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On Divinity, Ordinations, and Divine Magics

These entries are on subjects having to do with anything requiring Divine Favor


Divine Favor
Divine Favor is a state granted by a God to their follower. With Divine Favor, they now have the power of God behind them. EVERY species is able to be granted SOME FORM of Divine Favor. Unless they are hit with a Mark of Undesirability as punishment, every life on the planet is desired by SOME God, even if they are desired by their creator and their creator alone.
Divine Favor

Divine Favor is something bestowed upon an individual by a Divine Being, granting them strong abilities for their faithful servitude, as well as access to Ordinations, which are spells that invoke the name of the God they serve. These spells are strong, but they are subject to limitation. After one reaches their amount of Ordinations cast for the day, they must pray for more on appropriate Sanctified Grounds. These prayers are typically accompanied by a tribute to the God or after a good deed. Mana potions have no effect on replenishing Ordinations

Ordinations have an additional restriction. Those are conditions to either their use, or a restriction in how they're used. For example, if one is given an Ordination of Healing from a God, they cannot use that Ordination to knowingly bring a being to harm. An example is using a holy healing spell on a Daedric being, or using Healing to close an arrow wound without removing the arrow. Misusing Ordinations granted by the Gods tend to result in that Ordination being removed from their repertoire. Gross misuse can result in being Stripped of Favor

There is another side to this, and that is the destructive power of some of these spells. They have powerful destructive power that cannot be used without express permission from the God. Every time. An example of this is Ultra Violet Nova, cast by Demestral, who had to get permission from Avalon in order to use. These "Forbidden Spells" hold destructive power that is only kept in check with direct oversight. Using one of these spells without permission is a very easy and quick way to be Stripped of Divine Favor

Common Indicators of Divine Favor
  • BEING Divinity- God, Deity, Angel, Demon, Dragon
    • Being a descendant of Divinity- Half Angel/Demon/Dragon, Demi-God, A Wyvern
  • Becoming able to command or commandeer Divine Beings or Divine Descendants
    • Dragon Riders and Dragon Tamers
    • Wyvern Riders and Wyvern Tamers
    • Riders or Tamers of Creatures of Myth or Legend. Like Chimeras, Cerberus, Orthrus, Nemean Lion, Hydra, Sleipnir, Pegasus Unicorns (Winged Unicorn)
  • Being bestowed Divine favor by a being with authority
    • This is of course Gods and Deities, but also High ranked angels/demons, High Priests, the Pope, Ancient demons. Mother Earth (Gaia), the Queen of Fairies Titania, The King of Vampires Dracula. Every Dragon over 500 years old
Common Tropes of those with Divine Favor
  1. They are typically favored by the authority who bestowed it upon them
  2. They cannot be attacked by other beings with Divine Favor unless said being is acting in self-defense, has broken Divinity Law, or is a "rival" (like someone with Holy Divine Favor is subject to being attacked by demons or those with Unholy Divine Favor)
  3. For rulers of species, they are granted general friendship/favor among the rest of the species
  4. They usually very strong in their area of expertise. A fire mage under a Fire Dragon's Divine Favor will always be stronger than any fire mage without it or a similar authority's Fire-Related Divine Favor (Like Ifrit, Hephaestus, Vulcan, or Agni)
  5. They tend to praise the Authority who bestowed the authority to them, or at least has loyalty to them
Common Restrictions

The life of someone with Divine Favor can be very strict. It all depends on the authority who bestowed it. Here are some common ones:
  1. Those with Holy Divine Favor are unable to practice Daedric arts. This is also vice versa for Daedric toward the Holy
  2. For Dragon/Wyvern Riders and Tamers, they themselves are unable to take the life of a Dragon. Their beast must do it for them
  3. For Riders and Tamers of ANY sort, they are not able to leave their Beast of Authority to die, even if there is no way to save them. It is better to let them die in your arms than to leave them to get help, and they die on your way back.
  4. Those with Divine Favor must never slander the name of their Authority
    • For those with Holy/Unholy Divine Favor, this will include slandering the names of Holy/Unholy Gods, as well as their specific Authority
  5. Never bare your teeth at your Authority
  6. Fulfill the conditions your Authority has set for you, if any. Never slack on it, as laziness will get your Favor revoked
  7. Do not misuse Ordinations granted by Gods. They will remove them

Communes
Communes are how followers may communicate directly with either their God or a Messenger/Delegate of their God, without having to consult with a High Priest who may be inaccessible due to location. Communes are usually not a thing in places where the God has their affiliated clergy established. For Example, Followers who live in a city owned by Mariana usually find themselves unable to do a direct Commune. This is because they already have a circle of Priests who serve as the messenger.
Commune with a God

To Commune with a God is to have one's soul pulled into that God's respective realm, the area saturated with their influence. For the most part, communes tend to be initiated in one's typical sleeping place while sleeping, at an unaffiliated chapel with the compatible element (for example, a holy chapel that isn't necessarily dedicated to a specific holy God), or a shrine specifically dedicated to that God. They can also happen with a body that's comatose or whose soul is in limbo. Communing with a God allows one to communicate directly with a God, a God's delegate/Angel, or a God's Guardian. It is through communes that most followers receive visions, messages/omens/prophecies, Divine Favor or Divine Decrees whether positive or negative.

While communing, one is always in their "true" form. For those able to alter their shape, traits, qualities, the ability to alter them is disabled. Angels answering to a higher power appear in their Angelic form as opposed to whatever their preferred form is. Beastfolk appear either in complete animal form or complete humanoid form, as preferred by the ruling authority. Those that have natural wings will have those wings visible. How they most naturally appear will be how they will be presented. Remember, it is a considered lying to the ruling authority to appear in a form that is not their true form. Just as knights are to remove their helmets when appearing to the monarch, one must always present themselves in their most forthcoming and transparent state.

Any clothing/items/equipment worn by the one communing will be taken with them unless the God specifies otherwise, as is their ability to use magic. The point is to make the one communing as comfortable as possible within the God's specific rules. Magic/equipment contrary to the God's primary magic is typically disabled. You're in their almighty presence. You are expected to follow their rules while under their influence. Some examples of reference:
  • When the Demon Baroness is summoned, she strips naked all of whom are to be in her presence when she is to appear.
  • An Ice God who disables any and all Fire Magic while in their presence
  • A Fire God that pulls in their follower notably without that follower's Amulet of Fire Resist
  • A God who doesn't allow weapons in their presence at all
  • A God who likes animals more than humans, so any Beastfolk are forced into Animal form
The preferences of the God always override general rules

Followers can initiate a commune with their God through a prayer, though it is on the God to accept/reject it. Higher level followers have higher priority to having their request answered, as are followers in better standing as well as followers who don't initiate communes as often. Followers of low faith or low standing are almost guaranteed to not have their commune request accepted, and those under an Ordination of Punishment are unable to request a Commune. Nonbelievers are unable to initiate a Commune with a God, and it is considered Shirk to attempt a Commune with another God, as it is considered Shirk to pray to another God. On the Divine side, it is taboo for a God to initiate a Commune with a follower that is not theirs, though they are able to initiate a Commune with a nonbeliever so long as they are not marked Undesirable

The priority list for followers are ultimately a ranking system that is only ever overturned in cases of emergencies or extenuating circumstances. Followers more devout, who pray regularly, give thanks for blessings regularly, convert seculars, accomplish tasks from that God, study the text, and really any other worship/outreach/ministry task raise their standing to that God. It is a reward for diligence, discipline, resilience, and gratitude

Gods are omnipotent within their Commune. Attempting to attack a God while Communing is grounds for instant death


Notes on Communes:

  • Communes are where most followers receive Divine Favor and Divine Decrees
  • Communes are typically initiated in a peaceful sleep, or in a Church or Shrine while praying
  • Only Believers are able to request a Commune with a God
  • It is taboo for a God to initiate a Commune with a Follower that is not theirs. They are to reject Commune requests from followers of other Gods
  • All rules within a Commune area are up to the God
  • Anything a God forbids within a Commune doesn't exist within the Commune. There is no exception to this rule
  • The God is omnipotent in their domain during a Commune

Divine Magics
This section goes over the Divine Magics as a concept, going into their general operations, expected restrictions, the people they generally like/dislike, and the appeal/weaknesses of them
Divine Magics

Divine Magic utilizes the system of Divine Favor, which is followership of a God in order to tap into a new type of magic, as well as enhancing the type of magic they already own. There are 4 types, corresponding to the pantheon that the user must serve to access this magic
  • Holy
  • Daedric
  • Fae
  • Draconic
All of these Gods, regardless of Pantheon, follow an agreed upon system called Divinity Law. For a real life comparison, it's like real life soldiers and their system of rules (UCMJ) on top of the Local, State and Federal laws, Divinity Law is the UCMJ of the Divine. It is the set of rules that they all must follow. They must follow this because Divine Magic has theoretically limitless potential. Divinity Law is a checks and balances to some of the most powerful beings on Earth

Holy and Daedric Magic

Unlike the concept of Yin Yang, which is 2 opposing forces mixing together and ultimately working in harmony, Holy and Daedric simply do not mix. They are equal opposite forces that burn when in contact. They are super-effective against each other for this reason. While Holy Magic

Holy is the prayers for protection of loved ones, and the divine blade when a shield won't due. Holy Magic is the most traditionally thought of divine magic when it comes to the thought of "serving God." Serving the Holy Gods, while there is no one-size fits all to Holy Magic, the most popular application of Holy Magic is to heal, protect, and smite the Daedric. Otherwise, Holy Magic is most popularly used for support. It follows a philosophy of humility, love, and protection, as well as preservation of life. They do, however, specialize in Holy Crusades. Holy is a more rigid structure.

