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Fantasy Aether: The Dark Age [LORE GUIDE]

Avari

Four Thousand Club
Please Note: The following lore provided is a framework, that will be developed over time. I do actually have far more developed documents on my Google Drive, but frankly, it's a lot to read and I think it'd be more interested to start fresh and give you the chance to make it your own. Please treat it as a guide as you develop your characters and your own impact on the world. If you'd like to add something, please feel free to give me a PM, or grab me on the OOC.

INDEX
  1. The War of Cinders
  2. The Church of Light
  3. Magic
  4. The Humans of Aether
  5. The Elves of Aether
  6. The Dwarves of Aether
  7. Money
  8. Expeditions
  9. Skills

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The War of Cinders
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The War of Cinders was a long series of conflicts that took place across the Aether continent between the combined forces of Aether and the demonic forces that descended upon the world due to the actions of the Cult of Myrkul hundreds of years ago. It is generally referred to by the populace as “the Dark Ages”. The War of Cinders was responsible for the deaths of hundreds of thousands and it’s conclusion brought about the founding of the Church of Light.

The Cult of Myrkul

According to the Church of Light, The Cult of Myrkul was a small cult of fanatics who worshiped Myrkul, God of Evil and Death. In their desperation to become closer to their god and become masters of death, the Cult used their powerful magics to open a portal to Myrkul’s home realm. However, in their foolishness they opened Aether to invasion from the evil beasts within this other land. A Mighty evil descended upon the world, and peace in Aether came to a sudden end. The Cult found no mercy at the hands of those they had allowed into the world, and were said to have been consumed by Dromoka.

Myrkul
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The Progenitor of evil. The creator of Sin. The bringer of Darkness. The Unknowable one. Death. The Adversary. The demon that comes when you call its name. The Old One. The False God. The Blackness that lies beyond. Azathoth.

Little is known about the unfathomable creature that is Myrkul. What little evidence that remains describes it as "The one beyond". Perhaps a creature that exists on another plane of creation entirely. Although the Portal to Myrkul's Realm closed in on itself quickly, the evil that came from it in that short time led to the War of Cinders, and warped Aether forever. Many believe Myrkul doesn't actually exist, but is simply the name given to whatever "terror" lies in the dimension that spawned the Dragon-Gods.

Kolaghan the Black

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Largest and the most powerful of the three dragon-gods, Kolaghan was the leader of the Dark Forces that attacked Aether. Kolaghan was responsible for numerous tragedies and disasters including: The corruption of the Human city of greenvale, which is now known as the undead city of Hollowvale and the the complete destruction of the original capital city of Aether Odania during the Siege of a Thousand Tears. Kolaghan wielded a unique and terrible magic that corrupted and mutated whatever it touched.

Kolaghan was slain by the Human warrior Meyneth in a climactic duel over the northern mountains which killed both participants, and his bones rest there to this day. Meyneth’s body was never found.

Crosis the Dwarvesbane
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The second of the three dragon-gods, Crosis was responsible for the near total extinction of the Dwarves. Making the Ashen Mountains his nesting ground, Crosis was named Dwarvesbane and the foe of all Dwarves. Known for his terrible flame breath that melted even rock, Crosis’s reign of terror lasted nearly a decade before finally being slain by a Dwarven hero known as Erebor. Erebor wielded the legendary hammer Orinmier, blessed by the ancestors themselves and cracked Crosis’s skull with a single blow.

Crosis fell from the mountain, his body sinking into the depths of Lake Odania and Erebor went on to rule Magruhdul as King until his fall at the hands of Orcs several years later. Orinmier was lost to the Orcs, and the Dwarves were forced to flee Magruhdul.

Dromoka the Hungry Tyrant

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The third of the three Dragon-Gods, Dromoka was responsible for the destruction of the great elven forest of Da’laya - now known as the Deludge Wetlands. Dromoka’s greed was feared throughout Aether, as he consumed all that he could fine and there seemed no end to his terrible hunger.

Dromoka was killed by a Elven mage known as Mipha, who is something of an enigma as little is known about where she came from, or how she managed to destroy Dromoka. It is believed by the Elves that Mipha was an incredibly powerful mage, but only the Lumen may know more of her.




 
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The Church of Light
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The Church of Light is a quasi-religious militaristic organization operating across Aether, with its roots stemming from Meyneth’s army after the War of Cinder. An isolated and rather aloof group, the Church has spent the last two centuries within the fortress-city of Alcamoth and took little interest in the politics of the outside world - preferring instead to focus on the search and collection of pre-cinder artifacts and weapons. The Church has at its disposal a significantly powerful (if small) military, in the form of the fiercely loyal Paladins, substantial knowledge of the history of Aether as well as Arcane matters and control of the deadly Inquisitors - who are feared wherever they go.

The Church of Light recently broke their isolationism when dreams of Kolaghan’s return haunted everyone's sleep across Aether. They not only directly intervened in the bitter war between the Cainhurst and Hinokah families to force a peace treaty, but opened the great white gates of Alcamoth to the populace of Aether - creating a sizable safe haven for those willing to live under the Church’s stifling regime. Today, Alcamoth is officially the Captial city of the newly born Aetherian Empire, and the Church is already planning to spread across the country - to prepare the land for what they believe is the inevitable second War of Cinders.

The structure of the Church
The Church of Light is divided into two core groups -- The Scholars and The Paladins

The Scholars
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The role of a Scholar is a versatile and far-reaching role within the Church. Scholars range from dedicated healers, to spiritual teachers and academics.

While traditionally seen as healers and philosophers, the Scholars actually take a very active role. Many work as agents, carrying out the will of the Church - taking roles as merchants, mercenaries, adventurers. Some are even thieves and simple ne'er do wells who have integrated with criminal factions and spy for the Church.

The traditional garb of the Scholar is a white and blue robe - but this is mostly a simply formal garb. Many Scholars out on field assignments wear whatever they wish, and it is usually impossible to discern them from the crowd.

The Scholars are commanded by a High-Scholar, who delegates work as he or she sees fit.

Scholars do not have ranks, except the High-Scholar. Seniority and reputation dictate command.

The Paladins
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With hearts burning of holy fire and seven years of grueling training, The Paladins are the military order within the Church, tasked with keeping the peace and carrying out the Church's interests when diplomacy has failed.

