Ayl
The Tale Weaver
-credits to @Jaysunn for adding the text to the already existing image. Thanks, dude.
~Taming The Flame~
The reason for the war was a considered later on as childish, each race wanting more power for themselves. The Duenders thought they should have more rights over the others, since they were the guardians of the Emberwell, albeit self-proclaimed. The Mjulnirs longed for war, wishing to test their mettle against the other races and gain supremacy, enslaving them and using them as work force. The Dylenors refused to give out their lands to the greedy Duenders, fact which led to war due to their pride as warriors, as they employed their entire army and Navy to the task. THe Sharians on the other hand, wished no part of the war, but were nevertheless dragged in it as soon as Dylenor pirate ships doning Navy flags attacked their harbors on the Free Islands. The Keepers of the Emberwell, making their presence felt all over the world, interacting with the four races, teaching and talking with them about so many domains the mortals were captivated. They soon became the source of religion, each race choosing to serve the immortals, granting them the name of "Aeons", a word common to all the four languages spoken which meant "The strongest of all" . The Mjulnirs started revering both Huren, Keeper of Hunt and Luck and Mektor, Aeon of Death and War, due to their favourite activity and food gain, hunting and their ever warrious nature, many times organising feasts which would be accompanied by games in the arena of Hjaltland . The Dylenors were once honored to behold Ridsk, Keeper of Balance and Justice, defeat an entire batallion of their best man, building around him their main religion, praising his skill in battle and sense of justice, placing him together with Tumar, Keeper of Wisdom and Magic, whom they value for his knowledge and pray to him for guidance and the wisdom to elaborate the best military strategies. The Duenders also centered their religion around Tumar for the same reason, his vast knowledge of magic, which suited them perfectly as they were avid for power and longed for more understanding of magic, and Syrae, Aeon of Nature and Life, for they lived on the most forest-populated continent and not few were their encounters with Syrae, which helped them understand the value nature has in the life of every living person and being. While all the other races worshipped two of the Keepers, the Sharians followed only Huren, because of his nature and status, being a half-man half-beast as they were, granting them luck on their many business dealings and hunting trips. The Fourfold Slaughter ended 250 years ago, inflicting the most damage on the Sharian population, more than a third of the beast people having died on the battlefield or drown, their ships sinked on the majestic Azure Sea. Peace had been restored, as the four races signed the "Sangae Magnum Concordat", the treaty that bound their kingdoms to never wage war on each other again, but instead, help each other prosper.
Alas, there is no such thing as ever lasting peace. Due to the long period without hostilities, a certain group of ambitious Duender and Dylenor wizards and sorceresses that had practiced their foul magic since the days of the war now emerged from the shadows. Their primary reason for creating this group was due to the loss of their loved ones during the war, and so they all joined in the attempt of bringing them back to life. But while their purpose at first was noble, over the years they had become twisted, seeking only to further their interests. They attempted to ressurect the dead from their eternal slumber not from their love for them, but in an attempt to seize power and rule Issoss themselves. These foul mageswere branded the title of "Necromancers" upon their discovery and exiled from the civilised worlds of the four kingdoms. Fortunately, these Necromancers were too few in number to become a great threat, and their magic was too weak to ever be able to create an army of undead powerful enough to claim the world as their own. But that would soon change upon a mistake caused by the Mjulnirs. Seeing as the war was over and no other conflict would sparkle in the near future, the proud Northern people have ceased their adoration of Mektor, taking up following Syrae instead, becoming farmers as well, continuing their adoration for Huren however and thus keeping hunting as now both a means of gathering food and to sate their thirst for adrenaline. The Keeper of War and Death was not pleased with this turn of events, and such he swore vengeance upon the people of Issoss. Knowing about the ailment of the Necromancers, his mind immediatly concocted a plan unworthy of his title of protector of the Flame Fountain.
Using his extensive knowledge of the death and of the Emberwell, Mektor created the Necronomicon, the Book of the Dead. In it were recorded advance rituals of black magic that could be used to raise the dead by the thousands. He passed this book on the the leader of the death mages, in exchange for their promise to serve him for all eternity.
The mages were quick to accept and so they gathered their forces and marched upon the weakest of kingdoms, the Sharian Empire. Before the beastmen could even know what was happening, their capital city of Shan'Manrir was besieged by hordes of undead soldiers and zombies. The poor nation stood no chance, as with each fallen soldier of theirs, the enemy grew stronger. Now, the beautiful city has become an atrocity, filled with undead, patrolling its streets of the new Obsydian Keep. From here, the Necromancers control their army, laying siege upon all they meet in their way, being backed up by Mektor himself.