Daedric is the free range of motion to follow your dreams..............to the death if you need to. Daedric Magic is the opposite of Holy. It is unrestrained to the extremes and thrives in the extremes. Where Holy tells you that you're going too far, Daedric is that voice that tells you that you're not going far enough........ up to but not necessarily including to the death. Daedric is more powerful than Holy for this reason, since Daedric Lords don't have a lot of bounds. The same resolve that leads the hero can make them a tyrant under Daedric Influence. The ability to conquer oneself is the central aspect of Daedric. Being thrown to the wolves, thrown in the ocean to swim or drown. Learn by experience. All of the sentiment that value either being wise or learning the hard way, and harshly

Souls, Revival, and the Afterlife
This section goes over what a soul is, revival, and the things that may happen to a soul in the event of a person's death. It also goes over the options presented by the God set to judge the soul, both their followers and the non-believers. Non-believers WILL be judged by A God. It is just a question on if they will ever be chosen, when the lives of all sentient beings are equal, yet believers are put in the line to the God they follow, and the rest are put into the slurry of souls to be drawn in a lottery to be sent to a God to be judged
Souls, Revival, and the Afterlife (WIP)

What is a soul? A soul is the spiritual or generally immaterial essence of being within a person or animal. It contains their sentience. Rule: If it has sentience, it has a soul. Every single man and animal of every species has a soul. Each individual ant in a colony has a soul, so needless to say, even humans who are the most prominent race on Earth are an extreme minority once it comes time to assess their afterlife.

Revival

To revive a soul, the only real accepted way is to ask a God for revival, either asking your own God to revive them, or THEIR God to revive them. In a lot of cases, it will call in whatever Favor that soul has generated and spend it in order to redeem for a revive. Thus, the soul is revived in full in most cases. A Holy God may not revive a Daedric individual or vice versa. Unfaithful followers will likely be rejected for their own revival or someone else's revival. Not just anyone can be revived. A person revived is made as if the person never died. A person may only be revived by a God who presides over their soul (a person whose soul would go into that pantheon as explained later)

Death

When someone dies, their soul leaves their body. This soul has about 5 minutes before it is funneled into the Leyline. Leylines exist all over earth, but they can only be seen by a being of equivalent or higher power. One of the Layline managers (Gaia Supreme of Mana) pumps mana into the earth, one of them (Ancient Goddess of Life) brings souls into the earth and one of them (Daedric Supreme of Death) retrieves souls of the dead. Run by the Daedric Supreme of Death, simply known as Grim or "The Reaper," the Leylines removing the souls from the earth is not that conceptually different than the river Styx which carries the souls of the dead to Hades for judgement. In this case, the Leyline splits into 6, corresponding with the following:
  • Earthen (Natural)
  • Holy
  • Daedric
  • Fae
  • Draconic
  • Null
To those faithful to a God, the pantheon that God falls under will determine which Line the soul will traverse to end up at that God's Court of Judgement. Here, the soul is judged and is sent to either their respective God's paradise domain or their torment domain if they are to be punished. If a God has marked someone down to be punished in the afterlife, they are considered "faithful" to that God. If there is a discrepancy (someone Faithful to a God, but set to be punished by another) the PUNISHING God takes priority. At the end of the sentence, the soul is then sent to the Rewarding God for Paradise. Discrepancies with multiple punishing gods are decided on a first come first served basis, then passed to the next for their punishment

Animals and those disabled/unable to dedicate themselves to a God, someone dedicating them to a specific God makes them "Faithful" to that God. This is important to pet owners and those who have domains over beasts, like Alpha Wolves, Beast Kings, Bug Queens, Broodmothers, etc.

To those NOT faithful to a God, including those marked Universally Undesirable, Atheists, Undedicated Babies/Children/Unborn, those under the Nullification Effect, those sentenced to the Null Realm specifically, and those robbed of Ascension via things like Daedric Oppression, they are sent to the Null Realm which plunges them into the Spirit Sea



The Null Realm (Aka the Spirit Sea)

The terms are interchangeable as the Null Realm consists ONLY of the Spirit Sea. Henceforth, it will be referred to as its official name the Null Realm. The Null Realm is a chaotic spiritual slurry of every single life or potential life that has ended. It is essentially an ever-growing vault containing the backlog of judgements to be made. Every God prioritizes the souls of their own followers over the souls of anyone else, let alone a sea that has the souls of more termites and ants than actual people. The spirits are chosen on a lottery, complete random, ever-growing, and no influence by any other factor, then sent to a God at complete random, who then reviews and decides one of the following:
  • Accept- Bring them into the God's Paradise Domain
  • Pass- Pass them to another God
  • Reject- Recycles them back to the Spirit Sea
  • Punish- Sentence them to that God's Torment Domain
  • Destroy- Destroy the soul entirely. Requires justification for most
  • R-Reincarnation- Implant the soul into an unborn at complete random WITHOUT wiping that soul's memories. R is for Random
  • S-Reincarnation- Implant the soul into an unborn, chosen by that God, WITHOUT wiping that soul's memories. S is for Specific
  • R-Rebirth- Implant the soul into an unborn wiped of memories but not necessarily capability. This one is decided by lottery as to what the soul is implanted in
  • S-Rebirth- Implant the soul in an unborn wiped of memories, but not necessarily capability. This one is chosen by the God


Now, for the chance at being chosen for judgement, think of this: Both you as a person and an ant both have an equal soul, a 1:1. An ant has the same voting rights as you basically. Now think of that, across all of history. Every single thing that's died. Every stillborn squirrel, every worm, every abortion. ALL of those will always have an equal chance at being chosen for judgement as you. Ever-expanding and ever random. It's the cost of not being faithful to a God. Those faithful to a God get their own type of pass.

Souls of the Miscarried/Stillborn

Many tragic things can happen to a child to cut their life short before it begins. Miscarriage. Stillbirth. SIDS. It is not uncommon for a deer to give birth, only for the fawn to be eaten 10 seconds later. So what happens when a child dies before they live? Simple! The list of priorities are as follows
  1. God served by the mother
  2. God served by the father
  3. The Realm of the Undetermined
  4. The Null Realm
The Realm of the Undetermined is where all lives cut short go in holding where the parents have undetermined or agnostic/atheist beliefs. For the purposes of judgement, "cut short" is 6 months

Curses
Curses are powerful Ordinations that linger on a person. They are not to be taken lightly and its effects can range from a slight tingle to personal death. They are the only Ordinations that DON'T require Divine Favor from the caster, but if done by someone NOT with Favor they require a ritual, a Tribute, and/or something Divine Blessed to make it an Ordination. If done by someone with Favor, they require permission from their God.
Curses
Rules

  1. Curses MUST have a way to be alleviated
  2. The caster of the curse must not deprive the accursed of every possible way to alleviate the curse
  3. Timer curses require a 168 hour (7 FULL days) window to activate. A timer curse is a curse that causes its most significant effects after a certain amount of time. For example, a curse that causes certain death after 7 days.
Types of curses

  • Timer Curses- Timer Curses are curses where its most significant effect(s) happen after a set amount of time. The most common use of these curses is to kill someone if they can't alleviate it in time. For Timer Curses, there is a set time and the curse is lifted after that time passes
  • Progressive Curses- These are curses that get worse the more it's activated. For example, every time you lift your arm, you get a shock. This curse is most often done to deter someone from doing a certain action
  • Feeding Curses- These are curses that get worse if conditions are NOT fulfilled. For example, if it requires you to provide a certain amount of blood every 24 hours, the curse worsens if you fail. The full effect happens after enough times
  • Conditional Curses- These are curses that activate its full effect the moment conditions are met, having absolutely no effect until it activates. The most common use of this curse employ a 3 strikes system to kill the accursed if they meet (or fail to meet) conditions.
  • Lingering Curses- These are curses that induce an active lingering of relatively low and constant effect. These curses are the most common curses, though it takes a high level caster to induce a lingering curse that causes direct death. These curses are the only ones that can have a very high demand to alleviate it, though the lingering effect gets less severe the more the demand the caster places on the accursed.
  • Double Edged Curses- These are curses that give you a positive effect in exchange for a negative one. This can be mixed with one of the above curses.
  • Curse Zones- Curse Zones are curses placed on/in a location and activate when specified conditions are met, which will then inflict the offender with the curse in question
  • Permanent Curses- These are curses placed on items only that linger for as long as the item remains in existence. This is where cursed items are forged, where the curse is inflicted on the wielder as long as they wield the item. While most cursed items activate its curse only while being wielded, others have a lingering effect as long as the owner has it on their person. This is most often mixed with Double-Edged curses, which can create a powerful weapon that comes at a price to the user.

Protected vs Unprotected vs Locked

In terms of how resilient a curse may be, they fall into 3 categories: Unprotected, Protected, and Locked
  • Unprotected- May be removed by any priest of any pantheon (with sufficient power to remove it)
  • Locked- Locked curses may only be removed by a priest of a certain pantheon
  • Protected- Elevates the level needed to remove the curse
To Lock or to Protect?
Locking a curse essentially prevents all but the Cardinal of a pantheon from re
Protected Curses, since they are more restricted in who may remove them, on top of the power of the curse naturally keeping too weak priests from removing it, are more resilient. However, this makes them harder to cast in general, and MORE exclusive about who they can be cast ON

Curses Cast by Someone Without Divine Favor

Curses are the only Ordination that DOESN'T require Divine Favor to cast. In that case, they require the following:
  1. A Ritual, with the target either present or near enough
  2. A Tribute to the being- Something to sacrifice, either person or item(s) for the grantee as consideration
For the non-believer to PROTECT the curse, more Tributes must be given. The rule of thumb is that it exponentially doubles per pantheon it is protected from,
Example; 1 pure maiden sacrifice and 100 copper to protect it from a Deacon, becomes 2 pure maiden sacrifices and 200 copper to protect it from a priest, becomes 4/400 for high priest, becomes 8/800

The most common and strong tribute is a pure maiden/bachelor, a pure child, or someone with Divine Favor to use as a sacrifice. However, if someone with Divine Favor is used as a Sacrifice, it is almost certain that the caster will invoke the ire of that God for killing their follower to use in a Curse. It is also frowned upon for a God to accept a Sacrifice of a follower of the same pantheon. For example, if you want to place a Holy Curse, Sacrificing someone with Holy Divine Favor will almost always be rejected.