The Paladins are an elite group, widely regarded as the finest professional force in Aether. An army unto themselves and completely independent, well-equipped, highly disciplined and devoted to their duties. Paladins are deployed to hot-zone areas to deal with substantial threats to the security of the nation on a regular basis - with many patrolling dangerous areas such as Hollowvale as they work together with neighboring communities.

Paladins are usually equipped with high quality steel armor - ranging from heavy plate to lighter designs depending on the individual and what is required. They are each experts of combat, and are formidable opponents, even when alone.

RANKS-
Knight-Paladin
Knight Lieutenant
Knight-Captain
Knight-Commander

Notable Members
Cereza, Sentinel of the Church

Sentinel Cereza is the 17 year old leader of the Church of Light and direct descendant to Meyneth, hero of Aether. Despite her youth, Cereza is loved and respected and well known for her intelligence and logical outlook - thanks to the education she has received. Cereza is still incredibly young however, and is not considered old enough to have full control of the organization - she has a group of advisers, led by Knight-Commander Stavos and High-Scribe Eva who help Cereza - until she is 21 and will then be given total leadership over the Church.

Cereza is well meaning and kind, but perhaps a little sheltered from the outside world.

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Knight-Commander Stavos
Commander of the Paladin chapter of the Church of Light, Stavos is responsible for the day to day workings of the Paladins and reports directly to Cereza. A rather gruff man, Stavos embodies all that the Church should be - loyal, capable and willing to act in the name of the greater good. Stavos has been something of a father figure to Cereza, and frequently offers his advice to her.

High-Scribe Ena
A female Elf, commander of the Scholars of the Church of Light. Oversees the day-to-day running of the scribes and is the guardian of the Archive and Grand Library. Fiendishly intelligent and blessed with a photographic memory, Ena is rather introverted and quiet - but is a powerful ally and her knowledge of Aether is second to none.
 

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Magic
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Before the War of Cinders, Aether was a magical and ethereal place. The Elves boosted immortality, and had complete control over the soil and what grew from it - they could speak to trees and listen to their secrets, and the Great Forests of Aether were their domain. The Dwarves were lords of Stone - able to manipulate solid rock in ways that would be impossible today. And Humans were incredibly strong, with even the weakest warrior amongst them able to defeat an Inquisitor today. It is unknown what caused the great magical cataclysm that resulted in the significantly weaker world today, some academics believe the opening of the Portal to Myrkul's Realm had some sort of impact upon it.

Today, Magic is a rare and infinitely precious resource. An individual cannot learn magic, they are simply born with it. A incredibly rare gift, and one highly sought after. Those born with magic must seek out a trainer, in order to learn how to harness their power - lest they be torn apart or driven mad by the mana within them.

To become a true Mage requires extensive training of both the mind and body - as the strain from performing magic is so great, it can actually kill the inexperienced.

There are five schools of magic, with some only available to certain factions:

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  • Abjuration (CoL) - Defensive magic. Abjurationists are able to create physical or magical barriers as well as negate magical or physical abilities. Many high-ranking Paladins are Abjurationist mages, and are formidable adversaries.

  • Restoration (CoL) - Healing magic. A rare and much demanded skill, Mages who study the school of restoration are able to heal wounds, cure disease and neutralise poisons.

  • Evocation (CH) - Destruction magic. Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. The use of elements such as fire, ice and lightning are used to destroy opponents and is a study unique to Cainhurst, who often deploy these mages as artillery.

  • Enchantment (CH) - Mind affecting magic. Enchantment spells affect the minds of others, influencing or controlling their behaviour.

  • Illusion - (Either) - Deception magic. Can cause people to see things that are not there, nor see things that are there, hear phantom noises or even remember things that never happened.

  • Shadow - The magic of Kolaghan, that cannot be learned. Corrupts and poisons all that it touches.
A Mages choice of training is dependent on where they are born, their parents and options open to them at the time. There are several factions that are willing to train mages:

  • Church of Light - The Church welcomes all who come to Alcamoth with the gift of magic - even during the Church’s isolationist phase. Those that train with the Church must swear an oath of loyalty to the organization, but are given great knowledge and influence in exchange. The Church specializes in the schools of Abjuration and Restoration, and Mages who complete their training often find themselves quickly promoted.

  • Cainhurst - The fortress of Blackrock is always eagerly searching for new mages, going as far as to offer families who surrender their children substantial rewards. Training within Blackrock is grueling and difficult - with not all surviving the programme, and the Cainhurst family discarding those whom they deem to lack enough power to be of use, leaving them to go mad. Those that survive the ordeal however, are given a rank much akin to a nobility within Cainhurst territory and are often used as artillery in their army. The Cainhurst specialization is Evocation and Enchantment. It is also worth noting the Cainhurst bloodline itself spawns a far higher amount of mages than should be natural - perhaps due to their general proximity and history with Hollowvale. True Cainhurst mages are exceptionally powerful, if slightly unhinged.

  • Lumen - While the Lumen Elves remain isolated from the world at large, the Merluminal Forest accepts all elves with any sort of innate magical ability. It is unknown what fate befalls these individuals but it is generally accepted the Lumen must have their own unique form of magic.
All Mages pay a price for their power. Even the most well trained Mage cannot delay the inevitable slip into madness forever. There are no known cases of a Mage living past the age of 50, though the Church of Light seems to have significantly higher life spans compared to Cainhurst.

Spells
This will serve as the a general guide to abilities that one would expect to have as a Mage in each school. Most are taken straight from DnD and just serve as examples. Higher level spells will become available during the RP and can have an impact on the psyche of the character and some require physical components and preparation. Spells may sometimes require dice to judge effectiveness. Use this as a guide to understand your capabilities and to come up with ideas. If you want to add new spells, please PM me. Advanced levels (3+) can take significant preparation or special material components in order to work.

Abjuration
Starter:

Elemental Aegis - Protect a target with a ward for a short time. Protects from one element.
Glyph Trap - Mark a surface, which can damage or hinder any who try to pass it.
Minor Ward - Protect a target from minor physical damage for a short time.

Level 1:
Armor of Dain - Target glows with magma like armor. Attacks harm aggressor.
Mage Armor - Target is surrounded by a protective magical force. Only works on Mages.
Dull Pain - Dull the pain from a wound and help them tolerate punishment.

Level 2:
Arcane Lock - Door/Gate/Chest/entryway is locked by magic. Can use password.
Shield of Honor - Trace a sigil on a creatures body that protects them from injury,
Pass without Trace - A veil of shadows radiates from you, masking you from detection.

