. Pridd also fabricated the First Golem, Cydymaith. Made from his favorite substance, Cydymaith is indestructible, but the placid and taciturn personality behind that unbreakable shell can easily solace troubled minds. Pridd represents hard-work, determination, generosity, might and honor. He is also the master of all trades, and the Father of Technology.
Eigion -
Eigion rules over the oceans, his will alone can transform mere ripples into tidal waves and the smallest eddies of water into whirlpools. Eigion gave Teyrnas the energy to grow and prosper, to create and maintain life. While others cannot be everywhere, Eigion can appear wherever there is a substantial amount of water, meaning that he is the closest of the Four to omnipresence. He is said to wear a unique fabric, weaved with thin opaque filaments of water, and to be crowned with a corral diadem. What separates him from the others is his androgynous appearance, for he has long silky blue hair, thin turquoise eyes, and a lean figure.
Eigion conceived with Awel the Asgel, winged creatures of unimaginable beauty and intelligence. They are the messengers of both Powers, for the relation between Awel and Eigion was more than an adventure.
Awel (Wind) -
Awel is the Queen of all Winds, the Mistress of Air and the Conjurer of Lightning. However, those less fond of her image call her the Mistress of all Powers, being of volatile and frivolous nature. Awel is as unpredictable as the winds, or should we say, the unpredictability of the winds comes from her capriciousness. She spread the seeds of Life throughout Teyrnas, and she is considered the goddess of fertility and prosperity. Though she does not possess ubiquity, she can travel from a continent to another in mere seconds under the form of a silver gust. Some represent her as a maiden of golden locks and azure eyes, possessing three pairs of immaculate wings; some do believe that they were so great that they retained the sun's increasingly searing light from burning the world, when Ufel had an peculiar accident with his powers. It is said that she does not like the hindrance of clothing, but she is permanently covered by a sheet of solid wind, which somehow hides her generous features.
She is the mother of the Adiad, the Asgel and the Adarog. She cherished her children, and especially the Asgel, for they were Eigion's children. Ever since she vowed to love no other than Eigion, and that he vowed as well, the winds have become sweet and gentle, though there are occasional conflicts. She is also a mother to Cennad, child of the Four Winds, and the Ceidwad, the ruling kins.

Enaid gave life to the third children, or at least, two of them, Trefn and Rhinwedd, disembodied beings, to instill the living with benefic morals and values. However, for one moment, his power faltered, and two other beings were born. Ufel had accidentally transferred Enaid's light to the Sun; so the opposites, Anhrefn and Illygriad, were born. The Anifail were the first to fall victim to their powers, and in utter confusion, some became violent, and submerged the realm of the living in chaos. Awel had acted quickly, and she was able to protect Teyrnas from burning while Ufel restored Enaid's power. To fend off the forces of the Beasts, Awel created the Ceidwad with Enaid's regained power. Enaid summoned Anhrefn and Illygriad, and, with his everlasting kindness, asked them to use their powers with moderation, in balance with Trefn and Rhinwedd. They accepted, for the Egwyddor were impervious to any emotion other than satisfaction of their work. They were all loyal the Father, and shaped the history of men henceforth.
Trefn -
It establishes order over Teyrnas, and affects every being with such attribute.
Anhrefn -
It disturbs the order of things, and instills the living with the the ability to disturb.
Illygriad -
It is the source of darkness and, in some ways, evil. However, it gives only a small amount of corruption into the living, which can be either erased or fed by the being's way of life.
Rhinwedd -
It is the source of good and morals, and is found in every being. It acts like Illygriad: those who choose to exploit virtue shall do so, but others will simply subdue it.
Tewyn -
Tewyn, the Eye of Fire, was an incorporeal avatar created for Ufel by Enaid. As a gift for her devotion, the Fire lord sacrificed his left eye to give her a carnal body. The eye was set aflame, and from the ashes, a woman was born. The flames that licked the ashes became magnificent robes of fire, with which she was garmented. Eyes fervently gleamed with ardor, lush lips were ablaze and a long, scarlet mane swayed like a dancing bonfire, caressing luscious features; Ufel was entranced by her appearance, when he was already quite fond of her spectral presence.
Aside from the Llew, she is the mother of various fire elementals. They were given a certain amount of free will, but Tewyn can summon them at will to do her bidding, though she rarely resorts to such a thing. Currently, the fire elementals are used to guard hidden temples, tombs and dungeons.
Cydymaith -
Pridd had a fair amount of daily workload: keep the soil rich, renew Teyrnas' resources, as well as crafting items that are now considered as legendary. Of course, even if he was one of the Four Powers, he wasn't granted the power of ubiquity, and Pridd needed someone, or something, to create helpers all over Teyrnas. Therefore, Pridd created the First Golem, Cydymaith (Companion), with the use of his endless knowledge in mechanics. Enaid granted it a kind and considerate soul, as well as a will of adamant. Not only did he help Pridd complete his task by lightening his workload, but he kept him company, and a great friendship linked them.
Cydymaith had the power of creating smaller and much less complex golems, earth elementals, which were and are still used to heal nature. However, as Gweryd weakens, the elementals grow scarce in number and weak in power. Cydymaith lives secluded from the mortals, having grown to detest their ways and destructive nature. Cennad -
She was created when Awel appeased Teyrnas with the Four Winds during the time of Ufel's accident. The climate was disturbed by the sudden rise of temperature, and Eigion's powers could only bog down the process' speed. With a beat of her wings, she summoned powers from the four corners of Teyrnas, and when the winds of the South, East, West and North collided, a barrier had formed, as well as a small orb of wind, the only stable remnant of the collision. It was similar to Tewyn, for it possessed a mind and soul of its own. Awel, wishing to thank the Winds for their help, gave a thousand of her wings' feathers to give the orb a physical body. It materialized into an angelic form: a young girl of emerald eyes, with an aura of vestal purity. Awel considered Cennad as her own daughter, and the innocent girl had found her mother
Cennad possessed tremendous powers, for she could summon any or all of the Four Winds at once without an ounce of effort. The elementals of air, the wind wisps, were at her disposal. She was also the official messenger, for she truly possessed the power of omnipresence. She is known as the avatar of purity, for her innocence never falters.
Lledrith
Eigion created a being of pure water in the nadir of the oceans, where no light could shine. The result was an incorporeal creature, for it had no image of its own. A moving mirror, it reflects the image of anything and everything. The reason for its creation is unknown from all but Enaid, but its reflective characteristic does reveal much about what Eigion has in mind. Lledrith can reflect any physical aspect, bit it can also reflect the true appearance of any living being.
Other than that, Lledrith seems to possess no emotions, and obeyed Eigion like a simple automaton. It regulated the tides with the help of deluvian elementals. It is said that it inhabits the deepest parts of the ocean, in the in which it was created. To this day, many myths about hidden artifacts within Lledrith's lair float about, but the myths will forever remain myths, for one has yet to gather the courage to initiate such a perilous trek.

The Adiad, commonly known as dragons and wyrms, were said to be the descendants of Fire and Wind, for their nature was tightly interwoven with these two aspects of nature. Reptilian colossi, armed with fangs and claws sharper than the finest blades and flamboyant scales harder than steel, the Adiad rarely resorted to their blazing breath to survive. Though selfish about their possessions, dragons were, overall, a noble and wise kin. However, they were not impervious to death; the kin has weakened since the olden days. One by one, they fell under the thousand swords of avid men who sought their gem-encrusted hide. However, such affront did not go unpunished; they could feel the pain their brethren felt, and swiftly recoiled, plunging the realm of men into an era of megadeath, and the final battle of the Dragons was lead by the Second Dragon King, Ataraxis.
The Asgel are beings who possess power over wind and water, for they travel at unrivaled speed underwater or fly sky-high, over the clouds. They have all been given beauty and grace, and the women of the kin are often called nymphs. Other than their pale bluish skin and dark teal to light blue mane, they have the capacity of transmogrification, and could grow legs instead of an aquatic tail, or lazuline fin-like wings that permitted them to fly. Men have rarely seen but glimpses of their existence, and still they cannot discern if what they saw were aquatic creatures or a real water-folk. Like the Adiad or Adarog, they are but a myth to the current era, and could not ask any more. They loathe the sepulchers of nature, and will not hesitate to punish them as subtly as possible. They are the cause of many losses at sea, but that is something that should not be known.
The Adarog can trace their beginning to the masters of earth and wind, having been granted the gift of flight as well as great strength and mountain-like constitution. Their feathers gleam under the fulgent sun like sabers of adamant, while their razor-sharp beaks emit an aureate glow. The Adarog are proud creatures, and call themselves paragons of royalty, which it isn't untrue. Under the monarch of the Hawk kin, Breintal, and his eldest son, Helfarch, they lived and still reside on the highest peaks of the tallest mountains, where their kingdoms are established. Men have tried repeating their mistakes, hoping to scavenge their unique feathers and use their claws and beaks to forge powerful weapons. Fortunately, they were unsuccessful, for all who tried reaching their domain underwent a harrowing death. The Adarog are seldom seen, and some believe they are but a legend, akin to the Adiad.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jun 27, 2006 9:44 am
The Beasts, The Anifail
Exacerbated by millennia of battle, Ufel, Pridd and Eigion had resorted to a final way of ending their dissension. Three races would be created, each possessing unrivaled attributes granted by its father. Awel did not take part in such witless exhibitions, for she knew that nothing good could come from creating life for pride. Enaid acquiesced, knowing what would happen. However, he knew that there was hope for the three Sovereigns to redeem themselves afterwards, and learn from their mistakes.
Pridd forged every single piece of his creature with minute precision, with the best materials of Teyrnas. With Cydymaith's reluctant help, he would smelt adamant with the earth's magical essence, and apply his vast knowledge of technology to create the first giant, an immense being of metal, possessing the strength to lift mountains and cause earthgrines. It was also said to be indestructible. Its name was Arfod, first of the Cawr.
Eigion experimented on different sea-dwellers the essence of the sea. He would create creature similar to Lledrith, but with different characteristics. Finally, with the use of a remarkable concentration of magical lore, Eigion was able to create the first of the Glas Adein, Iselder. It was a body of solid water, and it possessed the ability to cause countless cataclysmic phenomena throughout Teyrnas with the beat of its fins.
Ufel gathered the fire's essence from the depths of Teyrnas greatest volcano, Agendor. The lava churned within, and when it came to its paroxysm of activity, Ufel infused the mass of molten lava with fire lore, emitting ludicrous temperatures before quelling. The first Erias Adein, beast of fire, Agendor itself, was born. It could summon fire from the depths of Teyrnas, no matter where it was, and could create searing storms, able to ravage acres and acres of land in an instant.
The three sovereigns proceeded to show what their creations could do: earthquakes, whirlpools and firestorms had devastated the land, and the fathers were in frightened awe. Only then did they see their mistakes, and reluctantly tried to destroy what they had achieved. However, Enaid intervened, and revealed to them how despicable they were. To create for pride and to destroy for shame: that was how they acted. If they were to be banished, they would have to deserve such punishment. The three beasts were spared, as well as their brethren- for others were created as well - in exchange for most of their powers.
The Egwyddor placed their seeds within these Annatoriol, and allowed them to decide which path to choose.
The Cythraul are the result of the fused essence of the Cawr and the Erias Adein, demons of fire and earth, were cursed by Anhrefn and Illygriad. They were once wise and virtuous, but as they grew aware of their powers, they inevitably drifted into corruption itself. Along with other divine creations, they followed a rebellion led by Agendor against their own creators, which lead to the first War ever recorded by Amser, called the Gorun Dichell.
The Sarff are result of the fused essence of the Cawr and Glas Adein. They possess gargantuan serpentine bodies, covered with sturdy and viscous scales. Though their sizes vary, they can grow to a maximum of five hundred feet long. Their acerbic fangs can easily pierce through iron. These beasts joined Agendor in the War against the creators, the Gorun Dichell.
The Cethyn Llaw are result of the fused essence of the Erias Adein and the Glas Adein. They were only three, since the Erias were only able to capture thirteen Glas Adein, of which ten became Sarff. These creatures possessed the most power within the ranks of the Anifail. They were incorporeal beings, permanently enswathed by a dark mantle of solid mist. Their powers were woven with shadows: they could fade in and out of existence in an instant, as well as overthrow a living creature's mind and use its empty shell as a host. They were the ones who manipulated many of the Cawr and Erias, as well as some of the Hiliogaeth, who were loyal to their creators.
Ceidwad (The Keepers and their progenies)
The Ceidwad were incorporeal beings created by Awel, with the help of Enaid, to counter the forces of the Anifail. They appeared as beings of light, encircled by an aura similar to Cennad's. The Anifail were driven back by the Ceidwad's powerful magic, and were, in the end, banished in the depths of Teyrnas.
To thank them, Pridd bestowed upon any who came to him great strength and a sturdy constitution, as well as unrivaled skills in mining and forging; Ufel gave to the others the power of wits, which allowed them to develop and adapt to their environment quite easily as well as courage, an attribute that made them fierce warriors and magic-users; Eigion blessed the last third with wisdom and greater affinity with the primal lore, ancestor of all branches of magic, which allowed them to increase their lifespan.
Thus were born the Corrach, the Dyn and the Ellyll. As eons passed by, they thrived and evolved. They were immune to the works of Anhrefn and Illygriad, since not only were they created by Enaid and Awel, but the two Egwyddor had weakened because of the Anifail. However, the Ceidwad's immunity faltered, and the Egwyddor recovered.