Curses Cast by Someone With Divine Favor

If you ask your God to cast a curse and are granted permission, it can be cast. These become Protected Curses, and may not be removed by Priests of the same pantheon as the curse. Holy Priests are not allowed to remove Holy Protected Curses. This is because, when granted permission by the God, it becomes a form of Divine-Ordained Punishment, and removing it is a form of Defiance. However, it is also for this reason that it is very hard to inflict a Protected Curse on someone in the same pantheon as the caster and nigh impossible to inflict a protected curse on someone under the same God as the caster

Example Scenario: Let's say that a follower of Mariana (Holy Goddess) wants to inflict a curse on someone
  • Follower wants to inflict a Holy curse without justification- Denied. It may not be done without punishment
  • Follower wants to inflict a Holy curse with justification but not strong enough for protection- Unprotected Curse. This may be removed by any priest of any pantheon
  • Follower wants to inflict a Holy curse on a non-believer with protection justification- Protected Curse. This curse may not be removed by a Holy priest
  • Follower wants to inflict a Holy curse on a follower of Qeien (Holy God)- Requires Mariana to get permission from Qeien; Qeien will probably not approve unless the follower is pending punishment, in which the approval of that Curse IS the punishment
There are a few rules to be followed when trying to cast a Curse with Divine Favor. These rules can be summed up like this: Ask YOUR God first, never outside the Pantheon. If you are denied, give it up.
  1. NEVER will a follower ask for a curse from a God outside their pantheon
    • This is MASSIVE blasphemy
  2. Never will a follower consult another God about a curse before their own
    • Going to another God in general is frowned upon. It will be seen as attempted Defiance
  3. Never will a follower cast a Curse after being denied the use of that curse [on that target] by their God
    • Not only will the Curse backfire, but you will then be pulled in for Defiance
  4. When Denied by their God, never will a follower ask a different God within that pantheon
    • This is another form of Defiance. Going behind their back

This is the log of curses. New curses will be added as the RP proceeds


Extreme Hoarding Bind
"I don't know how it got this bad!!"​

Description: So you like to hoard, eh? Well since you stole from someone to grow your hoard, now you have to acquire 1 million pieces of individual loot in one location. Loot must be something you actually want to have. If said loot is stolen, tough. Get it back or learn to secure your loot

Alleviation: The curse is lifted upon putting the 1 millionth piece of loot on the pile.



Thief's Lament
"Rule #1: Don't get caught. Rule #2: Don't steal from someone who can curse you."​

Description: Every piece of loot stolen from the caster comes back tenfold. The accursed will surrender EVERYTHING they obtain until it equals 10x the value of the items stolen from the caster. Until then, if the accursed steals from anyone the caster is close to, the accursed will then surrender their life.
 
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On Gods and Pantheons

There are many Gods whom the people of the world serve. While the world has a myriad of Gods to serve, it is NOT a polytheistic world overall. There are very very few Gods who allow polytheism, and even then the others they serve are part of the Primary's family or their subordinates. This is the page log for all the Divine Beings and Gods that get introduced into the RP, as well as their ranking system and where they fall. When a new God/Divine Being gets added, they will be added here
  • Holy Gods
  • Daedric Lords
  • Fae Counsel
  • Royal Dragons


Holy Gods

The most well known connotation of Gods assume Holiness, and maybe it makes sense. The Holy Gods follow the light and seek, in general, to purify and preserve life. However, if there are those who would fundamentally go in defiance with Holy Teachings, maybe they need to be purged from this earth and reduced to nothingness, less than ashes

Rankings. A 6-star Angel is the top rank of Angel. After that, the Angel ascends to God-hood. Alternatively, if an Angel challenges a God, they can take over that God's position as a condition of the duel. From bottom to top, the ranking is as follows

  1. Supreme God
  2. Ancient God
  3. Elder God
  4. High God
  5. God
Note: God is a gender-neutral term, but females may opt to use the term Goddess instead. There are very few female Gods that don't go by Goddess

The Moonblade Banera, Goddess of the Sword
Served By
: Evangeline the Enforcer
Earthen Location: Deep Stone Crypt
Elements: Holy
Animal Appearance: Crow; Murder of Crows​

The Moonblade Banera is a powerful no-nonsense malevolent god who knows her job and does it to the utmost of her power, which is a lot. Banera is a blade of the Gods, a woman charged with keeping the law and order of the pantheon, which also means ensuring that the angels are all doing their jobs and doing them adequately. As Goddess, Banera is a complete master of every single melee weapon there is, and every single formal fighting style ever developed on the earth. Banera is cocky and arrogant, yet has the skill necessary to back up the words she has for anything or anyone she has to speak about. That isn't to say she can't be humbled, but it'll take a fresh beating in order to get her to do so. Good luck with that one

Her location is a place known as Deep Stone Crypt, a place where Banera places the skulls of the souls of those lives are taken by her, her enforcers, or her followers. To those unauthorized, one doesn't need to worry about any kind of gimmick or poison or guardian or anything. There aren't guardians as much as there are detection measures. Simply put, if Banera detects someone unauthorized in her crypt, she will simply take your head and add it to the crypt. There is no room for negotiation or question. If you are not ABSOLUTELY SURE that you have Banera's favor, do not enter. She will appear, take your head with a flourish of her blade, and then melt the skin off it to add to her ever-growing walls.

For those granted safe passage into the Crypt, within is an archive of combat that encompasses everything between the Earth Realm, the Heavens, and the Underworld. A full-powered copy of every single unique weapon ever made in history, and of every generic melee weapon forged with every material. A pristine copy of every single book on weapons combat ever. A pristine copy of every single book on hand-to-hand combat ever made. The memories of every great warrior and their training sessions and greatest feats, able to be replayed like a movie. Formal lectures and lessons on close combat, lectures on how to overcome common weaknesses of those who walk the path of the blade. Books on A Sanctified Holy Field to train on, with the privilege of being able to wield copies The Deep Stone Crypt is a mausoleum paying respects to the greatest greats, built on the skulls of those

The highest honor one can take on is to be recognized by the Moonblade enough for her to want to train you herself. Those who have trained under the Moonblade herself only know defeat BY the Moonblade herself. Her training is the most grueling and deadly training one can ever go through, and Banera is known to be immeasurably strict, with BRUTAL punishments for daring break the rules

Followers of the Moonblade Banera are some of the greatest warriors to ever walk this earth.

The Ocean Trench Mariana, Goddess of the Deepest Deep
Served By: Sebas and Orabelle Deadeye, Nancy Noi, Mariah the Watcher (Angel)
Earthen Location: The Mariana Trench
Element: Water, Holy
Animal Appearance: Angler Fish, woman face where the angler's lure would be​

The Ocean Trench Mariana was a former Holy Goddess of the Sea who decided to recede into the depths, allowing a lateral god, God Kaimana, to take over as the God of the Sea. The duo were friends and even lovers but after a falling out, Mariana retreated into the Deepest Deeps in a depression. Soon, in its solitary depths, she found a new embrace within its Oppressive Darkness. Full of secrets of the Gods now above her, including secrets of her formerly beloved Kaimana, the Deepest Deeps allowed her to find people at their lowest and show them the light within their darkness. Being in such Oppressive Darkness forged her the rare ability to become a Holy Goddess who also embraced the Daedric Darkness that was the Deepest Deeps. She is one of very few Gods who resided On High who can also use Daedric Magic

The Deepest Deeps refer to an area of the ocean known as the beginning of the Aphotic Zone (midnight zone), which is where light becomes a fleeting resource. The Surface is just that, the literal surface of the water. The Depths are between 1-199 meters (Sunlight Zone), the Deeps between 200-999m (Twilight Zone), the Deepest Deeps between 1000m-3999m (Midnight Zone), the Abyss at 4000m-5999m, then the Trench below that, a place requiring a pilgrimage. If not authorized by the Goddess, Good luck even finding it in the ocean, let alone getting access to it


Her location is a trench named after herself, the Mariana Trench. It is a highly specific trench under the "bottom" of the ocean that she laid claim to and turned into a pilgrimage location to visit her. Despite her namesake being the Deepest Deeps, Mariana's jurisdiction consist of the Deeps above it, the Deepest Deep itself, the Abyss, and then the Trench. While the Deepest Deep and the Abyss are Daedric locations with their Oppressive Darkness, the Trench is a neutral location overall since she IS a holy Goddess. The only thing is.............good luck not only finding it, but actually making it down. Regardless of her guardian being there guarding the location from unauthorized interlopers, it is simply too deep and too remote (and such remote location everchanging) to even be found. It is a natural barrier, since only those blessed by the Goddess will be given the ability to withstand the Oppressive Darkness as well as granted safe passage by her guardian enough to infiltrate her Trench. It is far and away the hardest place to attempt unauthorized entry, if for no other reason than its natural barrier of its oceanic depths, pressure, changing location, and guardian that the Oppressive Darkness prevents you from seeing. You will absolutely drown or be eaten long before you find the Trench if you are unauthorized. Those blessed by her will find the Trench very easily

The Paragon Obris, High God of Virtue
Served by: Steven the Deacon
Earthen Location: Tomb of the Unknown Soldier
Element: Holy​

Obris is the Paragon of Virtue. He is a god has a high sense of justice and recruits those whom most would consider low in morals to enforce His will. Afterall, what use is there in preaching to the choir? Since Virtue is a broad concept concerning the 7 heavenlys (7 Heavenly Virtues) and Obris presides over ALL of them, He is a God of very high status. His Favor is not easy to come by as most people will instead get contacted by one of his 7 delegates, each running one of the 7 virtues

The path to becoming a Paragon is not an easy one.

The Spring Prince Qeien, God of Health
Served By: Dr. Laylah Halliet the Guardian
Earthen Location: Divine Grace Flower Fields
Element(s): Earth, Holy
Animal Appearance: Cockatrice​

The Spring Prince Qeien is a benevolent god who serves to keep being in their most prime. This means physical fitness, this means eating healthy. Only those he considers healthy are allowed within his ranks. This has earned him accusations of Ableism and Fatphobia, despite the fact that he does accept the disabled so long as they keep themselves healthy to the best of their ability. For the fat, the drinkers, the smokers and other addicts of any kind, Qeien shuns from his ranks.

His Earthen Location, the Divine Grace Flower Fields are a field that, to anyone that isn't a follower of his, finds these flowers toxic. Their spores are alluring, leading the victim back to these fields whose flowers feed on their life force until the victim is eventually a dead husk, and then nothing at all. They are incredibly toxic flowers that Qeien only allows in the hands of his followers or in the hands of those gifted these flowers BY his followers. These flowers are banned in most countries.

To followers and those gifted by followers, these flowers have a scent like ambrosia, a divine taste when brewed into tea, and an everlasting spring life so long as they're maintained to the most minimum degree. They serve as gifts to his faithful. Should these flowers lose their smell or taste, one might want to commune with him to find out his problem with you or any actions that you have taken recently, lest you smell the more toxic allure of those flowers.

