Andouphe
Location: South eastern coast of Tacrof Specialty: Air and Sea port
Description: Andouphe is a major port city in the South Eastern coast of Tacrof. It serves as one of the biggest merchant cities in the country. From here is where the most lucrative commerce enter and exit. Andouphe is guarded on both sides by 2 more seaport military cities to deter from external naval attacks. That opens up Andouphe itself to focus on trading effectively and safely. Attacking merchant ships is an easy way to end up sunk as trying to fight Merchant ships in Andouphe waters will result in flanking alongside torrential superior firepower from both sides.
With an airport, Andouphe is also known for exotic and imported goods from even further countries than its closest coastal neighbors. It allows them to receive goods from the internal land-bound countries, and with both country taxes and tariffs at the receiving country, it is ultimately at a lower cost overall than shipping it to the coast to then sea-ship it to Tacrof.
The airport also serves as an aristocrat's playground. Air Travel is expensive. Pirates who can sail the skies are prestigious. Since this makes air-travel safer than sea travel due to not having to deal with dangerous waves and deal with less pirates and even less ghost ships, air-travel brings in the rich and/or famous. Tourism in Andouphe is a booming industry
If you want to get rare and exotic goods from more obscure, land-bound foreign countries, Andouphe is a place to find it
Locations in Andouphe
Airport- Where airships take off and land
Seaport- Where sailing ships depart and dock
Red Light District- The place of brothels and debauchery
Noble District- Where all the best stuff is
Commerce District- Where most of the shops and vendors set up
The Triton's Trident- Gun shop offering firearms, cannons, explosives, ammunition, repairs, and upgrades
The Sharpening Stone- Blade and armor shop offering all manner of weaponry created by a renowned Blacksmith. The melee version of the Triton's Trident
Location: Shop- The Triton's Trident View attachment 1148933
"The Trident: Guns, Explosives, Cannons."
-Aegis, Owner of Triton's Tridents
Shop Type: Gun Store Location: Andouphe, in Commerce District near Noble District
Run by a woman named Aegis, The Triton's Tridents specializes in all manner of armaments, from pistols to rifles to cannons to ship weaponry to all types of ammunitions. The Triton's Trident, being located near the Noble District is known to acquire very powerful or rare weaponry, selling them at a VERY expensive price. High quality gunpowder, dwarven innovations, gun alterations and upgrades, rare ammo. You can even put in an order for delivery or inquire about rare or relic projectile armaments. Aegis is the general repairman for the shop. She has a passion for weapons craft and is extremely knowledgeable about firearms from the smallest pistol to the biggest cannon
For weapon upgrades, one can talk to her assistant, the right prong of the Trident, Lucas the Lamna (Shark-Man). Lucas stands at a very intimidating 7'2". However, don't let his monstrous frame fool you. While he is always ready to bounce unruly customers if not just straight up eat them for disrespect, he is generally a gentle giant. He is the heavy weapons mechanic, being the most suitable to move and carry big things. Lucas specializes in repairs and upgrading heavy weapons and ship weapons
The left and final prong of the Trident is Cale, a Ceratoph (Frog-man). Cale offers special ammunition and works with both small arms and armaments to those with special needs. Whether it's weapons that fire magic, integrating weaponry into prosthetics, creating weaponry that is fired by alternative means (like voice command), if there is a gap keeping someone from using a firearm, Cale is the man for the job. Want homing rounds? Armor-piercing bullets? Cale is the man for the job. Given his stature, he also works with weapons too small for the bigger fingers of Lucas, so he is more fit for things like pistols.
However, there will be an ever-changing cast of people around the shop, because unless you speak to one of these 3 directly, one will almost never see at the desk the same person serving as clerk. It is unknown WHY that is the case, but there seems to be no consistency whatsoever on who is there to assist customers, yet all of them seem to insist on working there.
Overall though, the Triton's Trident is the best ordinance shop in the city. There just seems to be a tad bit of shade in the underbelly of it.
*Note: On top of what a Trident is and how it applies to a port city, the store name is a triple entendre in reference to:
Guns, Explosives, and Cannons
Aegis, Lucas, and Cale, the main 3 who run the shop
Aegis's signature spell, Trident, which summons 3 heavy cannons for her to control on top of her own
The interior of the store, right behind the main desk at the top of the wall is the weapon commonly carried by Aegis in her days as Saige from the Bronze Ballasts (pictured in her profile)
Name: Saige Age: 33 Occupation: Owner of the Triton's Trident
Saige is a hardcore chick who uses a cannon. No skill with a blade, but powerful with heavy armaments. Cannons, explosives, grenade launchers, grenades, etc. Saige's only magic is magic to summon heavy armaments or enhance them. As an ace in the hole for the late Bronze Ballasts, her strategic placement is decisive in terms of success or failure in a raid. Saige has a history in richer circles, as she grew up in an aristocratic family, though she chose to discard her family name. For this reason, Saige's last name is unknown. The woman is known to be a tough love kind of gal, caring about her crew's lives moreso than the delivery of her words
Saige currently resides in Andouphe under the anagram name Aegis. She runs a weapons shop called Tritons Tridents with a team that seems to constantly change their appearance. Either they have some shape-shifting abilities or they are big on disguises. The shop keeps itself lowbrow. We believe it's due to the rep of the Bronze Ballasts
Name: Cale Age: 24 Occupation: Small Arms maintainer; Armorer
Description: Cale is a very shy person, so he tends to be incredibly formal all the time and is known to stutter. That along with his small stature makes Saige look after him like a little brother. However, Cale is good at what he does. As the only of the Trident able to use practical magic (Saige summoning cannons isn't exactly useful on a day to day) and the smallest of the 3, Cale's job is a special one. Making magic ammo, maintaining the smaller weapons, and making weapons with accommodations for those that need it is Cale's job and he's happy to do it.
Cale is an expert with smaller lighter weapons like pistols. He is also the secondary behind Aegis to run the store in her absence
Name: Lucas Age: 37 Occupation: Big Weapons mechanic
Lucas stands at a monstrous 7'2". He is also an extreme fitness fanatic. This culminates in this huge buffed out Lamna (shark-man) who can strike fear into anyone. While ever trying to rob a gunstore is asking to die, Lucas alone provides enough reason to stay polite in the store and not give Aegis a bad time. Lucas is a heavy weapons mechanic, serving as the main source of manual labor in and around the shop.
Location: Shop- The Sharpening Stone View attachment 1148934
"Words are complicated. Sword is simple."
