ThePastelWitch
"There is no magic when one no longer believes."
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[div class="tabName introName"]Notable Dates and Events[/div]
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[div class="tabName rulesName"]The Trials[/div]
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[div class=Title]PEACE KEEPERS[/div][/div]
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Spring
(15) Isadora Usagian's Birthday
Summer
(1) Alastair Nidae's Birthday
(25) Summer Solstice
Fall
(18) Amorous Day & Felicity's Birthday
(41) Costume Day
Winter
(25) Winter Solstice
Tournament Events and Trials
Spring (1) - Beginning of Tournament - Team Choosing and Welcoming Ball
Spring (2) - The First Trial
Spring (7) - Announcement of Which Teams Will Square Off
Spring (14) - The Second Trial
Summer (23-26) - Combatants will return home for three days.
Winter (23-26) - Combatants will return home for three days.
Holidays and Their Meanings/Histories
Summer (25) - The Summer Solstice
The Summer Solstice was first established to celebrate the peace founded by the kingdoms of Sodariel once the first Tournament has commenced. It is celebrated by having large festivals with games, food from around the world, fireworks, and speeches from all of the rulers of the reigning kingdoms. Everyone is encouraged to wear something that represents their country and participate in the various activities in order to further appreciate the many cultures of the world.
Fall (18) - Amorous Day
Amorous Day was a day to celebrate the love the Crow and the Dove fae had for one another. It soon grew to be a popular wedding date for many and then into a holiday to show how much you care for your romantic partner. Common gifts on this holiday are candies, flowers, and even jewelry.
Fall (41) - Costume Day
Costume Day was actually coined by the Cat Fae in order to show his taste in the finest of silks and fashion. The Fae created a ball where all must where a mask and the finest of clothes to "hide" their true selves so that only their taste could be judged. As the years rolled by, more and more people turned it into something fun by dressing up in costumes of whatever they like and giving and receiving candy depending on if they liked the costume or not. In some kingdoms, it has become a competition while others see it as merely a game for children now.
Winter (25) - The Winter Solstice
The Winter Solstice was first created as a memorial holiday to mourn those that lost their lives due to the war between the kingdoms of old. But as time progressed, many began to celebrate the holiday as a more cheerful holiday, since the many deaths led to Sodariel's prosperity. People now celebrate their lives and the sacrifices they ultimately made. The royal families do this by throwing a massive ball that goes on for two days and nights, where all of the royals may dance and dine to further show the people how their peace is only attributed to the fallen. And as tradition, everyone gives those they care for a gift for the holidays so as to remember not to take those they love for granted.
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The Different Type of Fae
Bat = Chiroptera Family
Bear = Ursa Family
Bovine = Taurus Family
Cat = Felinean Family
Chameleon = Nidae Family (Banished)
Chicken = Gallus Family
Crow = Corvus Family
Deer = Fawnus Family
Dove = Columbidae Family
Eagle = Halia Family
Fish = Myxini Family
Fox = Vulpes Family
Goat/Ram = Capra Family
Horse = Equus Family
Lion = Leo Family
Lizard = Lacertillia Family
Monkey = Cerco Family
Mouse = Mus Family
Panda = Leuca Family
Panther = Pardus Family
Rabbit = Usagian Family
Scorpion = Edea Family
Shark = Selach Family
Snake = Hebian Family
Squirrel = Sciuridae Family
Squid = Teuthida Family
Spider = Arachnida Family
Wolf = Canis Family
What is Magic?
Magic is a gift passed down from the Fae. It is no longer the pure energy that ran through humanoid veins due to it losing its effect each time a new generation was born. The Fae passed on and by doing so, they could no longer manage the magic like they once did. As a result, magic that was unlimited in possibilities was diluted and humanoids had to struggle to unleash their untapped potential. The royals have a little easier time, seeing as the Fae Bloodline is more direct with them, but it is still muddled after introducing people of other bloodlines into their royal lineage. So now, they also must struggle just to study the different type and branches of magic. While it was once possible for the royals to know more magic than the regular folk, the newer generations were only able to learn one branch in the first half of their lives. It is still attempted, but researchers of magic have realized that the different branches activate different parts of the soul and body, so attuning the two for more than one is straining on the person. It's only possible after exerting enough magic with their first type, as if exercising the soul like it were a muscle. Many believe that this foretells the end of magic one day. And maybe even any trace of Fae at all, seeing as some royals are beginning to not show all of the physical traits of their specified deity.