Level 3:
Beacon of Hope - Bestows hope and vitality, improves healing from restoration spells.
Counterspell - Interrupt a creature casting a spell. Depends on opponents abilities.
Dome of Light - A dome of light that surrounds target in a protective barrier. Repels undead.

Level 4:
Defender of Life - Protective Magic with a 15 foot range. Protects all within from damage.
Stoneskin - Targets flesh becomes hard as stone for a short duration.
Heavy Mage Armor - Protection by overlapping plates of rigid magical force. Only for mages.

Level 5
Antilife Shell - Creates a magical field in a 10 foot radius. Undead/Constructs can not pass the field.
Iron Flesh - Flesh changes to a iron like substance for protection.
Frozen Defenses - Become a statue of ice for a few seconds, nullifying all attacks, (not fire)

Level 6
Guards and Wards - Create a ward of up to 2500 square feet. Seal doors/lay glyphs. you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Level 7
Death Pact - Two willing participants bound their spirits. They have increased strength, immunity to any effects that would manipulate their minds and share life force. If one dies, so does the other.
Repulsion - An invisible field surrounds you that prevents creatures from approaching within 30ft.

Level 8
Antimagic Field - a 10 foot sphere. Spells cannot be cast within the sphere, magic effects stop.
Mind Block - Target is immune to enchantment attacks. Mind cannot be read.
Prismatic Barrier - For a brief time, protect yourself and allies from all attacks.

Level 9
Imprisonment - You create a magical restraint to hold a creature that you can see within range. This can include the following: Being buried under the earth inside a magical sphere, restrained with magical chains, sealed inside a jewel or similar object, falls asleep and cannot awaken.

Evocation
Enchantment

Starter:
Daze -
Only effects humanoids. Incapacitates for a short time.
Devilish Charm - Seduce a creature/human in view for a short time.
Lullaby - Makes any creature drowsy and inattentive.

Level 1:
Animal Friendship -
Convince a beast you mean it no harm.
Command - A one-word command to a creature/humanoid. No effect on undead.
Nilin's Bolt - A bolt of energy that temporarily remixes memories, confusing the target.

Level 2:
Animal Messenger -
Use an animal to deliver a message. Up to 25 words.
Call of Sussura - Undead fall into a temporary trance. Uneffective against large numbers.
Hold Person - Humanoid is frozen in place. Spell must be maintained.
Zone of Truth - Creates a magical 15 foot zone. Humanoids within cannot lie.

Level 3:
Crushing Despair -
Creates an invisible cone of despair that causes great sadness.
Shard of Hope - Blesses an ally, strengthening their resolve.
Puppeteer - Fire strings wrap around limbs of target, controlling their movement.

Level 4:
Dark Stigmata -
A melee attack against the target brands them. The brand restrains them.
Dominate Beast - Beguile a beast and form a telepathic link. It follows commands.
Confusion - Assault and twist a creatures mind, spawning delusions.

Level 5:
Dominate Person -
Target is compelled to obey command, has no independence.
Word of Power Sit - Creature/humanoid is forced to sit. They cannot stand or move.
Workaholic - Target is forced to do menial tasks and chores.
Modify Memory - Reshape the memories of a creature or humanoid.

Level 6:
Mass Suggestion
- Influence up to 12 creatures/people in range.
Last Laugh - The enemy dies of its own laughter.

Level 7:
Bind Lesser Being -
Complete mental dominance over a weaker entity.

Level 8:
Feeblemind -
Blast the mind of a creature, shattering its intellect and personality.
Greed - Corrupt the heart of the enemy, giving them a weakness for wealth.
Powerword Stun - Speak a single word that overwhelms the mind of the target.

Level 9:
Erase Memory -
Erase a certain memory from the target.
Power word Kill - Speak a single word that compels target to die instantly.
Purge Morality - Changes the very core of the targets being.

IllusionStarter:
Concealment -
An object you touch, smaller than 1 cubic foot, blurs into insignificance.
Chloromorpho - You change the color of a touched object or willing creature.
Warding Flare - you throw up your hand in a distracting manner and create a small flash of light.

Level 1:
Avian Assault -
You create an illusory bird, and send it flying at the target inflict to psychic damage
Disguise self - Change the appearance of clothing/armor and belongings.
Net of Shadows - Target is wrapped in shadow, blocking their view.

Level 2:
Invisibility
- A creature you touch becomes invisible until the spell ends. Doesn't include clothing.
Trickster's Trap - You place a false trap which is covered with an illusion to make it look like a real trap
Ancient Path - The footprints behind you fade away, as if they're old. You're impossible to track.

Level 3:
Fool's Speech - Creatures affected by this spell gain the ability to speak in a secret language.
Nightscar - place a magical mark on a creature which can only be seen by you, that creature, and up to seven other creatures
Phantom Steed - You summon a horse. It fades away after a certain amount of time has passed.

Level 4:
Greater Invisibility - You or a creature you touch becomes invisible until the spell ends.
Phantasmal Killer - Tap into the nightmares of the target and create a manifestation of it.
Zone of Silence - you create a sphere that has a 5 foot radius and protects against eavesdroppers.

Level 5:
Dream: Contact a target known to you within their dream and give them a message.
Seeming: Change the appearance of any number of creatures in range.
Mislead: You become invisible at the same time that an illusory double of you appears.

Level 6:
Aura of Invisibility: Magic wraps around you and your surrounding allies, making them invisible.
Eclipse: You occult all light sources within range, plunging the area into dim light if the sun is visible or darkness otherwise. (300 Foot radius)

Level 7:
Gorgon's Glare: Your appearance becomes a horrifying illusion that incapacitates those who look at you.
Simulacrum: You shape an illusory duplicate of one beast or humanoid that is within range.


RestorationStarter:

Create Water: Create 2 gallons of pure water.
Light: A beam of light that shines like a torch
Cure Minor Wounds: Heal minor wounds - Cuts/Bruises/minor bleeding.

Level 1:
Reveal Undead:
Reveals undead within 60 feet.
Endure Elements: Exist comfortably in hot or cold environments.
Hide from Undead: one Undead can't perceive subject.

Level 2:
Cure Moderate Wounds:
Heal moderate wounds - Deep cuts/concussions/deep wounds
Shield Other: Protect another from a wound - however, you are hurt instead.
Zone of Truth: Subject within range cannot lie

Level 3:
Continual Flame:
Makes a permanent, heatless torch.
Invisibility purge: Dispel invisibility within 5 feet.
Helping Hand: A ghostly hand appears that obeys your commands.