-Noram, Owner of The Sharpening Stone Shop Type: Blacksmith; Weapon/Armor Enchanting
Run by renowned Blacksmith Noram, The Sharpening Stone is the sword and bow equivalent of the Triton's Trident. It offers a host of physical weapons, from blades of all sorts to hammers, and arrows/bolts for bows and crossbows, as well as armor of all types. The blacksmith Noram is well known as a master blacksmith so his quality is always high. He offers new weapons, weapon repair, and orders to create new weaponry, as well as creating weapons from materials given to him. Noram is a busy busy man and is known to turn away offers that utilize low-grade material or low pay, though it's not uncommon for even high priority orders to get bumped down a place if someone comes in with an exceptionally high grade material, exceptionally high pay, or exceptionally creative ideas. Noram is a craftsman through and through, and creating means more to him than money. Even if it's landed him in hot water with royalty or the nobility in the past
The shop also offers weapon enchantment courtesy of his wife, a master enchantress goblin. Weapon enhancement, cursed weapon dispelling, dangerous weapon disposal. You give her the parameters you desire and she makes it happen, the stronger the enchant, the higher the price. Don't let her intimidating look fool you. While she is a tomboy through and through, she is one of the best in the city at what she does. Chances are, if you come into The Sharpening Stone, it is she or their daughter who you'll be talking to, as Noram is always down in his forge
Note: This logo is completely original, along with the The Trident's Trident Logo. I made this logo
Name: Thrizsee (Trixie) Greybrew Age: 31 Occupation: Weapon Enchanter; Co-owner of The Sharpening Stone
Description: Thrizsee (Common Name Trixie) is a master Enchantress and veteran pirate. She decided to hang up the cutlass after she met Noram, fell in love and married, and got pregnant with their daughter Briamoq Abrenella Greybrew. Trixie is a tomboy through and through, having amassed quite the body count while sailing. It is thought that Trixie gets an addon to her tattoos for every person she kills. Makes sense, given that she hasn't added on to her tattoo collection since she left the pirate life. Trixie is very good at spellblade (enchanting her weapons to use in battle) and
These days, Trixie is either chasing her daughter around the city or she's working as the co-owner of The Sharpening Stone, where she puts her spellblade experience to use by enchanting weapons for pay. The more the pay, the better the enchant. No one in the city of Andouphe can do it better. Trixie is foul-mouthed, blunt, and has the mannerisms of the pirate she used to be. But she's a damn good mother and damn protective over what's hers. Her child, her husband, her business
OOC: Trixie fights at about the same level of Fatimah
Name: Noram Greybrew Age: 39 Occupation: Blacksmith; Owner of The Sharpening Stone
Noram is one of the best blacksmiths in the kingdom. People travel far and wide to have weapons made by the patriarch of the Greybrew Family. The man's seal of approval almost guarantees the weapon sells. Noram is an artist through and through, and puts his all into creating weapons or armor. However, the man being a very busy man makes him selective. Low quality material, bad weapon designs, not enough money for the design you're going for? Noram will reject it.
He's a nice man for a former military commander who's seen combat. He's blunt and can be grouch given is constant workflow but he's a man who looks after his own. He's a powerful friend to have, with loads of connections in high places (up to the Tacrof Throne Room) and a loyalty to his allies that cannot be understated. 9 times out of 10, when you enter his shop, you will be speaking to either his wife, the Master Enchantress Goblin Trixie, or their daughter, the 8 year old Briamoq Abrenella Greybrew (Nickname Bri)
Note: They named her Briamoq as it's a Goblin name and Abrenella which is a Dwarven name. Since she's a Greybrew (her father's last name) Trixie got to choose the first name
Sanctified Locations
These are all sanctified or divine places. While in these places, those with the appropriate element of Divine Favor may pray or rest to refresh 1 Ordination Charge. However, since these places are Divine or Sanctified, it is always best to stay away from these places unless you are authorized. If you are unsure as to your authorization, you are probably not authorized
Daedric Sanctified Location: The Abyss
"Take control, or submit to my control."
-Mariana, Lady of the Daedric Abyss
Oppressive Darkness, Oppressive Pressure, Oppressive Cold. The Abyss is the biggest sanctified location throughout all realms. When one finally traverses the depths of the Deepest Deeps comes the final obstacle. A daunting traversal of 7,000 feet from 13,000-20,000 to reach the Trench of Goddess Mariana, it is the culmination of Oppressive. Hard enough to find given the lack of light from the layer above, The Abyss has an unholy trinity of Oppression. Oppressive Darkness serving as a poison that sucks out all light, Oppressive pressure for every 1,000 feet of ocean above it, and Oppressive Cold that come with the touch of Daedric making it to freezing temperatures, this place is its own natural buffer zone keeping interlopers from Mariana's Holy Trench
The Sanctified Daedric Location to note isn't actually in the Abyss, but in the Deepest Deep. It is the spectral outline of a wrecked ship, along with the ghostly spirits of those aboard when it wrecked. If one begins to see spirits of humans in the otherwise pitch black unseeable-ness of the Deepest Deeps, it is because you are nearing the ship. This ship is sanctified. The MOST sanctified location on the planet due to it almost never being interrupted or subverted. If one sees the ship, it is their final warning before they enter the Abyss, characterized by its bow pointing up, the only sense of direction one will have seen since entering the Deepest Deeps, and the one pointing back to where the light will be
The creatures of The Abyss are exponentially stronger than the Deepest Deeps, the temperature immediately noticeably lower, the darkness almost suffocatingly permeant. Many of the creatures here are blind, repulsed by the light. However, unlike the Deepest Deeps, the Abyss sucks out the light, the creatures hostile to holy with this being their domain. Light doesn't illuminate far. Batteries die faster, light-generating spells using exponentially more mana. If one runs out of light and their vision is plunged into darkness, the darkness begins to poison them, feeding on the light in their eyes until they are robbed of their vision completely. Then the light on the soul is fed upon, causing gradual hollowfication. When hollowfication completes, the soul is Oppressed out completely, leaving a silhouette of a corpse, all color robbed from even their bones.
The Abyss is Mariana's domain, the waves of Oppression vast and deep. If you are not welcome, best stop at the Deepest Deep
Holy Sanctified Locations: The Trench and Cordelia, the City in the Trench
"My Holy Bastion. For my faithful, only the best in the afterlife."
-Mariana, Goddess of the Deepest Deep
If one can make the 7,000 feet swim through the Oppressive Trinity that makes up the Abyss, one will be immediately met with warm, crystal clear waters. Thriving with all manner of life, beautiful colorful coral reefs, fish that shimmer with the brightest scales, fish that are known to be extinct in the world above and fish thought to be only seen in myth, the Trench is a finish line to a dangerous path travelled. Treasure chests littered the floors, finally coming to rest as sanctified and holy now
The Trench, unlike the Abyss, is an underwater paradise, a tropical dream. A place only the most faithful holy are allowed in the afterlife, it is a haven of the Goddess Mariana. To those who can survive the pilgrimage, who can keep the faith through some of the worst conditions in this realm and the next, the worst gives way to an eternally loving and doting Goddess reminiscent of the Goddess of the Sea of 200 years ago
This spectacle, this shimmering beauty glowing with Holy Magic and spreading it to every single thing the waters touched all gave way to the visual out in the open, a big area for a trench. It was a giant underwater city with an absolutely massive palace in the dead center. This was Cordelia, the City in the Trench. With the Abyss being one of the most Daedric places on the planet given how the flow of Daedric sanctification is never interrupted due to the natural buffer zone of 13,000 feet's worth of ocean bearing down on it, Cordelia is the same with Holy for the same reason
Cordelia is a place made for all manners of sea-based life, all to dote on the devotees of the Goddess. Magnificent is the most appropriate word to describe it. It had in it a beauty that could never be accomplished by human hands, a place that preserved every bit of life that could flourish under the sea, so while it was very obviously crafted, there was never any indications of terra-forming, as if the Goddess hand-made this location Herself to have her city built on
However, that was simply not the case. Unlike most Gods who had their city built to their desired form factor, Goddess Mariana did not. This was a labor of love from the denizens of the deep, celebrating her descent to become the Goddess of the Deepest Deep. These weren't her Holy followers. These were the followers in The Abyss, her Daedric followers who not only gave to her the Abyss they so dearly called home, but also allowed her to foster a Holy city within the city THEY BUILT HER. It is truly an act of devotion for a people who love their God, to allow her to foster a Holy presence to a Daedric City
Then guard it with their lives. Let it be known then that Goddess Mariana rightfully holds her children in extremely high regard.
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
Everquench Canteen
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
Benefits:
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.
Relic: Craftsman's Boon
Description: A polished wood hilt of a simple design with archaic characters etched in both sides. Manifests a metal tool of the user's imagining when held in hand. Metal only manifests when touched, otherwise only the handle maintains its integrity. Uses Transformation and Metal magic.
Benefits:
Manifests a metal tool when held, whatever the user can imagine and know how to use.
Impervious to weather and wear and tear. Both hilt and tool nearly indestructible.
Pocket-sized for convenience.
Weaknesses:
Only manifests a tool that the user has the knowledge and understanding of. Requires the user to visualize the desired tool in some capacity. Simple tools are easier to manifest, complex tools difficult.
Can only manifest tools up to 4 inches in length. Cannot manifest proper weapons, like daggers or blades. Limited to utility tools, like carving knives, saws, tweezers, etc.