The other Aeons, seeing Mektor's betrayal, have risen to stop him. Each of them took power from the Fountain of Flame and created a new dimension, the Outworld, where they exiled the vile Necromancers together with their Keeper master. Alas, this has not stopped them, for it seems that Mektor had granted them more power than the Aeons originally estimated. Now the legions of undead march upon the lands of Issoss, with the Keepers too exhausted from their feat to oppose them. The fate of the world now lies within the hands of the four races who now must unite against the imminent threat from the south.
~The Races of Issos~
The race with the biggest army and best tactical generals, they have easilly conquered the whole continent of Mloik in just two decades since they had appeared on the face of Issoss, establishing the Asralshar Kingdom. Establishing mostly port cities, their Navy is the most powerful in the land, followed by that of the Sharians. They are the number one customer of the beastmen and have a close relationship with them. They regret that with all their military strenght, they were unable to save their capital from falling into the hands of the dreadful Necromancers. Now they harbor in their kingdom most of the Sharian refugees, helping them get by. Their army now encompasses a quarter of the survivors of the destruction of their homeland. Their capital is the grand port city of Kwovat where most of their fleets are stationed. Their forte is their cavalry, with hotblood horses, fitted for battle with back armor and the like. They have a democratic monarhic government, the king being elected and not chosen by blood right, detaining the right of passing judgement on the ones who dare break the laws of the realm, the laws being debated and taken by the Assembly of Elders, which are representatives of the noble Houses. Their sense of justice is so high, that a special outift was created just for upholding the peace itself. The Redguards are elite troops, sworn to the Temple of Kirsk, unable to have a family or leave the service after joinning, selected from the best among the guards and soldiers of the army, which scour the land high and low in search for criminals to apprehend and bring before the King to be judged. They are given a fair trial of their choosing, either by holding court, or combat.
They are a very prideful people, which take great honor in their culture and military. If you insult either of them, in any possible way, then be prepared to face their wrath as they will no doubtly challenge you to a duel to the death, being honored for their courage if killed. Many statues dot the port city of Kwovat, remembering those fallen in combat defending the brave nation of Asralshar. They have mixed feelings about the Mjulnirs, secretly resent the Duender for their self-righteousness and generally have a positive reaction towards Sharian.
The proud people of the Nord, they are the best warriors when it comes to a straight up, one-on-one fight. Usually wielding two-handed weapons, they are great hunters and trackers, having developed a resistance to cold, due to the climate of the High Peaks, where their capital of Hjaltland is situated, ruling over the Kingdom of Mjanmir. They are very religious people, always respecting the laws and traditions, never forgetting to celebrate and honor their patron deities. They are very territorial and do not like trespassers they do not know of or anything about. Their government is ruled by a Warchief, a title which is taken by the most powerful of all. When one becomes a Warchief, it is mandatory that he take a wife and gives birth to at least a boy, which will later on have the right to challenge his father for the title of Warchief. If the Warchief dies before being challenged for his title, then an all out battle royale is held between the ten most powerful Mjulnirs in Luyn. Whoever is left standing, becomes the new Warchief. Their forte is their infantry, especially in large numbers, being able to break through any defense. They venture in battle in pairs, one with a shield and mace, the other with a two-hander, protecting each other. This tactic helps them bond and make sure they survive any encounter. Due to this tactic, they are the ones who suffered the least casualties during the Fourfold Slaughter War. Their population is split into tribes, each tribe inhabiting a certain part of the continent of Luyn, each led by a Jarl. They do not have many laws aside from the usual ones, but they have a code of honor which they take pride in. They like settling arguments with their fists or weapons rather than by talking it through, and if one ever loses his honor, he is exiled from any city for a period of time, the length depending on the severity of the shameful act the individual is guilty of. Once the time is up, they may attempt to regain their place in the Mjulnir society by a trial decided by the Warchief.
They seek out a fight and never back down from one. They despise the both the Duenders and the Dylenors for thinking they are above all the others, thinking of the brave people of the Mjanmir Kingdom. Since the Sharians have never really done much damage to them, they have a rather neutral outlook on them, sometimestrading with them in resources they cannot find in the immediate vecinity of their mountainous cities.