Level 4:
Cure Critical wounds:
Heal a wound that would kill the subject.
Magic Missile: Launch three bolts of energy that act independently and can hit up to three targets.

Level 5:
Break Enchantment:
Frees subjects from enchantments, alterations, curses, and petrification.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into peaceful slumber.

Level 6:
Cure
: Subject is cured from Poison/Disease
Undeath to Death: Destroys undead within 20 feet.
Symbol of Fear: Triggered rune panics nearby creatures.

Level 7:
Regenerate:
Subject’s severed limbs grow back. Only works if used straight after dismemberment.
Resurrection: Fully restore dead subject. Target can not be dead for longer than 30 minutes.

Level 8:
Defender of Life
- Protective Magic with a 15 foot range. Protects all within from damage.
Holy Aura - Create a barrier that repels undead and dark magic.
 
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The Humans of Aether
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The Youngest of the Aether races, Humans have risen to become the dominant race, now controlling a growing Empire and having significant impact on the history of the country. Humans currently represent almost 80% of the population.

Humans have the greatest range of personalities compared to their Elven and Dwarven counterparts, something the other races note with equal parts exasperation and fondness.

Humans also lack a lot of the racial baggage that comes with Dwarves and Elves, and are known for their ingenuity and ambition.


The Aetherian Empire
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The Newly born Aetherian Empire is a new alliance between the Hinokah, Cainhurst and the Church of Light. The Empire is tasked with stabilizing Aether after centuries of war and unrest, and is growing in territory with every passing day.


Built on a political treaty created by the Church of Light, the two families have joint their houses to create a new dynasty. The new King and Queen rule in partnership with the Church in a attempt to carve a final peace between the two rivals and prepare for what the Church believes to be the inevitable terrible battles ahead.

The Cainhurst Family
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House Cainhurst of Blackrock is one of the most powerful families in Aether. The Cainhursts rule over the northern lands of Aether, with their central seat being the formidable fortress of Blackrock Castle.

The Cainhursts originally came from a great human city known as Greenvale, which they were forced to flee during the war of Cinders due to the terrible undead curse that Kolaghan the Black unleashed upon it. With their city lost (and now known as Hollowvale) the Cainhursts moved West to Blackrock, where they endured the remainder of the war from within their fortress.

After the war, the Cainhursts attempted to move south, away from the poisonous lands they once called their home only to come into conflict with the kingdom of Hinokah - the other great Human family to survive the war. The two nations were unable to resolve their differences and a long and bitter series of conflicts followed that lasted until the intervention of the Church of Light nearly two centuries later.

The Cainhurst family have long had a reputation as being cruel and harsh - perhaps a result of their bitter struggles since the fall of Greenvale - but are also widely acknowledged as masters of the Arcane. Many members of the family have been blessed with magic, and there are few who can stand against a fully prepared Cainhurst Mage. However, a rather unseemly reputation for “Cainhurst madness” surrounds the family - believed to be caused in part by their proximity to both Hollowvale and the Deludge Wetlands. Many members of the family have suffered from psychosis, schizophrenia and general instability.

Notable Members

Lord Ulfric Cainhurst - 68. Bitter, cold, harsh on his children. Hates Hinokah. Strategic genius and accomplished swordsman despite his advanced age.

Lady Stanza Cainhurst (Deceased) - The first wife of Ulfric, Stanza was the mother of Nacissa, Severa and Lennon before passing away after a short illness. It was said that Ulfric and Stanza had been madly in love, and Ulfric was never the same after her passing.

Katerina Haven - Ulfric's current mistress and mother of Elenor. A quiet and reserved woman.

Narcissa Cainhurst - 28. Flirty, overbearing towards family. Filled with bloodlust and feared by her servants. Powerful Enchantment Mage. Declined the chance at becoming Queen.

Severa Cainhurst (Now Queen Severa Astora) - 24. Cool and calculating. Intelligent and ambitious. Accomplished politician. Has something of an inferiority complex due to a lack of magic.

Lennon Cainhurst - 17. Aloof but a bit clumsy. Sure of his own power, but respects those he believes he can learn from. Mage.

Elenor Cainhurst - 7. Youngest child of Ulfric, has the gift of magic but has only begun training. Seems to lack the Cainhurst’s knack for cruelty and is incredibly curious. Adored by her older siblings.


Blood Knights
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The Blood Knights are an elite order of protectors who assigned to the Lord or Lady of Blackrock. Masters of abjuration, the Blood Knights are formidable adversaries and are fanatically loyal to House Cainhurst. Only the strongest mages within the Cainhurst military can apply to become Blood Knights, but they must also meet the strict requirements for height, intelligence and capability.

Blood Knights are rarely seen outside Blackrock Castle, as the protection of the Cainhurst throne is their primary goal - however, they are sometimes deployed for critical missions when the Lord of Blackrock deems is necessary.


The Hinokah Family
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House Hinokah of Cloudtop is one the most powerful human families in Aether. The Hinokah rule over the southern lands, with their central seat being the merchant city of Cloudtop.

The Hinokah family trace their origins to the southern sword-masters who were legendary warriors and philosophers before the War of Cinders nearly eradicated the entire bloodline. The Hinokah are widely regarded as disciplined disciples of the blade, with each member of the family being concerned with honor over all other things. The Hinokah also boast one of the most technologically advanced communities in the country, thanks to a historically close relationship with the Dwarves.

The Hinokah have a reputation for being exceptional warriors, as well as being effective and much loved rulers - Cloudtop is one of the richest and safest places in Aether, with an incredibly low crime rate and a merchant guild that is rivalled only by the trade hub of Vakaris.

The Hinokah also possess the feared "Kage Senshi" a elite group of Ninja, who are experts at sabotage, espionage and assassination.

The Hinokah favor the males of the family in matters of succession, with elder sisters being passed over in favor of their younger brothers when it comes to becoming Emperor.

Notable Members

Emperor Rakuyo Hinokah
(Deceased) Father of Akio, Kuze and Rei. A warrior and just ruler, who died in battle against the Cainhursts.

Empress Consort Akari Hinokah - 52. Mother of Akio, Kuze and Rei. A kind and wise woman who is loved by her people. Akari continues to hold the title of Empress at Akio's behest, as he travels to Alcamoth to rule.