Can only manifest metal. No complex machinery that requires additional components.
Metal must remain attached to hilt. Can't make projectiles.
Other Metal/Transformation magic can interfere with the tool, weakening its integrity or distorting it completely.
Landwalker Talisman
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
Benefits:
Immune to Anti-Magic
Always active while in person
Indestructible
Limitations:
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
Flurry Ring
"After you confuse and confound........rain hell."
Description: The Flurry Ring allows the user to perform a reflex a massive amount of times in a short amount of time (about 3 seconds). This reflex can range from anything between moving a finger to swinging a warhammer. The intention is to make the user unleash a ton of attacks in an instant. The location of the ring is not important. As long as the user is actively wearing it, any reflex on the user's body is capable of being sent into overdrive
Cooldown: 30 seconds
Weaknesses:
1 Reflex per use. If you throw a kick, the same use won't extend to punches. If you stab with a sword, it won't extend to slashing
The heavier the weapon, the less effective the Flurry Ring as it means they swing the weapon slower
The slower the fire rate and the smaller the clip, the less effective the Flurry Ring as it pertains to ranged weaponry
Relic: Omnisight Monocle (One-of-a-Kind Rarity)
"Caught in 4K"
Owned by Nakaos
This lens in these frames
The Omnisight Monocle uses magic to correct the user's vision to ensure that what they're looking at is crystal clear. It auto zooms the user's vision in and out as needed depending on what the user is focusing on. This lens can make the blind see again, so long as they're looking through this monocle. It corrects any and all visual distortion from any means
Strengths:
Corrects any and all visual problems, including blindness
The lens is indestructible
Weakness:
Useless if you're not looking through it
Custom Made for Nakaos, who is a cyclops. The lens is far bigger than most people can use
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
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
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
Gorgon
Gill-Borne
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
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
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
Draconic Descendants
Since Dragons are largely reptilian in nature, most Reptilian races are considered a descendant of Dragons, or have at least a drop of Draconic blood, making them automatically more likely to be accepted for Draconic Divine Favor. Even half of these races qualify for the higher chance at acceptance for Draconic Divine Favor:
Lepido- Official name for the broad class of Lizardfolk
Tetsu- Turtle People
Ophidia- Snake People
Gorgon- Head of snakes, possible scales and reptilian eyes; Otherwise human body
Gorgon Physiology: Snakes Have Metabolism Too!
Gorgons have heads of living snakes in place of hair. Since these snakes are sentient with minds of their own, they require sustenance of their own. Luckily there is no overcomplicated process to "feed" them. Since their views and tastes feed into the main body (the actual Gorgon), the Gorgon's body feeds back, providing them with hydration and nutrients from food. The snakes provide another brain for processing power and perspective. In turn, they feed off the body to sustain themselves and grow stronger.
It is largely determined by genes how many snakes a Gorgon may have for hair at full maturity, though this number has only ever been under 4 in cases of medical anomaly. There tends to be a symmetry at play with Gorgons. That tends to fall in line with either being an even number of snakes, or an odd number with 1 snake in the middle of the back of their head. Snakes tend to follow a pattern of growth alternating sides on the head, and prioritizing an "empty" spot. Gorgons with many snakes tend to be much stronger overall, since more snakes means more brains and the more snakes maintained, the more the Gorgon has to consume to sustain all of it. This makes Gorgons a race of extreme potential, but they must take care of themselves
Should the Gorgon begin starving, snakes begin to die in order from youngest to oldest. This is because younger snakes require more sustenance to sustain since they are growing. Dead snakes weaken the main body proportionately until it is removed, a process that tends to be both physically and mentally painful. Since a snake is literally both physically and mentally connected, it is no easy task. However, a dead snake remains until it is either revived or removed. A Gorgon that can rip a snake out of their own head without batting an eye is one to be feared, and is a dead giveaway to some form of mental illness or brainwashing........or just purely mad.
Notable Gorgon: Lostrogret Deadeye
Lostro is a notable Gorgon Child. Born to a Drawf man and Mystic Gorgon woman, The genetic lottery awarded Lostro with Dwarven propensity for physical strength and Dwarven stature, the Gorgon head of snakes and the mystic power granted to not only her but each of her snakes as well. This lottery, for all the benefits, has the downfall of Lostro has a devastatingly fast metabolism. The girl is notable for being tired. She can't run very fast or very far. The only way for Lostrogret to sleep in a way that she gets the full benefit is to have both her AND all her snakes fall asleep together, a feat that's nigh impossible without some powerful sleep drugs or sleep-inducing spells. She has to eat food equivalent to 3 of her peers. Without a sleep spell, Lostro essentially has to sleep 12 hours a day
It is a good thing that Lostro has a huge sweet tooth, since she has ample reason to indulge in sweets as much as she can.
Lamia- Human upper half; Snake lower half. Effectively a snake centaur
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. Should they ask for Fae Divine Favor, they are more likely to be accepted than other races
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
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
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
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
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
They are typically favored by the authority who bestowed it upon them
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)
For rulers of species, they are granted general friendship/favor among the rest of the species
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)
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:
Those with Holy Divine Favor are unable to practice Daedric arts. This is also vice versa for Daedric toward the Holy
For Dragon/Wyvern Riders and Tamers, they themselves are unable to take the life of a Dragon. Their beast must do it for them
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.
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
Never bare your teeth at your Authority
Fulfill the conditions your Authority has set for you, if any. Never slack on it, as laziness will get your Favor revoked
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
God served by the mother
God served by the father
The Realm of the Undetermined
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
Curses MUST have a way to be alleviated
The caster of the curse must not deprive the accursed of every possible way to alleviate the curse
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 2 categories: Protected and Unprotected
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:
A Ritual, with the target either present or near enough
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.
NEVER will a follower ask for a curse from a God outside their pantheon
This is MASSIVE blasphemy
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
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
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.
These are a few of the ships that may be encountered as well as some of the general facts on the ship, including the specialty, general weaponry, risks and rewards associated with attacking the ship.