The Duenders are the most wise of the races of Issoss. Guardians of the forests and although never actually seing it, protectors of the Emberwell. Building their most well defended forts in strategic points around the Sky High Mount, on top of which the Fountain of Flame resides, they have learned how to draw its Essence and empower themselves, enabling them to control the elements around them, becoming great mages and wondrous healers. Their army's best units are its bowmen, who can hit a target from 200 feet. Also, they are the most aristocratic of all, most of the population being Highborn, the government being a total monarchy, ruled by a Queen who dictates the law, passes on judgement and coordonates the army. They mostly live inside their forest hidden city of Nir'Amen, capital of the Veraendyl Kingdom, where the Library of Infinity resides, containing over 100.000 books on every possible domain, most of which are about magic and its uses. They are very adamant in their convictions and very confident in their judgement and reason. The worst crime for a Duender is to not do everything in his power to uphold their ancient oath of protecting the Emberwell, act that is considered treason and enough motif to be sent to the gallows to be hanged. The Duenders also take great pride in their artisans and artists, Nir'Amen being the center of culture of Issoss. Great actors and actresses come here to perform on the stage of the Grand Dyuvale Theatre, entertainning all audiences, from little kids to foreign dignitaries, workers to the Empress herself. Also, Duenders are the greatest chefs, their culinary recipes being transmitted from generation to generation. They are the first to confront the threat of the Necromancer's army of undead, on their southern border, which makes them believe they are being tested by the Aeons to see if they are really worthy of their self proclaimed title as defenders of the Emberwell and thus strive to push back the undead, losing more and more soldiers each day.
They do no like the Dylenor in the slightest, feeling they are over-confident in their abilities and military strength, thus striving daily to surpass them in their power. They have a relatively bad outlook on the Mjulnir people, seeing them as nothing more than Nord blood crazed people who wish nothing more than to fight. They also have a secret resentment towards the Sharians, judging them as cowards for running away from the undead and not combating them instead, leaving the Legion to so easily march close to the Flame Fountain, unhindered.
Due to being half beasts, half humanoids, they have more acute senses than any of the other races. Tall and valiant, they are great merchants and warriors, althought they are most efficient on a ship than on ground, since their empire was greatly based on their Navy to both battle and trade with. Suffering the most losses during the Fourfold Slaughter War, they were, logically, the best candidate to be invaded first by the Necromancers, seeing as they were fewer in numbers and also scattered along the many islands surrounding the mainland. Their government was based purely on democracy, with but one political party called the Merchant's Guild, which reunited monthly to discuss the affairs of state in Shan'Manrir, capital of the Terago Kingdom. After the invasion of the undead army however, the Guild was mostly destroyed in the process, more than two thirds of its members dying in the siege, the rest of the population sought refuge to the North East, to their best allies, the Dylenor. Here they received shelter and help during their plight. Now the Sharians are mostly nomads. Some settle down in villages where they find themselves at home, while others roam the continents, selling themselves out as mercenaries. Despite their misfortune of losing their capital, they still retain their birth gift, their incredible luck, which explains how many of them survived the onslaught. Today, most caravaneers would be relieved to have a Sharian as a guard during their journey, as they made for good protectors and good storytellers, also reasoning that a bit of extra luck never hurts.
They bear a deep hatred to the Undead for robbing them of their homeland, forcing them to retreat to the other cities of the Free Isles, where they live by the dozens, half of their population being housed as refugees in the Kingdom of the Dylenors, which is why they have such a friendly attitude towards them, feeling indebted to them for saving them and taking them in, treating them well. They have no qualms with either the Duenders nor the Mjulnirs and sometimes trade with them.
~The Kingdom Capitals~
The biggest port in all of Issoss, it houses one third of the Dylenor population of the world, at the same time harbouring half the fleet of the tactical people, also being the capital of the Asralshar Kingdom. It is where the seat of the throne is and also where three of the great Houses of the Kingdom reside: House Knoss, House Garvin and House Turiem. The tidal waves of the Azure sea used to brush the piers of the harbour every day, until the great Ancestor Wall was built to prevent the waves. The Wall was dotted with the figures of the Kings of the Dylenor Empire from the beginning to the day the Wall was finished, with two roles, to support the Ancestor Wall, and as lighthouses, for the ships to reach safety. Being assaulted countless times, the city never once was conquered, it's huge dock gates closing themselves, making the citadel impregnable. If any ship dared to siege the city, it would be sunk immediatly with the aid of the catapults and trebuchets from the upper walls. Not many temples dot the city, but the grandest of all is the Red Keep, which is parted into two layers. An upper layer, which is the the seat of the Crown, where the royal family resides, and the lower layer which contains the Temple of Ridsk, the biggest temple in Issoss, guarded day and night by the famous Redguards.