The three races that rule over Teyrnas are now commonly called Dwarves, Men and Elves. Though in times of peace, they work alongside each other, the powers of Chaos and Corruption are not in any way to be neglected, for many dark creatures spawned from corrupted descendants of the Ceidwad. Ambitious Corrachs who sought the power of the Cawr evolved into beings born with a natural layer of rock as skin, the Trolls. The Dark Elves were descendants of the Ellyll, for many fiddled with the darker arts: they were granted power, in exchange of their essence, their immortality. The Orcs, however, were not born from the Ceidwad. It is believed that they came to exist when someone reassembled fragments of lore left from the Gorun Dichell, and created the first Orcs from the corpse of a Cythraul. That is why they have a greater affinity with fire and earth than the Men, and thusly possess greater potential when it comes to primal magic schools. Many other new races were recorded by Amser, such as Kobolds, Gnomes, Goblins and their mischievous counterparts, Centaurs, Firbolgs, Minotaurs, Ogres, and numerous other creatures.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jun 27, 2006 9:45 am

Ufel and Tewyn gave life to Cyfiander, Clorian and Adfarn. Each was given a position in the realm of the Dead. Clorian was a psychopomp, for she lead the souls of the Dead into the Unffern. After a millennium, Cyfiander was to choose those who had met redemption through the teachings of Uffern himself, while Adfarn was to banish those who did not complete their penance to an eternity of pain.
The father of the Adarog, descendants of Pridd and Awel's adventure, is Breintal the Brave. Atop the Celestial Peak, he rules over the descendants of his four children, each born by the fused essence of the one of the Four Winds and one of his feathers. Their names were Helfarch, Rhyfeler, Iachar and Athrawes. He collaborated with the Cyfoeth in the Gorun Dichell, and, reluctantly executed one he considered a great friend, the Dragon King himself, for the strongest of the Cethin, Dygioni, had possessed the Adiad. He ruled over a part of the Great Mountains, and then the Celestial Peak, after the Exodus.
That Asgels Matriarch, daughter of Eigion and Awel, is Urddas . The tales tell of her divine beauty, one that rivals with Awel herself. Grasping onto the skies and oceans, she divided her powers among ten beings who where born from the tip of her fingers. They were the once the Ten Masters of Nefgard, and then the Ten Masters of the Flying Waters, second haven of the Asgel, following the Exodus, and their names were Deall , Callined , Allgared , Ysmalir , Cyfrinaeth, Achlysur, Rhesymeg, Tawelech, Gweledydd and Gelyniaeth. Urddas leads them as the Grand Mistress. She also indrectly participated in the Gorun Dichell, and witnessed the Dragon King's death.
The first King of the Adiad was Ufel and Awel's son, Ciried the Kind. He ruled over the Dragon Kingdom of the Great Mountains. From his blazing breath and flailing winds were born his two sons Katharsis and Ataraxis, as well as his daughter, Amorphis. Ciried willingly died at the hands of Breintal, for he knew that if the Cethin Llaw did not succumb soon, Teyrnas would be prey to a great danger. He sealed Drygioni within his body much like Arfod, and died with the parasite. Ataraxis was the one to succeed to his father's throne in the Great Mountains, and afterwards, in the Desolate Lands, following the Exodus of the Hiliogaeth. However, before the treachery of the Ceidwad's descendants, the Three Adiad flew to aid them in their battle against the Invokers, and to avenge Ciried, for Drygioni's spawn still roamed Teyrnas. Tymestel is the bringer of Storms. This frowned upon offspring of Eigion and Awel is the being that causes the waters of Teyrnas to churn, boil, rise, and destroy. His powers were even greater than that of Glas Adein before their powers were taken away. He was exiled into the middle of the Northern Ocean, where he is shackled by bounds of enchanted adamant. As he struggles in vain to shatter his chains, the waters of Teyrnas become agitated, and the effects reach as far as the Southern Ocean. However, when Cennad was born from the Four Winds and a thousand of Awel's feathers, he felt a surge of peace enter his heart, and for seven days, the Oceans were unmoving. The Cyfoeth were confused by Tymestel's sudden inactivity, and asked Cennad what happened to him. As she took physical form before the eyes of Tymestel, he was overwhelmed by her light, and she by his sorrowful eyes. From then on they shared a unique bond beyond love itself, and everyday she would soothe his heart with her cantabile voice. With all the tasks Cennad had, she could find anyone, but was unable to be acquainted, while Tymestel would never be meet anyone, for even the water creatures feared to roam the vicinity of his prison. Finally, Cennad found someone who was always at the same place, and Tymestel found someone who could be always appear by his sides.
The first of Pridd's Cawr was Arfod . Ever loyal to his creator, he gave away his powers over the earth to live in peace with his kin, deep inside the Great Mountains. He befriended the Golem Cydymaith, and aided him to keep Gweryd healthy. He led the Loyal Cawr to battle against the Anifail, and sacrificed himself to bring down the Third Cethin Llaw, Boloch, by magically sealing his body and keeping it from escaping before his host was blown to bits.
The first of Eigion's Glas Adein was Iselder. Eigion never included a soul within his creations, and thus, removing most of the creature's power was an easy task. As a way to wipe out all of the Sarff, he restored all the powers of the remaining Glas Adein, and fused all of them to create a whirlpool that lead directly to Uffern, where the Sarff, as well all Anifail are kept as prisoners.
The First of Ufel's Erias Adein was Agendor. He was very reluctant when he had to relinquish his powers, and so he did, while keeping an intense grudge against his father. He is the one to have awakened the corruption within many of the Cawr and Erias Adein, and was able to capture thirteen of the Glas Adein. From then on, he proceeded to the fusion of the essences, a thus were born the Cythraul, the Sarff and the Cethin Llaw. Only the Cythraul did not follow Agendor's order at first, but as they became aware of their powers, the lingering loyalty of their Cawr's essence faded, leaving only the ambition of the Erias Adein. When Dryigioni was created, Agendor was instantly possessed. He died at the hands of Ciried, before passing on the parasite to his enemy.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jun 27, 2006 9:46 am

The Ten Masters of the Flying Waters are the sons of Urddas - Deall, Allgared, Rhesymeg, Tawelech and Gelyniaeth - and her daughters - Callined, Ysmalir, Achlysur, Gweledydd and Cyfriniaeth. They give life to other Asgel through magic, as Urddas once did. However, many Asgel left the Flying Waters seeking adventure, and found love with humans and elves, somewhat too shallow to love a dwarf.
The brothers Helfarch the Zealous and Rhyfeler the Disciplined, as well as the sisters Iachar the Generous and Athrawes the Faithful are the children of Breintal. They were the ones to begin the royal line of the Hawk kin. Helfarch is to this day the first successor to the throne, but none of Breintal's children wishes to one day become the Sovereign, for that would imply their father's death. While Breintal fought with the Possessed Dragon King, they fended off the Seven Cythraul with the help of the Dragon King's progenies, Katharsis, Ataraxis and Amorphis. Katharsis the Humble, Ataraxis the Kind and Amorphis the Compassionate are the offsprings of the late Dragon King. They fought in the Gorun Dichell against the Cythraul with the help of the Hawk kin Sovereign, Helfarch, Rhyfeler, Iachar and Athrawes. After their father's death, Ataraxis became the second Dragon King, and ruled as his father did. However, the Adiad had no other options but to leave, for the Ceidwad's descendants became truly nettlesome. Each of the Three Adiad could shapeshift into one of the Ceidwad's form: Katharsis could turn into a dwarf, Ataraxis into a human and Amorphis into a female elf.
The Cethin Llaw that possessed the Dragon King is Drygioni. It was killed with its host by the Hawk kin Sovereign, Breintal. It had also previously caused the death of Agendor, for it possessed the Erias Adein the moment it was created. Drygioni was the one who truly led the Anifail into battle, and took the body of the one who destroyed Agendor's Body, the Dragon King himself. The Second of the Cethin is Dirboen, who took control of Iselder, or at least tried to, but as it tried to torture the Glas Adein, it noticed that Iselder had no articulation, nor any nerves. Dirboen then tried possessing the Sarff Leader, Gwenwyn, to poison Iselder. It was then that all Glas Adein fused to form a void leading the realm of the Dead, taking all the Sarff into the vicinity away, and the void remained until every surviving Anifail was cast into the chasm. The Final Cethin, Boloch, suffered a similar fate after having destroyed many of the Cawr and Erias Adein loyal to the Cyfoeth. It was trapped by Arfod, and ended up blown to bits with its prestigious Cawr host.
The Cythraul were deadly enemies for they wielded the powers of Fire and Earth. Each wrecked havoc in its own way. Balchder was always eager to show his superiority and raw power as he turned his adversaries into ashes. Gorfynt despised those she considered more auspicious, and thus killed them treacherously. Broch would ravage anything in his path wishing in vain to quell his thirst for inner peace. Syrthni, however, sent her pawns to do her bidding while she observed from afar the event of the Gorun Dichell. Trachwant was as greedy as can be, and plundered the soils of Teyrnas for riches, even though they all vaporized at the contact of his molten skin. Glythni would deal with his enemies in a most gruesome manner: he devoured them and cackled as they burnt in his bowels. Blys would attract anything to her with a blissful heat, to witness her enemies' combustion when they got too close. The Cythraul fought against the children of the Dragon King and Hawk Kin Sovereign, and were all banished into Uffern.
The Sarff were ten, and only one of them was remembered by name. Gwenwyn Lead its brethren to battle, and might have won against the Glas Adein if Dirboen hadn't given Iselder the chance to unite with the other Glas to become a stygian whirlpool, siphoning all Sarff into the depths of Uffern.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jun 27, 2006 9:47 am
The Era Before Time
The Father and the Sanctuary
The Genesis - From Time to the Gorun Dichell (1to 3001)
From Void to Life The Twelve Children of Enaid -The Briwsonyn -The Cyfoeth -The Egwyddor The Descendants of the Cyfoeth -The Hiliogaeth -The Annatoriol Records of the Gorun Dichell
The Age of Prosperity - The Kingdoms of Teyrnas(3001 to 14760)
The Kingdom of Rhosyn - Haven of the Men -The Kings The Kingdom of Gwernen - Sanctuary of the Elves -The High Elders The Kingdom of Crisial - Realm of the Dwarves -The Patriarchs Foes and Allies -The Wee - Kobolds, Goblins, and Gnomes -The Fierce - Ogres, Orcs, Trolls and Minotaurs -The Noble - Centaurs, Firbolgs and Gnolls -The Unknown - Faeries, Shades and Elementals The Golden Alliance -The Three Kingdoms and the Coalition against the Armies of the Invokers -The Fall of Cythreules, the Grandmistress Invoker
The Age of Darkness - The Obsidian Empire (14760 to 22676)
The Betrayal of Three -The Treasure of Cythreules -Spite of the Three Heirs -Three Murder Conspiracies Uncovered -End of the Golden Alliance The Greed of the Ceidwad's Descendants -Raids on the Lairs of the Adiad -The Purloined Artifacts Rage of Ataraxis, the Dragon King -Revolt of the Adiad -Three Fallen Kingdoms Exodus of the Hiliogaeth -Adiad - To the Easternmost Continents -Adarog - To the Celestial Peaks -Asgel - To the Flying Waters
The Lost Age - (22676 to 23313)
Nadir of the Kingdoms - Foe from Within -The South Men attack Rhosyn -The Dark Elves attack Gwernen -The Nibelungs attack Crisial The Treaties - The End of yet Another War The Kingdoms rise Again
The New Era - (23313 to today, 29701)
Renewed Alliance -The Ceidwad's Descendants Reunited The Second Age of Prosperity? -Peace Ubiquitous The Fourth Kingdom, the Former Coalition -Integration into the Golden Alliance A New Threat - Mythical Beasts Awaken Council of the Four Kingdoms -Tumult and Confusion - What is the Threat?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jun 27, 2006 9:48 am
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jun 27, 2006 9:51 am

To this day, three eminent kingdoms still thrive. Their roots dig deep in the soils of Time, but all is not lost, for Time itself witnessed their beginnings and numerous falls. More than two dozens of millennia ago, the Beasts were overthrown by the powers of the Ceidwad, keepers of the Realm of Teyrnas. The Ceidwad rewarded by Pridd became dwarves; those rewarded by Ufel became men; those rewarded by Eigion became elves.
Soon after their victory, they propagated all over Teyrnas, and established their domains near one another. The strongest three were nominated to rule over their respective lands, thusly creating the Kingdoms of Rhosyn, Gwernen and Crisial. As their numbers grew, their territory expanded as well, and soon the Dwarves, the Men and the Elves shared the continent. The years passed, and new forms of life spawned from beyond the seas: unknown creatures came from the East and West by ship, and settled on the coasts. Those who are now classified as the wee races came to trade and form alliances, while the fierce races came to conquer. Those known as the noble races, however, did not set foot on the Land of the Ceidwad until the end of the Age of Prosperity.
The fierce races were unable to overpower the Three Kingdoms, and integrated what we call the Golden Alliance. Though reluctant at first, they were proven to be irreplaceable allies when the first true threat since the Anifail landed on the Southern Coast of the Kingdom of Rhosyn. From the Forgotten Isles came six chthonian beasts who called themselves 'The Invokers'. Under stale hooded cloaks, only their blood-shot eyes were visible. Above all, they possessed abilities beyond comprehension, and their leader, a she-devil who went by the name of Cythreules, was even stronger.