Mercenary Ships are ships with landlubbers shipping out for a mission. While not specialized in raids, they ARE good at close combat. These are the ships with traditional adventurers aboard. Since it's a bunch of landlubbers, unless they have a seasoned captain aboard, one can expect either a weak ship or a moderately strong ship with robust weaponry. Regardless, these are best caught on return trips, as that is when they'd have all the loot they collected on their mission
Close Combat specialty
Heavily armored ship
Wide Cannons- Cannons with a slower velocity but can hold cannonballs with higher explosive yield
Heavier Armored soldiers
Better weapon loot
Chance at gold chest
Chance at rich gold chest
Merchant ships will make up the bulk of your bounties. These tend to feature a good amount of loot, and usually some form of bounty aboard them. Robbing these make the bulk of how pirates make their money. They may be escorted by guard ships as a result, or they may have mercenaries onboard. If the merchant ship is accompanied with Royal Navy vessels, be prepared to start a war if you go after it
Loot Heavy
Mid-armored ship
Standard Weaponry
May be getting escorted
Loot depends on merchant’s product
Highly protected loot vault
Pirate ships, your potential rivals out on the sea. These ships
Raid Specialty
Ship armor can vary
Pirate weaponry
Lightly armored but stronger weapons
Ammo/Alcohol restock
Chance at gold chest
Chance at treasure map
Chance at cursed chest
Noble ships tend to have some form of rich people onboard. These ships are VERY luxurious, the most luxurious you can find, in fact. These ships tend to have a VIP onboard, usually a socialite, arisocrat, even nobility. This allows for an incredibly big ransom. However, will always have heavily armed guards if not members of the Royal Navy onboard, as well as heavily armed mercenaries. It is best to not touch these ships if you are not prepared. They WILL sink your ship
Ultra rich socialite ship
Massive-heavily armored ship
Excellent loot
Will be escorted
Heavily-Armed Mercenaries
Rich Gold Chest
High chance at cursed chest
May induce a bounty on killing the VIP
These are long range prison ships moving slaves. These ships are typically just transporting slaves, but since the slave trade is lucrative, you may find plenty of loot aboard. Then more if you choose to deliver said slaves. The easiest way to take on these ships are to release the slaves as it will almost always cause a meltdown from slaves looking to be freed from their bounds
Mid-armored ship
Long Cannons
Archers and/or snipers
Rich gold chest OR cursed chest
Release/Take slaves
Potential Relics onboard
Magic ships are heavy on the magic. While typically fragile, the magic onboard can make these ships both very fast and heavily armored. Expect a strong mid-range fight here, and make sure you have enough mages aboard your own ship, because 1 or 2 strong spells in the right place will you scrambling to patch the holes you'll put in your ship. If you do not have strong magic capability, it is best to stay away, as they either WILL escape or they WILL cause irreparable damage
Light-armored ship
Magic weaponry and maneuvers
Powerful Mage commander
Relic onboard
Elusive
A ghost ship is a truly unfortunate encounter. Rumors have it that Ghost ships sail the Spirit Seas. Others is that ghost ships are an incarnate of unrecovered cursed chests that were aboard sunken ships. However, what you need to know is this: Splash those blades with Holy or Fae water and dial up the magic. These ships are heavy on magic and the specters aboard it can raid your ship from afar. The easiest way to kill these ships are to smite the ship with one strong spell. However, you will also smite the cursed chest aboard it. If you want the chest, you will have to "solidify" the ship with a spell to enable your troops to walk on it
Magic-Heavy
Highly elusive
Only available at night
Relic on board
Cursed chest on board
Unaffected by physical damage
Magic only
Cannot be shot down, only dissolved
Demon ships are Daedric ships full of demons of many types. They are malevolent, they are aggressive, and they are devoted to Daedric beings if not THE being that presides over the dungeon they may be guarding. These ships rarely have good loot beyond the equips of the ones you kill. They are guard ships. At most, you'll get food, ammo, and some weapons, but anything truly special is in the dungeon they are guarding
Signifies a close dungeon
Heavily Armored ship
Weak to Holy Magic
Heavily armed demons
Must be destroyed to reveal dungeon
Strong Magic Shield
Royal Navy ships are the bane of pirates across all the watery seas. Literal battleships, they have excellent equipment, a host of the biggest and most destructive guns money can buy, the ability to call in reinforcements, and formally trained soldiers. The weapons you get from these ships are second to none, the food you get top notch, ammunition PLENTIFUL. However, it is impossible to get out from these unscathed. These are the boss battles of the sea. If you want to take these ships on, DO NOT fly your flag on the approach, DO NOT leave survivors, and DO NOT steal the ship. They are very noticeable in both flag and design. You are potentially starting a naval war with a country
Known to call in reinforcements
Military-grade weaponry
Armed to the teeth
Massive amounts to restock
Guaranteed bounty if any survivors remain
Guaranteed bounty if reinforcements are called
Confiscated gold chests on board
A fortress caught in a crossroad of another realm? A fort that a God emplaced? Doesn't matter, because you're up against it now, and NEVER on accident. Kraiven was exactly this. You're not taking on a normal ship, you are taking on a literal castle and its host of troops. It is all out war. 1 ship will almost never prosper. You need a fleet if not an armada.
This is an overall log on subjects pertaining to the Black Sea Basenjis and the pirate life. This includes things like the cast of characters and who they're played by, then there are the Basenji armaments, and the leaders to whom the crews will rally around.
Current Cast
Played Characters
Sebas Deadeye- Human male; Captain of The Canine, A Basenji raid ship; Controlled by Kylesar1
Fergie- Female Goblin/Elf Woman; Canine Raid Captain; Aggressive and short-tempered; Controlled by WayfaringWaaksian
Bogrum- Male Orc; Fergie's partner in crime; Malnourished orc saved and then recruited by the Basenjis; Serves as Fergie's FOIL; Controlled by WayfaringWaaksian
NPCs
Close Combatants
Ashlynn- Viking woman; Bear familiar; Extremely quick and strong but lacking in defense; Loves to fight; CS by Kylesar1
Avery Valencia- Male Catboy; Hand to hand expert; Trained by Sebas and Ashlynn; Gay and in love with Sebas; CS by Kylesar1
Damond- Male Werewolf; Overall Basenji Raid Captain; Likes strength and ignores the weak crewmates; Likes to fight
Support
Orabelle Alahala- 9 year old Piscean girl (fishfolk) guarded by Sebas; Noncombatant, but can support with her voice; Usually found with either Sebas or Elaina CS by Kylesar1
Elaina Melora- Human female; Scout and resident ship nerd; Underlying manipulative and condescending nature; General noncombatant, she's usually the RP's hint system and alert system; CS by Kylesar1
Fatimah- Human Mystic Woman; Part of Adonis's circle of leaders; Magic expert; Very well liked among the crew
Armory
Duradel- Tiefling male; A conman, liar and weasel; Runs the small arms armory aboard the ship; Best to not take his word for it
Thieves
Kersact- Immortal Goblin Male; Very old and crazy; Cursed to acquire 1,000,000 pieces of loot before curse is lifted; Guard the ship's vault; Leader of the Basenji's Goblin Thieves
Ship Weapons
Nakaos- Cyclops woman; Bombardment expert; Very good eyesight in her single eye, and holds magic that allows her to take control of and lock-on indirect fire weapons (think mortars instead of cannons); Can shrink her size down to orc size; Like all cyclops, immense immense physical strength, yet doesn't know her own strength
Beasts
Cherylanth- A female dragon who became a grotesque amalgamation of multiple different reptilian species. Dragon, Wyvern, Wyrm, Basilisk, etc.; Mentally unstable, immensely short temper and high pride
Neutral- These characters have either questionable roles or undefined roles aboard the ship
Lostrogret Whitcoat- A walking apocalypse; Female undead dwarf gorgon child possessed by a demon; Massively powerful, but massively unstable; As dangerous to the crew as to enemies; Typically stays isolated from the rest of the crew for the crew's safety
Asmund Adonis- Immortal human male; the overall captain of the Basenjis; Questionable morals overall make his reputation very mixed among the crew; Willing to play with the lives of his crew; known to forge curses, pacts, and contracts to make people part of his crew
Divinity (off-limits to players)- Divine beings of either realm (Heaven/Hell/Earth). Dragons are considered divinity. No half-divinity
Evangeline- Female Angel; The Basenji Enforcer; Bitter towards mortals due to her life circumstances; She hates you and will look for a reason to cut you down; Noncombatant otherwise
Dr. Laylah- Female Angel; The ship's doctor; Extremely happy and cheerful; Stronger than Evangeline, but is a noncombatant unless you seek to harm her patients
Royce Garret Bivens (ROYGBIV)- A male Deity of Color (rainbow color); Induces random effects to everyone around; Immature and child-like; Noncombatant
Deceased
Mozrelliun- The demon possessing Lostro; Hates Sebas and Ash as Lostro won't allow him to attack them; Nicknamed Mozza (like the cheese) by Lostro; Massively massively powerful, but subject to the whims of Lostro
Exorcised and killed by the Basenji crew for possessing Lostrogret
Baroness- Female Demon; Demon found in a cursed chest; If you tribute enough, she will grant you a wish; Hates Fergie.
Killed by Evangeline for aiding Ghauznud in being a rat
Ietoq- Goblin Male
Killed for betraying Kersact and the Canine
Crews Upon the Basenji Crew
These are how particular leaders among the Basenji crew at large operate the crews they lead. The crews these people lead bolster the force through various tactics. They also have their share of weaknesses to be aware of
Ashlynn's Crew
Species: Various
Occupation: Soldiers; Aggression and Blitzkrieg specialized
"Axes in skulls, people!"