Daedric Lords

Daedric Lords are the Daedric equivalent of Holy Gods. They reside over various concepts, though they tend to lean into more scandalous or darker (yet not necessarily evil) territory. Daedric deals in the concept of "full range of motion" even to the extreme. It's something that can go into "by any means necessary." For example, take the High Lady of Love. As much as they'll stand with a girl willing to follow her lover to the ends of the earth, they'll equally stand by her if she is love-crazed and murders her lover and then herself so they can "be together forever."

They will stand with Batman as much as they stand with the Joker. They are neutral with how their Gifted utilizes their power, so long as that Gifted doesn't arrogantly turn on the hand that fed them. If they burn out from that power, such is the nature of burning twice as bright.

In a lot of ways, the Daedric Lords don't shape the human experience like the Holy Gods do. They see the beauty in allowing humans to do what they do best.

Ranking:

  1. Daedric Supreme
  2. Ancient Lord/Lady
  3. Elder Lord/Lady
  4. High Lord/Lady
  5. Daedric Lord/Lady
Note(s):
  • High/Elder/Ancient Lord is technically called High/Elder/Ancient Daedric Lord. However, to differentiate the lower ranked "Daedric Lord" from the higher ranks, they are simply called [rank] and then Lord
  • While "Lord" is a gender-neutral term, female Daedric Lords may opt to use "Lady" instead. Most use the two interchangeably

Diederick, High Lord of Pride "The Prince of Pride"
Served by: N/A
Earthen Location: El Dorado
Sanctified Realm: Altxorra, the City of Gold
Element: Daedric, all Natural Elements​

Pride incarnate, Diederick is at the top of the class of Daedric High Lords, ranking such even across equivalent Pantheons. He is an incredibly boastful and arrogant man for a reason: He walks the walk as much as he talks the talk..........and BOY can he talk. It's hard to call his sense of self over-bloated. That being said, he is one of the most benevolent yet tyrannical rulers one would want to meet. His requirements are strict, his punishments cruel and unusual, yet his followers never complain about how well taken care of. It's as if his followers are spoiled with the best of the best, but executed the moment they challenge his authority. He considers Daedric a gift, and something he doesn't give out easy. In fact, he is extremely critical of Daedric Lords who seem to falter with their duties as Daedric Lords, including those over him

Diederick's Earthen location is the legendary city of El Dorado. Known as the Gilded City, it is a small-scale version of his actual Realm It is unknown where this city is, though rumor has it that this city appears like a mirage while out

Darcel, the Lord of of the New New moon.

Royal Dragons

Dragons work in hierarchy. There are 13 Dragons on Earth and 13 Dragons on Avalon who claim the spot of Dragon Lord for the Earth Realm and Avalon respectively. The Dragons of Earth roam the Earth doing as they please. However, they are known to be found in extreme locations. If a mortal manages to make it to them and offer enough tribute, the Dragon would take them on as a disciple. However, for most Dragons, the problem tend to lie in either GETTING there period or getting up enough of a tribute when they arrive, which would cause them to be eaten on the spot if said tribute wasn't enough. No warning, no specified amount. Just go with the knowledge that it is likely a suicide march

Ranking. There is no rank below Dragon. You are either a full-fledged Dragon or you are not.


  1. Draco Ultimata
  2. Dragao Supremo
  3. Elder Dragon
  4. High Dragon
  5. Dragon



The Circle of Royals (Earthen Name: The Dragons of Avalon)

The Dragons reside in Avalon and live in harmony and good relation with the Fae that ultimately rule the realm. The DoA are a group of 13 Dragons known as "Royals" who are the strongest in the realm and the #1 is the strongest of the 13 Royals and the ruler of the Draconic Territory as a whole. In God terms, they are Gods among the Draconic with #1 being the Elder God. In this case though the #1 Dragon is deemed the Dragon Supreme. However, in most cases they are simply referred to in King terms regardless of gender since they do indeed rule the territory


Royal #1: Drageo Supremo, Dragon of the Fae, Elewynn the Fairy Dragon
Served By: Demestral Asella
Element: Fae, Draconic​

Elewynn is the Dragon Supreme with a humble beginning who only became a big Dragon with the power of Fae Magic. Elewynn is known to be incredibly friendly and benevolent to those under her rule, to the point where, if she came to earth, she would be one of precious few dragons who would stand being approached by the denizens without tribute. She genuinely loves her followers/worshippers and is known to bestow upon them many a blessings

Chillspike the Ice Dragon
Serve by:
Element: Ice

Chillspke
 
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On Mana, Magic, and the Magic System (WIP)


RP Elemental Chart.png
These are the logs on the subjects of anything concerning Magic, Mana, and how magic works in this world. According to the magic chart, there are 11 basic elements of magic, sorted into 3 categories
  • Natural
  • Divine
  • Taboo


What is Mana
Mana is the essence of the Earth. Pumped into the earth via Leylines. The Gaia Supreme of Mana, who is believed to sleep in the center of the earth, manages and regulates the mana pumped into the earth. This mana is absorbed by anyone with the latency for it, and it can be expended in order to induce phenomena on the earth. That phenomena is what we call magic. Simple. We absorb mana naturally over time, but also in the food we eat. Genetics dictate our potential for mana absorption speed, max mana expenditure, and the element(s) of mana conversion.

Magic Charges

As a result of a battle with an ancient demon, how magic works has changed entirely. Magic is effectively split into 2 categories: Spells and Ordinations, and mana has gone the way of the dodo, instead replaced with a Charges system. Instead of being able to spam potentially unlimited spells provided you have the mana, the charges system gets rid of that.

Spells are your traditional spells. Your Fireballs, Ice Spear, Rock Blast, Shield, Minor Heal, etc. These can be recharged over time (1 per certain amount of time) and one can refresh 1 spell charge by use of a basic mana potion. Traditional spells follow a star system, which is a basic system that determines how many charges your spell uses. Beginner is between 1-2 charges. Intermediate
  1. Beginner- Mostly small utility spells or basic single target spells; 1-2 Charges
  2. Intermediate- Stronger single attack spells or weak AoE spells. Strong buffs for a short time; 2-3 Charges
  3. Advanced- Spells made for groups. Everything is strong, effects are numerous or complex; 3-4 Charges
  4. Expert- Spells made for larger groups. Summoning complex creatures or weaker creatures without a time limit. Single target attacks are basically nukes. Single target buffs turn a man into a machine; 5+ Charges
  5. Legendary- Military asset level magic that can cause significant alterations to the land. A nuke in the borderline literal sense. Spells like and Sword in the Stone; 7+ Charges
Spells cannot be cast without the appropriate amount of spell charges.

Ordinations are divine spells, in a way enforcing the will of the God who granted them on the world. They are stronger than normal spells and can defy the laws of the world. They also don't have a multi-star system. But this exclusive power comes with a few restrictions:
  • They are only accessible by service to a God (Divine Favor), whether that God is Holy, Daedric, Fae, or Draconic.
  • These do NOT recharge normally. All Ordination uses are refreshed in full at the same time at midnight (unless your specific God specifies otherwise). If you use your allocated 3 charges, that is all you get until midnight strikes
  • They can be refreshed by a prayer or Tribute to the God they serve
  • They are cheaper to cast when standing on the appropriate Sanctified Grounds
  • When out, they are unable to be used without a prayer or Commune to request another charge. However, without special justification, it is nigh impossible to get more charges
  • They are subject to restrictions on use. For example, an Ordination used to promote gardening can't be used to, say, rapidly grow bamboo for the purposes of Bamboo torture on a victim
  • Growing your Ordination charges is at the direct discretion of your God. Growing stronger will not grow your charges
Ordinations fall into 2 categories: Permitted and Forbidden
  1. Permitted- These are the spells the God permits you to use without further permission. ALL of these cost a simple 1 charge
  2. Forbidden- These require permission every single time you use them and are the equivalent of Legendary Spells. Spells like Ultra-Violet Nova, Revive, and Divine Beast summoning all require permission every single time. It is a VERY easy way to get Stripped of Divine Favor if you use one of these spells without permission
    • These still have a charge cost, but are effectively a loan. If Revive costs 10 charges and you have 3 max, You will have 0 charges until you make up the remaining 7. That means 2 days getting 0 charges, then getting back only 2 at the last day. Then it's back to normal

Natural Magic

The Natural category of magic consists of Fire, Earth, Water, and Wind. In the center of the chart is a "Neutral" category, which is a catch-all for magic that don't have an element. This includes things like Body Strengthening, Sound Magic, and other magics that don't generate one of those four. Advanced magic, like Lightning, Ice, Magma, and Plant/Swamp magic are made by mixing together 2 or more elements of magic. Therefore, those are not considered Neutral because the formation of these magics involve generating basic elements.

The essence of these natural magics is conjuring, controlling, and applying the given element to affect the earth in the most literal sense as possible. It is relatively easy to understand, immediately tangible, very dependent on the physical capabilities of the body moreso than the Divine or Taboo magics, and is the least restrictive of the magic, subject to no rules. They are the most fundamental magics, very commonly used in every day life for things like lighting, digging, conjuring drinking water, watering plants.

  • Neutral
  • Fire
  • Water
  • Earth
  • Wind

Neutral Magic
Neutral Magic is exactly that. The undecided or the undetermined. It is where you learn the fundamentals and reinforce them to perfection. Boundless curiosity, Neutral Mages don't want to step on one path. They want to take a bird's eye view to look at them all. They want to learn the secrets of magic. However, this can backfire. While a generalist is more versatile than a specialist, they are quickly and easily outclassed as soon as a role gets specific. They will always be overshadowed and their betters are many.

Neutral Mages tend to be incredibly knowledgeable of magic and excellent strategists since, even though they are outclassed in most roles they are placed in, they are the most able to exploit ally strength and enemy weakness.