The Kingdoms' first encounter with these creatures took place at the Great Mountains. The news of their misdeeds in nearby villages spreaded quickly, and the Kingdom of Rhosyn wasted no time: two hundred soldiers were sent to neutralize them. The matter ended swiftly.
The regiment was slaughtered. The Invokers had summoned over a thousand shades. When the host of the Cethin Llaw is destroyed, it is said that the Cethin will die as well, and from its corpses will spawn many harmless creatures known as shades. However, they were only considered harmless at the time of the Gorun Dichell: as they fed from the shadows of the Underworld over the centuries, they became fierce creatures, able to emerge from the shadows to murder instantly. The Invokers harnessed their powers, and were able to open a temporary gate between Teyrnas and the Underworld to let the shades escape.
The other Kingdoms were informed of the soldiers' massacre, but the rulers were at a loss to know what course of action to take. No matter how many soldiers they have, they would be unable to neutralize a shadow. The Invokers continued their destructive campaign, and more than ten thousand innocents were killed within a few days. The Kingdoms had but one option. They were to fend off the Invoker's assaults and stall long enough for their emissaries to deliver a message of great importance to the strongest of the Hiliogaeth ' the Adiad. Indeed, no shadow can leap high enough to strike a dragon in its flight, and their blazing breath could emit such ludicrous quantities of light that the shades would be banished back to the Underworld, leaving the Invokers unprotected.
Merely two days later, after many deaths for all three Kingdoms, three Adiad flew over the Celestial Peak, and dove into battle, to the West of Melandel, followed by nine other dragons. They were the wyrms known as Katharsis, Ataraxis and Amorphis, The second being the successor to the First Dragon King. For three days, they cast their light over the Three Kingdoms, and thus the powers of the Invokers were rendered useless. They were struck down easily by the Coalition, and their bodies were then burned. However, they unhooded the strangers, and were thunder stricken by the identity of the creatures: humans, elves and dwarves of both genders. However, their bodies had been dead for years, yet they were kept in perfect condition aside from their bluish hue. Unfortunately, that was not the final surprise: in the hands of the leader Cythreules, a female elf, was an orb of dark adamant, inscribed with bizarre ideograms. From then on, it was called the Night Diamond. The Ceidwad's descendants believed that this artifact could make the path summoned from the Underworld ten times wider.
The fall of the three Kingdoms was triggered by this discovery. The three heirs wished to possess Cythreules Artifact, fearing that one nation would seek to overpower the others'. It was then decided that the diamond should be left in the safekeeping of the Adiad. The dragons reluctantly agreed, fearing the powers of the object, but believed that it was safest in their hands than in the feeble hands of the Ceidwad's descendants. Years passed without any unfortunate occurrence, until the day that three assassins were sent out to kill the kings and heirs to the three Kingdoms. The Golden Alliance was no longer.
Almost instantly, each kingdom sent pillagers to retrieve the object before the other kingdoms did. All of them were then astounded by the amount of riches collected by the Adiad, and proceeded to pillage the Dragons' Lair. Amorphis sensed the presence of uninvited guests, and came to them under the form of Seren. She was surprised when she saw that all three races had sent their emissaries, and was unable to shapeshift to a dragon in time, for the dwarves and humans wounded her. As she fell to the ground, two bone chilling roars reverberated through the Great Mountains: Katharsis and Ataraxis had felt their sister's pain.
The Adiad had been betrayed. After having asked Iachar to heal their sister, they declared that such and act was unforgivable, and unless the humans, dwarves and elves become aware of their folly, the Adiad will do what is needed to end their frenzy. The Ceidwad's descendants took this as a threat, and sent more to pillage the Dragon's Lair and kill the Adiad one by one. Five thousand soldiers from each kingdom were sent to battle, and they managed to kill three minor Adiad, and skinned the creature to recover anything of worth. They three armies were taken into a sense of false pride, for they did not lose more than three hundred men each. They were completely unaware that the Dragons numbers were much greater than any of the kingdom's population. Ataraxis was furious, and believed that corruption had made its way too deep within the Ceidwad. A time of megadeath ensued, for the Adiad devastated the three kingdoms for thirteen days. At the end of the second week, all of the Hiliogaeth, exacerbated by the attitude of the Ceidwad's descendants, left with the Night Diamond for the Eastern continents, and were never to be seen again.
There was a millennium of Chaos, one that should not be described for it his ridden with gruesome spectacles. However, this era, called the Lost Age, ended with peace treaties, and the next era began with the return of the Golden Alliance. What was once the coalition of the new races became the Fourth Kingdom, the Kingdom of Crau. The Coalition left for the Eastern Continents when they felt that the three Kingdoms were becoming too belligerent. They returned when they heard that the Ceidwad's Kingdoms became fair once again. The Fourth Kingdom adhered to the Golden Alliance.
Nearly Six Millenia later, a new threat awakens. The masses are unaware of the situation, for the information is securely kept within the Council Rooms of the Golden Alliance. The rulers of each kingdom are to assemble and discuss this mysterious disturbance. However, many beings felt that something had gone awry, and learned of a nearing Assembly in the Council Rooms, and are traveling to the Central Continent in hopes of discovering the truth.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jun 27, 2006 10:02 am
Humans: They are descendants of the Ceidwad, and live within the Kingdom of Rhosyn. Their Kingdom is the most populated on the Central Continent. Humans are said to be easily corrupted, but the rare numbers of humans still immune to Illygriad are said to be the bravest. Humans possess the ability to adapt quickly. Their strength, agility and wits are balanced, which makes them good in the arts of battle, magic, stealth and archery. Humans' Maximum Lifespan: 110 years old. Unique Racial Skills: Rapid Adaptation (can learn anything anywhere faster than anyone)
Dwarves: They are the descendants of the Ceidwad, and live within the Kingdom of Crisial. Their Kingdom is the second most populated on the Central Continent. Dwarves are sturdy and strong, but their balanced wits are often swayed by riches and fine crafts. They do not possess other magical abilities than the powers of Spellcrafting, which allows them to enchant weapons and give them greater abilities. They are masters of mining and forging, and are experienced in the use of mechanics. Their high constitution and great strength make them very good in the art of battle, poor in the arts of stealth and archery because of their decreased agility and but poor in the art of magic, for schools other than Spellcrafting and its enchanting affiliates. Dwarves' Maximum Lifespan: 450 years old. Unique Racial Skills: Mastery of Mining
Elves: They are the descendants of the Ceidwad, and live within the Kingdom of Gwernen. Their Kingdom is the least populated on the Central Continent. They are slender and graceful beings, and they possess a high intellect, but most think too highly of themselves. They excel in the areas of magic, and are close rivals to the dwarves when it comes to fine crafting. They excel in the art of magic, they are good in the arts of stealth and archery but their decreased strength makes them poor in the art of battle. Elves' Maximum Lifespan: 800 years old. Unique Racial Skills: Enhanced Magic (can increase the effect of magic through a seal)
Dark Elves: They are the Elves who meddled with the dark arts. In exchange of their essence, they were granted strength greater than that of the humans, but a much weaker constitution. They have much paler skin, but they tan a pale blue. Their skills in magic also waned, but they can now train in the dark arts, which were schools banned by the Elves. They are greater than humans in every art, but are much les healthy, and they cannot handle extended strain to their bodies and minds. Dark Elves' Maximum Lifespan: 250 years old. Unique Racial Skills: Dark Magic Essence (increases the effectiveness of the Dark Arts)
Kobolds: Kobolds are often confused with goblins, but they are nothing like these mischievous beings, except maybe for their height. Their dark blue skin makes them difficult to spot at night, and they are extremely agile beings. They possess great magical powers in the domain of tribal magic and its affiliates. They are one of the many races living within the Kingdom of Crau. They are excellent at the art of stealth, poor at the arts of archery and battle, and good at the art of magic. Kobolds' Maximum Lifespan: 100 years old. Unique Racial Skills: Instant Stealth (can become almost invisible, no matter the situation)
Goblins: Goblins are usually mischievous characters from the Kingdom of Crau, but their malicious wits are unrivaled. They are master mechanics, and avid merchants. They can be recognized by their pointy ears and ashen green skin. However, it is not uncommon to meet carefree goblins who are only out to see the world: these are the youngest, and friendliest. They are poor in every art other than the arts of stealth and magic. However, they excel in the art of moneymaking. Goblins' Maximum Lifespan: 140 years old. Unique Racial Skills: Mastery of Engineering
Gnomes: Gnomes are beings who rarely go over two feet tall. They live in the Kingdom of Crau, and are most friendly characters. They possess great skills in offensive and defensive magic, to all races' awe, and are very good mechanics. However, they are the weakest in the arts of battle, archery and even stealth: they often trip over a rock, get their clothes stuck in dead branches and cause a ruckus while struggling. Gnomes' Maximum Lifespan: 150 years old. Unique Racial Skills: Shield Magic (can block off anything once)
Ogres: Ogres seem like a crossing between a giant and a human, but they are actually all born that way. They aren't the friendliest inhabitants of the Kingdom of Crau, but they are powerful allies. Their magical abilities lie within tribal magic. They are very good in the arts of battle, good in magic, mediocre in archery but very poor in the art of stealth. Ogres' Maximum Lifespan: 220 years old. Unique Racial Skills: Stone Skin (can harden their skin to make it resistant to common projectiles and weapons)
Orcs: With their vivid green skin and protruding lower incisors, they are easily recognizable. They are inhabitants of the kingdom of Crau, and as the ogres, powerful allies. They possess great skills in primal magic (especially earth and fire) and what differentiates them from the ogres is that they are much better in the art of stealth than the art of archery. Orcs' Maximum Lifespan: 200 years old. Unique Racial Skills: Unrivaled Endurance (can go on for days without food or rest)
Trolls: They have pale blue to grey skin and manes of various colors. They are the most amusing inhabitants of the Kingdom of Crau, for they have a unique taste fashion and are the most likely to start a party when things are getting hard. They are also very good in the art of archery and stealth, good in the art of battle and poor in the art of magic, but are still able to use Tribal Magic. Trolls' Maximum Lifespan: 190 years old. Unique Racial Skills: Confusing Diversion (They can confuse the hell out of anyone)
Minotaurs: They are the fiercest combatants of the kingdom of Crau. They frighten all with their Bipedal Bull appearance, but they are the most pacific characters in times of quiet. They are more attuned with nature than any race is. They are users of primal magic, but they rely mostly on their skills with a two-handed ax or mace. The only reason hey are not of the noble races is because of their frightening capacities. They are excellent in the art of battle, good in the art of magic but very poor in the arts of stealth and archery. Minotaurs Maximum Lifespan: 250 years old. Unique Racial Skills: Ground Shaking (Can paralyze all in the vicinity by heavily stomping the ground)
Centaurs: Centaurs are the noblest characters of the Kingdom of Crau. They have the upper body of a human and the lower body of a mare. They are masters of Astrology, as well as Geomancy, a divinatory art. They are excellent in the art of archery, good in the art of battle Magic (especially Divinatory Arts) but very poor in the art of stealth. Centaurs' Maximum Lifespan: 550 years old. Unique Racial Skills: Rush and Trample (Run, jump and land on enemy)
Firbolgs: Firbolgs are peaceful inhabitants of Crau, be it in times of calm or war. They prefer not taking part in what does not directly concern their kin. Therefore, they have not developed their skills to their limit in centuries. They are as the humans, though stronger physically, but much less agile. Firbolgs' Maximum Lifespan: 500 years old. Unique Racial Skills: Increased Magic Resistance
Gnolls: Gnolls are Bipedal hyenas, often confused with the mythic werewolf. They are though of as bloodthirsty monsters, but such an image is a stereotype, for only the Rebellion's Gnolls (Those who were against the unification of the Four Kingdoms) have taken such an indecent path. They are as the centaurs and Firbolgs, of the noble races. They excel in the art of stealth and archery, but possess absolutely no skills in magic, and are very poor in the art of battle. Gnolls' Maximum Lifespan: 400 years old. Unique Racial Skills: Enhanced sight
Sirens: Sirens are of the unclassified races, those who live within no kingdom. They are beautiful women who live at sea, but only because thousands of years ago, they were chased by the humans who had discovered their true appearance, for they could temporarily roam the earth in human or elf form through illusionary magic. They are descendants of the rare, adventurous Asgel and the humans or elves. They are very poor in the arts of battle, archery and stealth, but they excel in art of magic, especially in the Illusionary arts. Sirens' Maximum Lifespan: 700 years old. Unique Racial Skills: Illusionary Arts
Faeries: Faeries are even smaller than gnomes, and are of the unclassified races. Not much is known about them except for their playfulness. The art of stealth seems to be their primary skill, for they have rarely been seen but some believe they possess unidentified magical powers. Faeries' Maximum Lifespan: 300 years old. Unique Racial Skills: Unknown
The Asgel 's Lifespan: Immortal. Unique Racial Skills: Increased underwater speed, Illusionary Arts and Thunder Casting
The Adiad Lifespan: Immortal. Unique Racial Skills: Adamant Scales, Volcanic Beat and Fire breathing
The Adarog 's Lifespan: Immortal. Unique Racial Skills: Unrivaled Flight speed, Feather Mist and Stone Storm
Basic Classes
-Knight: Armed with a sword and shield, wearing plate mail armor, the knight fights bravely on the battlefield. (Humans, Dwarves, Elves, Centaurs and Firbolg)
-Warrior: Armed with two-handed weapons, wearing mail armor, the warriors strike fear into their opponent's heart. (Humans, Dwarves, Ogres, Orcs, Minotaurs and Trolls)
-Barbarian: Armed with weapons at each hand, wearing leather armor, the barbarian ravages all in its path. (Humans, Dwarves, Ogres, Orcs and Minotaurs)
-Archer: Armed with bow and arrows as well as daggers, wearing leather armor, the archer can strike an enemy's left nostril from afar without difficulty. (All races except for gnomes)
-Assassin: Armed with deadly poisoned daggers, clad in dark leather, the assassin will kill its target in one strike. (Humans, Elves, Dark Elves, Kobolds, Gnolls, Orcs, Goblins and Trolls)
-Wizard: Those with the ability of Wizardry can blast their enemies away wit pure manna.