Ashlynn "Goldilocks" Thormdottir is the name that always pops up when talking about warrior feats within the Black Sea Basenjis. A woman who can put em down on a raid then put em down in the victory feast, she is truly the tip of the spear for the Basenjis. Always on the frontlines with her bear familiar, Baby Bear (who recently evolved into Mama Bear), Ash is never not with the crew she has under her employ, chatting it up and partying with them.
This crew consists of anyone among the Basenjis who are willing to fight and die on the field of battle. Ash is known for intense training and constant sparring with her crew. She expects her crew to always be ready for the next raid. While this hasn't always gone over to a satisfactory degree, the evolution of Baby Bear to Mama Bear has strengthen her resolve and instilled in her a will to whip slacking crewmates into shape. Idiots who can't maintain their bodies or their weapons are things that will get them punished harshly. Mama Bear trains with them and even involves the other beasts in their training. Fat soldiers are to be booted from her crew until they lose the weight. While they can join in on battle training and workouts, they will NOT join her crew on raids
Ash's crew is a crew who embraces every day like it's their last, as hungry for the glory of battle as they are the loot that comes from putting axes in enough skulls. They are brutal. They are strong. They are ruthless. They dominate the battlespace before the enemy can retaliate. Land, Sea, Air. If in doubt, an axe in a skull can probably solve the issue
Avery's Crew
Species: Various Beastfolk; Rogue types
Size: ???
"..........."
I need to cast a Deafening Field to ensure no one outside of us can hear this:
Avery Valencia is a cute, shy, humble catboy with a deadly secret: He is part of Adonis's Special Ops team. This special ops team is led by Damond, who is part of Adonis's circle of leaders, and the 3rd strongest fighter in the Basenjis. He is second only to Dr. Laylah and Lostrogret. The fact that this Lycan is only beaten by divine beings, and that Evangeline isn't one of them, shows that he is nothing to fuck with. Damond only acknowledges the strong, literally ignoring anyone he considers weak. With that in mind, to be taken under his claw is something to be admired on its own
First rule about Fight Club though is to not talk about Fight Club. There are only 2 people outside of Damond's group that know about Avery's involvement that ISN'T one of Adonis's leaders: Me and Sebas. No one can hide anything from me, so of course I know. But Sebas? Well, Avery has huge eyes for Sebas, so I overheard him divulging that info to him. I won't tell though.
I've seen the crew in action. They carry out assassination mission, hitting targets of interest to remove them from the battlefield. Problematic sniper? Down for the count. Suspect an ambush? They will ambush the ambushers. Traitors in the midst? They will be found and their existence erased. They are the pinnacle of cloak and dagger for this pirate crew. What? You didn't think there would be assassins in a pirate crew. There absolutely is, and Avery is one of them. Who is and isn't part of the crew assigned by Damond to Avery is unknown. I just know that Special Ops groups tend to be small, their missions special and identities concealed. The details of their mission is always just as classified as the people involved.
Don't become a rat. Ask Sebas or Ash. Avery is frightening to behold on the battlefield. He's training. Just in secret along with whoever else is part of his crew, and everyone else part of Damond's Special Ops group at large
The calculated Nakaos is a cyclops, and the best eye in the Basenjis. Second only to me, even this is because I have to use magic to make my eyes do the amazing things that they do. However, Nakaos's eyesight is all natural, and while she lacks the magic to enhance them, she DOES use magic along with her eye to ensure effective bombardment attacks on the enemy. With magic that can lock on to targets and another that can control the things around her to aim EXACTLY where she's looking, Nakaos is the ship's go-to for bombardment. Mortar Strikes, Missile Attacks, even archery volleys. If it's fired into the air and then rains hell on the enemy from above, Nakaos is your go-to girl. Just don't expect her to party afterwards. Always business-like, with language that may come off as blunt or dismissive, Nakaos isn't cold by any means. That's just the nature of her as a cyclops
Nakaos's Crew is made up of lizardmen. For as much as many denizens will look away from Nakaos given her language and her generally unemotional demeanor, the lizardmen view it with respect. As noble savages who hold strength in VERY high regard, they have recognized Nakaos's strength in spades. Not only her the strength in her contributions to the crew, but her actual literal Cyclopcean strength. As a cyclops, Nakaos is the only entity in the Basenjis capable of moving the absolutely monstrously heavy Drop Blade by herself. She is also the only one capable of firing the Laser Cannon without it being mounted. With that, the lizardmen took to Nakaos before anyone else on the ship. They pretty much recognize her as their leader, not that Nakaos cares for such things. With that in mind, her lizardmen operate with maximized efficiency at pretty much all times. They take incredible care of their weapons and the ship weapons, and they are extremely knowledgeable about ballistics and the ship weapons they operate. With knowledge imparted on them courtesy of Nakaos herself, they know all of their weapons inside and out, are capable of taking them apart and putting them back together, and load so fast, you'd swear it was magic. Her crew goes extremely far and above the line of duty to ensure they are never a problem aboard the ship
Her crew resides along the rest in the Crew Wing's Ship Weapons Crew Barracks. However, it is not uncommon to find them asleep in the Weapons Depot, located in the Weapons Wing. As a leader, Nakaos's office is in the Weapons Wing and her room is in the Leader's Wing. However, it is not uncommon to find Nakaos asleep at her desk.
Kersact's Crew
Occupation: Thiefs
Species: Goblins
Size: 15 on each ship
"Ye gettin' Thiefed. Like it or not."
Small in stature, Adonis's crew of thiefs strike hard and they strike fast. With Plunderlust at their disposal, the more they steal, the stronger and more savage they become. They are a fierce crew who are typically used as flankers in battle due to their small and quick nature. When deployed at the right place, they will absolutely wreak havoc in the enemy lines
The leader Kersact is a master thief, cursed to work for Adonis in the heavenly hell that is the vault, full of treasure he can't have. Kersact is a Goblin Dwarf, and by far the strongest of his group of thiefs. His weakness? Kersact is an old man, and definitely touched in the head a bit, to the point where Adonis has appointed beside him a female mage goblin who serves as his handler in a way.
Kersact's crew lives near the vault, which is in the leader's wing of the ship, yet most of them are forbidden from entering the vault due to them all being wanted thieves with a long track record. Adonis must fear that cursing the vault itself isn't gonna be enough to keep a group of expert thiefs from thiefin, so he cursed each goblin individually with a poison curse that activates upon entering the vault and kills in 5 seconds. Only antidote is to get out of the vault
Footnote: Kersact uses the terms "thiefs" "thiefin" and "thiefed" hence why they are used as such in this entry
Notable Basenji Armaments and Equipment
Revolver
The go-to pistol for the Basenjis is the ol classic 6-shooter. Pirates are charged with keeping their weapon clean and ready to fire. Avery has a notably different revolver, being a custom made one that takes shotgun shells instead of normal rounds. His lower range is compensated by being able to carry slug rounds for longer range shots. The big disadvantage of revolvers is that, after firing all shots, you have to manually reload each individual bullet unless you have a speed loader
Rifle
Rifleman are given a standard bolt action rifle. They are expected to be precise with their shots, as repeater rifles simply aren't mass produced (they are custom orders). Anyone can clear a room with a shotgun. It takes actual training to be able to dome someone from a distance with a rifle. For rifles, one has to manually reload each bullet
Shotgun
Shotguns are there for the close combatants. Not everyone gets a shotgun, and those that do are typically the breachers and spearheads who carve their way through enemies. Once the distance is closed, all hell breaks loose. While Pump Action Shotguns are the most commonly carried, Sebas prefers a lever action shotgun
Blades
Pirates aren't exactly EXPECTED to carry a specific type of blade. However, a cutlass is a common sight with Basenjis due to the handguard. The blade is shortened as well meaning that they are in general easier to control and light enough to keep it to one-handed swings in order to keep their other hand free to deliver either a punch or gunshot with their revolver. Blades make up most of the weapons found in the Armory
Blunt Melee
Like blades, pirates carry what they can get. This means things like bats, crowbars, pipes, and farming tools like shovels and hoes. There is a lot of improvision when it comes to weaponry. However, these days with the influx of successful raids, most of them are no longer carrying these scavenged weapons. They are now carrying actual put together weapons created for the purpose of killing, not tilling the field or hitting a ball. In the realm of blunt weapons, this takes the form of maces and morning stars
Heavy Melee
For our heavier hitters, an axe or a hammer makes a powerful weapon. Hammers are nigh impossible to actually block, being a blunt force weapon. Even with a shield, there will be knockback to deal with and in the hands of a heavy unit like a minotaur, giant/cyclops, or orc warrior. If you're looking at a unit able to clear the way with very little ability on the enemy to resist, go heavy with heavy melee.