The Different Types of Magic
Dark Magic
Blood Magic
Perhaps one of the most outlawed forms of magic, seeing as it requires the use of blood (and usually a large portion of it). Blood Magic, however, can do many magical feats depending on how much life force is willing to be sacrificed for the spells. It's a very rare type that few have dabbled in, or at the very least, will never admit to knowing it.
This type of magic is easy to detect since blood is required to do anything concerning it. However, using an element of life force stabilizes the magic, making it hard to detect unless one is trained high enough in magic.
Necromancy
The dark art of raising the dead from their eternal slumber to do their bidding. But much like any magic, there is a price to pay and the price to animate a corpse is to expend some of your own life force. Resurrecting a small creature usually will only age you a few weeks while resurrecting a humanoid of any kind can shave off a few years of your life (visible aging you). So due to this, many necromancers find themselves searching for means to lengthen their life.
Only highly trained Necromancers can raise the dead without reciting ancient verse aloud before their practice. But because it is manipulating the Natural World, even those barely trained in magic will feel the disturbance of this kind of magic.
Shapeshifting
Many consider shapeshifting to be a dark art mainly due to its invasive nature. In order to learn how to take forms, one must study their subject for extended periods of time. While it merely exhausts the user to move in and out of forms, it does come with a heavy risk. Changing into something that isn't humanoid tends to morph the thoughts of the magic user and therefore threatens to take over the caster. Many shapeshifters have lost their identities and lived their lives as their changed form, only changing back after death.
In order to initiate this magic, one must call on the form they want and imagine how it feels, how it moves, how it thinks, etc. Seeing as it's mental at first, one may not know the magic is happening until they see and hear the body of the caster change. Once the caster is in form, it may not be obvious that they're a shapeshifter unless someone is well trained in magic. And it's near impossible if they've lost themselves to their changed form.
Teleportation
Teleportation is a very dangerous magic, seeing as it makes the user bend the very fabric of multiple planes so that they can appear somewhere else. Many have been lost in other planes while attempting to move somewhere else and even disappeared once entering a plane of existence where their kind didn't exist. What makes it inherently dark is that when manipulating planes of existence, the caster risks enticing things not of this world to inspect where they are. Many casters have found themselves in the center of an attack from strange beings, with little to no defense.
Ancient verse is required to be spoken verbally before one can move through the planes of existence and they must remain focused on where they wish to go or they could end up lost within the realms of existence. Those who know what teleportation is can only notice if someone has moved between planes by a faint smell of sulfur and walking through a hot spot in the air. Those who know nothing of it may just think it just a strange occurrence.
Deception Magic
Illusion
Illusion is one of the first magics associated with trickery, but has been used for both good and not-so-good reasons. Casters that use this magic find them expending stamina when using such spells, but when conducting large scale, intricate illusions, one can find themselves having to relinquish one of their senses for the duration of the illusion. This magic is concentration based, meaning that the caster must stay focused on the spell at all times or it will dissipate.
Illusionists are rarely interrupted due to them having no physical or verbal cues required before their magic initiates. However, if one is trained high enough in magic, they can detect when an illusion isn't real by the image smelling like the caster.
Invisibility
Invisibility once was thought to be the same as Illusion magic, but was found to actually be its own kind. It also expends stamina but the longer a user stays invisible, the more at risk the caster is for losing control since the spell continues to need more and more stamina to continue functioning. This magic is an activated type, meaning that one doesn't need to remain focused to keep the spell going, but must initiate when to turn it on and off.
Cues differ per user on how they turn on and off this power since no single one works for everyone. However, everyone in this type is taught to use a verbal or physical cue their mind will always recognize as the sign to initiate the magic. It is near impossible to tell if someone is using the magic afterward, minus any signs the caster leaves (foot steps, knocking into things, touching someone, etc.)