-Enchanter: Those able to imbue objects with abilities or souls are the ones to furnish the weaponry on the battlefields.
-Wielder of the Dark Arts: They are Sorcerers, Necromancers or Warlocks, and manipulate the forsaken magic.
-Wielder of the Holy Arts: They are Clerics, Exorcists or High Priests, and manipulate the holy magic.
-Tribal Shaman: They are the ones who gather knowledge from the most benign spirits, curse their enemies with vengeful spirits and bless their people with nature's power.
-Primal Elementalist: They are the wielders of the elements, and they can unite the elements to create deadly attacks.
-Summoner: They are the ones who call for the powers that roam through and under Teyrnas, and summon them under a physical form to battle.
-Illusionist: They are those who elude their adversaries with tricks and confusion.
Hybrid Classes:
-Beast Master: Any melee class with the ability of Spirit Animation can create a battle mount.
-Feral Fighter: Any melee class with the ability of Beast Morphing can fight as an animal and use all of its characteristics.
-Mind Hunter: Any Archer with the ability of Dark Arts: Sorcery will be able to hunt down any prey.
-Death Shade: Any Assassin with the ability of Dark Arts: Necromancy will be able to use the corpses of its previous targets as stealthy allies.
Enchantment: To give items specific powers, a person muse resort to different enchantments, and by applying different amounts of power into the enchantment, the gained 's effectiveness increases or decreases.
-Spellcrafting: By casting skill enhancing spells on an object and securing it with a seal, the object will be able to either increase its wielder's power or its own. If a sharpness spell was cast and secured into a sword, the weapon will never dull. If a strengthening spell was cast on a heavy weapon, the wielder of the weapon will have much less difficulty wielding it. The spell's power depends on the level of the caster. (Hiliogaeth, Humans, Elves, Dwarves, Dark Elves, Firbolgs, Centaurs, Minotaurs and Goblins)
-Ecomancy: By taking fractions of the surrounding elements and infusing an object with the extracted elemental component, the object will be able to tap into the elements power. For example, if the essence of dust was infused within the blade, it will be able to cast a small dust storm whenever the wielder wishes to. If the essence of fire was infused within it, the sword may become a searing blade, able to cut and burn through common alloys. (Hiliogaeth, Humans, Elves, Dwarves, Dark Elves, Firbolgs, Centaurs, Minotaurs and Goblins)
Runecarving: By engraving onto an object a rune, runic word or even sentence with a specific meaning, the object will be able call upon the powers linked to whatever has been engraved. As an example, if boots bore the rune of Movement, Raido, the wearer would possess increased traveling speed. The effectiveness strongly varies according to the quality of engraving and the amount of magic used to carve it. (Hiliogaeth, Humans, Elves, Dwarves, Dark Elves, Firbolgs, Centaurs and Goblins)
Soul Binding: By magically binding within an object a captured or willing soul, the object will bear special abilities linked to the soul itself. For example, if a diluvial spirit is bound to a staff, the wielder will be able to make the water levels rise or fall. If, however, a sentient being's soul is bound to an object, depending on its form and the soul's intensity, the results may vary substantially. (Humans, Elves, Dwarves, Dark Elves, Firbolgs, Centaurs and Goblins)
Wizardry: This school of magic uses as a basic power what they call Manna: it is the expendable life force that can easily be regenerated.
Life Instilment: The user can give to inanimate objects temporary movement by infusing manna inside the objects, allowing him or her to fend off opponents without getting wounded, or to stall for time while he or she casts a more powerful spell. However, those without any stronger spells will focus on controlling the inanimate object to indirectly deal high amounts of damage to an opponent. (Humans, Elves, Dark Elves, Gnomes and Centaurs)
Shield Magic: The user can summon different kinds of shields: some that can block out physical attacks, others that block out elemental attacks and others that block out mental attacks. To this day, only the gnomes seem to innately possess this skill, but it is believed that unknown races and powerful creates might have mastered variances of the shield spells. (Gnomes)
Manna Resurgence: The user can lash out destructive quantities of energy by forcing pure manna out from their bodies. The user can control the form of the manna after reaching a certain level of experience, and the amount of destruction that can be unleashed solely depends on the user's amount of manna. (Humans, Elves, Dark Elves, Gnomes and Centaurs)
Elemental Rain: The user can send from the skies different kinds of elemental projectiles. Wizards are unable to control the element the same way Primal Magic Users do; therefore, they had to find a way to channel the elements in a specific way, to release it afterwards. That is why wizards must use their manna and proceed to an elemental imbuing of their powers. The user must form a cloud of manna high in the sky, and chant a certain incantation to imbue the cloud. After a moment, the user will cut all bounds with the manna cloud, and elemental orbs will pelt down towards the enemies. (Humans, Elves, Dark Elves, Gnomes and Centaurs)
Primal Magic: The most experienced Users of Primal Magic have only mastered two elements at once, and can thusly mix the effects of the spells accordingly to the situation.
-Fire Element: The user will possess the ability to summon blazing flames, to enswathe his limbs with a deadly heat or become immune to lower level spells of fire. There are many other uses for this Primal Magic, and the effectiveness depends on the user's skills and environment. (Humans, Dwarves, Dark Elves, Gnomes, Orcs and Sirens)
-Earth Element: The user will possess the ability to make a wall of stone rise from the rocky grounds, send masses of stones flying towards the enemies or lay traps within the ground, such as moving sands. Like all Elements, the effectiveness will depend on the user's skills and environment. (Humans, Dwarves, Dark Elves, Gnomes, Orcs and Sirens)
-Water Element: The user will be able to create protective orbs of water or deadly spears of ice out of thin air, or even hinder an enemy's movements with shackles of ice. Again, the effectiveness depends on the user's skills and environment. (Humans, Dwarves, Dark Elves, Gnomes, Orcs and Sirens)
-Wind Element: The user will be able to slice with gusts of wind, blast an enemy with a Ball of compressed air or hurl one into a wall of rock with a powerful tornado. The user's skills and environment will still influence the effectiveness of the element. (Humans, Dwarves, Dark Elves, Gnomes, Orcs and Sirens)
Tribal Magic: This school of magic allows the user to use the powers of the spirits within all objects to affect the physical realm.
-Animistic Lore: The user can synchronize its mind with different objects of nature and ask details of what they have seen, what they know and what they feel will happen. This is an information collecting ability. (Kobolds, Ogres, Trolls and Minotaurs)
-Curse Casting: The user can summon spirits to haunt an enemy, or send a task to all spirits of a certain object that usually consists in making the cursed one miserable. However, this slightly mischievous aspect can evolve into a deadly spell: the spirits can go as far as poisoning the blood of the cursed one and slowly killing it. (Kobolds, Ogres, Trolls and Minotaurs)
-Shamanic Rituals: These rituals go from the blessing of people with the powers of the spirits to appeasing the elements and, therefore, neutralizing the effects of primal magic. The uses of Shamanic Rituals are diverse, but are said to be of great importance. However, for the effects to be perceptible, the rituals must have been practiced beforehand, and will not last for more than a day. (Kobolds, Ogres, Trolls and Minotaurs)
Divinatory Arts: Those able to see what may come and those who have seen what will come have used the arts of divination.
-Geomancy, Aquamancy, Pyromancy and Eomancy : It is a form of divination consisting of placing representations of a certain element onto a great mass of the chosen element. For example, by using pebbles or any other element of the earth, and placing them in a certain order to form an array, the user will be given a surge of information from the elements of the earth. The more experienced the seer, the more useful the information. (Centaurs, Minotaurs, Gnomes, Orcs and Firbolgs)
-Astrology: By analyzing the celestial bodies, their emplacement in the stellar map and the disturbances that can be perceived, astrologists are able to predict many climactic, as well as cataclysmic occurrences. No actually magical powers are needed, but a certain intellect. (Humans, Elves, Centaurs, Minotaurs, Gnolls and Firbolgs)
-Prophesying: By subduing the soul into a state of trance, the body will become host to powerful spirits who have seen or feel what is to come. However, the prophets cannot do such a thing on their own, for the powerful spirits are the one to seek the prophets. (All Races are eligible, but very few are chosen)
Illusionary Arts: Sirens are the ones known to have mastered this spell, though it is believed that the Asgel are the ones to have taught them to manipulate illusions to protect themselves.
-Chimerical Apparitions: By using this, the sirens are able to project a hologram of whatever they desire, to frighten their pursuers and escape unscathed. Giant Jumping One-Legged Crabs are often involved. (Sirens and Asgel)
-Sensory Confusion: If their pursuers are being hard-headed, Sirens will often resort to altering their sensory perceptions: they often make their chasers think they went blind, lost their legs or that their proudest limb was being crushed. Fortunately, the effects wear off after a few hours. (Sirens and Asgel)
Dark Arts: Forsaken are those who meddle with these arts, for they become the enemies of all life, and shake hands with the abominations of Death.
-Sorcery: The user will have developed the ability to alter a living being's mind, twist it, control it, and when the grip over the being's psyche has been held long enough, destroy it. The Sorcerer or Sorceress may also tap into a sentient being's memory and gather useful information, as well as block out any mental intruder from his or her own. Sorcerers and Sorceresses also possess a powerful active ability, which is ocular telekinesis, which allows him or her to control any person or object, allowing him to protect himself from danger. However, the user must keep eye contact with the object or person, and thusly cannot control more than one thing at a time' usually. (Humans, Dark Elves and Centaurs)
-Necromancy: The user must be in presence of remains (festering corpses, skeletons, etc.) to call the Dead back to life, which is the basic aspect of Necromancy. The more advanced necromancers can build artificial corpses from remains of powerful creatures and use them as guards once revived. The most advanced necromancers are able to call creatures that were banished into the Underworld and seal a pact with the abominations: in exchange of their life force, the creatures will be freed from their torpor but will have to do their bidding. (Humans, Dark Elves and Centaurs)
-Witchcraft: The user is able through incantation to hex his or her opponent and either cause extreme pain, paralysis, sensory impairment or, when the witch or warlock is powerful enough and is using a high level incantation, death. A witch or warlock can also concoct mixtures, potions possessing the power to cause diverse ailments, and again, if the witch or warlock is powerful enough, if the incantation recited during the mixing is as powerful, and if the ingredients are well dosed and very rare, death, though certain conditions must be met after the target has drank the potion for the ailment to take effect. (Humans, Dark Elves and Centaurs)
Summoning: To give the befriended spirits a physical form and to fight side by side with them is what summoning is mostly about. However, there is a darker facet to this art.
-Theurgy:The user has the ability to call upon the spirits they are acquainted with by name. These sentient spirits roam the world, elementals given freedom of thought and movement. By calling out a spirit's name, the theurgist will be able to temporarily summon it, and ask its help. Their skills are as many as their numbers, and so, no theurgist will possess the same powers. There are also rumors of legendary spirits, creatures who have walked the soil of Teyrnas for millennia, but no one knows for sure. (Humans, Elves, Kobolds and Gnomes)
-Spirit Animation: The user can create an artificial body through magic, in which the soul of a dead being can be bound. In such ways, it is considered by many a type of resurrection, though the body itself is not the real one, no matter how resembling and anatomically correct it is. The user does not only have to create a humanoid body, but it can make any physical form desired for any kind of situation. However, only one body can be active at a time, but the souls can be safeguarded into certain objects though Soul Binding. (Humans, Elves, Dark Elves, Gnomes, Orcs, and Goblins)
-Invoking: Considered to be a Dark Art as well, Invoking deals with chthonian summoning. The user can create a path to the Realm of the Dead, and summon as many small demonic creatures as the path's size allows. Only six Invokers have ever been recorded, and all of them were already dead before they were neutralized, which describes the dangers of invoking well enough. They brought from the Gates of Uffern many shades, shadow elementals that spawned when the three Cethin Llaw were destroyed. No other creature was seen, but some believe the Invokers summoned other creatures, unbeknownst to any of the Four Kingdoms. (Humans (2), Dwarves (2) and Elves (2))
HolyArts: Only those with blessed life force, holy manna, are able to use the holy arts to help the wounded recover and fight against the forces that cannot be destroyed through common methods.