Knife
Not everyone wants a cutlass. Some just carry the trusty knife. Unlike a lot of the other weapons, pirates aren't assigned any of these. They get them on their own. With this in mind, you will see everything from switchblades to bowie knives. Sebas, for example, carries a bowie knife. Avery prefers to carry a butterfly knife. Ashlynn doesn't carry a knife at all, preferring to carry her iconic pair of twin sickles
Leather Armor
Most of the Basenjis tend to frequent light armor for its excellence in providing the balance between protection, motion, and sun protection. The best leather armor may be enchanted with ice magic to keep the body temperature regulated against the heat, preventing heat stroke. This provides slight protection against fire magic as well, but it's no substitute
Chainmail
This is a rarity like most of the metal armor in the Basenjis. They're pirates, not knights. However, among the rare metal armor users, this one is the most common. Chainmail allows for protection against slashing attacks while maintaining full range of motion as well as ventilation from all that time in the sun. This is typically only worn by the closest combatants who tend to take the most slashes in combat.
Cloud Boots
Pirates willing to shell out some coin in the skies will be granted with the Cloud Striders. These nifty expensive boots will allow you to walk on clouds. Heard it right. Walk. On. Clouds. Of course, that comes with the significant disadvantage that these boots are useless on a clear cloudless day, but should you go overboard on an airship, or you want to go air-surfing, these boots will be vital to all your thrill-seeker means
Stim Shot
A Stim Shot is what the Basenjis use as a health potion. It is a mixture of Painkillers, Holy Water, and Health Potion. It is very cheap to make, and it has the effect of immediately kickstarting the body healing and killing the immediate pain. However, it is not as effective as an actual health potion overall. The painkillers can also induce quite a bit of pain as it enters the system
Blaze Powder
Blaze Powder is fire essence. This essence is normally released when fire magic is used, and while magically conjured fire burns. As such, it is easy to acquire. Blaze Powder as a powder takes the form of a reddish orange salt-like form or a reddish orange flour-like powder. Vials of Blaze Powder are warm to the touch, but know that, for most, contact with the skin is not advised. Unless you are literally immune to the effects of fire, enough Blaze Powder on the skin can cause itching and, when more is piled on, can cause an effect similar to chemical burns.
If you're WEAK to fire, Blaze Powder can have a devastating effect. For starters, the threshold from Itch to Chemical to Burn are about 1/4th the threshold for normal people. Next, if it gets to the point of turning it to Burn, it'll be a full body spontaneous combustion. If Blaze Powder is in the air, leave immediately. It means the air is combustable, as if there is flammable gas in the air. Blaze Powder has the effect of making fire burn harsher.
Blaze Powder is best kept away from flammable sources.
The Structure of the Canine
This is the current structure of the Canine ship
Weapon's Wing
Armory- Where armor and personnel weapons are kept and issued
Duradel's Room- Since Duradel works here, he figured he may as well sleep here so he put a bed in the back room and sleeps there. Beats sleeping in the barracks
Firing Range- Test your guns here
Training Grounds- Featuring the Sanctified Holy Field, the training grounds allow you to fight with lethal intent, with the field keeping you from dying
Lostro's Room- Located at the very end of the Weapons Wing, Lostro's room gives off an ominous vibe. Feel free to knock though. Just remember the rules
Ship Weapons Hangar- Where the big ship weapons are kept. This is also where the lizardmen tend to sleep, near the weapons they work around every day
Nakaos's Office- The leader of the Ship Weapons Crew of lizardmen, Naka resides here. More often than not, one will find Naka sleeping at her desk instead of in her bed, or in the hangar sleeping amongst her lizardmen
Beast Wing
Stables
Cherylanth's Lair
Flying Hangar- Where all flying beasts are kept
Veterinarian's Office
Demi's Room- Demi is the resident animal doctor when she's not being the leader of the Rider Squad. As such, her room is both massive to fit her wyvern and well-earned
Avery's Room- Avery took one of the empty rooms in the Beast Wing and made it his own room. No one ever said a word about it
Command Wing
Captain's Quarters
Sebas's Room- As captain of The Canine, Sebas has damn near a suite that allows easy access to the command quarters
Navigation Room
Meeting/Conference Room
Chapel- A small church inside the ship for all your Godly needs. This place is sanctified grounds
Evangeline's Room- Located behind the altar, the door is emblazoned with the insignia of the Enforcer. There is NEVER a reason to go into Evangeline's Room, and she will kill you if you do so
Ash's Room- As a go-to for all things raids, Ash has her own room for her and Mama Bear. You'll find lots of bear plushes in here
Leader Rooms- A leader aboard the Canine may be given their own room to do with as they please. Perk of being a leader
Vault- Where the treasures and whatnot are kept. It is locked down
Crew Wing
Barracks- Where most of the crew stays.
Library- The traditional archive of knowledge
Elaina's Room- Located in a secret room in the library, hence why Elaina is typically found there
Medical Bay
Dr. Laylah's Quarters- Probably the most comfortable room on the ship...........and abode to the most benevolent person in the Basenjis
Mess Hall- Your cafeteria
The Raid on the Ruins of the Lost Kingdom
A big raid by the Basenjis to take on the Lost Kingdom. There is not much information on it quite yet, but it will be revealed in due time, and when it does, it will be added to this post
The place was a floating castle......the ruins of it. According to records, the castle was headed by King Hemhart, the king of a country long lost, much of their nitty gritty records burned, the country itself absorbed by into another in the of Griole Empire. The King, having lost the war decisively, ensured his castle, its artifacts, and whatever records they could save, sent himself, his daughter and her 5 year old son, 20 square mile swath of land, and 100 men into the spirit realm to preserve what was left of his country. They have been floating in the Spirit sea for over 200 years
Relics of Interest
The King's Blue Sword: Azure
Next came questions about the relics. Sebas would give them the most notable, the ones they really need to keep an eye on. "A relic of interest that Adonis wants is the King's Sword. Hemhart's sword is named after his daughter, Azure. Legend has it that if he draws that blade, shit will get real and get real quick." Sebas couldn't validate those claims, but one thing he never had to do was question the trustworthiness of Adonis's sources. Wherever he was getting his information from, rarely was that shit fake news. "If the sources are correct, good luck. I don't envy you for dealing with that." Apparently, the king wore that blade all the time, but rarely ever used it in battle. The king himself preferred a battle axe. "Hemhart uses a battle axe normally, but watch that sword. He will not draw that sword lightly."
The Tome of the Lost Kingdom: Ancient Spells Galore
"Another Relic of Interest: The Tome of the Lost Kingdom. It's a spell book. The spells inside are 200 years old, so it's gotta be full of shit we've never seen. It was put together before the fall of the kingdom." Sebas gave 0 damns about the spell book, but as long as it was in the enemy's hands, there was reason to be concerned about it, especially since they knew nothing about its contents besides the fact there were spells. "There's a chance that Adonis can find what he's looking for in that book. The secrets to sailing the spirit sea." Adonis had no interest in the spell book if it didn't have the secrets. "This book is held by the Grand Mage. Expect a hard fight for it."
This made the Grand Mage a target of interest.