Situated in the High Peaks of Luyn, the capital city of the Mjulnir, unlike all the other wooden settlements of the people, this one is made completely out of stone and steel, in the most unforgiving climate of the whole world. No army ever got as far as the front gate due to the razorsharp wind and slippery mountain paths that have been the death of many a traveler. There are rarely any foreigners in Hjaltland, aside from the Dylenor and the Duender diplomats came from the Asralshar and Veraendyl kingdoms, which come very rarely and stay very little. In the middle of the city lies the grand statue of Oberon the Bear Tamer, the greatest Warchief in the history of the Mjulnir, who united all the tribes under his rule and banner to war against the other three races in the Fourfold War. The capital is built within the mountain, thus providing a strategic position. The walls have many ballistae installed for defense purposes and also kettles filled with hot tar to pour on the enemies who would assault the wall. Inside the city lie only the elite warriors and the Warchief himself, ever vigilant for his people. The main attraction here is the Hojanr Arena, the most grand fighting spot of the realm. Anually there are feasts held here in the honor of Huren, Aeon of Hunt, and games are held for the bravest of the Mjulnirs to engage in, the victor gainning valuable prizes and the boon of Huren. Sometimes, the Keeper himself would watch the games from the tribune, gazing upon the warriors compete with each other.
A beautiful sight to behold, the capital city of the Duender is indeed worthy of its name of "The Green Jewel". Situated in the nord of Tor'Valen, the city is the home of the Empress, the absolute ruler of the Veraendyl Kingdom, it is the largest city on Issoss by far, incorporating two other cities from its vecinity, creating a megalopolis. Although hidden in the woods, its defenses encompasses more than just that. Due to the potency of the magic they detain, the Duenders have animated entire trees from the forest to guard them and attack any potential threat that heads towards Nir'Amen. The city is also a place of culture, many men and women travelling from afar to attend the special festivities on holy days and festivals, or watch the shows performed by entertainners from all four corners of Issoss. It is also a place of pilgrimage due to the Grand Library of Infinity that lies here, filled with endless knowledge for those thirsty for it. The aristocracy often walk the streets of the capital, greeting the merchants and common folk as well. There is no discrimination between the Highborn and the lower class, but there are certain expectations and some Duenders can be a lot more cocky and judgemental than others.
Once the proud, golden city of Shan'Manrir, capital of the Oynur Kingdom ruled by the Sharians, this city has become the center of wretchedness and death, home to the Necromancers and their undead minions. The streets are now devoid of living people, patrolled by the ever awake zombies, while the more stronger ones reside deep within the citadel, guarding the quarters of their masters. Lately, a lot of unrest has occurred here, as masses of undead have started leaving the city. Something is about to happen soon. The attraction that was once a point of turism is without doubt, the Lighthouse of Myshank, a tower that almost reached the sky, a mesmerizing flame burning day and night, signaling the ships the path to safety in the foggiest of days, now but a ruin and a shadow of its former self.
~The Keepers of the Emberwell~
The Keeper of Justice and Balance, he is known for his correctitude, strong sense of right and wrong and his silence. While other Keepers often interact with the mortals of Issoss directly, Ridsk prefers to keep out of sight, letting the wrongdoers commit their petty crimes, showing up to exact justice when the sins have piled to much. He believes in redemption, but never wastes time to show up out of nowhere and strike fear in the hearts of criminals everywhere. He enjoys sword fighting and music, often giving his targets the chance to turn their lives around, if they best him in single combat. Not even the Warchief Tormund the Betrayer, who sold out his nation's battle plans to the Dylenor assuring their defeat, considered the best fighter in Issoss could scratch the Aeon. He is held in high regard by the Dylenor, especially by the Redguards who devote themselves to the path of righteousness and justice.
Aeon of Nature and Life, she is the deity revered by all priests, clerics and Duenders of all kind. She often appears in the form of a tree being with her lower half resembling a wild flower, but can take other forms as well. She likes conversing with those she finds worthy of her attention and despises those who have no respect for their surroundings at all. Afterall, it was the environment that kept them alive, for without its resources, mortals would wither away and die. Of all the Keepers, she is most in tune with the Emberwell, despite the obvious contrast between her wood-like body and the Fountain's magic. She also can rejuvenate any deadly wound, but she always asks for a favor in return, mostly a hard one so that she wouldn't fulfill her part in the deal, so that the Life-Death balance never gets disturbed.
The Keeper of Death and War, is without doubt the most wicked of all Aeons and his power almost rivals Ridsk's. Ever since the Fourfold Slaughter had begun, he's been reveling in the killing, being on the front lines permanently, guiding those who worshipped him, the Mjulnirs. After the war had ceased in a stalemate, he began his quest to start a new one, even more bloodier than the last. Alas, that did not happen and soon he was abandoned by the ones who venered him, fact which enraged him to the point of deciding to destroy the puny mortals who dared disconsider him. Creating the Necronomicon and gifting it to the Necromancers, he assured their victory against the Sharians and thus begun the exodus of the Undead Legion. Although he was exiled to the Outworld by his fellow Keepers, he still uses his Necromancer minions to direct the full wrath of the Legion against the races of Issoss.