-Remedial Mastery: The user is able to heal flesh wounds by simple application of the palm, infused with holy manna, mend bones with extended treatment, cure ailments by forcefully injecting a magical counter poison and even regenerate lost limbs if the conditions are met, such as the presence of the limb itself, and the completion of the treatment within a certain time limit. (Humans, Dwarves, Elves, Kobolds, Ogres, Orcs, Trolls, Gnomes, Goblins, Firbolgs, Centaurs, Minotaurs and Sirens)
-Exorcism: By the extensive use of holy manna, the user can cause the undead to burn and destroy all unnatural bodies inhabiting a parasitic soul. When it is only a soulless reanimated body, the exorcist will need only a little amount of manna, whereas extreme quantities will be necessary to destroy a parasite's host, and then banish the parasite. (Humans, Dwarves, Elves, Orcs and Centaurs)
-Resurrection: The user may restore a body's organic functions and reintegrate its respective soul to revive a living being to its totality, ridding it of any malady it once bore in the process. This is an extremely difficult task, and there are many strict requirements for a resurrection to be completely successful: the head must still be completely connected to the torso, which must still contain all vital organs. The soul must have been half-bound in an object and be present during the whole time of the body's reanimation process. If there are missing limbs, the blood will flow, and therefore, the hemorrhage must be stopped by any means before all the blood is pumped. When the body is stabilized, the soul must be reintegrated within the twenty four hours, or such a feat will never be possible again, for the body cannot survive for extended periods of time without a soul. There are very few Revivers existing, and most are in hiding. (Adarog, Asgel, Elves)
Shapeshifting: Only a select few possess the ability to change their physical form without illusions. Such transformations serve as disguises or weapons in battle.
-Temporary Transmogrification: The sirens are the only ones who are known to possess this ability. Even though it is a race specific ability, it could not have been placed under the Illusionary arts, for this spell is no illusion. Sirens can take the form of any humanoid (though they prefer the human or elf body) to walk on firm ground. However, they must return every month to the sea for at least one day, where their strengths will be recovered. (Sirens)
-Beast Morphing: The user may transform into either a common animal or magic creature in order to fight more effectively or travel faster on different areas. Most travel under the form of a cheetah on earth, as hawks in the air or sharks underwater. They cannot, however, take the form of any of the Hiliogaeth, for these beings are much too complex to imitate. Also, the user can only transform into a limited amount of creatures, and must thusly choose wisely what forms would be most helpful throughout the user's life. (Humans, Elves, Dark Elves, Dwarves, Ogres, Orcs, Trolls, Goblins, Minotaurs, Centaurs and Firbolgs)
-True Transmogrification: To this day, it is believed that the Hiliogaeth were the only ones to be able to take an alternate humanoid form for an unlimited amount if time, whenever they chose to. That is also why they have been able to mate with the Ceidwad's descendants, and give birth to hybrid species, though such beings are extremely rare, and are often into hiding. The most famous Transmogrifiers are the heads of the Hiliogaeth: Katharsis, Ataraxis and Amorphis of the Adiad, Helfarch, Rhyfeler, Iachar, Athrawes and their father Breintal of the Adarog and the Ten Masters of the Flying Waters as well as the Grandmistress, Urddas, of the Asgel. (Hiliogaeth)
Nota Bene: These are only a few of the races, classes and schools of magic. Feel free to create your own, and send them to me to get them approved.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jun 27, 2006 10:03 am
Name:
State your character's full name, pseudonym and title (if any).
Age:
Common Races:
Human Maximum Lifespan: 110 years old Dwarf Maximum Lifespan: 450 years old Elf Maximum Lifespan: 800 years old Wee Races Maximum Lifespan: 100 years old Fierce Races Maximum Lifespan: 220 years old Noble Races Maximum Lifespan: 550 years old
Rare Races:
Asgel Lifespan: Immortal Adiad Lifespan: Immortal Adarog Lifespan: Immortal
Gender:
If you are neutered, there had better be a damn good reason.
Race:
You can be a Human, Elf, Dwarf, any of the races of the Coalition/Fourth Kingdom, or even one of the Hiliogaeth, if I approve of it (the most experienced Roleplayers will have the prerogative of making a Hiliogaeth character)
Class:
You are free to invent a class or to borrow one from whatever source you might have stumbled onto. However, it must stick with the story at hand. The Class must be directly linked to your Special Abilities.
Affiliation:
What Kingdom is your character connected to? (Rhosyn, Gwernen, Crisial, or Crau) If your character became neutral, you must include in your character biography how it happened.
Origin:
From which Continent does your character come from? (You can invent a city as well, but you will have to describe its position from the cities and ruins that are already pinpointed on the Map.)
Description:
Include both psychological (personality, quirks, etc) and physical (eyes, hair/fur, height, skin, etc) descriptions.
Weaponry:
What sort of Weapons does your character carry? Include their names, history and special abilities they possess, if any. (Your character might come across legendary artifacts forged thousands of years ago, so you may or may not want to make your weapon too powerful in the beginning.)
Special Abilities:
What is your character capable of?
-A list of common, uncommon and rare houses of magic will be included ulteriorly. (Magic does not function as in Final Fantasy: there are countless houses of magic - many are still unknown to the Ceidwad - and rare are those who have mastered only one.)
-Melee classes usually will possess magical abilities, and will be considered as Hybrid classes, but the pure meleers will have a physical advantage over hybrid classes. (Akin to the houses of magic, you may invent or borrow abilities from wherever you might find anything of interest, though I must agree to your choices so that the Roleplay stays fair, even though character vs. character battles are not the main concern in this Thread.)
-There are abilities restricted to certain races, and each race possesses one unique ability, regardless of the class. A list will be placed here ulteriorly.
History:
What has your character lived through until the beginning of this Story, and what are his or her plans for the future?
Post Scriptum: I require the character profiles to be sent by Private Messaging only, in order to no clutter this place. Oh, and there is a hidden word in the previous post that you must recopy in your profile to be accepted. If oyu don't include it in the private message, you will be banned from the Guild.
...
I hope you knew that was a lame joke (banning and hidden word)
May the PMing commence! I would prefer that all those interested send their profiles before the end of june!
---

Character Profile no 1 Name:Sir Exael Deus Exitus. Prefers to go by Deus. (ValenarrDeMirro)
Age: 795 years
Gender: Male
Race: Unclear, assumed human.
Class: Fighter/Mage (will be elaborated)
Affiliation: He's an Honorary Knight of Rhosyn, but on the most personal of levels, he has no real affiliation with them.
Origin: He states that he grew up within the confines of the Kingdom of Rhosyn, in a small village in the south.
Description:
Deus is a calm, collected, and wise individual, a person who holds no real regard to societies as they are currently set, or how they will ever be set. Deus has a more 'de facto' kind of mentality, since societies will never truly control individuals as they seek to do so. Deus knows that societies will crumble and rise, and watches more than participates.
He is slim, yet not sickly so, and still muscular enough (and some would dare to say 'unnaturally powerful') to hold his own in a fight against most anything. Deus has long, brown hair and dark, attractive brown eyes. He has nearly elven features, minus the ears, and is often fighting off suitors due to his attractiveness. He doesn't mind at all.
Weaponry:
Deus carries, when in human form (which he is almost always in anyways), a simple rapier. A master duelist of sorts, Deus is by far the last person you'd want to see throw down a glove. He's done so a few times, and those who have picked it up never survive.
Special Abilities:
Deus knows few spells, but enough to make him look like a dabbling mage. The common fireball, lightning bolt, and so forth are within his portfolio of magical knowledge, but he uses them rarely.
History:
Deus' history is long, unimportant, and by his standards, quite boring. He lived, for the longest time, within the Kingdom of Rhosyn. He soon became bored, and then left for Crau, but later returned to Rhosyn, where he forged a new history for himself. Therefore, Deus has a sort of double history, a true history, and a false history.
Deus, is known to have come from somewhere in the south of Rhosyn, and moved up to the main portion of the Kingdom of Rhosyn, where he became an Honorary Knight by aiding another knight in combat against a horde of dissidents (rebel orcs/kobolds/and the like). This was simply by accident, and luckily for Deus the knight died by the blade of an ogre, because it was one of the few times Deus revealed his identity to someone else.
Character Profile no 2 Name: Brenin Silverwind (Maph Necathys)
Age: Around 32 in appearance. Gender: Male
Race: Assumed human.
Class: Caller of the Silver Blaze
Affiliation: None. Brenin was very simply born far, far away from the influence of the Kingdoms.
Origin: His birthplace is unknown, but he recently traveled from the eastern continent, back to the Central.
Description:
Behind his youthful appearance was an aged individual. Through his silver gaze, years of battle and bravery, as well as kindness and exoneration shone serenely. Brenin had undergone many harsh ordeals, but his seemingly apathetic visage easily belied the gleeful optimist within him. Lover of alcohol and warm settings, Brenin would never dismiss any pub, inn or tavern he would come by as he meandered through the streets of whatever city he had stumbled on, and would befriend absolutely anyone he deemed a decent fellow, which was about anyone who could take his or her alcohol as well as he did, or anywhere near, since Brenin was always sober, though oft acted as a merry drunkard to follow his newfound comrades in some embarrassing street amble, which was but one of the many cockamamie activities he indulged in. His silver irises were not the only uncommon traits he bore, for his shoulder-length mane was of identical shade, yet his aspect was that of a tall, muscular man, and far from that of an elderly person. Under a hooded, moth-eaten cloak, he was equipped with an armoured dark leather vest, and reinforced steel greaves and sabatons over black brocade pants, as well as spaulders and vambraces of the same material over a black gossamer shirt. Each of the cannons were finely crafted and engraved with ancient markings, undecipherable for many. Around his neck was a fine mithril chain, to which was appended a shady cristal.
Weaponry:
Encrusted within two mithril coverings, each attached to Brenin's black gloves, were gems of refined adamant. They are usually called focus gems, which allow magic users to augment the intensity of their spells. However, Brenin's gems were unique, for not only were focus gems never made of such rare material, but his served to decrease the power of his spells, since mithril (which is the same as adamant) has a high magic absorption capacity. Needless to say, these gems can be removed at all times.
Brenin rarely uses his spells to battle and thus resorts to his treasured blade, Gwyndant the White Fang. It is an exceptionally elongated scimitar, but light as three feathers for it is made of mithril as well. It bears the same carvings than those on his cannons; the only difference would be the small symbol engraved on both sides of the blade, near its tip. The weapons power, aside from its indestructibility, is to become a blade of white fire, which does not cut, but burns intensely, thus not shedding any blood, for the wounds are automatically cauterized. The symbol glows as the sun itself before this ability is activated.
Special Abilities:
-Flame Calling: Silver Blaze – Flame Calling is an exceptional magical art, and only a select few are able to utilize it efficiently. Not much more is known about it, for this is one of the Arts unknown to the even the Heads of the Towers of Knowledge.
Brenin cannot say he was taught the art of the sword inside a weapon school of some sort, but he can say he didn’t need to. Slash, hack, parry, feign. Add some strategy to that and innate skills as well, and that is a swordsman, according to Brenin. Even until now, no one has proven him wrong, and he will not let that change.
Brenin possesses one other ability, but he prefers if people would “give him some privacy for our God’s sake.”
History:
His past must be kept in the shadows for now, but he treks the realm of Teyrnas in search of the Threat, and has done so long before the Second Council had even taken place.
Character Profile no 3 Name: Gos Gearsnap (ValenarrDeMirro) Age: 23 in human years Gender: Male Race: Goblin Class: Engineer (Speciality: Golems), Magically Aided Affiliation: Whoever pays him the most. Origin: Gos was actually born within the kingdom Rhosyn, in Dragoneye City.
Appearance: Gos is something to look at. Generally he does not wear a shirt, his tiny muscular torso bare. If he does wear a shirt, generally it is a white, loose, and often-stained one. He covers his legs and hips with brown pants, kept only slightly loose, and that's for mobility. The first thing people generally notice about Gos, though, is his head. It's fairly large, as most goblin heads are, with pointed ears, and a long, pointed nose. Mounted atop his head are goggles, large enough to cover the whole of his eyes, kept always on his person, in case he gets the urge to simply start working away at something. He is almost always hunched over, with a massive bag the size of his own body upon his back, filled with tools and materials. A good portion of his tools, however, are held within his Pack of Limited Holding, which holds his various metals, pipes, and so forth that he uses to construct golems. The Pack of Limited Holding makes it so that what is within exerts only a mere fraction of force upon whoever carries it, and so his constant, stooped posture can be attributed to the rest of his equipment upon his back. Gos' tight, green skin shows little sun exposure evidence, though he does indeed go outside. His eyes are almond-shaped, large and wide, alert and bear crimson irises, making him look a tad evil, though at best he's a prankster. Gos' hands are covered by heavy-duty leather gloves, and his feet are housed in heavy leather boots, complete with steel plates upon the top. While this does encumber Gos greatly, he's never been in a situation where he has to run like crazy; usually he has a golem in front of him doing all the work.
Weaponry: Gos carries no visible weaponry. However many of his tools can double as weapons (screwdrivers, hammers, mallets, wrenches, etc.), and of course he is always in the company of his pet golem, his own personal masterpiece.
This golem is only about Gos' size, about 3 feet tall, but is something indeed. It is in a vaguely humanoid shape, with a domed head and a single black 'eye' in the middle of the dome, able to swivel as it needs to, even incline and decline. The golem, therefore, is capable of 360-degree vision. It, however, can only attack what is in front of it. Its sturdy, wide torso is still thin enough to fit through most doors, and the golem has two arms. One ends in a medium-sized blade (between shortsword and longsword), an is capable of spinning, drilling, and adaquately parrying blows. The other arm ends in a multi-barreled cylinder, with a piston-like apparatus at the end of each barrel. Within each barrel lays a dart, and the golem is capable of firing these darts when commanded with startling accuracy. The golem's torso ends upbruptly into a quartet of wheels, all four of which can angle themselves to turn in varying degrees. This does, however, limit the golem's ability to climb and so forth. This golem is dubbed Ironguard, a slight misnomer, since the golem is made from steel. It responds only to Gos' commands, and is magically bound to him.