Light Manipulation
Many light manipulators find themselves to not have to expend much to do their spells. It's only when they do something on a large scale, like extinguish all light in a building, do they find themselves losing their ability to see. It's been documented that anyone that actually goes blind is only blind for a day. Only one known person is to have gone completely blind, but that was after trying to redirect sunlight. (Which only half succeeded)
Light Manipulators will notice that when casting spells, their eyes will glow with reflective light and their whole body may do so if the magic is on a large scale of power. It's obvious to many that the light is magical because natural light tends to have some heat to it, while Light Magic does not.
Sound Manipulation
Much like light manipulators, sound manipulators find themselves not having to expend much when they are doing magic for themselves specifically. However, doing it to others seems to tire them out pretty easily. Many have found themselves permanently deaf while underestimating how loud a sound was, but those that use their powers too frequently or at too high of a volume (haha), they will find themselves deaf for a day at most.
A Sound Manipulator's main casting hand/limb/etc. will vibrate as they use their magic, increasing in intensity with the power of the magic. One can tell magic is around as long as they aren't tone deaf, for a ringing in the ears will be present depending on how strong the magic being cast is.
Elemental Magic
Elemental magic has grown harder to do and one must move their entire bodies to reshape the elements of the Natural World. Overtime, some have even made fighting styles based off of these movements as to help those with this magic become more lethal.
Air Magic
Air, like all elemental magic, takes away energy directly from the caster. The stronger the spell, the more energy it requires. But many believe that with creativity, these spells' price seem to pare in comparison of what they can do. Air tends to draw energy depending on simplicity. Moving things with a gust of wind wouldn't really drain you, but calling forth a whirlwind or taking the air from someone's lungs would surely deplete the caster.
Air is swift and free, much like how an Air Mage moves when manipulating it. Changing the Natural World is hard work and therefore, Elemental Mages use their entire bodies to change the elements. One knows that Air Magic is at play if they pay attention to the soft smell of sage in the air.
Earth Magic
Earth Magic users have found that they can substitute their energy with the earth's when it comes to casting. However, those that can use this magic can also hear "feel" the earth in a new way. If anything is done to the natural world around or to the things they command, they feel the pain as if it were their own. That's why those that command this element tend to strive for a higher tolerance for pain.
Earth Magic is resolute and stubborn, so Earth Mages are required to move with force and determination when remolding the earth around them. Minus the signs of disrupted earth, a person can tell when Earth Magic has been used by the lingering scent of brimstone.
Fire Magic
Fire is the hardest element to wield, mainly because once it's out of control, it's hard to hold it back. However with a lot of training, one can use the element for greater amount of damage in battle. But many find them to be more useful at just heating, such as at a kiln or blacksmith. Many Fire Casters have made a living just by helping keep certain businesses running, which has helped keep people from seeing them as just agents of destruction.
Fire Mages must move like fire itself, aggressive and unpredictable, all while maintaining control over the element. If one cannot tell by the higher heat coming off of these flames as magic, then one can definitely tell from the scent of cinnamon.
Ice Magic
Ice Magic is the third hardest element to wield of the six, seeing as it's one of the elements that takes its environment into play. If it's too hot outside to sustain the ice, the caster must expend even more energy to keep it cold enough to form. However, if the caster is in colder climates, the magic eats less of their energy. So those that favor Ice Magic tend to move towards Truvaria or communities surrounding the kingdom, as to practice their skills unimpeded.
Ice Mages have discovered that Ice Magic itself is rigid, but just as consuming as fire if not attended properly. So they learned to mold their bodies to move in such a way that complements their element. Their ice is so cold it burns the skin, but if that didn't make the magic obvious, it also smells of strong peppermint.
Lightning Magic
Lightning -or electricity- is the second easiest element to control, merely because everything seems to conduct electricity to a certain degree. This allows casters to find a positive spark in the environment around them that they can exploit and fill all electricity through that central point. However, they have the opposite problem as the other elements. While doing magic, the lightning will charge them so much that they will burn out very quickly. If they don't catch it beforehand, they could be stunned for an hour or two.