Neutral Mages commit to learning all of the magics, preferring none. As such, the chart shows them as having no strengths but no weaknesses either. They are true all-arounders

The most notable Neutral Mage in this RP is Elaina Melora, a witch who specializes in Sensory Magics, having to do with the 5 senses

Common Neutral attack spells:
  • Concuss
  • Serrate
  • Sword Blast
  • Mana Wave
  • Stillpiercer
  • Telekinesis
Common Neutral Support spells:
  • Trace
  • Song of Wrath
  • Song of Courage
  • Aegis
  • Mute
  • Sound-Proof
Common Neutral-type Ordinations:
  • Symphony of Chaos
  • Rainbow Plague
  • Negative Zone
  • Rapture
  • Misfortune

Fire Magic
Fire is passion, a fiery challenge to anything that dare try to compromise your morals. Fire Magic is there to give life-affirming warmth to all of those around. Fire users are extremely loyal with unprecedented passion for what they believe in. However, when taken too far, the user will instead burn everything around alongside themselves. A lot of Fire specialists are hot-headed, short tempered, and single-minded about cleansing everything in flame. If it can burn, burn it

On the chart, Fire scorches the Earth, but is extinguished by Water. When fused, Fire and Water together creates the more deadly Boiling Water, while Fire and Earth together create Lava and Magma. When fused with Air, it creates the powerful lightning, which may be used in powerful spells like Chain Lightning

The most notable Fire Magic user in this RP is Quincy, the wyvern belonging to Demestral Asella.

Common Fire-type attack spells:
  • Fireball
  • Firestream
  • Flamethrower
  • Explosion

Common Support Fire Spells:
  • Smokescreen
  • Flame Shield
  • Aura of Warmth

Common Fire-type Ordinations:
  • Holy Fire
  • Dark Flame
  • Flames of Purification
  • Ultra-Violet Nova
  • Scorched Earth

Water Magic
Water is life-giving substance, flowing through the cycle from beginning to end and then beginning again, a versatility unmatched. No sentient life on this planet can survive without water, which makes the manipulation of it not too far from manipulating life itself. This can make Water invaluable as a team member. They can create drinking water, bathing water, flood enemies out of hiding, boil water for either fighting or food, or freeze water into ice for preservation or protection

The versatility is not all fun and games. Easily influenced, the essence of water can leave the user struggling to find an identity, evaporated by those of stronger wills, swamped by every one else's expectations, or blown to the wind for ultimately choosing none. It is ultimately on the water mage themselves to choose their own path.

On the chart, water extinguishes the fire, but is easily displaced by the storm generated by the wind.

The most notable Water Mage in this RP is the Goddess of the Deepest Deep, Mariana. Second is her loyal follower, Sebas's daughter, Orabelle Deadeye

Common Water-type attack spells:
  • Water Bullet
  • Water Blade
  • Icicle Spear
  • Cascada
  • Hydro Missile
Common Water-type support spells:
  • Create Drinking Water
  • Purify
  • Freeze
  • Boil
  • Water Wall
Common Water-type Ordinations:
  • Acid Rain
  • Holy Rain
  • Drago Typhoon

Earth Magic
Earth Magic is a steadfast, unchanging adherence to morals unable to be swayed or destroyed. These aren't things they are necessarily passionate about, but unchanging about them nonetheless. These could be laws. These could be traditions. Things that they feel that rigidity is present for a reason and it should stay that way. Earth Magic Users are very very disciplined when their beliefs are set in stone. You'd have an easier time burning their beliefs to the ground than you ever would getting them to change their mind once its set. This makes them very strong in what they do. You will not find someone better

However, such stubbornness can lead to them getting things wrong many many times before they finally change their mind. If they take the lead, you WILL follow by their book. It requires them to be very thorough to make plans work on the battlefield. They are weak when things requires significant improv or requires them to bend their rigidity to make it work. Still, no one is more capable of holding the line, both physically and emotionally. They will be your rock.

Common Earth-type attack spells:
  • Stone Edge
  • Rock Blast
  • Earth Spike
  • Earthquake
Common Earth-type support spells:
  • Earth Wall
  • Earth Dome
  • Wood/Stone/Iron Skin
Common Earth-type Ordinations:
  • Sword in the Stone
  • Eruption

Wind Magic
Wind Magic is wild wispy freedom of action, a spreading of wings to go wherever the user wants. Conversely, it is the user drifting in the wind, to end up where they end up when they finally land. Wind holds the power to direct everything on earth except the earth itself, their will subtly and usually gently pushing on anything and everything. It is when they begin to lose themselves that the wind whips into a storm. Then things get destructive and uncontrollable. Where Fire scorches everything around them, the Wind hits everything and more.

On the flip side of that,

Divine Magics

Divine Magic utilizes the system of Divine Favor, which is followership of a God in order to tap into a new type of magic, as well as enhancing the type of magic they already own. There are 4 types, corresponding to the pantheon that the user must serve to access this magic
  • Natural (Gods over the Natural Elements)
  • Holy
  • Daedric
  • Fae
  • Draconic
All of these Gods, regardless of Pantheon, follow an agreed upon system called Divinity Law. For a real life comparison, it's like real life soldiers and their system of rules (UCMJ) on top of the Local, State and Federal laws, Divinity Law is the UCMJ of the Divine. It is the set of rules that they all must follow. They must follow this because Divine Magic has theoretically limitless potential. Divinity Law is a checks and balances to some of the most powerful beings on Earth

Holy and Daedric Magic

Unlike the concept of Yin Yang, which is 2 opposing forces mixing together and ultimately working in harmony, Holy and Daedric simply do not mix. They are equal opposite forces that burn when in contact. They are super-effective against each other for this reason. While Holy Magic

Holy is the prayers for protection of loved ones, and the divine blade when a shield won't due. Holy Magic is the most traditionally thought of divine magic when it comes to the thought of "serving God." Serving the Holy Gods, while there is no one-size fits all to Holy Magic, the most popular application of Holy Magic is to heal, protect, and smite the Daedric. Otherwise, Holy Magic is most popularly used for support. It follows a philosophy of humility, love, and protection, as well as preservation of life. They do, however, specialize in Holy Crusades. Holy is a more rigid structure. If you are now

Daedric is the free range of motion to follow your dreams..............to the death if you need to. Daedric Magic is the opposite of Holy. It is unrestrained to the extremes and thrives in the extremes. Where Holy tells you that you're going too far, Daedric is that voice that tells you that you're not going far enough........ up to but not necessarily including to the death. Daedric is more powerful than Holy for this reason, since Daedric Lords don't have a lot of bounds. The same resolve that leads the hero can make them a tyrant under Daedric Influence. The ability to conquer oneself is the central aspect of Daedric. Being thrown to the wolves, thrown in the ocean to swim or drown. Learn by experience. All of the sentiment that value either being wise or learning the hard way, and harshly

Spell Log

This is going to be an ongoing log of the spells used in this RP and a brief explanation of what it does


Common Spells
  • [Trace]: While active, when the user speaks, everything the audience hears is in their respective native tongue and everything the user hears is in their native tongue. It's effectively an auto-translate
  • [Mute Bubble]: A Bubble in which sound neither enters nor exists. On the inside, sound does not exit. On the outside, sound does not enter it
  • [Telekinesis]: The user floats an animate object with their mind
  • [Aegis]: Projects a protective shield in front of the user
  • [Fireball]
  • [Stillpiercer]- A wind spell to pierce shields. It makes the next physical attack cause massive damage to physical and magical shields. Normally it pierces shields
  • [Whisper]: A psychological spell that influences the mind, making the target more likely to do what the user tells them. More effective on those of weaker mind or when persuading the target to do something they are not heavily against doing. OOC: Think of it like alcohol. It lowers judgement, but it doesn't make you do something you are AGAINST doing
    • Duradel uses this spell quite a lot, which is how he's such an effective conman

High Level Spells
  • [Arc Lightning]: Launches a bolt of lightning that chains to everything in its path
  • [Sword in the Stone]: Plants the sword into the ground and then pulls it out, causing a destructive explosion in the earth before it. An homage to the Champion King Arthur
  • [Ultra-Violet Nova]: A literal nuke. A massive fireball crashes in and destroys everything around it.
  • [Cascada]: An extremely high pressured blast of water
  • [Sense Steal]: Steals one of the 5 senses from the target and adds it to the user


Ordinations

Ordinations are orders to the world to impose an effect on a target. These spells can only be used by the Divine or those with Divine Favor. For the most part, one must mark the target before using the ordination. For example, Orabelle hits targets with her staff to mark the location she struck. The bites of Ghauznud's Dire Wolves leave an Ordination Mark, which he uses to cast Ordination of Flames to burn the targeted area. However, Divine beings don't have to mark a target to induce an effect if there is a large enough power gap in favor of the one casting it

  • [Ordination of Rapture]: Forces the target's body to continually rise into the air until the Ordination is ended
  • [Ordination of Flame]: Sets the target ablaze in Holy Fire. Unless specified otherwise, this continues until the Ordination is ended or not even ashes remain
  • [Ordination of Misfortune]: An order to the universe to cause misfortune on the target. Anything that CAN go wrong WILL go wrong, even to lethal effect
  • [Ordination of Silence]: An Ordination that calls upon the universe to prevent sound from entering/exiting a target or area. It does so by inflicting 1 of 2 conditions: Mute or Sound-Proof
    • Condition: Mute: Prevents sound from EXITING. Those inflicted with it cannot emit sound via vocal means. This prevents the target from anything involving their vocal chords. They can receive but not transmit.
    • Condition: Sound-Proof: Prevents sound from ENTERING, meaning that the target cannot hear things external to it. They can transmit but not receive.

Enchantments

Enchantments put on an item induce that effect when using that item
  • [Enchant: Relax]- Relaxes the body, ending effects like Adrenaline, Wrath, Fatigue, etc. and any sort of physical buffs/debuffs as well as numbing any type of pain not from a wound
  • [Enchant: Healing Slumber]- When the target sleeps, makes their sleep deeper and heals them slowly while asleep
    • Does not CAUSE sleep, only amplified
    • Waking from sleep early stops the effects
    • Activates any sleep effects, positive or negative
 
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On Species, Races, and Denizens of the Realms

All information about various species will be presented here. They won't all have entries, but unique things to know about them will be added as their lore is expanded on


Human Races
Human Races are the races most closely to human in biology and appearance that AREN'T under the Fae Umbrella.
  • Human
  • Dwarf
  • Giant
  • Cyclops
  • Cyclops Biology:
  • Vampire
  • Gorgon
  • Orc
Orc Biology: Consume Beast Hearts for Greater Strength

It has been observed in some Orc cultures that they eat the hearts of the strong enemies they fight in order to get stronger. This is largely a misconception brought about by an actually true observation. Orc CAN get stronger by eating hearts...........BEAST hearts. However, taken too far, some Orc cultures have applied it to other orcs, falsely believing that such cannibalism makes them stronger when it simply does not

There are 3 types of Orc. Most are green, but green could turn red or blue. When Orcs get strong enough, they can promote by consuming one of 3 items: The Monster's Heart, the Berserker's Heart or the Sage's Heart. All 3 of these make an Orc stronger, but they can only consume one type. Once they consume it, the other 2 paths are stonewalled. 99.9% of Orcs who seek to break this mold end up dead. Remember, you are created by a God to fit a mold. When you color outside the lines, you may end up dead.