A noteworthy piece of equipment that Gos made for himself are beings known as Microhelpers, little golems about three inches in height that hand him tools directly from his backpack. They respond to verbal commands, such as 'wrench,' 'hammer,' 'nut,' and so forth, and pass the said item to his hand. Since it takes more than one Microhelper to lift some items, they are mobile and move about his pack, but never lose grip due to microscopic hooks that dig into the fabric of his backpack. They were painstakingly made by him, taking large amounts of magnification gear in order to craft. He generally doesn't make anything that size anymore.
Special Abilities: Gos has a few spells under his belt, most of them made by his ancestors.
Gearsnap's Fingers of Metalbinding: A very useful spell when crafting golems, Fingers of Metalbinding allows Gos' fingers to become superheated with but a command. When held to seams between metal plates or pieces, the temperature exuded by the fingers melts and fuses the metal into one solid piece, without doing any harm to the caster. One could imagine what it could do if used against a human or organic being, but Gos has never tried.
Voicebind: Used when a golem is finished, Voicebind ties a golem to a particular voice pattern, making the golem only respond to that voice pattern.
Endow Life: A very taxing spell with certain items required to power it, this spell effectively crafts a magical generator of sorts to be placed within a golem.
Grant Insight: Another taxing spell with interesting items required to perform, this spell effectively crafts an artificial brain for a golem to have, allowing the golem to become more autonomous and perform like a human could.
Program: Often used in place of Grant Insight, Program offers Gos to program golems with certain protocols and commands, but Programming can be somewhat dangerous. If phrased incorrectly, the golem will perform poorly or do the entirely wrong thing.
Summon Golem: A backup in case Ironguard fails its duty, this spell summons a Crude Golem, a golem made of jumbled up parts and junk. Crude Golems are about the size of Ironguard, similar in size to Gos himself, and while powerful, they are weak and last but a short time before they literally go to pieces, then vanish.
Advanced Engineering: Gos' mind is trained in an engineering perspective, and Gos knows what works, uses what works, and doesn't do anything superfluous (well, he might from time to time). Gos is a genius amongst the greatest of his kind, and while there may be more brilliant minds, few of them are as good with their hands as Gos is.
Advanced Golem Lore: Gos focuses purely upon golems for engineering, golems defined as any kind of nonliving, handcrafted being that is endowed, either magically or through fuels, with 'life,' life being the quality of movement, acting upon commands, and 'thinking.' Gos' skill with golems is unparalleled, able to create golems that can even talk like humans.
History: Gos was born within Dragoneye, sired by his father, Gazz Gearsnap, and his mother, Jeera Gearsnap. Gos learned everything he knows from both his father and his experiences with golems, and in time, came to fill his late father's seat as the chief golem crafter for the Kingdom of Rhosyn.
The King of Rhosyn realized the potential golems have for both military purposes and defense purposes. Golems felt no pain, did not stop fighting until rendered incapable of doing so, and were not counted as a life, were not valued (by many) as living creatures and no qualms were held by simply throwing them at seemingly impossible odds. An army of golems lost only meant spare parts and scrap generated, as opposed to hundreds, if not thousands of lives lost, sons, brothers, fathers, uncles, cousins slain and lost, mourned by many. It was demoralizing, but having golems killed was like having a weapon broken; it was demoralizing, but at least you were still alive.
Gos, due to his posistion, is a rich man, hence his expensive equipment, but is also a very sheltered person. Granted, he wanders about Dragoneye and drinks quite often, but he has never seen the countryside, and constructed Ironguard as a sort of insurance if he were to wander about Rhosyn and beyond. He hasn't worked up the nerve to leave behind his establishment, though. After all, Rhosyn needs him, and he's making a shitload of money by staying.
Character Profile no 4 Name: Alessa Longacre (noose_habit) Age: 32 Gender: Female Race: Centaur Class: Archer/Knight Affiliation: Alessa is strongly allianced with the kingdom of Rhosyn, but not as much as she once was. Origin: Alessa was born in the Metel Hills of Crisial in a small community of centaurs and humans. Although she has travelled and lived in many places, she ended up back where she began, and considers her current stay in Rhosyn only temporary. Description: This centaur woman is as any and possesses the figure of a human; yet only from the torso up. While it is rare to see her without encompassing plate mail, the muscles beneath it are deliberately sculpted yet retain something feminine. Her young face is surprisingly clear of scars and other such traces of battle, with hazel eyes and muted features. A thick mane of sun-lightened blond hair is kept in a neat braid that falls roughly to her mid-back. The bulk of her height (considered very tall by human standards) comes from her equine half. Her coat is a tawny brown, and she is actually fairly small for a centaur... though most members of other races fail to notice. With the indimidating physique and training of a true knight, many people who actually take the time to speak to Alessa are surprised to find a concerned, genuine individual beneath the armour and behind the spear. She is honourable, a given trait for most centaurs, reliable, tactical, intelligent, and cool-headed. She is highly protective, perhaps to a fault, and righteous in the same manner. Weaponry: Alessa rarely uses one weapon for any long period of time, as due to her aggressive battle style, she tends to wear them out quickly. However, her current personal armoury consists of a heavy spear, a shield, and a yew bow: The heavy spear is among most familiar weapons; although she can use swords and axes well enough, she prefers polearms. Its handle is formed of a steel core for weight (not to mention cost) surrounded by mythril for durabilty, its wicked head a heavier composite metal. She uses it in cunjunction with the shield, a kite which is built similarily to the spear's handle to give it the weight and keep the cost low. Though the flexible yew bow is a tactical weapon, she is as comfortable using it as she is a spear. It is slightly larger than a shortbow, giving it more distance and power while sacrificing some firing speed. Her most valued equipment, however, is her white plate armour - a normal human set for her upper body, and various guards for her equine half. It is very light by armour standards, leading her to believe that it is formed of mythril or even adamantite, although she obtained it under unclear circumstances so she isn't sure. Special Abilities: Alessa has a very limited knowledge of magic, and her battle force is purely melee. However, she does possess some skill with healing and holy magic. History: Alessa was born to a large family and raised on the hills of Metel until she was sixteen. Up to that point, all fighting had simply been for fun, and all training passed down by her father used simply to win against her siblings. However, when the coastal village was threatened by brigands, Alessa's skill became a huge force in driving them off. Suddenly aware of her talent, her father quickly pushed her to join the military forces. She obliged, and, as he vicariously lived through her letters and occasional visits, she rose slowly but steadily through the ranks. However, when a strange, unexplained tidal wave hit the small town nine years later, she gave up her position and returned in order to help rebuild. Within six years, she found herself with a family of her own - a husband, Rask, and two sons, Marcus and Kieran. However, she has recently been called back to once again aid in the protection of her country. Although it wounds her to leave, she knows that she can better protect her sons through the army... for if the country falls, so will everyone in it.
Character Profile no 5 Name:Keena Wright (Shazzer) Age:157 Gender:Female Race:Assumed elf, or possessive of elven blood. Class:Enchantress/Wizard Affiliation:Undecided. Keena allies herself only to money and knowledge; whichever country offers the most of either is the one she considers herself affiliated with. Origin:Keena originates from a settlement near the Derwen Woods in Gwernen called Pennsgrove. However, she spent little time there and relocated to the desert region of Rhith at a young age -- to one of few oasis cities located there. Description:Keena is a very elegant individual with the typical subtle facial features and slender physique of en elf, although she is below the average height at 5'5". While she considers herself physically desireable (after all, dozens of suitors can't all be wrong), what tends to bring the most attention to her visage are her solid, pale green eyes and her tattoos: of a lighter hue than her exotically tan skin, the two columns of runic symbols fall vertically down her face from her hairline to her jaw, passing over each eye. Her hair, sleek and a light shade of brown, falls evenly to her waist. Behind the veil of her appearance lies the sharpened, trained mind of a devoted magic-user. She is highly intelligent and not only does she know it, but she flaunts it whenever possible: her confidence is not unfounded as she has become a minor celebrity through her skill and innovation as an enchantress. Perhaps it is because she is a perfectionist, but all of her work is nearly flawless. She values results and does not accept excuses, believing that the ends justify the means; she's very logical and methodical about her goals. Keena tends to come off as generally personable, if a little self-centered or inflated... but after practice as a saleswoman, it's difficult to tell when she's being honest. Weaponry:Keena does not use weapons, but she does have quite a few artifacts that aid her in combat. As she has collected archaic pieces of equipment over the many years of her life, they are numerous to the point that she seems almost paranoid. She wears three necklaces: one is a gold chained amulet set with a diamond through which a single rune can be seen. It is an amulet of concentration, allowing her to focus her mind more completely on spells in order to cast faster and remain uninterrupted. The second is a teardrop-shaped, transluscent green stone on a black cord; it simply glows when someone possessing a similar one is in the area. The third is little more than a gold chain with a simple band-style ring on it. She has yet to reveal its purpose; although it is possible it has none. Many other pieces are enchanted, but have no use in combat (for example, she has a bracelet that predicts the weather and another from her time in the desert that helps to locate water). Special Abilities:Keene is versed in many schools of magic, and does not discern much between them. She has dabbled in the Dark Arts, but only in sorcery and witchcraft. She is also attempting to learn Spirit Animation, but has yet to do it successfully. However, Enchantment is where she really shines. She specialises in runecarving, but is able to do many different things, as well -- even combine elements from other schools of magic to increase the effectiveness of the equipment. History:Keena often chooses to keep the majority of her past a secret. The few things she may tell are unimportant and occasionally untrue; what is sure, however, is that she was born in a forest and raised herself in a desert. At a very young age, she left the small grove and stowed away on a ship delivering supplies to Rhith. Aboard, she met a practiced magician under forced circumstances who, throughout the journey, sparked her interest. Upon arrival of the ship after an ardurous journey, the two parted ways. Keena, to continue with her goal of making money through clever merchanting, joined a small group of travelling salespeople. She was a voracious reader and, with little else to do on the long desert roads, she learned through various books and occasionally people she met up with in the cities. These circumstances, coupled with a natural intelligence and talent for magic, helped her become adept fairly quickly. She increased the value of the objects the merchants were selling by practicing enchantment on them; eventually, she had a reputation and enough money to leave the group and seek out more lucrative employment. She has been working freelance since, rarely remaining in one place for very long.
Character Profile no 6 Name: Coralie Marsali Maris. Goes by Meri. (Hanakami) Age: 144. (Which calculates out to mid-twenties in human years.) Gender: Female. Race: Siren. Class: Illusionist, with a side of healing when she's in the mood. Affiliation: None. For the past handful of decades, she has been residing in various cities and villages along the coast of Rhosyn, but her living situation hardly implies loyalty to the kingdom. Origin: She hails from the ocean, specifically in the areas bordering the Flying Waters. Description: Sirens are inherently beautiful. Coralie, or rather Meri, is not--at least, not in the flawlessly picturesque sense and certainly not by comparison to the rest of her race. She is, however, eye-catching...but again not in the way she'd prefer. True to her namesake, her hair is a vibrant shade of coral red. Unfortunately, saltwater and sunlight have striped the otherwise lovely color with paler splotches of coral orange: damage that has so far proved irrepairable by washing, waiting, and illusion alike. She lets her hair hang just past her shoulders in choppy, layered cut that attempts (and mostly fails) at hiding her orangy tips. From her human father, she inherited a devastatingly white and sunburn-prone complexion, so that her skin, especially on her cheeks and shoulders, often glows as glamorously red as her hair. This, of course, leads to a great deal of cowering and complaining on Meri's part. For a siren's life at sea, a burnable skintone is disastrous; for a siren disguised as a human living in a decidedly wide open coastal environment, said tone is infuriating...especially for someone as volatile as Meri. Her eyes are the dark, murky blue of the deepest parts of the ocean, yet for being a color that inspires such tranquility, Meri's irises never seem to reflect calm. More often than can be considered healthy, her eyes are shining with a vengeful/sadistic/'run for the hills' gleam that forcibly reminds the observer of storms at sea. Her peachy, oft-chapped lips are just as tell-tale; while the neutral tone may seem calm enough, with a little twist of her mouth, Meri can send the receiver into a fight-or-flight response. Her nose is ordinary enough: straight, thin, and pointed but nothing remarkable or love-poetry-inducing. She sports a gaunt, heart-shaped face, complete with a subtle chin, cheek bones that don't stick out regally, and plain, rounded ears. Despite the fear she might instill in those who know her, Meri possesses very little in the way of physical strength. Unlike the curvaceous qualities assigned to the typical Siren's (aptly-named) bust, she is built more like the fish she commonly associates with. Standing at average height, her lanky build can be described kindly as "sleek" and cruelly as "straight." (Though the latter may result in one of her famous death glares and promises of pain to come.) In short she's built like a swimmer with little by way of...feminine hindrances. Of course, she's at her fishiest in the water during her monthly submergence period when her human legs are replaced with her natural fishtail, which is predictably covered in red and orange scales. Meri dresses in warm hues befitting her colorfully wild personality. Despite her intense loathing of the sun streaks in her hair, she dons plenty of orange garments. Her coastal-travelling the past few decades leave her dressed in typical islander garments, though she (thankfully) shies away from garish flower designs. Most notably, she wears a sleeveless, dark-apricot dress and a long, double-looped necklace of what appear to be tiny polished-gold seashells. Plain brown boots cover her feet, and when she travels, she drapes a crimson travelling cloak over her shoulders that shimmers in a way reminiscent of fish scales. Weaponry: Having lived most of her life in the water, Meri has had little chance to master a weapon. She doesn't plan on learning, either, considering magic is her particular forte. A gold bangle on her left wrist is set with enchanted red gems that help her keep cool, an especially helpful item for a coast-dweller (though it doesn't protect against burning, much to her chagrin) or when confronted by fire. Blue gem earrings allow her to navigate by drawing on her affinity to the ocean and using winds and currents as guides. She also couples an enchanted gold hand mirror with her illusionary skills to create trick images in its surface...usually just for intimidation or annoyance purposes. Otherwise, she wields nothing of note. Special Abilities: Being a siren, Meri is well-versed in the illusionary arts. Her creations are frighteningly realistic and usually (appear) very, very angry. She can scramble senses and is, unfortunately, not sloth to do so when being pursued. Obviously, she has mastered transmogrification, which is a given for living life on land. Oddly enough for someone commonly referred to as 'sadistic' or at least 'freakily fickle', Meri can cast very simple remedial spells. Though, the skill is untrained and sadly only works for cuts and wounds. She is by no means a practiced healer and thus cannot restore limbs or anything of the like. Incidentally, her healing often leaves scars and aches, but she can stop bleeding and depending on the degree of the injury, soothe pain. She's recently taken an interest in the primal magics but as of yet cannot do anything but protect herself from minor fire damge and create sparks for campfires and the like. The effects are aided to some extent by her cooling bracelet which strengthens her resistance to fire, but she can still burn by even a mid-level spell. History: The middle child of three, Coralie was always the plain one. With an older sister named "Ravine" who was as gorgeous as a siren could be and a younger sister named "Naida" with a tremendous talent for singing, Coralie was always overshadowed. (The sirens shared a common mother but different human fathers, and Meri often complained that she 'got the short end of the stick, damn it.' ) With no other natural venues to pursue, Coralie dubbed herself the 'adventurous one' and took to travelling about, even going so far as to dally on land and test her shape-shifting powers. Somewhere around a century of being "Coralie, who's rough like coral!", the young siren finally decided she was just curious enough to leave home for awhile and live up to the stereotype she'd created for herself. So she left home with promises to her sisters that she would prove to them once and for all that they "weren't so great". Luckily, in all of her adventuring she'd managed to get a clean grasp on her magical arts, which would have been much more of an accomplishment if her sisters hadn't done just as much or better. She decided to start her new life (albeit one with monthly stops in the ocean) in the kingdom of Rhosyn, where her human disguise would fit in best. Her human lineage made it the best option, after all, despite her limited knowledge of land-life. After a few years, she adapted and began traveling the continent under her preferred nickname, all the while gathering more magical and cultural knowledge to rub in her sisters' faces when she finally showed hers back home. Envy drives people to do crazy things, especially when the afflicted happens to be a capricious redhead.