Lightning Mages move just like their Magic, sharp and fast, with their chaining spell abilities. The electricity doesn't travel completely through the victim's body like regular electricity and it also smells of sulfur.
Water Magic
Water is, by far, the easiest element to learn since water is practically in most known things. While it expends the caster's stamina, it also tends to take up some of the water in their system as well. When someone casts too much, it has been recorded that they experience dehydration. But as long as they continue to hydrate themselves, Water Casters have options to work in many different fields and it's common to find a Water Caster in most businesses, especially in Ithlolen, Truvaria, and Belerast.
Water Magic and its Mages are ever-changing with their fluidity and grace changing to rushes of power, making it one of the more difficult types to learn. The water from the magic shines brilliantly, even in low lighting, and smells of salt, even if it's the freshest of waters.
Enhancing Magic
Barrier
Rather than focus on all out offense, the casters of this type of magic prefer to have a good offense. They are able to solidify their aura, the energy surrounding every person (much like electricity), into something physical enough to protect them and others. This magic is based heavily on a person's will and breaks easily when the caster receives too much stress or can't focus. But much like Lightning magic, wielding a barrier for too long can be volatile and burn out the caster. If one were to continue to this point, it will knock them out from one hour to even twelve hours. However, it's been noted that those with high willpower can push their barrier into a sort of energy force for an attack. This, however, will leave them without an aura and render them unable to protect themselves again until they replenish it after a long rest.
One can tell a Barrier Mage is about to cast a spell when they are solidifying their stance and know it's there once the Mage claps their hand to solidify the magic. If one doesn't perceive this beforehand, they may not even know it's there unless they catch a glint of light reflecting off of the aura.
Pain Nullifying
Pain Nullifying, or Numbing Magic, is a magic found more frequently in Truvaria, since the harsh environment seems to attract these casters. When a person feels pain, it is possible for a caster to numb the effects until the body accepts the pain into the body and doesn't register it as a threat anymore. This usually lasts for twelve hours, but can last for less, depending on how severe the pain was. This magic, though called for pain manipulation, actually numbs the nerves, making any feeling disappear. Not just pain. A caster can make their entire body numb at times, even subconsciously. This is neither good or bad, seeing as some casters have lost their lives after realizing too late that they were fatally injured.
Ancient verse is required to be spoken verbally before this magic is activated, but once it does, it is only possible to know magic is being used if one attempts to inflict pain on the person with the effects, and they feel nothing or next to nothing.
Rallying Allies/Enemies
Inspiring others always seemed to be an unobtainable talent for some, especially once they realized that this magic was actually part of the reason why. Inspirational leaders were found to have this magic whenever they spoke, which made it that much harder to study. It's a magic that is ingrained in the charisma of the character, meaning that using this type of magic is very heavily dependent on the type of caster its wielded by. It's one of the least studied magics around Sodariel, mainly because it's so enigmatic. It has been shown, though, that a caster can only access this magic once per day.
Only those trained in knowing this magic will know it's happening if they notice a slight echo (almost as an emphasis) behind the speaker's words. And only those affected will know magic is used if they recognize the sudden warm feeling in their chest to be unnatural or not.
Strength Enhancement
"The best defense is a good offense." Many who have taken formal training in this magic know this quote, seeing as it is one of the founding principals of this type of magic. Rather than "cower" behind a barrier, the casters of this magic prefer to up their strength and get rid of their opponent by sheer force. However, using this magic will make whoever has the magic cast on them (and the caster) weaker than they normally were afterwards. This is also a concentration type of magic, meaning that if the caster loses focus, the spell will dissipate and the weakening state happens almost immediately.
An Ancient verse is required to activate this type of magic, verbal or mental, and one must have their stance rigid to receive the full potential of the magic. One will know this magic was activated only if they pick up on the very faint scent of charred ash lingering around the person.
Healing Magic
Cure Ailments
This is magic specifically to help those that are afflicted with poisons, paralyzing agents, and other things that hinder the body. Unlike a lot of magic in the realm, this is a ritualistic magic and certain ailments require different types of materials to be used or the magic won't work. This and Cure Wounds magic tend to be so close to each other that some people try to learn both, but it usually takes over three decades before the fruit of their labors are apparent to them and others.