The Monster's Heart is the most general, the determined heart of most beasts to survive and live a long life. These hearts are those of battle-hardened beasts. These Hearts are very very common in comparison to the other 2. When consumed, the Orc gets a big power boost, but gets to keep both their magic and physical capabilities, at the cost of a much slower growth than the other 2 paths. Orcs who promote using this are officially deemed Honorable Orcs. Qualified Monster Hearts are kept in enchanted water. These orcs are typically the leaders on the battlefield


The Berserker's Heart is the ferocious heart of a furious beast. Known to be enlarged, veiny, and ever-pumping even when removed, It it believed that the heart of the berserker keeps on beating due to its everlasting desire to fight and grow stronger. To kill until there is none who can stand before them........or to fall in the glorious fight to the death. It is for that reason that the heart will beat on as it continues fighting. That is, until it is pierced and thus silenced, rendering its effects useless and unable to be used for promotion. Orcs who consume the Berserker's Heart turn red and become Savage Orcs, more commonly deemed Red Orc Berserkers. Their mana/magic is effectively made non-existent while amplifying their physical capabilities to the nines. These Orcs aren't the tip of the spear, they are a mobile battering ram. Don't be surprised if a Red Orc Berserker is air-dropped into a fort, and that fort falls to that presence alone. These Orc are typically put in pairs and rarely with the main attacking force.

Draconic or Daedric Divine Beasts will always have a Berserker's Heart. They are typically stored in the blood of at least 5 different beasts, or Black Water. Do NOT store multiple Qualified Berserker's Hearts in the same container. It is unknown why, but if stored together, over time only 1 heart will remain beating while the rest cease function

Avery owns a Berserker's Heart, taken from Mozreliun


The Sage's Heart
is the immortal heart of a Blessed Beast. A heart brimming with the essence of magic swirling within it, it glows and never stops beating so long as it is supplied with magic to keep itself beating. This heart contains the essence of the world, the secrets previously unseen and unfelt condensed into the heart of the beast that owned it. They know that such knowledge cannot be made to perish. It must be passed on, recycled into the world just as the body of the dead returns to the earth as part of the Circle of Life. When consumed, the Orc's skin turns blue and they become a Shamanic Orc, more commonly deemed a Blue Orc Mage. Their physical growth will hit a dead-end. Their physical limits will be strictly enforced while it will utterly shatter the limits of their magic and mana capability and potential. Warlord Sheris is a Blue Orc Mage. These Orcs, like the Red Orc Berserkers, are utter powerhouses on the battlefield. However, unlike ROBs, they are able to unleash devastating non-divine attack spells or rally and buff battalions worth of soldiers to spearhead an assault. They are tricky, they are versatile, they are thoughtful, they are dangerous.

Fae or Holy Divine Beasts will always have a Sage Heart. They are kept in a pool of mana or Holy Water until time to consume. Hearts will slowly drain the mana from the water to sustain itself. Multiple hearts can be kept together, but they exponentially increase the drain on the essence. If they are kept in a mana/holy devoid environment for too long, they will cease to beat before-long.

  • Honorable Orc- Green; Normal but strong; Monster's Heart
  • Shamanic Orc- Blue; Capped strength but exponential magic ability; Sage's Heart
  • Savage Orc- Red; Little-no magic but exponential physical ability; Berserker's Heart

Animal Races

These races are non-human races that have human intelligence but have varying amounts of animal DNA mixed in with them. Since the Animal Kingdom is extremely diverse, it is especially important to keep this list updated as a lot of these break down by specific type of animal if not actual animal

  • Werewolf- Our lovely Lycan that can go from full human to full Wolfman
  • Beastkin- a broad term to essentially mean a mix of human and LAND animal. They typically possess the ability to turn full human or full animal
    • Felidae- Any Feline type Beastkin like Lion and Cat
  • Piscean Races
    • Gill-Borne
      • Locathah
      • Lamnidae- Walking Shark men
    • Siren
    • Triton
Gill-Borne
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The Gill-Borne (aka fishfolk) which is a broad term and divided by specific types of humanoid fishlings. For comparison's sake, the gill-borne essentially look like walking fish. Not many human characteristics. The Gill-Borne in the sea are highly religious and serve what they call the Goddess of the Deepest Deeps, a name translated as Mariana. It is believed that this is why the Mariana Trench is named as such.

The Lungborne Locathah


The Lungborne are one of the few races of freshwater fishfolk, and hold the crown of being the only Locathah that's truly amphibious. Free to leave and return to water as they please, which was an ability Goddess Marianna of the Sea granted their ancestors to find refugee from an oppressive sea. It's a rarity to find one anywhere outside of the secluded Springs they've claimed as their home, where they ceaselessly give their prayer and thanks for the quiet utopia their ancestors found.
Sirens
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Sirens are the type of human/fish hybrid characterized by a human face with fish features, a normal-looking human body (adapted for long term subaquatic exposure), and long fish tails. Sirens include a subsect called Merfolk (mermen and mermaids), but only Sirens socialized by humans deem themselves as anything besides Sirens. Sirens attribute their origins to the God Kaimana, who was seafaring human who achieved God status by leading the charge to defeat an ancient fire demon seeking to expand the land by drying up the ocean. Sirens that mate with Gill-Bone make sirens that have more Fish traits. Sirens that mate with other Sirens and Tritons form Sirens with more human characteristics. However, Sirens that mate with landwalkers form sirens that are known to be incredibly alluring for the species they've mated with
Tritons

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Tritons are the most humanoid of the Piscean People, characterized by almost completely human bodies adapted for long term subaquatic living. Webbed hands and feet, bluish-green skin color depending on region and possibly distance from the surface, and a fiercely overclocked warm-blooded system that keeps them from freezing. While this description is typical, it is not uncommon to see Triton/Siren hybrids, or Tritons that can live outside the water (though this one is less common), as Tritons are able to mate the same way as Sirens. However, Tritons are most able to produce offspring that are able to live on both land and water. With magic influence, Tritons can tailor their lives to ultimately live on land or live in the sea full time, using magic to change themselves to adapt how they need to live most efficiently in the environment of their choosing.

Tritons can choose between serving Goddess Marianna or God Kaimana. However, they can only choose one and can't change it after they make their first prayer

Arachnis Races- A broad term for the mix of spider and human
  • Arachnida- Full Spider
  • Arachne- Human/Spider Centaur
  • Arachnoid- Human body with Spider limbs
The Arachnis People (WIP)

The Arachnis are people who.........you guessed it, are Arachnid in nature. Their variance is extremely high in terms of what they do, so to speak about generalities for this VAST species is actually quite a task. The only common ground across the almost entirety of the Arachnis is that they are grounded (wingless) and antennae-less, and these distinctions are a thing that they are EXTREMELY prideful about. Commonly compared to insectoid counterparts, those are fighting words to Arachnis.

Arachnis is the umbrella term to describe the people as a whole. If you do not know which of the 3 variants of Arachnis people they fall under, it is better to call them an Arachnis than the wrong term.



The Types of Arachnis


Arachnida


As the derived namesake of the species, Arachnida are exactly that, arachnids in their most conventionally natural state, relatively speaking. While all spiders are technically Arachnida, the big difference is that Arachnida People are usually MUCH larger. These aren't your common house spiders taking up a corner of your house. Arachnida people are usually life-sized. They are visible from a distance. So if you see what looks to be a giant spider trying to talk to you, it is indeed an Arachnida Person, not a normal wild spider. Normal wild spiders just don't get that big.

Since Arachnida have neither vocal chords or ears, their territories are in almost complete silence and they communicate in ways not even a Trace Relic can pick up. Without a Relic that allows you to communicate with them, it is impossible to communicate with an Arachnida. The easiest way to communicate with them is to give them a Telepsychic Relic which projects their thoughts as audible words. Otherwise, you'll have to use a triple combo of a Trace Relic, Vocal Relic, and Cochlea Relic, which is impractical

Arachnida make up the bulk of the Arachnis people. While 99.9999% of them are your run of the mill spider, you may see Arachnida people, which are giant spiders with intellect



Arachne

Arachne appears to be that in-between of Arachnida and Humanoid, having the appearance of what's essentially a spider centaur. Humanoid upper body, Arachnida lower body. Arachne have over their full Arachnid counterparts their vocal cords and ears, which allow them to audibly communicate with others. They have over all Arachnoids the Arachnida body which allows them to interpret the vibrations of the Arachnida. Thus, they are will known to serve as a bridge of communication between Arachnoids and Arachnida, specifically the Arachnoids who have no spider appendages, which prevents them from interpreting well enough the vibrations that make up most of Arachnis communication.

This puts them into an excellent niche as to their contributions to Arachnis society. Putting them alongside Arachnoids in the outer levels allows them to serve as Human-Arachnis interpreters (though this tends to go more to Arachnoids) or Arachnoid-Arachnida interpreters, which is a role specialized to them.

Unfortunately, Arachne are less accepted than any other form of Arachnis among outsiders. Despite having all the advantages of both Arachne and humanity, most would sooner accept a giant spider or a 6 armed human than a human upper body on a spider lower-body. God Anansi has given every Arachne the latent magic to temporarily shift into Arachnida form or Arachnoid form. This revelation has given rise to the belief that God Anansi uses Arachne as the faithful bridge that holds Arachnis society together as well as the bridge between Arachnis and all others.



Arachnoids

Arachnoids are the most humanoid of the Arachnis, hence the name. Possessing the most similarities to outsiders, they are most commonly seen as human bodies with limbs adding to 8. The common rule is that the legs are that of a human, not an Arachnida.