Akio Hinokah
(Now King Akio Astora) - 31. Calm, collected and kind. Inherited the Hinokah title after the death of his father during the war with Cainhurst. Always seeks the peaceful solution. Excellent warrior.

Kuze Hinokah
- 24. Hot headed and brash, prides his honor above all things. Despises Cainhurst and sees the treaty as an insult. Mechanical savant and inventor.

Rei Hinokah
- 24. Kuze’s twin sister. Oddly easy going with a fun sense of humor. Often calms Kuze down when he’s about to act brashly.

Kage Senshi
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The Kage Senshi are an ancient clan of ninja who are sworn to protect House Hinokah. Masters of deception, espionage, assassination and sabotage. The Senshi are not members of the Hinokah military, and do not openly recruit from the population - instead, each Senshi is a member of a mysterious tribe of a location known only to the Hinokian royal family. Little is known of the group, and they are surronded by mythos and legend - which acts in their favor, creating a fearful reputation. It is said when Senshi die, they go on to protect the Hinokah - even from the afterlife.
 
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The Elves of Aether
The Elves of Aether are separated into two unique groups. The Imperial Elves and the Lumen Elves.

History

The Elves suffered much during the Dark Ages. Several Elven cities were completely destroyed, and a great amount of Elven history and lore was lost in the process. The forests which they called home were also severely diminished - if not destroyed completely - as Aether was slowly transformed into a desolate wasteland. Of all the Great Forests which once covered the world, only Merluminal endured the war.

The Elves of the forests contributed much to the war effort in the final days, rising up against the dark armies who were plaguing the south of Aether and repelling them - albeit at great personal cost. The Elven hero known as Mipha managed to slay the Dragon-God Dromoka, and many went on to serve in Meyneth’s army as powerful spellcasters and warriors. The sacrifices of the Elves did not go unnoticed by Meyneth, and after the war ended they were offered to stay at Alcamoth and call it home. Many Elves did accept her offer - those too exhausted or too injured to make the return home - these went on to become members of the Church of Light. Some however returned to Merluminal and began the slow, painful task of recovering what they had lost in the War. They became the Lumen.

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The Retreat of the Lumen

For a time, the Lumen Elves and the outside world enjoyed a warm relationship. Meyneth was known as a friend to elf-kind and even visited the Elves new city of Lumensiri on several occasions later on in her life. The Dwarves assisted them in rebuilding much of their city and the three races lived in relative harmony. Aether was slowly recovering from the war and the Lumen Elves sent parties across the land to plant new forests and hunt for lost artifacts and writings of their people. It was a peaceful and prosperous time. The Lumen even discovered that remaining in their last Great Forest significantly extended their lifespan.

The peace was not to last however. Two human tribes that had survived the war fell into a terrible war that engulfed most of the west, and the Elves found the world increasingly unkind to them as they found themselves under demand to pick sides between the Cainhursts and Hinokah.

The Lumen became increasingly isolationist, growing a deep distrust of humans (and even the Elves that lived with them to some extent) as they saw the Lords of Blackrock rapidly expanding their territory and conquering many of the city-states and towns across Aether, and the Hinokah forces unleashing terrible Dwarven weapons upon their foes.

The Elves chose to secure their borders and remove themselves from the outside world. Using their powerful and unique magic to change the nature of the Merluminal Forest, the woods became an unwelcome and dangerous place for those who would try to trespass on Elven lands.
To this day, the Lumen Elves remain isolated and even out right hostile to those who are foolish enough to attempt to force their way into the Merluminal Forest. Diplomatic attempts over the centuries have failed. The Lumen remain separate from the world.

At least for now.

The Imperial Elves
Making up around 20% of Aether's population, most Elves have integrated into Imperial society, and live at relative peace with their Human and Dwarven counterparts. Like Humans, Elves have a presence at every level of society, from low-born peasants to rich nobles who have a great influence over their respective communities. Imperial Elves still remain loving of nature, and tend to become somewhat agitated if they stay in heavily built-up areas for an extended amount of time.

Elves tend to look more towards the long-term, compared to Humans - perhaps a lingering left over from the days when they were truly immortal.

However, every Elf feels a call to return to the Great Forest at some point in their lives - some ignore the call, too attached to the lives they have built for themselves, but others leave for the Merluminal Forest on a regular basis - never to be seen again.

Concerning Half-ElvesWhile Dwarves are unable to bear children with anyone but their own kind, Humans and Elves are in fact, able to reproduce. Half elves share the pointed ears of their elven parent - but the length is more subtle, and they tend to be assumed to be fully human at full glance. Half-Elves however, deal with two difficulties:
  • They are unable to have children.
  • Like Elves, Half-Elves experience the yearning of the forest but are unable to enter Merluminal.
 
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The Dwarves of Aether
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History: The War of Cinders, Crosis the Dwarvesbane and the rise of Erebor
Once a proud race of Warriors and Artisans responsible for many of the mighty structures that still dot Aether's surface, The Dwarves today are on the verge of extinction. Hailing from the Ashen Mountains of Aether, the strong and stocky Dwarves built an Empire out of stone that once dominated much of the country. They are the only race to develop and use a unique explosive powder called Dwarf Fire, which they used to catastrophic effect during the War of Cinders - single handedly holding the Eastern Mountains as the Humans and Elves retreated to the ancient white city of Odania.

The misfortune that befell the Dwarves did not happen until their dread foe, Crosis the Dwarvesbane attacked the mountains. The Dragon proved immune to Dwarven weaponry, and slew them in their hundreds as they attempted to slay him. The Dwarves found themselves unable to call upon their allies - who were fighting similar battles to the West, and were forced to hide underground rather than face the wrath of Crosis. Until the rise of Erebor several years later.

Little is known of Erebor's early life - but it is widely accepted that he was a warrior without peer amongst dwarfkind. He wielded the legendary hammer Orinmier, and challenged the Dragon-God upon the highest peek of the Ashen Mountains. He crushed the skull of Crosis with his hammer, the the corpse of the Dragon fell into the lake below - never to be seen again.

Erebor went on to rule Magruhdul as King, and led his race through the remainder of the war. For several decades, Erebor proved himself a wise and capable king, who did much to repair the terrible damage that Crosis had wrought upon their home.

But it was not to last.

History: The fall of Magruhdul
Beneath the proud city of Magruhdul exist thousands of miles of networked underground passages, that the Dwarves originally used for mining the rock they used in their great works. It was here, deep underneath the Ashen Mountains that the Dwarves had the misfortune of being the first race to discover the Orcs.