The Aeon of Wisdom and Magic, praiser of knowledge, wisest among the Keepers and revered by the mages and sorcerers of Issoss. At his suggestion, the Grand Library of Infinity was constructed in Nir'Amen after the Fourfold Slaughter had ceased to ravage the world. Preserving all tomes containing science and knowledge, the Library also serves as the place where Tumar spends most of his time, when he is not trying to decipher the secrets of the Emberwell. Most of the information he extracts, he gets from Syrae, and then consemnates it on scrolls which he later places in the Library for safe keeping. Due to his extensive knowledge and research on the Flame Fount were the Aeons able to create a whole new dimension and cast the Necromancers and his brother Keeper, Mektor, in. To this day, he still tries to figure out a way to destroy Mektor and his vile spawns once and for all.
The Keeper of Luck and Hunting, he is revered by Mjulnir and Sharians alike. Some even dare say behind their backs, that Sharians have their beast forms due to Huren's influence. That would also explain the exclusive woship of Huren that the Sharians manifested. It was, nonetheless, a false statement, as Huren had no say in the will of the Emberwell when it spawned the four races, neither did the other Keepers. Huren can be seen often in the forests of Issoss, stalking its prey but never actually wounding it, preferring to let other hunters prove themselves by collecting the beast. Huren would engage in conversation with the hunters he would deem worthy of the honor of talking to him, praising their skill and prowess in tracking and hunting, giving them one of his horns as a token of his sincerity.
~The Undead Legion~
Once respectable members of society, these wizards, mages and sorceresses refused to consider themselves helpless in the face of Mektor, and so started their own quest of defying death, by attempting to manipulate the energy that granted life to everything around them, the Essence of the Emberwell. Understanding how the Essence worked, they eventually suceeded in trapping the Essence leaving a dying man's body and reintroducing it in a new vessel, under their control. Alas, this technique was slow and ineffective, as the number of bodies resurrected was insignificant compared to the number of the armies of Issoss. Even the Duenders could easily beat them in a straight up fight without too much effort. It was not until irony said its word, and the Keeper Mektor gifted the Necromancers his Book of Dead, the Necronomicon.
With the rituals in it, the Necromancers' power grew a hundredfold, being able to resurrect several hundreds of loyal servants with the Essence extracted from just one body. Soon their army was large enough to be put to the test. The downfall of the Sharians rung throughout Issoss that the newly created Legion was a sounding succees. After witnessing the threat that Mektor and his new servants had become, the Keepers united their forces and sealed away the Necromancers together with their Master into the Outworld, creating a vortex inside the Obsydian Keep that slowly absorved them into the new plane of existence. In spite of all Necromancers, together with Mektor, being sucked in the other world, the Undead Legion still hasn't ceased its existence and thus now marches against the living on the mainland. Led by the Revived, an elite group of resurrected heroes who opposed the Legion and died, becoming generals of the army, the undead now have taken the first steps to an all out invasion.
Former heroes of their times, grand warriors, pious priests and wise mages, who tried to stop the insurgence of the dead and have been slain. Seeing how skilled they were in their past lives, the Necromancers deemed it only fit to revive this heroes and force them to serve them in death by commanding the full might of the Legion. These generals are even more powerful than they were in their past lives, due to the magic now empowering them, differing from their mindless subordinates by being able to think and talk, although their allegiance is now owned by the dreaded Necromancers.
Despite being under their direct influence, during the exiling of the Necromancers by the Keepers, some of the Legion forces have lost their link with their creators. It is yet unknown what had caused this and why, but while confronting a segment of the Legion in close combat, the living were surprised to see how some of them simply withered away. It is supposed to this day that one of the Necromancers exiled had died in the Outworld and such, the undead under his command also expired, though nothing is certain.
~Shamblers~
Cannon fodder, the most encountered minions of the Legion, they are not hard to kill but they are deadly nonetheless. Can be found wearing armor, shield and different weapons. Their bite is infectious due to the black magic and rituals they were created through, and can transform a living person into one an undead in the worst case scenario.
~Banshees~
Dreadful creatures, mockings of nature itself, they have very highly strung vocal chords and such let out a deafening shriek whenever they try to speak. The shriek can be staggering, giving them the opportunity to bite off their victim's jugulary, killing them painfully and slowly.