Depending on the type of ailment, the ritual will require different components. However, they all tend to smell of hibiscus.
Cure Wounds
In order to help those that were physically wounded, such as broken bones or open gashes, some casters learn this specific type of magic. Mending small wounds usually means expending just stamina, but large wounds (or large amounts of wounds) require life energy. It's not considered a dark art, because the life energy can actually replenish since it doesn't touch the soul of the caster itself. So rather than risk one caster, many attempt to heal those of a serious case with other healers. This way, the work is split evenly and no one has to tap into their life force and consequently, be bedridden for the next day.
The caster will begin to glow whenever they use this type of magic and depending on the severity, they can make it go faster by expelling more energy and singing Ancient verse.
Drain
Draining the health from one person to replenish your own or others is the focus of this magic. It's the more questionable type of healing magic, seeing as it could do harm to others on a very dangerous scale. Many that pursue healing magic, though, tend to avoid this type of healing magic. The reason is because they can only measure how much they are transferring or consuming, but not how much is left in who they're leeching from. Many have died this way and the overall idea of this type of healing has been attacked in most societies.
Both participants of said magic will begin to glow once the magic is begun, but it's very faint and hard to see during the day. Consensual exchange leaves the drained one feeling tired and hungry, nonconsensual leaves them sick and exhausted.
Mending
Rather than "cure" living creatures, some healers value using magic to fix objects. Many of these casters like to work on renovation and construction sites. However, depending on how large of a mending job is needed, the caster must sacrifice the use of a body part until they wake from a long rest (4+ hours). Some lose only the ability to use a finger or toe, but some have lost the ability to control their limbs after trying to restore a dilapidated building. Some bodies are weaker to this magic type, but that is the average measurement.
Much like elemental magic, the caster must use their entire body to manipulate physics and the world around them. Depending on the item they're mending, their movements will match its quality. Furniture is strong and sturdy, so their movements will be. Some fabric is flowing, so they will be as well. When finished, the items always tends to smell lightly of lavender.
Symbiosis
This is a romanticized magic, seeing as it links two or more people together by magic. Much like Curing Ailments, this type of magic is ritualistic and requires materials in order to work effectively. But when done correctly, the magic links the health and life force of two or more people. Some use this to know when someone is in danger or even to help terminally ill people live a little longer. Severing the connection is possible, but grows in difficulty depending on how long the connection has been made. Some children have a connection to their parents in this way... and never truly know. It has also been documented that no one can be directly linked to more than two people at a single time.
The rituals differ depending on size of persons, emotional connection, familial connection, and even Fae ancestry. But they all tend to smell of jasmine in the end. Severing the connection takes a ritual that smells of rust and uses the deadened and decayed version of the binding ritual and energy from both participants.
Sabotage Magic
Blinding Magic
One of the first sabotaging magic to be used in combat, Blinding Magic is well known around Sodariel. However, it's considered to be one of the more secretive types of magic and affiliate it with the Deception Magics, since many use it for stealth missions. In order to do this type of magic, though, the user must make a physical sacrifice of their own. While most magic feeds off of the caster in some way, this magic requires that the user to harm themselves first. This includes, scratching themselves, biting their tongue, ripping off a nail, etc. The Fae that gifted this magic, the Scorpion, decided that in order to use this magic, one should make a conscious effort to prove that they truly wanted it.
Minus the physical affliction one has, it's difficult to tell when one casts the spell minus the victim losing sight. One highly trained in magic may notice, however, that the spot the caster used the spell from will be dimmer than the area around it, almost as if the light was sapped away from it.
Emotional Control
Empaths, or casters of Emotional Control, are usually a religious sort due to the teachings of this magic. Its roots teach that emotions were given by the Fae and therefore, all emotions are valued and respected. Channeling the different paths of emotions coming from a person, one can intertwine these emotions through what they call "Emotional Links," so as to slowly merge them onto a new path. They can also intensify emotions by putting pressure on the links and also soften them by "straightening out" the pathways. In order to learn this magic, however, Empaths must agree to give up their own Emotional Links/Pathways so as to not risk their own Paths tangling in their manipulation. Due to their cold nature, many avoid practicing Empaths and just leave the casters to their temples.