The origin of Orcs is unknown, there is no record of their involvement in the War of Cinders and it is hypothesized that the Orcs have in fact, always resided underneath Aether - content to control the mighty labyrinth network. But what is known, is that it was not long before the Orcs and Dwarves relationship devolved into a terrible war.

Despite efforts by both the Lumen Elves and the Church of Light to resolve the conflict, the Dwarves were too proud to accept assistance and in their hubris they underestimated the might of the Orcish tribes. In a terrible battle, King Erebor was slain, his hammer lost to the Orcs and the surviving Dwarves were forced to flee from the Ashen Mountains.

With the fall of Magruhdul, the Eastern side of Aether became an inhospitable place for Humans and Elves, who had once traveled the area at Leisure. The Orc tribes defended their new home with an unknown savagery, and frequently sent bands into the west to pillage settlements and towns.

Friendship with Hinokah, and The Fate of the Dwarves
With the loss of their city, King and the vast majority of their population in the war that followed, the Dwarves are a lost race. Many traveled across Aether to spend their days as Mercenaries or Architects, full of bitterness and mourning for what they once had. Today, Dwarves make up barely 3% of the population of Aether. Some Dwarves in recent times however, have begun to gather at Gulorum, a small Dwarven outpost West of the Ashen Mountains.

Once a small community with no real distinguishing features, Gulorum has grown into a small town with Dwarves from all over Aether gathering to make one last attempt to ward off their extinction. What they will do is unknown - the Dwarves have no king, and no consensus on how to proceed. Some wish to build a final army in a attempt to take back Magrudul or die trying. Others still belive they should grow Gulorum into a new Dwarven Capital. Many still see the whole thing as a waste of time and ignore the matter completely. Whatever happens in the future, the Church is watching with interest.

But not all is without hope. The Dwarves found close allies to the South, in the human house of Hinokah - offering the Dwarves settlement throughout their lands. To this day, the Dwarves and Hinokah have enjoyed a close political alliance, bonding over their love for technology and architecture and invented several mighty siege weapons together that Hinokah happily used against the war with Cainhurst.

Ancestor Worship
The Dwarves revere the spirits of their ancestors. The clans often have shrines dedicated to those who came before them, often seeking guidance from them in times of need.

However there are some ancestors who were of such import and influence that they have transcended to become the Ancestor Gods, those who embody one of the most important aspects of Dwarven culture. For centuries there have been only three Ancestor Gods, the founders of Dwarven society as it's known today. Only two other have managed to ascend to this vaunted position.

Ancestor Gods:
Dain- The Great Mountain Father, Dain is the patrons of miners, masons and construction. He taught the Dwarves how to construct wonders that are still held in awe to this day, including sacred Magruhdul.

Grimnir.- The Blooded, Grimnir was the greatest warrior ever known to the Dwarves. He led the Dwarves in their conquest of the Ashen Mountains, and has become the patron of all warriors, smiths and armorers.

Valaya- The Hearth Mother, Valaya cemented many of the tradition known to Dwarves today. She is the patron of the Clans and tradition.

Zania- The Great Runesmith, Zania was the first smith to discover the secret of inlaying magic into weapons and armor. She is considered the patron of all Rune Smiths. Her hammer, the Arcane Forger is a relic of great importance that was lost during the Fall.

Erebor- The Savior, Erebor is heralded as the greatest champion of the Dwarves after slaying Crosis the Dwarvesbane. He is venerated by all Dwarves. The loss of this living Ancestor God and his hammer Orinmier was a horrendous blow to the Dwarves, which is still felt to this day.
 
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Money
For the purposes of the RP - money is a simple affair:
100 Bronze Coins to 1 Silver
100 Silver to 1 Gold

In terms of value:
A market would expect 20-30 Bronze for 6 chicken eggs.
A night at your average tavern would usually cost around 20-40 Silver.
A talented Blacksmith with a good reputation can expect 2-3 gold for a standard long sword.
A Mage, who is open to hire can expect 50-60 Gold for their services. A dedicated healer can get even more. Naturally, not many can afford a Mage's services.
A standard bard is usually paid at least 2 gold for a nights worth of entertainment in a tavern. A Bard with a good reputation will usually haggle for more.
A genuine Dwarven blade crafted before the fall of Magruhdul would be worth over 100 Gold.
 
Expeditions
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Ah, but is there anything that gets the blood of an adventurer pumping more than the thought of being paid to investigate ancient Elven ruins, plunder catacombs and discover long lost secrets? For some in Aether - this is a way of life. The land of Aether is built on the old, and throughout the land there lie hundreds of areas that are yet to be stripped of valuables. Any seasoned adventurer who has done their research and is well equipped can enter these old ruins, but only the most experienced - or those who bring a team along - have the chance to locate the greatest treasures.

But some places take painstaking preparation. Places like The Deludge Wetlands, The Ashen Mountains, Overtide Island, The White Sea and Hollowvale cannot simply be stumbled into. They require teams who are either foolhardy or brave enough to tackle them. They require a huge amount of investment to even be considered, and if they're poorly planned they can result in injury and even death. They are the expeditions.

Preparation: The key to Success
Say you wish to travel to the Deludge Wetlands, a poisonous swamp that no-one has ever successfully traversed. How will you avoid the pitfalls of the hundreds of adventurers who have come before you? Everything that can be planned, must be planned to maximize your chances of success - or at the very least, get you out alive. Important factors to consider:

  • The Groundwork - What are you even looking for? Travelling without a goal or direction in mind is foolhardy - it's a good idea to speak to locals, to gather rumors and any limited maps of the area. Perhaps you could even convince (or pay) someone who knows the area to be your guide?
  • The political situation - Would you even be allowed to enter this place? The Ashen Mountains are currently on lockdown and have been for several decades, and the punishments are harsh for those who would dare try. Many noble families also restrict access to parts of land unless they're convinced you know what you're doing...or you can pay them off.
  • Food and Water - Supplies are important, but they can also weight you down and make travel even more difficult. How much will you bring? Will you have enough for the journey back?
  • Treasure - Congratulations, you found a Gigantic War hammer, wielded in the Wars of Cinder by the Giants of old. You'd be set for life if you brought it back to Alcamoth. Only thing...how exactly would you get it back? Hopefully you've either brought someone strong enough or have another plan in mind - or you'll just have to leave it to find something a bit more....transportable.
  • The Team - To Travel alone is to court death. No expedition can be completed alone. Afterall, if you found an untouched Elven Ruin - what would be inside? It'd be a shame if you completed an impossible journey only to be killed by the first trap you come across. Clerics, Rangers, Surveyors and Mages are all available for hire - at different prices. Few can afford the services of a Mage, but they could prove invaluable should you require healing.
  • Attack and Defense - Traversing a Swamp can be a taxing affair at the best of times - doubly so if you're wearing heavy armor and carrying a claymore with you. Weapons and Armor must be planned for the trip, and just because your character has a certain item does not necessarily mean they should take it. Also consider the temperature and weather - be a poor state of affairs if you caught hypothermia half way through.
  • A Patron - Expeditions are terribly expensive things. For most, only the most affluent Nobles or the Church would deign to commission an expedition. You wouldn't have to worry about money if you had a patron - but they'd expect results, and may even take the treasure you found as payment. But hey, the adventure is its own reward, right?
Choice and Consequence
Congratulations, your weeks and months of preparation have paid off. You have a team you hopefully trust, (or at least they were cheap) supplies to last and a goal in mind! Now, it's up to you, and whatever madman you've convinced to come with you to locate your prize. Things will always go wrong on Expeditions - they'll be injuries, you might become lost, you may even face desertion should your plans come up short. A poorly executed expedition can leave your character injured...or worse. Dice Rolls will be used occasionally for certain situations/outcomes.

Potential Locations for Expeditions
Hollowvale
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A wasteland that no-one, noble or otherwise has shown any desire to live on - Hollowvale was the site of a terrible battle during the War of Cinders it seems the land itself has been stained by evil. A popular location for ghost stories, most give Hollowvale a wide berth. The undead walk, but there are darker things drifting amongst the ruins...

The White Sea
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Filled with yet uncharted islands with their fair share of plunder, the White Sea remains ripe for the plucking. Only issue is all the sea monsters that wait for you in the depths. And what you'll do for a boat and a crew in the first place.

The Ashen Mountains
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Homeland of the Dwarves that is currently under control of the Orc tribes, no one has dare set foot on the Ashen Mountains for the best part of forty years. With a perilous journey ahead filled with sharp rocks, molten lava and ash filled air - any approach is a dangerous undertaking.

The Deludge Wetlands

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Once one of the Great Forests of Aether, the Wetlands today is comprised of mile upon mile of toxic swamp filled with all manner of beasts, diseases and evil. No one has ever managed to reach the other side, but some say there lie ancient untouched Elven temples deep inside the Swamp.

Overtide Island
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As the waters from the Cerulean Sea wash over the pearl-white sand of its beaches, rare materials are known to occasionally land upon the shore. Despite its riches and tropical atmosphere, Overtide Island is deserted due to two factors - Firstly, the fact many fiercely territorial Griffons use the island as their nesting grounds makes any kind of approach a risky proposition. Secondly, Overtide Island completely disappears once a month on the night of a full moon. To date, it is unknown why Overtide undergoes this process, but until the local Griffon population is either somehow exterminated or relocated, long term research remains an impossibility.
 
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Skills
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Every player must choose 3 Skill advantages and 3 Skill disadvantages. These abilities will come into play in certain scenarios that require a dice roll. SKill Advantages will give +5, will disadvantage will give -5. Some skills will be given as bonuses depending on character history and skillset.

  • Acrobatics - Performing acrobatic stunts, keeping balance on narrow and unstable surfaces, slipping free of restraints and taking less damage from high falls.
  • Arcana - Able to recall useful information regarding magic related topics. Able to identify creatures with magical abilities as well as discern magic-related cues.
  • Athletics - Physical strength, giving an advantage to activities that require strength - such as climbing, escaping a grab, jumping or swimming.
  • Bluff - Make what is false seem true, and make the suspicious ordinary - helps with fast talking guards, dealing with merchants, passing off fake documentation and telling lies.
  • Diplomacy - The ability to influence others with tact, subtlety and grace. Useful for negotiation, haggling and demonstrating etiquette.
  • Dungeoneering - Able to gather knowledge about an underground environment, or able to recognize underground hazards and cues.
  • Endurance - Able to stave off ill effects and push beyond what would usually be possible. - holding breath for long periods of time, enduring hunger/thirst and resisting environmental effects.
  • Heal - The knowledge of how to help someone recover from wounds or disease. Does not include magical restoration.
  • History - You have picked up knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes.
  • Insight - You can discern intent and decipher body language during social interactions. You can comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. Counters bluff.
  • Intimidate - Influence others through hostile actions, overt threats, and deadly persuasion.
  • Nature -
    Can be used to gather knowledge about the natural world. You have picked up knowledge and skills related to nature, including finding your way through the wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land.
  • Perception - Notice clues, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate hidden objects.
  • Religion - You have picked up knowledge about gods, religious traditions and ceremonies, divine effects, holy symbols, and theology - includes knowledge of undead.
  • Stealth - To conceal yourself from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard.
  • Streetwise - When in a settlement—a village, a town, or a city—make a Streetwise check to find out what’s going on, who the movers and shakers are, where to get what you need (and how to get there), and where not to go.
  • Thievery - You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand.
 
Enchanted and Legendary Items
Enchantments
It is possible to create weapons with magical abilities. To do so requires two things. First, you need a competent smith who can craft the weapon itself. Second, you need a mage or mages present during the forging process that can imbue the weapon with its magical effect while it is being forged. The weapon will, for a limited time, have specific powerful magical abilities tied to the type of mage used to create it. Once the magical mana runs out, the metal of the weapon will disintegrate from the strain of containing the power of the magical enchantment.

A more skilled smith with access to better quality metal will be able to create magical weapons that can be used for a longer period of time. Generally the maximum amount of time a weapon can hold an enchantment is about 2 months (or the length of one quest, in gameplay terms). This time period will be shortened if the magical effect is particularly powerful or if the wielder uses it very frequently.

A more skilled mage used in the process will determine how potent the magical weapon's effect is.

The effects of these weapons can vary greatly depending on the type of mages used to create them.

Abjurative mages will produce weapons capable of either creating defensive barriers or generally increasing the wielder's resistance to magical damage. These are particularly effective against magical foes. The most powerful abjurative mages might even be able to create weapons that temporarily negate a magical opponent's ability to cast spells. Alternatively, this type of mage can also create a weapon that imbues the wielder with increased strength, speed, or endurance.