~Hulks~
These abominations are made of the very flesh of the very bodies of the people whose Essence helped fuel them. Taller than the average person, once they've set their eyes upon their targets there is nothing stopping them from trying to kill them in the most gruesome way possible.
~Fliers~
The airborne units of the Legion, these creatures like to pick up their prey and either drop them for high heights or devour their flesh while in the air. They are very fast but their wings are very frail, thus very vulnerable to arrows and crossbow bolts.
~Centaurs~
These creatures have their upper half bodies sewn together with the body of an horse, granting them speed and agility, making them the cavalry of the Legion, often sent to scout the surroundings of the army's location. Where there is one centaur, there is an entire cluster of undead further ahead.
~Liches~
Formerly grand magicians in their time, they're Essence now imbues the corpses of these wretched beings, who use their connection to the Emberwell to partially corrupt it and draw energy to channel their magic, corrupting their enemies and spreading pestilence around.
~Tormentors~
The personal bodyguards of the Revived and the Necromancers, they are probably the most "alive" members of the undead army, retainning some of their former lives' traits, such as honor and chivalry, but nonetheless, they will kill anyone they are ordered to, though not as merciless as their brethren.
~Dead Hounds~
No great army would be good without means of tracking down its prey and hunt it down. That is exactly what these reanimated hounds do, except that they do not wait for their masters to finish the hunt. They are very agile but do not move much quicker than a normal mortal.
~The Magic Of Issoss~
When the world of Issoss first came to be, the first entity that was created was the famous Emberwell, also known as the Fountain of Flame. In this Fountain, all the mystical and magical energy of Issoss, known as the Essence, was stored into. The Emberwell is known to reside atop the Sky High Mount, inside an enormous tower, on the last level. Noone has ever entered the tower before and such it is impossible to determine what lies within.
When any other sentient being was born, the Emberwell would empower the newborn with Essence, granting him life. Whenever a person died, the Essence that gave him life would return to the Flame Fountain, bringing with it all the memories and feelings the deceased person experienced throughout his life. Without this Essence, a being cannot live, being as essential as water and food.
Over the time, some persons realised they were blessed by the Emberwell with a stronger connection to it, being able to manipulate to a certain level the Essence it bestowed upon them. Such were born the magicians of the realm, who used their strong links and knowledge to use the Essence to control elements, casting powerful spells. Even the most meager of spells required, in exchange, a great amount of the user's own Essence, which led to serious exhaustion and sometimes, death itself, for once the Essence was used as catalyst, it would return to the Emberwell. Thus, the Wizards of Issoss have gone and sought out ways to ease the usage of magic.
To use magic, however, one must use one of the 5 distinct runes, each designated to one school. Without using a specific, correctly drawn rune, the spell will almost certainly either fail, or backfire with a random effect, affecting the caster. Thus, most wizards are very dextrous in drawing such symbols, due to the many years of practice. Those most clever carry around the runes engraved on a piece of armor, making it more accesible, saving them the time to draw the rune and only taking the time to use a reagent or a catalyst to spellcast.
~Magic Schools~
Flesh Mending is the school of magic that contains healing and rejuvenation magic. Using very hard to find ingredients as reagents, most of them herbs and plants,it allows those who study it to heal even missing chunks of flesh or place back together broken bones like nothing happened. It is, however, an understudied school, since the materials are hard to find and most of the people do not survive long enough to get to a healer and even if they do, there is no guarantee the said healer has what he needs to cure the wound. Flesh Mending can also be used to cure diseases, as well as purify poisons inside the organism. Although, as the name suggests there is more to that than just healing. A practitioner of Flesh Mending can also use the spells to damage his foes, making their tissues come apart or shut down their lesser organs. They cannot inflict as much damage as other spells, but they can be deadly nevertheless. It takes a lot of Essence to channel the stronger spells of this school, but the spells consume much lesser Essence if casted using a topaz as a main catalyst.
The forgotten art of the first Necromancers, this school was used by the current exiles and Outworld dwellers long before Mektor granted them his Book of the Dead to learn from. Although not as potent as the ones the Necromancers use, the spells from the Necromancy school are still being used to this day by lesser necromants who did not want to sell their souls to the Aeon of Death, remaining in seclusion, practicing their dark arts. This magic school includes spells such as Essence stealing, which can be used to rejuvenate the caster to a certain limit although nowhere near as much as a Flesh Mending spell would, raising a corpse to fight at the caster's side which would require a very great amount of Essence, usually as much as it would take a sentient being to live, blood boilling and so on. People will likely be hostile against those who use such spells in public. Using an amethyst will greatly reduce the Essence cost. The
A most powerful weapon, the Plane Shifting magic school allows the user to bend the will of the very environment, transforming objects into other objects, re-scaling them or changing their color. Also, the caster can also change the properties of the target, enabling him to breathe underwater or suck out the oxygen from a certain zone, leaving his foes to choke to death. The followers of this school are immensely powerful, but very few people are born with the affinity to be able to cast such spells. Those who are capable however, are held in high regard by society and are usually granted high ranks. The most impressive feat one can attain while practicing this school is to change his very shape into another, such as a wolf's or bear's. The form chosen retains the caster's height and weight however, and anyone can tell the difference between a real wolf and a shapshifter. Using an emerald reduces the amount of Essence required to perform the spells of this school.