Empath Magic is solely mental, making it hard to tell when someone is using it unless the caster themselves has a physical tell. The remnants of the magic being used, though, will make passersby's feel a sense of emotional discomfort when walking through the area.
Poison
The most common of sabotaging magic, Poison Execution allows to turn the chemicals in or on something/someone into a poisonous type of substance. This can include a gas, a liquid, or even a solid the body must digest. Many would rather use herbs since in order to fully learn the ways of this magic, one must ingest different types of poisons to both learn of their properties and also to create a resilience to the poison. This has caused many to become terminally ill or even pass away, but there are some who still dedicate their lives to learning the ways of Poison Execution. Even at the cost of their own life.
An inexperienced Executioner will begin coughing once the magic is ready to full cast, but a higher level one will begin to emit a faint smoke from their nose and/or ears. Usually the area the magic is cast in is difficult to navigate until the magic disperses, making it obvious it was cast in the vicinity.
Sleep Spells
Putting someone to sleep has been a magic that people have done since the Fae first created them. Some weave their spells into songs, instruments, or even bedtime stories, but it was always a type of magic used for the good of someone. That is until people realized it helped them win in combat. It was only when this magic intertwined with the mental and physical exertion of combat did people start to realize there was a take away from using this magic too much. Those that cast sleep on someone who was resilient to its effects (but still succumbed) would not be able to sleep themselves for the next twelve hours. Their own magic and even herbs couldn't even induce sleep from them. They were just... awake.
This is the only magic that requires music to be played to activate now, either by singing or an instrument of some kind, off key or not (though on key typically helps more). And the only way someone knows if the magic was cast on someone is if someone trained in magic notices the faint scent of sand on the victim(s).
Summoning Magic
Summon Avian Creatures
This summoning ability means that the caster is skilled in summoning birds. The funny thing about this summoning is that in order to summon birds, the caster must give up their voice. The more birds that they summon at a time, the longer that their voice will be "muted." Summoning one small bird usually means thirty minutes of silence while summoning a large bird could go up to an hour. Summoning swarms of birds has lead to not just the inability to speak, but also the inability to hear.
All summoning magic is easy to read for it needs an Ancient verse spoken aloud and then the Summoner to reach across the planes of existence to call to their Summons. Summoning Avian Creatures tends to leave the smell of soot afterwards, though.
Summon Demonic Creatures
Summoning Demonic creatures usually involves a pact of some kind, where the caster will make a formal deal with the demon. This includes the shaking of hands, which costs the caster the ability to physically feel anything for as long as the demon is present. And depending on the power level of the demon, some may even require to drink the caster's blood. Demons are independent creatures, so controlling one is only achievable by clear guidelines in the pact. If any room is left in the pact for the demon to do other things, it could end badly for the caster and those around them. So this form of magic is frowned upon and usually only learned for hands on studying rather than for actual use.
All summoning magic is easy to read for it needs an Ancient verse spoken aloud and then the Summoner to reach across the planes of existence to call to their Summons. Summoning Demonic Creatures tends to leave the smell of sulfur afterwards, though.
Summon Flora
Summoning natural plants is useful, especially for those studying alchemy. However, summoning plants, regardless of size or rarity, has the same effect. The caster will lose the ability to smell for the rest of the day (and therefore taste) and if not treated properly when summoned, the plants could turn hostile towards the caster. Some release pollen to make the caster sick, some actually bite or strangle the caster, and so on and so forth.
All summoning magic is easy to read for it needs an Ancient verse spoken aloud and then the Summoner to reach across the planes of existence to call to their Summons. Summoning Flora tends to leave an intoxicatingly strong smell of flowers afterwards, though.
Summon Insects
While some didn't see the positives of having this ability, the casters who studied and learned the ways saw the great things about insects. They could help oversee the growth of crops by insuring that pollination would occur, help feed the insects to certain flora and fauna so that the ecosystem continued to thrive, and even could use the insects to scare ignorant people. But most of all, insects were great at relaying messages, which made for a discreet mailing service for Insect Summoners. Unfortunately, whenever summoning insects, the caster's immunity depletes almost completely and leads to the caster catching an unknown illness. Sometimes, the sickness is horrible while others are mild.