Character Profile no 7 Name: Captain Vythar Kyndeyrn (ValenarrDeMirro) Age: 34 in human years. Gender: Male Race: Centaur Class: Paladin (Specialization: Lance and Bow) Affiliation: Rhosyn, devoutly. Origin: He was born in Rhosyn, within the walls of Dragoneye, but makes it a point to stay in tune with nature by venturing out and about at times. Description: Vythar is a superb physical specimen when it comes to the centaur race. His upper body is well-built, usually concealed behind platemail armor, and his lower body is well-built as well, from days of running, leaping, and so forth as physical training (and fun). Vythar typically wears a helm during combat, but takes it off afterwards, finding it somewhat obnoxious and offensive to his senses. His eyes are gentle, green, and slightly slanted, his features lightly tanned in complexion and finely chiseled, rivaling the beauty of the elves. His hair is long, brown, and trails down to his back, blending in with the same brown hue his horse fur bears. His lower body is generally concealed by a cloak, a green throw overtop the horse parts, padded with plates here and there to protect vital areas of his lower body, but not too many, as to ensure that he can still run relatively unencumbered, as well as leap, buck, kick, and so forth. His quiver is mounted on the left side of his lower body, hanging from his waist, attatched to a belt and settling at an angle. The aforementioned helm that Vythar wears is that which bears wings upon the sides of the head, enclosing the head almost entirely in steel, with a faceplate that features slits for the eyes and nose to see and breathe through, respectively. The faceplate can be lifted, but Vythar would rather just take the bloody thing off. Vythar is mentally sound, if not sturdily sane. He is quite devout to whatever cause he picks up, therefore some compare him to a fanatic, but without the... fanatascism, if that makes sense. He is extremely loyal to his King and country, and will willingly die to protect them. Weaponry: Vythar does not believe in naming weapons, as he considers it not only unhealthy but also vain. He carries with him a halberd, the head of which is almost horrifyingly dangerous in appearance (example here) as well as a simple longbow. None of his weapons bare enchantments (though they are strangely sturdy), but Vythar wouldn't mind getting an extra edge in combat. As a Paladin, Vythar does get certain magical abilities, though few and far between. Special Abilities: Other than his inherent ability to rush in and trample a target, Vythar has a few other abilities that should prove useful on the battlefield, and have in the past. Heal Minor Wounds: A gift from the holy divinities, Vythar can channel small amounts of mana into a wound and cause it to heal. This can't, however, repair a lost limb or heal a major gash, however it can stop the bleeding, at least. Smite: Particularly useful against evil or undead foes, Vythar can charge holy mana into his weapon (including arrows!) and cause extra damage. The more evil the foe is, the more damage it does. Undead, of course, isn't measure to a degree, so it does maximum damage to undead. Woodland Wrath: The only nature spell Vythar has, and the sole connection Vythar has to nature itself magically, this spell causes the grass around a group of foe's feet to grow rapidly and ensnare the foes, reaching up potentially to the arms, depending on the size of the foe. This grass becomes remarkably tough and cannot be broken by nonmagical weapons, and this leaves the foes open for attack. Eye of Order: This spell is particularly useful for ferreting out those who would hide, either by natural or supernatural means. This spell, when cast, will cause all physical bodies to be outlined by a thin aura. This includes all amorphous bodies as well, and those who are rendered incorporeal (wraiths, ghosts, etc.) that are manifest within the physical world. This will not, however, reveal wizards and so forth that hide within makeshift pocket dimensions, as they are, technically, no longer within this realm. History: Vythar's history is somewhat bland. Born and raised within Rhosyn, Vythar found himself soon enough attending the military academy within Dragoneye. He graduated at the top of his class, and gained the respect of many. When he was knighted, he found himself also at the local cathedral, and was ordained as a Paladin of Trefn (Order). During times of trouble, Vythar found himself commanding his own troops, and doing so with the efficiency of Teyrnas' fiercest generals. However, in these times of peace, Vythar has found himself quite bored as Captain of the Guard, finding very little to do. He would jump at the opportunity to go adventuring, especially if it involved the defense of his country and kingdom.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Tue Jun 27, 2006 10:13 am
Never were the early signs of daybreak so grim to witness. What was once thought of as a golden rain and gleaming mildew became, on that particular day, the omen of a growing menace, unbeknownst to the masses, but profoundly apprehended by the rulers of the Kingdoms. On the Kalends of Ashenveil, within the marble stone walls of Dragoneye, City of Eminence, myriads of men, women and children had amassed at the base of the Thousand Steps. Their stares were focused at the top of the colossal stairway, into the Golden Palace, but their gaze could only go as far as the Ivory Gates, which had been sealed shut the very day, for the first time in many millennia, since the integration of the Fourth Kingdom in the Golden Alliance. It was a time when elders and children were alike, for no one, not even the Elves, had lived long enough to witness the architectural wonders that were the gates themselves. They were engraved with ancient symbols, which told the story of Teyrnas, as well as pictorial representations of the greatest events to have been recorded. However, behind such a beauteous sight, stood the dark reality of a looming horror. Between the walls of the Golden Palace, the Second Council of the Kingdoms was about to take place.
Within the assembly room, there was an immense ebony table, carved as a cross with even segments. It was adorned with silvern streaks and gilded ornaments, and in its junction was placed a single polychromatic crystal, called the Hearth Stone, which was illuminated by a single source of light coming from the ocular aperture of the cupola; it served as a light amplifier, and thusly lit the entire chamber as if in open sky. At the far ends of the table were placed identical seating, thrones crafted by the finest artisans, which were to be used by personae of utmost importance. The Great Doors burst open, and the booming sound was followed by thundering footsteps and the incessant clinking of metal. Two rows of Council Guardsmen came into the assembly room, and immediately took their positions at all eight walls in a synchronized manner, akin to that of automatons. A third row, much smaller in numbers, was escorted into the room in between, which consisted of four kinds of Royal Guards, preceded by their respectful Ruler as well as a few counselors; armed with silver barbed spears and golden shields, the Llathraid Champions, protectors of Rhosyn's King, Eirian Stormwind; wielding the deadly moon scythes, the Crescent Blades, defenders of Gwernen's High Elder, Lady Gwenolwyn of the Moonshade; brandishing the crystal halberds, the Gwyn'Dur, guardians of Crisial's Patriarch, Thundris Goldforge; and carrying the blackthorn maces, the Noble Custodians, keepers of Crau's Dynast, Moghul Bravehorn. Only when the sovereigns and their counselors were seated, did the Council truly commence. The Hearth Stone shone in radiance, announcing the overture's end. As the ruler of Rhosyn, the Kingdom in which the Council was taking place, Erian was to greet his guests and speak first of the matter at hand.
"It is my greatest honor to welcome the sovereigns of the Golden Alliance's Kingdoms. In remembrance of those who assembled in this very chamber six thousand three hundred and eighty-eight years ago, the Vestals' Fire shall burn on the sacred altar for the duration of this Council."
At his words, black velvet veils were pulled back to reveal an obsidian altar on the direct opposite of the Great Doors. An immaculate white flame burned intensely over the altar as the Vestals, women of beauty chastity, keepers of the sacred flame, infused the everlasting fire with their powers. All four sovereigns gazed at the mystic flame, one the greatest legacy of the rulers of Old to their successors. They were the first to witness the prominence of this ethereal artifact, for even those who tended closely to it were to wear a white shroud over their eyes, not only to protect their sight from the radiant light, but also to allow only the rulers of the Four Kingdoms to be the first to behold it. The white flame brought tears to their eyes, but they quickly regained their composure, for there were pressing matters to take care of.
"The reason for which this Council is taking place is no laughing matter. Decades passed by, seemingly uneventful. Unfortunately, a threat had been nurtured in the depths of this Realm, undisturbed because of our lack of insight. We have been given awareness of the gravity of the situation, though it might now be too late to react. However, I cannot let my kin watch Rhosyn collapse, less wait in vain for it to rise again. But the peril ahead of us is very capable of such destruction. Long before, strange events occurred, mostly geographic phenomena, such as perennial earthquakes, unpredicted typhoons and eruptions occurring in areas far from the effective radius of volcanoes. True, they were rare and never of great magnitude, but over the years, their frequency and intensity increased substantially."
The other rulers were silent, but were in no way at loss for words. They had heard of similar incidents within their own territory, and to hear the King of Rhosyn speak of such happenstance could only ascertain the amplitude of the crisis at hand. No longer could they dismiss what was dangerously looming closer.
"These occurrences are not natural. They are but consequences of some stygian activity."
The heavy silence had been broken by a resurgence of emotion and frenetic whispers. All counselors were evincing a panel of long hidden sentiments. Some were incredulous, while others were proud of the veracity of their assumptions, though dead-frightened b what they meant.
"In no way were our men of science able to determine the source, or possibly, sources. They can only assume these theories: such things cannot be natural, do not come from geographic or climactic disturbances, nor do they stem from the actions of Rhosyn. However, they also believe neither the Kingdom of Gwernen, the Kingdom of Crisial and the Kingdom of Crau to be at fault."
Ever since the Council began, the King was the the only one to have spoken. The monotony was broken when Crau's Dynast intervened.
"Master Stormwind, I must applaud this honest display of diplomacy, but I believe it is time to advance to the core of this discussion, which was, if I am not mistaken, to give the information needed to decide the course of actions to take."
The Llathraid were fuming with ire because of the Dynast's audacity; even though he had spoken his remark in the most respectful manners, he had clearly interrupted the one whom was bestowed upon the role of prime orator. They were still immobile, but they gave out most unfriendly glares towards the Dynast. However, the King understood that the usual protocol was bogging down the advancements in the discussion.
"Very well. I call upon Illendia Whitesight, seer of Gwernen, Galeon Stonereaver, Grand Master of Crisial's Order of Geology, as well as Fenris Redbane, Krau's Army's fifth division's lieutenant."
As the King called out their names, they rose to the sides of their Ruler, and bowed respectfully to the King. He motioned them to raise their heads, and told the seer to begin first. A young woman, clad in immaculate white silk, embroidered with silver linings and bearing the symbol of foresight over the scarlet mask covering her eyes.
"I am, as you have said, Illendia Whitesight, Seer of Gwernen. I was given awareness to the Threat three months ago, but not in a tangible way. A pain had seized me in my sleep, and I was taken against my will into a somber nightmare."
She shuddered, as a flow of memories came back to haunt her mind's eyes.
"There I witnessed tongues of fire licking the skies over charred corpses of our kin. The skies were no longer of azure, nor were they of ash or soot... Above the hell of flames, was of the purest white. However, as my eyes looked deeply into the eternal skies, they became tainted. What I believed to be a herd of clouds was truly the spill of my own blood... I felt the pain; the many blades that had pierced my body were as cold as the death they brought... I could hear nothing more, but a voice that whispered incessantly in foul words... their meaning is still unclear to me, yet a few were spoken to me in a familiar language: A wnël dwyll, ef a dwyllir."