Combat wise, it is the most powerful magic school of all, granting the caster the power to summon mighty ice blizzards, thunderstorms and fire waves. Entire platoons of soldiers have been turned to ash by a few magicians who pool together their Essence to be able to cast these devastating spells. It is the school in which the amound of Essence used to power up spells is the highest of all. No doubtly the school with the most adepts, mages spend years trying to master its secrets, dying of old age before they could find even one. While able to cast any spell of this school, some wizards have discovered over the years that they possess an affinity towards one of the elements, causing their spells using that element to be much powerful, at the cost of no additional Essence. Using rubies as catalysts prevent wizards from crossing the threshold where their Essence is depleted, leading to their untimely deaths.
The school for those mentally gifted, the magic spells contained by this school are not very used since their capability of inflicting actual damage is very low, next to not doing any damage at all. What this school does do however, is control one's mind for a brief period of time, forcing it to do actions that the caster wishes them to do or say. However, no magician can ever force a person something he doesn't wish to do in the slightest, like convincing a priest to commit murder or persuading a king to hand over his crown and command over his kingdom. The most powerful spells of this school can destroy a person's brain entirely, erase one's memory or stun them, "pausing" their thoughts for as long as the caster can maintain the spell. It is a school studied by those who wish no harm to anybody, but to avoid delicate situations. Also, with this school, magic users can also use the power of their minds to actually move objects from place to place, as per their will. The bigger the object, the harder and more Essence required, though. This school synergies the best with sapphires, letting the caster be less drained of Essence after casting.
The most abstract of schools, Invocation requires nothing but one's Essence, being an exception to the "Rune Channel" rule the other schools depend on and is capable of performing magical feats on a moment's notice for literally any task. While it requires no catalyst, Invocation is the most dangerous and employs the weakest spells of magical schools, and can easily draw too much Essence from the caster, causing immediate death. On the other hand, it is the most easiest to learn and the most flexible magick school, typically regarded as the most powerful because of this fact. An example of spells would be timed telekinesis, force pushes and the like
~Reagents~
Obviously an element required in any spell, the source of Essence is irrelevant, but it is the spark that ignites a spell into the raging inferno it must become. Other catalysts reduce the quantity of Essence required for a given spell, but can never completely erase the requirement. Essence can only be found in living, organic beings. Inanimate objects have no Essence to begin with and cannot auto replenish their Essence, should they be imbued with it. Also, living beings can be killed and their Essence transferred to the object. Once that Essence is used, however, it cannot be transferred again and must return to the Emberwell. While hunting animals and killing them for their Essence is permitted, killing humans to use their Essence is strictly forbidden, and practiced only by the Necromancers.
Gemstones synergize with every magic school, though they seem to function best when a certain gemstone is used as a reagent for a specific school, and can be used multiple castings before they crumble to dust. Often found in mountains by the dozens. The better the quality, the more it lasts when used to channel spells, and the more expensive as well.
While not usable in any manner besides alchemy, or for Flesh Mending magicks, plant-life is quite efficient in any spell it is used for, with some being better than others. If properly attuned to the spell being cast, some plants can virtually erase the requirement of Essence in a spell, although they sacrifice all the Essence they have, withering immediatly after the casting, thus becoming useless.
The slipperiest slope in catalysts, blood is the most potent gram-for-gram catalyst, though it's proven to be extremely addictive for the caster, driving them to use it more and more often. Life is the most powerful catalyst of all, every trace of Essence in a living thing drawn out with its blood, meaning that for even the most powerful of spells, the caster rarely needs to imbue any of their own essence into the spell. Using blood to power spells is also known as Blood Magic and is forbidden in all Issoss. Only secluded wizards use this method, fearing not the laws of the realm. Also, it is the favourite regeant of the Necromancers, who use it all the time, sometimes using the blood of their hostages to further their spells.