Healing mages can create weapons that will heal the wielder's injuries automatically, so long as they are not fatal. These weapons can also be used to heal others if the wielder wishes it. The more powerful the mage used to create it, the more serious the injuries it will be able to cure and the more quickly it will be able to do so.

Evocative (or destructive) mages have the greatest range of possible enchantments that they can grant. Generally, this type of magic imbues a weapon with an elemental effect that causes increased damage to enemies. The possible elemental effects are as follows:

-Fire: Can set enemies ablaze. More powerful mages can imbue a weapon with the ability to cause explosions at will within a certain range of the wielder or throw fireballs at them.

-Ice: Can freeze enemies to slow their movements. The more powerful the mage, the more potent the freezing effect. The most powerful of these kinds of weapons might be able to freeze a foe's blood in their veins and kill them instantly or freeze many enemies at once with a single swing.

-Lightning: Can electrocute foes. More powerful variants of this elemental attribute could call down thunderbolts on enemies at a distance.

-Water: Can give a weapon a fluid form, capable of changing shape at the wielder's whim. Particularly powerful water mages could give the weapon the ability to fire high pressure jetstreams at opponents capable of ripping the skin off anyone the jet hits or give the wielder the power to erupt geysers underneath foes. The temperature of the water created by the weapon is up to the wielder.

-Etc.: Light weapons, dark weapons, entropy increasing weapons, time-stopping weapons, dragon-killing weapons—the limits go only as far as your imagination and the type of destructive magical spells the evocative mage who crafted it has access to. Though you must always keep in mind that the more powerful the magic it has, the more quickly the weapon will disintegrate.

Enchantment mages can create weapons that give the wielder considerable control over the minds of his opponents, turning deadly foes into loyal allies for a limited time. Particularly powerful enchantment mages could theoretically create weapons with a mind and will of their own or weapons capable of possessing a wielder unknowingly and causing them to do the mage's (or the weapon's) bidding.

llusion mages could create weapons that cause opponents to hallucinate. The power of the mage effects the scale and duration of the illusion the victim sees.

Note that it is possible to give a weapon more than one of these types of magic. You simply need to have more mages present at forging. Doing so increases the amount of time it takes to forge the weapon and significantly decreases the durability of the weapon.

A weapon with one mage's enchantment can last a maximum of two months, perhaps less depending on the power of the magical effect and the frequency of use. (one full quest)

A weapon with two effects will give you a maximum of one month, durability again mitigated by how often it is used and how powerful its effect is (one half of a quest).

Your weapon can have up to three effects and still be practically useful with a maximum durability of about two weeks (or roughly a quarter of one quest).

Any more than three mages used to craft an enchanted weapon is theoretically possible, but in practice the weapon disintegrates nearly instantly upon creation because no ordinary metal is capable of having that much mana stored within it for more than a few seconds.

Legendary Weapons:

In antiquity, there was a type of metal mostly found in the dwarven capital of Magruhdul in the Ashen Mountains that was capable of holding an infinite amount of mana for an indefinite amount of time - known as Titaniate. Enchanted weapons created out of this type of metal were known as legendary weapons; they never lose their enchantment or disintegrate and the metal naturally enhances the magic used to make it to its maximum potential level regardless of the skill of the mage used to make it.

Magruhdul is fallen and titaniate now incredibly rare, only being found in small quantities within the deepest, darkest dungeons of Aether. If you found enough of this metal, you could forge a new legendary weapon yourself with the help of mages and a smith who has the knowledge of how to manipulate this rare and precious material. Practically, however, the best way to obtain a legendary weapon for yourself is to find one already made back in a time where this metal was more common and powerful mages were the norm.

There are very few legendary weapons still known to exist on Aether today. It is common knowledge that the Cainhurst family and the Hinokah family each have one legendary weapon unique to them, passed down in their respective families for generations.

The Church of Light, which has focused heavily on retrieving artifacts from the time of the War of Cinders and before, likely has its hands on quite a few of these weapons. How many and what types, however, only the highest officials of the Church truly know.

Titaniate
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Titaniate is an exceptionally rare material and is said to be the heirloom of a patron spirit of Blacksmiths whose name has been lost to history. Glowing a dim red in its basic state, Titaniate has the unique property of only absorbing what makes it stronger - making it an incredibly precious resource when it comes to crafting enchanted weapons and armor.

When heated to incredibly high temperatures - Titaniate becomes a malleable black substance for a time, which can be combined with other metals and materials during the crafting process without any of its properties being lost in the process.

Titaniate however, is also dangerous in its unprocessed form - long term exposure to large amounts of Titaniate can result in "Red Madness" wherein the victim suffers from hallucinations, convulsions and even mutation.

Legendary Items

Legendary Items are weapons, armor or miscellaneous items with permanent enchantments or unique properties. They are all one of a kind, irreplaceable and can only be gained in specific circumstances.

The White Blade

Wielded by the hero Meyneth against Kolaghan the Black, the White Blade was said to have been given unto Meyneth by the God of creation and contains the spark of the divine. The White Blade has unknown properties, and was lost during the final battle with the black dragon, but many adventurers have still scoured the northern mountains to locate it - without success.

Orinmier - War Hammer

Wielded by the Dwarven hero Erebor. Orinmier was said to have been the greatest weapon ever crafted by the dwarves, and is the most iconic weapon to come out of the great furnaces of Magruhdul. Orinmier was blessed with the fire of the ancestors, and cracked the skull of the dread dragon Crosis in a single blow. Orinmier was lost to the Orcs during the fall of Magruhdul.

Rakuyo - Katana

The legendary blade of House Hinokah, Rakuyo is a pre-cinder weapon said to have been crafted by the first Senshi for the Lord of the Blademasters and blessed by a Spirit of wind whose name has been lost to the eons.

Ninniel - Great Sword


The Legendary blade of House Cainhurst. Ninniel is a feared blade of terrible power, that is said to corrupt the wielder if they are not worthy. Ninniel's size adjusts depending on its wielder - during its history it has taken the shape of a Claymore, short-sword and even a dagger for the mad queen Eliza Cainhurst who ruled 200 years ago.

Dawnlight - Rapier

The sword of Sentiel Cereza, leader of the Church of Light crafted specifically for her within Alcamoth's secret archive. Dawnlight is enfused with a holy essence that repels all darkness and is incredibly effective against undead.
 
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