Illendia felt her entrails being torn apart once more, and fumbled. Her mind was clouded, poisoned as it tried to tell of the abhorrence it saw. She could take no more, and asked to be excused, as she went to rest onto a seat prepared for her beforehand.
"It is the Ancient Language of the Ceidwad, and can be translated to: He who deceives, shall be deceived," completed the High Elder. "Though our suppositions still differ, the most plausible explanation would be that of treason, past or still to come. The identity of the person to whom these words were meant is still uncertain to us."
"Then I believe you shall find what is about to be said quite enlightening, Lady Gwenolwyn." The Patriarch had motioned to Galeon, who stepped to his right, somewhat overwhelmed by the importance of it all.
"How so, Master Galeon?" the High Elder questioned, curious to know what the geologist discovered.
"Well, I... I stumbled across an artifact a few months ago. It was during an excavation in search of rare artifacts of Old, which were rumored to have lain dormant under the soil of Merildain. We were hoping to find extremely refined mithril, which is called, in common terms, truesilver. Instead, after two weeks and approximately two hundred tons of dust and stone, we came across truesilver alright. Except that, well, it was more akin to a sheet of paper than a weapon or anything of the sort. However, after having analyzed it, we discovered almost invisible engravings. They appeared after a long exposure to the sun! It was also written in our ancestors' language!" Galeon took a small package, wrapped in sheets of linen, and brought it to the High Elder. "This is the artifact, and I do think its message will intrigue you."
Lady Gwenolwyn peered into the perfectly well preserved sheet of truesilver; its shape was that of an alchemic array, representing the sun and the moon, within four spherical shapes, each engraved with a sentence. Gwenolowyn expired, before reciting and translating simultaneously.
"Euog a w'l ei gysgod rhyngddo e'r haul
The guilty sees his shadow between himself and the sun
Cas yw'r gwirionedd lle nis cerir
Truth is hateful where it is not loved
Gorwedd yw diwedd pob dyn
Death is the end of all
Angau'r euog ydyw gwir
The death of the guilty is truth"
The High Elder pondered, amazed by the clarity within such complexity. The simplicity came by the logical links between each sentence, but the complexity came from the many meanings this quartet meant.
"I believe this speaks of those who bear the eternal shame of guilt, and are unable reach redemption, for darkness shrouds their sight. They are, in a certain way, damned to a life of no meaning but the ever looming death. The only way to be purged of their guilt is through death, but their redemption... is not what they expected. What they sought became a greater torture than the burden of life."
"It is astounding that you have uncovered so much in so little time; but I believe there is one thing you left out," stated the Dynast.
"What do you mean?"
"They are those shamed of treason. And their redemption comes by being betrayed themselves."
The High Elder had realized it as well, and was awed by this happenstance. The reunion of the abstract and tangible had given them new clues as to what was growing, what was slowly approaching of their grasp.
"Then our witness will give an end to this discussion." The Dynast waved at his lieutenant, and thus was the final revelation spoken.
"Three months ago, during a mission whose goals were of furthering our knowledge of the Eastern Continent; my troop was decimated in one fell swoop by an unknown entity near the Perygil Path. Before withdrawing with the remainder of my men, I saw a flaming colossus; its skin was of charred rocks, and its eyes were bloodshot. When it saw us, it bolted and tried to consume us as well, but its image blurred, and it disappeared in thin air."
The same thought occurred to all who heard him. No one dared word this thought, but one man.
"It was a Cythraul," said the Dynast, nonchalantly.
The sun sunk deep within the ocean, leaving a trail of flames over the horizon. the streets of Dragoneye were emptied, and have been so since the Council's agreement. However, what had been told, even when all present had sworn secrecy, managed to leak out.
"The Anifail are back, and they must be fought," said a cloaked man, clad in sullen colors to the Dragon's Eye Pub's innkeeper.
Within a dimly lit library, extending to the horizons, from the zenith to the nadir, an old man ceased writing. His eyes shut, for the first time since the many millenia, Amser observed what would soon come to happen.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Sep 04, 2006 6:06 pm
It was not a particularly noisy place, outside the door of a rather large, yet squat shop with the name 'Gearsnap's Golems' upon the sign outside, which surprised the messenger that awaited outside the door, holding a letter, sealed by a cooled wax blob with the crest of the King of Rhosyn pressed into it.
The messenger knew this was the place, but he seemed hestitant to knock, and there was no space to slide the letter beneath the door, and doing so would dirty the letter, and make the king look bad.
So the messenger, clad in a purple court uniform, gulped greatly, tugged at his collar nervously, and knocked hesitatntly.
The door swung open on its own, followed by the clanging of bells, and the sight of a four-wheeled defense golem to roll in, bearing a medium-sized blade upon one arm and a strange looking apparatus on the other. The messenger shrieked, and shouted "Mi'lord! Call off your creation, lest it kill me!" Frantically he ducked to the side, clinging to the wall.
"Eh? What's this?" Asked a voice that had a peculiar twang to it. The clang of bells ceased, and vaguely, the messenger could hear the golem roll off to do whatever it had been doing before. "C'mere." The voice demanded, and the messenger stepped back into the doorway, and beheld the letter's intended recipient.
It was a goblin, but that didn't bother the messenger. This goblin in particular bathed himself regularly, since he could afford to do so, but still tended to dress like a peasant nonetheless. Slightly loose, brown pants, steel-plated leather boots, hands clad in heavy-duty leather gloves.
The goblin looked with crimson-irised eyes, fixed beneath a pair of large, glossy goggles fixed to a brown leather strap that went around the goblin's bald head, fixed in a way that they left ear-holes, at the messenger. "Got somethin' fer me, I'm guessin.'" The goblin said.
"Y-yes, from the King himself. Matter of utmost importance, from what I gathered." The messenger stated, handing over the letter with a quivernig hand. "Go--good day, sir." The messenger said, leaving, fearing the golem's return.
The goblin shook his head and wiped one of his gloved hands on his brown pants, turning around to let those outside the door bear witness to his massive backpack, which blocked out most of his body from sight. He shut the door, and walked into his workshop, a wooden place adorned with no furnace, but racks upon racks of steel, iron, gears, bolts, nuts, and even other things, such as gems, glass, and so forth.
He sat upon a stool at a squat desk and placed the letter onto it, flipping it over, breaking the seal and removing the parchment within, finding it scrawled with an elegant, kingly hand. How fitting.
My friend Gos. You have been a great friend and ally to me, and it has been a pleasure doing business with you. I ask, however, that you act for the kingdom, inspired not by funds, but by the need to survive.
I cannot state to you the exact situation; those who know of this have been sworn to secrecy, and I have no time to waste. We are in need of golems, and not just any golems. We will need golems that can be piloted by troops, house them safely and provide them with weapons with which to harm the greatest, largest of foes. We will need them to be resistant to the elements, and we will need many. Hundreds, perhaps more.
I know that you will need time, and I pray to the gods that we will have this time that you may need, but I urge you to act with haste. All you need to know is that Rhosyn, and possibly the other kingdoms, may soon be faced with foes greater than the stuff of legends... As for the matter of your compliance, I ask that you reply by my messenger, but if he has forgotten his duties, do not hesitate to show yourself to me at the castle, no matter what your reply.
The letter ended abruptly and without signature, leading Gos to believe that the king was certainly in a rush. After all, it was his seal...
Gos shook his head, muttering something under his breath, coming from between the jaws underneath his long, green, pointed nose. "Bloody king... What's he think I am, a miracle worker?" Gos shook his head again and threw his hands up in despair.
He needed a drink.
He shuffled to the door that he had greeted the messenger at, or more accurately, where the golem had greeted the messenger. Gos eyed the golem, which was no taller than the goblin himself, and nodded at it. "Ironguard, you know what to do." Gos waved a hand at the golem, which nodded its domed head, the single, black hole of an eye moving back and forth as the head moved as well. It rolled back and forth, as if pacing, at the entrance of the shop, and Gos reminded himself to not arm his alarm system this time, since last time he had, he had nearly gotten a dart between the eyes from the golem's dart-launching arm. Luckily he couldn't craft it to be an expert marksman...
He shuffled off, then, down the streets of Dragoneye, not a soul looking twice at him, unless they recognized him. Recognizable he was, since Gearsnap's Golems was by far one of the most renowned businesses in Rhosyn, simply because the royalty endorsed and used Gearsnap's products. Gos Gearsnap was by far one of the richest men in Dragoneye, but spent most of it on the upkeep of his shop, golems, and on materials. It was an expensive business to run, after all.
But that didn't mean he had no money for anything else. His favorite thing to spend money on, save for food, was ale, and there was only the best to be found in Rhosyn. As he walked down the street, hunched over from the encumbrance of his backpack, he spied his favorite tavern: the Dragon's Eye Pub and Inn.
He shuffled into the establishment, taking a seat and nodding at the barkeep, who smiled. "Gos old friend! How are ye?" The rotund barkeep asked with a grin as he ambled over.
"I'm fine, an' I'll be even better when you get me some ale!" The goblin countered with a smirk.
"Aye, friend, aye, ye'll be gettin' the best in the house." The barkeep said with a nod. "How's the golem business been treating ye?" The barkeep said as he polished a tall mug for his goblin customer.
"It's been rather good to me, as it always has." Gos said, nodding with a smug smile upon his lips. "Why, just today I got another commission from the King himself. On top of that my guard golem nearly killed his messenger. Left the stupid alarm on my shop door, I did." Gos said with a chuckle.
"Again? Aye, I remember when ye did that to me, ye bloody prankster. Had the golem shootin' rubber darts at me. Thought I was a goner, I did." The barkeep admitted. "What that thing's name again? What...Metalguard?"
"Ironguard." Gos corrected. "Best damn golem I ever made. Won't ever run outta fuel, and he can think on his own." The goblin added.
"Aye...one o' these days they're gonna be fightin' the wars for us..." The barkeep mused. "Ye haven't heard the rumors, though, have ye? Someone's been goin' 'round sayin'...." The barkeep leaned in close. "Someone was in here last night. Said the Anifail are back." The barkeep said quietly, looking around.
"Pah!" The goblin said. "Rubbish! King's just paranoid." He waved a dismissive hand. "Now go fill that tankard, friend! My gullet can't wait forever..."
The barkeep nodded hestitantly, feeling that his goblin friend was being a tad closeminded, but did as he requested, going behind the counter and filling the mug to the top, returning the foaming substance to the goblin, who paid his money, and began to drink.
|
 |
 |
|
|
|
RogueKazimeras Vice Captain
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Fri Sep 08, 2006 9:50 pm
The rusting hinges wailed from lack of care and greasing when the doors to the Dragon’s Eye swung open, putting an oddly garmented goblin in the limelight. A few heads turned askance, but upon recognition of the engineer’s face, they grinned or grunted gruffly before locking eyes again with their priceless mugs of ale. This was a noble bourgeois, a genius exalted to the province’s nobility through his sheer involvement with the Kingdom of Rhosyn. This was Gos Gearsnap, the Golem Engineer, indulging in the art of inebriation amongst those who make the city’s seedy underbelly. Many thought that in his own way, Gos was right at home. A shrouded figure spied from a far-end table, and the pressure released by his ashen eyes through the thrown hood was almost palpable. He was sitting, immobile, perfectly idle, a salt dispenser adroitly balanced on a long, gloved finger. He observed Gos movements with great interest, not even caring to hide it at all, as if he wanted to be seen, to be felt. Feared. Alas, Gos continued his confabulation with the barkeep, a conversation that certainly did not go unnoticed by the cloaked stranger. He knew of the Golem Maker by name and notoriety, but to encounter a man – rather, goblin male – of such talent and power, while on this mission of utmost importance…
“Paranoia is a hyperbolized sensibility to what has been, is, and possibly will be. The King would be a fool not to fear what all other rulers know is to come.” Gos had only just asked to moisten his throat with more alcohol when the tall cloud of humanoid black spoke. He was now sitting close to the goblin, from atop a wooden, bolstered stool, a few salted nuts in hand, the glint of gray eyes laughing mockingly in the goblin’s direction. “I hear you received another commission from your sovereign? He is a rather rational mind, and so would I be wrong in assuming that the contents went along the lines of making hordes of bigger and badder golems?”
A harsh, raucous guffaw followed, and the stranger flipped a peanut into his mouth. “Knowing that the Ivory Gates have closed for the first time in six thousand years and that the Kings have aggregated for the Council, which contingency do you prefer? Building machines of warfare to fend off against the Anifail, or building them to kill the Dwarves, the Elves, the people of Crau or all of them together?” Munching on the meager collation, he man suspired a melodramatic sigh. “I’d rather the former. More allies to die WITH you.”
Hopping to his feet with an animal grace, the stranger made a smile that none could see. He ambled closer to Gos, leaned over him and whispered, making sure only the goblin would be the recipient of these words. “Think of me as a doomsayer. Only difference is that if no one does anything, I’ll be right.” A pause. “People hate it when I’m right. There is still time, time I’ll use to convince skeptics like you: valuable people that just need to open their eyes and see that our arses will be painfully sore if we let them take us unsuspectingly from behind.”
The outsider rolled on the balls of his heels, and promptly padded toward the doors. He gave a lopped look behind, and left the tavern with his first and last visible grin. It shone of white and gleaming fangs.
|
 |
 |
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|