~Alternative Magic~
Not to be confused with Artifice, Inscription is the art of creating a scroll imbued with magicks to be used at a later time. To inscribe a scroll, one requires the knowledge of runes representing the intended function of a scroll. In addition to the magical glyphs, a physical catalyst is required, either related to the casting, a precious metal, or a gemstone, which crumble into dust after infusion. Said scroll can later be used on a moment's notice, providing the full effect of a prepared spell, though only once as the scroll loses any magical property afterward, exploding into tiny scraps of the original material.
Similar to Inscription, Artifice is the art of inscribing potent runes on physical objects in order to grant them a long-lasting effect, and while commonly used on arms and armour, can be applied to any physical object with surface area sufficient for the spell's glyphs. Requiring similar materials to its sister school's magicks, Artifice eventually wears off, at which point the inscribed object often falls to pieces, drained of its energy. To prevent a precious item from turning to dust, one must recharge it with Essence on a regular basis, using either his own knowledge, or resorting to the service of a wizard. If the magic effect bestowed upon the item is not used by the possessor, the Essence dissipates at a slower rate, becoming more of a storage that the user can access.
Confusing, and roundabout when compared to the other magical schools, Alchemy imbues tinctures with magical properties, allowing a liquid one or more of a virtually limitless number of uses. Alchemy requires many things, including extensive knowledge of which plants or herbs are most resonant to magical purposes, as well as varying strengths of alcohol to bind the magic into the fluid. The final result can lead to many side-effects as alchemical mixtures are often toxic when imbibed, but can also complement other schools of magic by performing such incredible feats as restoring one's essence in but a moment, or exploding in a ball of flame when exposed to the air.
~The Outworld~
Not being able to destroy Mektos, as he was a Keeper just like them and therefore a pillar that hold the Emberwell in place, the other Aeons found it most fitting to exile him and his new found followers into a world where their influence could no longer affect the peaceful world of Issoss. Channeling the Essence of the Flame Fount, they united and created a new dimension, separate from the green world of the mortals. This world bore no resemblence to the first one, being its exact opposite. Whereas Issoss was a lush green world, ripe with a rich flora and fauna, where Mjulnirs, Sharians, Duenders and Dylenors coexisted peacefully, the Outworld was a world filled with abominations. Hateful creatures that continously warred each other, craving nothing but bloodshed.
Everything here was in a total ruin, massive cliffs and mountain ranges dotting the landscape, the dimension being infinite in size. It is within here that the Keeper of Death and War and the vile Necromancers were exiled within. Regrettably, this had no effect, for the Undead Legion still remained on Issoss, plaguing the land with its neverending thirst for dead. It is yet unknown how the army still exists after its masters have been sent into the Outworld, but one thing is certain: the Legion will not be content until it has wiped out all living life on Issoss.
Such does our story begin but one month before the rise of the Undead Legion and the fall of Shan'Manrir.
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~The World of Issoss~
~Other Towns, Villages and Hamlets~
~Mloik~
1. Leyll
2. Adsan
3. Sirecy
4. Loberi
5. Artaia
6. Nyton
7. Lerwar
8. Oughin
9. Kimah
10. Polelm
11. Torurn
~Tor'Valen~
12. Hiniss
13. Asami
14. Loros
15. Aleoth
16. Lywfild
~The War Front~
17. Tiaessban
18. Lor'tony
19. Ums
20. Nar'Aktir
~Luyn~
21. Bolos
22. Tov'Skai
23. Uskortai
24. Shykal
25. Undaw
26. Hjaltland
27. Denos
28. Serrmos
29. Issgar
30. Ponut
31. Achril
~The Free Isles~
32. Chamorest
33. Tiayer
34. Isat
35. Hat'old
36. Shy'rise
37. Ufes
38. Err
39. Ackess
40. Nalor
~Undead Controlled Cities~
41. Awann
42. Osas
43. Tas'tas
44. Elera
45. End'et
46. Aldr
47. Daron
48. Rydus
49. Ir'ar
50. Soell
51. Ustum
52. Wapitu
53. Ormarsh
54. Redwyvern
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1. All RpN rules and regulations apply here
2. No one-liners.Posts in the RP shall be minimum 2(two) paragraphs lenght. Keep it detailed, 'cuz me likey details!
3. No Erotic RP. Romance is allowed, but fade to black when naughty stuff comes up.
4. Be polite. If I see an argument that does not come to a resolution within the OOC, then someone will be kicked. Swears are permitted In-Character, and only there.
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10. Same rules as rule no. 11 apply to PvP. Should your character get in a conflict, in character, with another Playing Character, all fighting moves' success shall be based on the 20-dice rules aforementioned.
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