  • 2 human hands, 2 human legs, 4 spider appendages in the back (most common)
  • 4 hands, 2 legs, 2 spider appendages
  • 6 human hands, 2 human legs (2nd most common)
  • 6 spider appendages, 2 human legs
  • 4 human hands, 4 human legs (least common)

Arachnoids tend to live either the furthest inside of Arachnis territories with the rest tending to reside around them, or they tend to live closest to the outskirts of Arachnis territories. This isn't out of any kind of reverence or spite. It is simply due to the fact that them being humanoid make them the least biologically compatible with Arachnis territories. Maybe they're too heavy or they tend to destroy webbing accidentally. It is simply a biological reality, though that's not to say that such racism doesn't exist at ALL

Arachnoids tend to occupy a special role in Arachnis Territories: Interacting with outsider humans/humanoids. Contrary to popular belief, the most common Arachnis are not inherently hostile. Just sensitive to outsiders due to their clean nature and web sensitivity. Perceptions of hostile outlook comes from the either actually hostile variants or common arachnophobia-shaped views. Arachnoids are the most compatible to interacting with outsiders for the purpose of trade or diplomacy since most would absolutely prefer a 6-armed human(oid) over a human(oid) with the body of an Arachnis. For that, Arachnoids are the most common Arachnis merchants, travelers, dignitaries, and diplomats. Not out of reverence or spite, but out of practicality

With this in mind though, this DOES put Arachnoids in the unique position of being able to take on roles that Arachne or Arachnids simply cannot, and the role of diplomats, dignitaries, interpreters, etc. tend to be almost exclusively prioritized for Arachnoids




Broodmite (Broodmother/Broodfather)

The Broodmite is the gender neutral term for their official name, which is Broodmother or Broodfather. Since residents of Arachnis Territories are considered children of the Broodmite (regardless of biological relation), the Broodmite is the leader/chief/president of the Arachnis Territory. The Broodmite can be either variant of the Arachnis species (Arachnida/Arachne/Arachnoid). The Broodmite is known to be immensely powerful and is effectively the Queenpiece of their kind. Should the Broodmite be taken down, the entire colony disperses. It is currently unknown how Broodmites are most commonly chosen, and such information tends to be held in deep secret by the Arachnis people

Broodmites are seen as direct prophets of God Anansi



The Culture

How are Arachnoids and Arachne made?

Everything has an origin. For the most part, a lot of them can be traced back to the God they serve. The Arachnis people are all created in the image of the God in which they serve, God Anansi the Spider Trickster. Trickster in this context isn't necessarily malicious, but more witty, resourceful, and cunning in His Heroic deeds. The Arachnida is what's essentially his "animal" form, while the Arachne and Arachnoid are His playful experimental forms between His Arachnida form and His human form. He fell in love with both of these forms as well and thus the Arachnis people and Arachnids as a whole were created. The Arachnis people take great pride in their origin, and insulting their God is a surefire way to end in your organs liquidized by their poison


Combat

Arachnida are as versatile as they are varied across region

With the before entry in mind, it's best to speak about them from the most common or popular viewpoint. Since most are afraid to venture anywhere near Arachnida Territories, what is known is based on what is observed via magic or what is consolidated from what the Arachnida who venture out of their territories tell people. There is a lot of word of mouth to sift through

So a lot of Arachnida are known to be extremely clean, valuing as close to spotless a home as possible, whatever that home takes the form of. An easy way to make and Arachnida uncomfortable is to put them in a dwelling that they aren't allowed to clean beforehand. A pigsty dwelling is a quick turnoff to Arachnida. When it comes to recruiting

Fae Races

These races fall under the Fae Umbrella. As a result, they all have a natural affinity for Fae Magic should they commit to one of the members of the Fae Counsel

  • Elf- The most common Fae race you will ever find on Earth.
  • Fairy/Pixie/Nymph- These all refer to the same thing: Your run of the mill traditional Fairy. Terms may vary by region, but they are all essentially the same thing
  • Gnome- The Fae equivalent to a Dwarf. Gnomes are best seen as a magic version of the Dwarf
  • Changeling- A pale-skinned shapeshifter who kidnaps people and
  • Leprechaun
  • Goblin
    • Redcap- Murderous Goblins with the ability to amp themselves up by bathing a cap in blood
Banshee- Ethereal being formed by the soul of stillbirth or miscarriage. Their voices are extremely powerful, but large groups of them tend to be a bad omen
Dryad- Guardians of the Forest, created by a Spriggan ritual. Dryads can create Spriggans and Treants
Dryads, Spriggans, and Treants

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Dryads are spirits of the forest. 1 Dryad is typically put in place to rule 10 acres of forest. Dryad is a title given only to Fairies of Nature, and are assigned by the Duke of the land being ruled. Dryads are a REQUIREMENT in areas of forest. Dryads live in the forest and protects it from malicious activity on their land. They are, in a lot of ways, park rangers. Dryads are not exactly territorial, but they ARE protective of their land. Dryads tend to be confined to the forest, and while they are allowed to cross into the woodlands of other Dryads, this is only the case if the forest is also ruled over by the same Duke

Dryads possess an ability that increases their power by 50% on their land, and 75% when near their center tree. This makes them INCREDIBLY hard to fight on their land. They also possess an aspect of Necromancy that allows them to create Spriggans and Treants from the souls of the people or Magical animals that die on their lands

Dryads are psuedo-Immortal. One can "kill" a Dryad normally, but this increases the power of their Spriggans by 100%. Spriggans possess the ability to capture the soul of their summoned Dryad and revive the Dryad by putting the soul in the Life Tree. Therefore, the only way to truly kill a Dryad is to destroy their Life Tree, then kill the Dryad normally. Alternatively, one can just kill all the Spriggans and then the Dryad. For this reason, Dryads tend to have one Spriggan on standby for the sole purpose of reviving the Dryad in case of death. If a Dryad's Life Tree is killed, the Dryad is rendered mortal until they claim another Life Tree, which only trees 500 years or older may become Life Trees

Trees of 20 years or older may become a Spriggan or Treant if the Dryad implants a soul into it



Spriggans

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Benevolent Spirits are placed into trees to create Spriggans. Spriggans tend to have full free will but tend to be confined to the land of their summoned Dryad, though the Dryad may give special exception to one Spriggan at a time to go wherever they desire. Spriggans mostly serve as stewards of the woodlands, and possess the ability to revive the Dryad who summoned them by implanting the soul of the dead Dryad into their Life Tree. Spriggans tend to be intelligent and can use magic, and the older the tree used to create the Spriggan, the more intelligent and the stronger the magic that Spriggan has.

Spriggans tend to be a bit taller than humans


Treants

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Malevolent Spirits are placed into trees to create Treants. Treants are typically mindless thrall at the whim of the Dryad who controls them. Should the Dryad who controls them die, the Treant is freed from their control even if the Dryad is later revived. It is the only way a Treant may be able to leave the land they're confined. Treants are monstrously strong and, like Spriggans, get stronger by the year and are generally stronger the older the tree used to create them

Treants tend to be massive, typically the size of the tree they are made of. Treants created from trees at least 200 years old have the ability to speak

Divine Races

These races are one step below Divinity. Humans may be Primed to become an Angel or a Demon. Reptilia may Ascend to become Wyverns

Angel- Our favorite traditional beautiful Holy Winged beings
Daedra/Demon- Our favorite traditional demon
Wyvern
 
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Rook
Rook.jpgRook True Form.jpg

Occupation: Attendant to Josephine; Flock Maestro
Species: Corvidae (Crow)
Age: ???

Description: Rook is the primary Crow called upon by Josephine. He is assigned by King Corvus to tend to and protect however she needs. He is essentially a bodyguard and messenger to the Flock. Rook is a VERY strong bird and his most common form isn't his true form. In the interest of protecting her by any means, Rook went far above and beyond any member of any flock. He ended up attaining a new power surge from King Corvus and with it, the new form of a huge Daedric Crow with 10 eyes and immense power. This gives him the power of 2 highly trained Warriors, 2 highly trained Mages and a Daedric Paladin. He..........He doesn't tell Josephine about his actual form because he knows that she just wants a peace with minimal magic interaction. Plus, she is immensely scared of the Daedric, so he is fine keeping this a secret. Plus, his true form is something he only ever wants exposed when he is to kill who sees it

Rook is obsessed with Josephine, nigh in love with her for saving his life that day. Anything that tries to bring her to harm will be killed. If Josephine were to die, Rook's power would increase 100-fold and the final 10 minutes of Rook's life before he fades away will be a rampage for the ages. He is a ruthless killer, fiercely territorial, and won't hesitate to kill even a flock member that Josephine wants dead, and grows more powerful the more Corvus Birds he eats. He isn't loyal to a flock. He is loyal to Josephine and that simply extends to any flock she runs.

Josephine isn't a threat. Rook is the threat.

The Corvidae hates Elaina, but whatever binds she put on Josephine's soul makes it impossible to take his talons to her throat unless Josephine is in imminent danger. There is also an aspect of Josephine not hating the witch, due to the fact that Josephine has little history with Elaina that she's able to recollect. It's a frustration that Rook holds, that Josephine isn't aware that he holds. All he wants is her safety. Memories or not, so long as he is a presence that she wants to keep around, he is happy with his current life
 
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Records of Conviction

These are the records of conviction under Divinity Law. This is the log of the crime and the punishment that the subject is under

Record of Conviction: Nancy Noi
Sex
: Male
Offense: Subversion and Defiance
Punishment: Exile from the Deepest Deep
Duration: Conditionally Specified
Presiding Authority: Mariana, Goddess of the Deepest Deep​

Description: Tasked under Goddess Mariana's Daedric Empowerment, subject's sibling, Nelson "Nellie" Noi was tasked to launch an offensive to render approved punishment to offenders of the Goddess Mariana for crimes of Gross Negligence in an event which, due to this offense, resulted in a death toll of over 75,000. In having to render the approved punishment, subject Nancy Noi utilized the Goddess's Holy Empowerment to counteract the gift of Daedric Empowerment. This eliminated Nelson's ability to fulfill her task as required under the conditions of her Divine Daedric Empowerment. This constitutes a Defiance of the Goddess's Will. His use of the Goddess's gift of Divine Holy Empowerment to accomplish this qualifies as Subversion.