All summoning magic is easy to read for it needs an Ancient verse spoken aloud and then the Summoner to reach across the planes of existence to call to their Summons. Summoning Insects tends to leave the smell of iron afterwards, though.
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The upcoming tournament will be the Eighth Tournament in the history of Sodariel. It will also signify two hundreds since the War of Ages ended. Every tournament commenced on a new century since the event is a little different. Only the Originals know the twist of the upcoming trials, but if it is anything like the Fourth, the royals have an interesting future ahead of them.
The First Tournament
The First Tournament was actually much larger than the Eighth since every Fae gifted family was included in it. They were split into nine teams of three and instead of having the other trials that many tournaments currently have, the trials consisted of mainly battling. The roles were no longer Leader, Spymaster, and Ambassador. Instead they had their Tank, their Healer, and their Ranged Attacker. It was a very bloody affair and the time in between the trials was only to allow the combatants to recover. Deaths were inevitable and it was rare for a family to get both of their children back. The winner of this tournament, though, was the Vulpes (Fox) Family. They ruled that those that would actually rule Sodariel were themselves, the Canis (wolves), Felinean (Cat), Corvus (Crow), and Lacertillia (Lizard) families. The other families had their land, resources, and assets shrunk and divided among them and the ruling families.
The Second Tournament
Unlike the last tournament, a lot of the families were against sending their children to such a violent tournament. And after pleading with the Originals, they agreed to tone down the violence, but they still believed that combat was necessary since even the most peaceful of leaders go through battle at one time or another. Not wanting to risk it, the Myxini (Fish), Selach (Shark), Arachnida (Spider), and Taurus (Bovine) families forfeited. Their land, resources, and economy were added to the pile of prizes that the winner would earn. This, unfortunately, bred greed and while combat was meant to be the main focus, intrigue started to bleed into the tournament. The physically strong found themselves getting trumped and couldn't understand why. That is until the winner of the Second Tournament, the Corvus (Crow) Family, outed everyone's weakness and secrets. The Corvus Princess decided to rule the realm with the Columbidae Princess, her best friend. Many were bitter and it didn't take long for the two to be overthrown, bringing a semblance of peace to return to Sodariel.
The Third Tournament
The Originals understood how much intellect factored into the Tournament and decided to incorporate it in the overall trials. This is when the roles of Leader, Spymaster, and Ambassador were made to replace the old roles. Unfortunately, some of the royal children were more bloodthirsty than the rest and used the "intrigue" excuse to kill others in their sleep. It was soon revealed that the ones who did this were of the Mus (Mouse) and Corvus (Crow) families. The rest of the families, with the Felinean Prince leading them, decided to execute the offenders. Once the execution was done, the Tournament commenced normally with the Felinean family emerging victorious. They gifted the ruling status to the families that helped them the most: the Ursa (Bear), the Fawnus (Deer), the Usagian (Rabbit), and Capra (Goat/Ram) families.
The Fourth Tournament
The celebration of a full century since the War of Ages' end was celebrated by changing the Tournament again. This time, death was outlawed seeing as many families were eneded by the Mus (Mouse) and Corvus (Crow) royals assassinating both siblings of other families. This included the Chiroptera (Bat), Gallus (Chicken), and Teuthida (Squid) families. After seeing their ally kingdom get executed, the Columbidae (Dove), Capra (Goat/Ram), Leuca (Panda), Pardus (Panther), and Equus (Horse) families forfeited. These families were also hoping that their blatant surrendering would hinder the game and work as a protest. It didn't though. And their land, resources, and economical strengths were added to the prize for the winner. The Leo Prince was victorious in the end. The twist at the end of this Tournament was for the winner to get a new choice at the end. If they bet on what family would win the next tournament and guessed correctly, they would win regardless if they even participated in the next game. Taking that, the Leo family chose to evenly rule Sodariel with the rest of the families and bet that the next winner would be the Canis family.