Divinity Bait: A Dragon Egg
"Last is a dragon egg is reported to be there." Sebas had 2 pets in Ora and Lostro as it was. He wasn't getting involved with divinity, and dragons were divinity. "Doc wants that egg because really only the divine can beat the divine. She wants to sacrifice and then harness the power in that egg to put an end to Mozreliun without killing Lostro herself." Apparently that's possible and it's a hell of a lot less dangerous than allowing Lostro anywhere near the spirit sea. "When Adonis tried to give Ghauz's soul to Mozreliun, Doc kind of snapped." Laylah already told Adonis that she would never forgive him for what he did to Lostro. So to try to give the soul of someone she held dear to that demon would put anyone over the edge. It was one of the biggest spits in the face to a woman who was only ever good to the crew. "She has full intention of taking Mozza down, and Adonis can't stop her or her and Evangeline has the authority to kill him." Looks like Adonis messing with divinity was gonna bite him in the ass again. He had incurred Laylah's Wrath, yet this wrath was never shown to her patients. Bogrum could tell that Doc was acting a bit off or forced during his 2 day stay, but to know it was a simmering rage due to what happened with Ghauz and Lostro kind of put it into perspective. "Doc already told Adonis this, so he knows. If he tries to destroy that egg, Doc and Evangeline has the authority to kill him on the spot."
"The Dragon Egg is guarded by a Beast Tamer. Expect a fight with numbers."
This is a lesson on Creatures of Darkness. Some common ones. Feel free to hit the training grounds to practice. When your life is on the line is not really the time to be learning new things, so learn it now. In our lifestyle, it is safe to assume that there is no next time. This is why your mind must be sharp and your reflexes sharper
Skeleton
Skeleton? Give me a break. These creatures are weak reanimations of the dead. The only difference between skeletons and zombies is that zombies haven't been fully decomposed yet. Undead are reanimated when a soul is placed into a body. If there is no body and only skeleton, a core is created and inserted in its stead. What does this mean for Skeletons? A core may be suspended where the heart would be, or suspended in the skull where the brain would be. In other words, aim for the head or aim for the heart. Since it's a skeleton, you can easily tell. If it's not immediately visible, that means the core is in the head. If the eyes are glowing, that glow is coming from the core in the brain. I say immediately visible assuming that it's not wearing clothes.
There is another way to keep skeletons reanimated and moving: Soul Tethering. A necromancer or spirit mage can project the soul over the entire skeleton to keep it moving. Think of it like puppeteering. In that case, there is no way to actively kill the skeleton. Solution? Break the fucking bones. Smash the skull and the skeleton can't see. Smash the legs and it can't walk. This won't kill it but it will effectively take it out of battle. If you take down a necromancer/spirit mage (or disable their magic), the spell ceases and all skeletons under their control immediately fall back into uselessness
Things to note:
Untethered skeletons are generally weaker than Tethered Skeletons. Untethered skeletons rise in/with what they're buried with. Therefore, most are unarmed. That being said, they are far more aggressive because all they can do is scratch. If they were buried with blades or in armor, they will be equipped with them. On the other hand, tethered skeletons can be empowered by the spell-caster to move faster, hit harder, give them armor and weapons.
In other words, the one controlling the minions
Weaknesses
In all honesty, these enemies are so damn weak that it pains me to even have to give you the weaknesses. Nevertheless, it does help against hordes of these things
Core
A core is always easily visible unless they're wearing armor or something. Destroy it and you end the spell
The Caster controlling it (Tethered Skeletons)
A tethered skeleton is controlled by a necromancer or spirit mage. Kill the one casting the spell and the spell ends
Holy
Holy Magic smites skeletons. Since ALL undead are weak to Holy Magic, even a low ranking holy spell can smite most skeletons. If you don't use magic, Holy Water is literal acid to them and will melt through their bones. Splash them with holy water, splash your blade in holy water then cut them. Or use a holy-enchanted blade.
Fire Magic
If you can burn their bones to ash, there is no more skeleton
Ice Magic
Incase their boney asses in ice and they literally cannot move
Crushing
Blunt weapons that break bones can easily dismantle them
Salt
Well known fact that applies here: Spirits cannot pass through salt lines/circles. Salt also has a purifying effect. If you hit their core with salt, it can purify it. You can use salt lines for area-denial and use salt circles for protection or to trap them within
This does not affect Tethered Skeletons
Zombies
Zombies are literally just Skeletons but not decomposed. Everything I just said about Skeletons applies to Zombies except the salt thing and the ice magic weakness. Aim for the head. I've killed a thousand enemies. Their zombified remains just gives me the satisfaction of killing them twice. These things are usually very slow, though a necromancer can make them move faster
Risk
The thing about a zombie is that while it is weak, they also carry disease. Who would've thought that being scratched or bitten by a walking rotting corpse could inflict you with an undesirable? The good thing is that it's usually pretty easy to circumvent. Wear armor and you should be fine. You can also just outrun them. They're dirt slow. If you've been bitten, drinking Holy Water quick enough can cure you. If you're like me who can't drink that shit, there is Dark Water which has the same effect While you can catch many diseases from zombies, the one to worry about the most is the Blight
Weaknesses
In all honesty, these enemies are so damn weak that it pains me to even have to give you the weaknesses. Nevertheless, it does help against hordes of these things
Core
A core is always easily visible unless they're wearing armor or something. Destroy it and you end the spell
The Caster controlling it (Tethered Skeletons)
A tethered zombie is controlled by a necromancer or spirit mage. Kill the one casting the spell and the spell ends
Holy
Holy Magic smites zombies. Since ALL undead are weak to Holy Magic, even a low ranking holy spell can smite most skeletons. If you don't use magic, Holy Water is literal acid to them and will melt through their bones. Splash them with holy water, splash your blade in holy water then cut them. Or use a holy-enchanted blade.
Fire Magic
If you can burn their bones to ash, there is no more zombie
Crushing
Blunt weapons that break bones can easily dismantle them
Salt
Well known fact that applies here: Spirits cannot pass through salt lines/circles. Salt also has a purifying effect. If you hit their core with salt, it can purify it. You can use salt lines for area-denial and use salt circles for protection or to trap them within
This does not affect Tethered Zombies
Hellhound
These are annoying. As a werewolf, I never have problems with them as I am faster, but you as a human are slow as hell. That means one strategy: Camping. Don't try to outrun them. It's better to stand your ground than to run and get killed. They're dogs and they prefer to bite, and the last thing you want is a hellfire mouth chomping on your leg. You won't be getting that leg back
Weakness(es):
Holy: Like everything that is unholy, the holy will kill it relatively easily
Water: The moment you put out their flame, Hellhounds die. Douse them
Bones: Throw a bone, and the Hellhounds will run to catch it
Brain damage: Bullet to the brain
Hellhounds are more annoying than they are deadly. Don't get me wrong, they are absolutely deadly, but to ME they are more annoying than anything. You, as a human, aren't as deadly as me. Swallow your pride and do what you need to do in terms of dealing with these annoyances. They can very well melt your leg bone
It's a dog on fire. Treat it like it's a dog on fire trying to kill you
Wraiths
Wraiths are another annoying enemy. These things are specters that float around, and we all know how annoying flying enemies are. There are too many variants to talk about specifics, so I'll stick to how to deal with them in general. Since they are spectres/ghosts/spirits, they can't take physical damage.......unless that weapon is enchanted. Splash some holy water on your sword or arrow before attacking if you actually want to hit it. Otherwise, you are wasting energy. Magic can also hit them
Weakness(es):
Salt: Spirits can't pass through salt, so you can use it as a repellant or to trap them. Also, if you pour salt into a shotgun shell, you can dissipate the wraith. It won't kill them and they will be forced to rematerialize, but it'll buy you about 5 seconds a pop
Holy: As always
Anti-Magic: Everything about a wraith's attack is magic. Its weapon, its spells, its ability to materialize. Anti-Magic won't kill it unless you stab it, but it will effectively shut down anything a wraith can do.