Sentence: Subject is issued an Ordination of Punishment outlying an "Exile from the Deepest Deep" which is Goddess Mariana's version of a Complete Exile. After the grace period to exit qualifying territories, the Subject is then banned from ever entering territories associated with the Presiding God. The outlines of a Complete Exile are as follows:
  • Subject is issued a Mark of Exile. This mark identifies the subject to all Followers of the Presiding God. Followers know no further information beyond knowledge of the presence of a subject carrying the Mark of Exile
  • Subject is not allowed in a territory claimed by or in the name of the Presiding God, be they temporary (ie a campsite) or an established community.
  • Followers of the Presiding God must be approved by that God to assist the subject in any way, except in cases of imminent threat to life or justifiable on a case-by-case basis
  • Subject must be notified and turned away by Followers upon identification, except in cases of imminent threat to life or justifiable on a case-by-case basis.
  • With the exception of official doctrine text, Subject may not own or carry material associated with the Presiding God. Exceptions may be granted, most typically for material owned before the exile
    • Any material blessed in the name of the Presiding God are disabled in the cases of granted exceptions
  • Any Magics or material blessed in the name of the Presiding God with a "positive" effect are rendered Null on the Subject
This Exile is to be served until the Subject's current condition, defined as Nullification (or "Nullified") is lifted for 24 hours. This condition is approved by the Holy Counsel under the presiding authority of Zaccai, Elder God of Penance. The justification for this is that the Subject's condition is indefinite, persisting until it is manually cured. Since research is currently inconclusive, it is deemed to be enough time to constitute a fitting time-punishment by the time research is advanced enough to cure the status

Footnote: Nancy Noi is male and Nelson Noi is female. They are self-given names
Record of Conviction: Vladimir Hochmut
Sex
: Male
Offense: Negligence, Aiding and/or Abetting Soul Destruction
Punishment: Stripped of Divine Favor; Soul-Bound to Sunning Stone (Nellie); 2 years Torment in the Abyss per Treatment received
Duration: Life; Torment to begin in the Abyss in convict's Afterlife
Presiding Authority: Mariana, Goddess of the Deepest Deep and Daedric Lady of the Abyss​

Description: Subject led a private investigation, which uncovered a large-scale ring of "treating" Blight, which was monetized and simply transferred the Blight from one person to another. Those chosen to take on the Blight consisted of prisoners and, more notably, Nuns and orphans of war. This was done against their own will and caused severe damage to the souls of those it was forced on, causing permanent irreparable damage, up to and sometimes including Terminal Hollowfication, requiring the soul to be destroyed and preventing the soul being sent to their appropriate afterlife. This is egregious in the eyes of the Gods who created and preside over the realms, doubly so if done against the Faithful as it robs their follower of their God's paradise

The subject discovered this and instead of bringing it to light and alerting the masses, he not only kept it a secret but continued to reap his own benefits, pushing his own Blight onto them and contributing to the Hollowfication of their souls. Such act can only be seen as malicious. While others may or may not have ignorance of the effects of Spirit Magic, Subject is knowledgeable of the effects of Terminal Hollowfication and was knowledgeable of his own contribution both directly via Treatments or indirectly by sitting on the truth

Sentence: Subject will be punished in the following ways:
  1. Stripped of Divine Favor
  2. Mark of Universal Holy Undesirability (MUHU)
  3. Soul-Binding
  4. 2 Years Torment in the Daedric Abyss per Treatment received after discovery was made
Article 1: Effective immediately, subject is Stripped of his Divine Favor. Subject is immediately dismissed from the rank of their respective God and adherence to their individual Law and Divinity Law at large. This prevents the use of any Divine Magics (Holy/Daedric/Fae/Draconian). Any pending afterlife Rewards are kept or dismissed on a case by case basis, to be chosen by the God who issued the Pending Reward. Any item blessed by the God they were dismissed from will be rendered Null. Subject's soul will thenceforth be treated as that of a Non-Believer

Article 2: Subject will be issued the Mark of Universal Holy Undesirability (MUHU). This mark identifies the subject as Undesirable in the eyes of the Holy Gods, preventing him from receiving Holy Divine Favor while the mark remains active. Supportive Holy Magic is 75% ineffective on someone with a MUHU, as are the effectiveness of anything Holy that is beneficial to the subject with a MUHU. In the afterlife, those with a MUHU will NOT be sent to a Holy God in the Afterlife for permanent placement. For those with a MUHU, any pending Rewards from Holy Gods are on hold while the mark is active and if the subject dies with an active MUHU, any afterlife Rewards are Null

Article 3: Subject is Bound in servitude to the being known as Sunning Stone, also known as Nelson "Nellie" Noi. Subject gets progressively weaker as he moves away from the Master, up to 50% weaker (physically and magically) for a mile or more distance. When the Master is in a certain location (village, town, city, etc.) the Bound may roam freely but is unable to completely leave the location. The Subject gets stronger when defending the Master. When the Master dies, so too does the Subject

Article 4: With time to begin in the Subject's afterlife, the subject is sentenced to 2 years of Torment in the Daedric Abyss for every treatment for Blight that the Subject received. Torment is at the full discretion of the Presiding God or their respective delegates, and can include almost anything up to but NOT INCLUDING anything that causes damage to structure of the soul itself. Upon completion of the ruled time, Subject's soul is released. If the soul has served all sentenced punishment, then it may be sent to their respective God for any pending Rewards. If the soul is a non-believer and has resolved all punishments and rewards without being permanently placed, they will be sent to the Null Realm to await permanent placement
 
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Relics Log

Relics are magic items with special qualities. These can range from relatively common to literal one of a kind and can be a utility, an armor, and weapon. Pretty much any item can have a relic version of it. The relic can be nigh useless. It can be a world-ending ink quill. Who the hell cares?

This is the log of relics. Any new relics will be posted here

Here is the skeleton for a Relic. If you want to create a new relic, this is the CS to follow

Code:
[Name of the relic]
[Picture if Applicable]
[B][Owned By][/B]: Who owns the relic being used

[B]Description[/B]: Post the description of the Relic's application here. Description should include what the relic does and its basic uses and other fluff notes for the relic

[B]Strengths[/B]: What GOOD does the relic bring to the table, whether it's directly tangible or not
[LIST]
[*]Aspects of what makes a relic good should be posted in a bullet-point format
[*]Simple sentences make this easier
[/LIST]


[B]Weakness(s)[/B]: How hard is it to use the Relic. OR how hard is it to use the Relic or what makes using the relic harder
[LIST]
[*]Same with the Strengths, it should be posted in a bullet point format
[*]Weaknesses are for anything that make using the relic harder if not impossible
[/LIST]


Everquench Canteen

Everquench Canteen.png
Description: After filling the canteen to at least halfway and then closing it, this canteen never runs dry of almost any liquid that is put inside of it, so long as the liquid is NOT living or part of a living being (like a slime), or pure magic liquids (like potions of pretty much any kind). If another liquid is put in there, it completely replaces the liquid that was in there before. The canteen retains the properties of the liquid inside. If you put ice cold water in it, it will pour out that water when picked up years later

Note: The canteen does not begin Everquenching until it is CLOSED. It must be filled to at least halfway and THEN CLOSED before it begins. If another liquid is put into it, the liquid does not permanently change until it is filled halfway and then closed, allowing one to pour out the new liquid should they change their mind. However, in that case, the second liquid will be mixed with the first, effectively ruining the second liquid


Strengths:
  • Never-ending stream of liquid, from water to alcohol to gasoline to acid to poison.
  • Indestructible
  • Retains properties of whatever is inside. A halfway full canteen of holy water will give you a never-ending stream of holy water
Weaknesses:
  • Anti-Magic will disable the canteen for 12-24 hours (depending on the strength of the anti-magic) from the time it leaves anti-magic influence, rendering it a normal everyday canteen
  • Tangible solids will render the canteen useless until the tangible solids are purged. This includes ice.
  • Does NOT purify, corrupt, or otherwise alter anything inside of it
  • 1 liquid at a time. If you have a liquid to mix, don't mix it in this canteen or you'll lose the first liquid. A mixed liquid must be put in there as a whole (post-mixed)
  • The liquid inside can be altered if done while the canteen is open. For example, if you put in ice cold water and then shoot fire directly inside of the bottle, the water will heat up. One must then pour cold water back into it. If you pour sand into the water, you must empty it and refill with purified water.

Landwalker Talisman

Landwalker Talisman.jpg

Description: When on the user's person, it allows them to operate on land similar to a human. Gills function like lungs, allowing them to breathe air, reduces body functions that are otherwise optimized for non-surface land purposes, and optimizes body functions that otherwise don't operate as well on land

Basically allows them to sustainably live on land

Strengths:
  • Immune to Anti-Magic
  • Always active while on person
  • Indestructible

Weaknesses:
  • User is left to learn how to actually live on land beyond literally being able to breathe and walk effectively on land
  • If removed by any means, the effects of the Landwalker Talisman is nullified
  • Must return to water regularly. Extended time away from the water will make one's functions weaker in the water

Icarus Feather
"The council of Corvus approves of you. This feather will get you where you need to go."

Icarus Feather.png


Description: When the Icarus Feather is invoked, it makes the user's body incredibly light and allows the user to perform a very fast dash, a very high jump, and allows the user to glide/float to the ground.

Strengths:
  • When invoked, the user is light enough to be carried by birds.
  • They can also be launched or levitated by Wind Magic, increasing mobility

Weakness:
  • 60 second max, followed by a cooldown based on how long it was invoked
  • User is susceptible to Wind Magic while being used, as she is able to be easily flung by it

Relic: Alchemical Saber
"Who said that blades must be made of one material?"
Owned By
: Arnold Asella

Alchemical Saber.jpg

Description: This Fae Magic imbued blade hilt can change the material of the blade coming out of it, or imbue new material within it. The relic is more the hilt than the blade itself

Strengths:
  • Allows user to strike any material weaknesses of a target (like iron for fairies or silver for werewolves)
  • User can use multiple metals to forge the blade
  • Blade Forging and reforging is instant
Weakness:
  • User must have the material on hand to sacrifice to change the material of the blade
  • When the material is changed, and the new blade is forged, the rest of the material left after forging it is gone
  • If there isn't enough material to forge a full-length blade, one must either accept a shorter blade or accept a less pure blade
    • Like if you don't have enough silver to forge a 14 inch blade, you can either accept a 7 inch pure silver blade or a 14 inch half silver blade, with the other half being the old material
  • No undo's or redo's. You don't get refunds on materials
  • Subjected to the material's durability and weaknesses. Low grade material is still low-grade
 
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