Any other weaknesses depend on the wraith itself. If you don't know its individual weakness, you will never fail with Holy Water
Vampires
Rule #1 of Vampires: If you encounter one and I'm around, leave that fucker to me. If there's one thing I hate more on this planet, it's vampires. Beyond the natural urge to rip them to shreds, Vampires can pose all kinds of problems. Last thing we want is a case of Vampirism running amok among this crew. True Blood Vampires don't have this issue and they don't spread their disease, which is why they are the only vampires we as werewolves may let live.
As humans, vampires pose a deadly threat. They are fast, strong, and can drain your blood to heal themselves. They may also have magic capabilities, making them more annoying. Vampires get stronger at New Moons, and at that point you shouldn't bother trying to take them on unless you are a specialized hunter.
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
Supreme God
Ancient God
Elder God
High God
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:
Daedric Supreme
Ancient Lord/Lady
Elder Lord/Lady
High Lord/Lady
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.
Draco Ultimata
Dragao Supremo
Elder Dragon
High Dragon
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
In the world that thrives on survival of the fittest, there are extreme environmental conditions that come with it higher survival requirements to withstand. The terminology of this is important because the type of conditions and how to survive it differs even when it seems like the same thing. They are amplifiers/modifiers. The terms are as follows:
Sanctified
Sanctified is the Holy touch to weather conditions. Unlike the rest, the only negative effects from this weather is done to the Daedric or done to those who are weak to the effects of the weather (like Water effects to a Fire user):
Sanctified Holy Field- A field converted to powerful holy grounds that repels the Daedric and, so long as you are non-Daedric, you will not die while the Holy Field is active. A fatal hit will cause a burst of energy, healing the victim back to how they were BEFORE they stepped on the field
Holy Rain- Clouds of holy waters rain down on the field, burning the Daedric as if it's acid rain, and healing the wounds of everyone else, while healing and preventing burns.
Oppressive
Oppressive conditions touch the weather to begin having an effect on the individual body and NOT necessarily the natural state around it. For example, Oppressive Cold is cold that feeds on the heat in the body. This does not necessarily mean it is extremely freezing in that area. It is just that the cold in that area has a quicker frostbite effect. This focuses on the PHYSICAL effects of the condition, not the mental effects. The essence of Daedric is Oppression, and this applies to Oppressive conditions. If you are ever Oppressed to death, you are robbed of Divine Favor in your death, keeping you from ever ascending. Creatures who live in these conditions are extremely malevolent against the non-Daedric and unable to be tamed
Oppressive Darkness- A darkness so severe that even with a light source close, the illumination is suppressed and magic-induced night vision is disabled. Under these conditions, the Oppression feeds on light so that light-generating magic costs a ton more mana and light sources die quicker. This is when you need to be careful. If you are not under illumination nor visibly viewing light, the Oppressive Darkness will start to feed on the light in your eyes. If you stay under Oppressive Darkness in that condition, it could leave you permanently blind. THEN it'll start feeding on the light in your soul. It'll get to a point where it snuffs out the light in your soul, killing you. Those killed in this way ends up a pitch black unrecognizable corpse, a silhouette of their former self
Oppressive Cold- A cold that feeds on the heat in the body more than normal. Hypothermia under Oppressive Cold happens much faster than normal cold. The cold cuts deeper, It's harder to warm up, and even those believed to be immune to cold will feel the effects of Oppressive Cold. Fire burns brighter, using up its source faster. This makes fire spells expend more mana to cast and require more to maintain. It can be hard to distinguish Oppressive Cold from normal cold, as all it requires is freezing temperatures, but even in frozen areas, it can be hard to tell normal freezing areas to Oppressively Cold areas. One must keep constant heating sources nearby. Strong ones because one might just find it impossible to warm up even near a heating source if it's not strong enough. Those who die to Oppressive Cold end up in a cryogenically frozen state, skin turned a dark blue hue
Draconic-
Since the Draconic values the strong, Draconic is extreme weather that gets more and more extreme the longer the weather is in play. Draconic cold only gets colder to a potentially eternal degree. There are no areas with naturally Draconic weather conditions. All Draconic weather conditions are due to either a spell or due to the presence of a source causing the Draconic Weather Condition. Unlike Oppressive temperatures, which deal with effects on the individual's body and NOT the actual temperatures, Draconic Weather is the actual environment effects. Any effects on the body is the natural effects of the weather on the body. It is HIGHLY recommended you get extreme weather protection when going into Draconic Weather. You cannot have enough power in your weather protecting or weather counteracting
Draconic Cold- Cold that only gets colder. The lowest temperature recorded is Absolute Zero (−273.15 C, −459.67 F) and most Draconic Weather from Non-Dragons tend to stop here. This is due to the fact that the longer the weather conditions are in play, the longer it takes to keep it going lower and the longer the conditions are in play, the more magic is needed
Faery- Faery likes being tricky and mischievous. As such Faery weather is weather that instantly induces the more psychological effects of long term exposure to the environment. For example, Faery Cold will induce effects like depression, unclear thinking, and slower movement. Fatigue, shivering........ and all of this regardless of how cold it actually is outside so long as it crosses the threshold to be considered "cold". On the flipside, Faery weather can actually induce positive effects as well. For example, while Faery Cold can cause those harsh psychological conditions, the absolute opposite may be for those who use Ice Magic. Stronger spells, clarity in thought, faster movement. Faery Weather is known to affect if not disable temperature runes, or be resistant to change
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
Beginner- Mostly small utility spells or basic single target spells; 1-2 Charges
Intermediate- Stronger single attack spells or weak AoE spells. Strong buffs for a short time; 2-3 Charges
Advanced- Spells made for groups. Everything is strong, effects are numerous or complex; 3-4 Charges
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
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
Permitted- These are the spells the God permits you to use without further permission. ALL of these cost a simple 1 charge
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
Taboo Magics
There are only 2 magics that fall into the area of Taboo. These fall into the area of Taboo since their use has direct interference with the Gods, either their will over souls, or the power of their Divine Favor. As such, one may not wield these magics AND have Divine Favor. In fact, wielding these types of magic is likely to earn the God's ire
Spirit
Anti-Magic
Spirit Magic
Spirit Magic is taboo for 2 reasons: It destroys the souls used in the spell. Think of how a scroll is consumed to cast a spell. Spirit Magic uses a soul as a "scroll." It essentially sacrifices the soul to use as a catalyst for the caster's will. Rule of thumb: If it requires someone's death in order to use/activate it, it is probably a form of Spirit Magic. The most common uses for Spirit Magic are Necromancy/Revival, Summoning, and Curses. With the exception of curses, Spirit Magic can induce an effect known as Blight. Blight is the deterioration of the soul, slowly turning it into an unsalvageable ball of necrosis, to the point where the only solution is to destroy the soul entirely, destroying the capability of afterlife entirely. It is a form of TRUE death that even Gods mourn when it occurs on their followers. All of the promises and gifts bestowed onto that follower, all to be destroyed from Blight. Those in the afterlife who expect to see them will never see them.
Destroying souls are effectively the true death penalty, only done to the most irredeemable of offenders after Punishment. However, to put it in perspective, more people have gotten their souls destroyed due to Blight than have gotten destroyed as Punishment. The only solace in that is that some of the worst people imaginable are likely receiving Punishment. The punishment for the use of Spirit Magic can very well be the Destruction of your soul.
Blight speeds up ever so slightly while magic is being expended, and there is no reversal of Blight damage, only mitigation and cessation. Blight is Death's mark, a sign from Death that something is out of order, a plague that the Gods must correct. If you Revive twice, a 3rd time will infect you with Blight. If you cast Necromancy or Revive without Divine Permission, they will be Blighted. Using a Curse without Divine Favor increases the chance of catching Blight the more "innocents" and Followers get sacrificed to cast that Curse.
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
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:
Stripped of Divine Favor
Mark of Universal Holy Undesirability (MUHU)
Soul-Binding
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