The Fifth Tournament
The Fifth Tournament was a very short tournament compared to the rest. That was due to the fact that rather than outright battle over who would win, the royals decided to uplift each other and just win fair and square. Well... minus one person. The Felinean (Cat) Princess took this opportunity to betray the rest of them. Even though the plan was to let the Canis family win, seeing as they had the least amount of resources and the Leo family forfeited, the Felinean Princess believed that after her family lost so many allies in the last tournament, it was time for revenge. She snatched the win as soon as the Canis Princess went to take the win. Out of feeling betrayed, the Canis Princess lashed out and was thrown back by the Felinean Princess's magic. This caused the Canis princess to be thrown against the wall violently, paralyzing her. This caused a huge rift between the Canis and Felinean families, but the winner didn't care. She merely named her family the sole ruling family of Sodariel.
The Sixth Tournament
This tournament saw many of the royals who grew up around each other distrust one another to the fullest. Many of them kept to themselves and only revealed little to their leaders. Some even refused to show up to some of the trials at first. It was only once the Originals stepped in that they finally began to pull their weight. And they all doubled down when they saw the Sciuridae (Squirrel) twins dead. But the killer was never revealed. Even after the unexpected winner, the Usagian Prince, emerged victorious. He proposed to the one he fell for, the Fawnus Prince, and gave the reign over to his sister after decided that all of the families would rule Sodariel.
The Seventh Tournament
The final withdrawals were made in this tournament, making the last families the only participants left. These were the Felinean, the Fawnus, the Canis, the Hebian, the Vulpes, and Usagian families. The royal Felinean siblings seemed apologetic for their grandmother's and father's behaviors, who they revealed was the killer of the Sciuridae (Squirrel) Twins, and seemed willing to jump as many hurdles to prove they weren't like their past generations. And after many grueling trials that pit friends and family against each other, the winner of the Seventh Tournament emerged. The Hebian family, though, realized that all of the families had tried their hardest and chose to let the remaining participating families rule over the realm together.
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Credit goes to Alteras for the original code of this beautiful coding masterpiece
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[div class="tabName titleName"]Title Screen[/div]
[div class="tabName introName"]Notable Dates and Events[/div]
[div class="tabName basicsName"]Fae and Magic[/div]
[div class="tabName rulesName"]The Trials[/div]
[div class="tabName ambianceName"]Credit and Ambiance[/div]
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[div class=Title]PEACE KEEPERS[/div][/div]
[div class="header titleHeader"][div class=caption]
The World of Sodariel
And It's Many Stories
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Spring
(15) Isadora Usagian's Birthday
Summer
(1) Alastair Nidae's Birthday
(25) Summer Solstice
Fall
(18) Amorous Day & Felicity's Birthday
(41) Costume Day
Winter
(25) Winter Solstice
Tournament Events and Trials
Spring (1) - Beginning of Tournament - Team Choosing and Welcoming Ball
Spring (2) - The First Trial
Spring (7) - Announcement of Which Teams Will Square Off
Spring (14) - The Second Trial
Summer (23-26) - Combatants will return home for three days.
Winter (23-26) - Combatants will return home for three days.
Holidays and Their Meanings/Histories
Summer (25) - The Summer Solstice
The Summer Solstice was first established to celebrate the peace founded by the kingdoms of Sodariel once the first Tournament has commenced. It is celebrated by having large festivals with games, food from around the world, fireworks, and speeches from all of the rulers of the reigning kingdoms. Everyone is encouraged to wear something that represents their country and participate in the various activities in order to further appreciate the many cultures of the world.
Fall (18) - Amorous Day
Amorous Day was a day to celebrate the love the Crow and the Dove fae had for one another. It soon grew to be a popular wedding date for many and then into a holiday to show how much you care for your romantic partner. Common gifts on this holiday are candies, flowers, and even jewelry.
Fall (41) - Costume Day
Costume Day was actually coined by the Cat Fae in order to show his taste in the finest of silks and fashion. The Fae created a ball where all must where a mask and the finest of clothes to "hide" their true selves so that only their taste could be judged. As the years rolled by, more and more people turned it into something fun by dressing up in costumes of whatever they like and giving and receiving candy depending on if they liked the costume or not. In some kingdoms, it has become a competition while others see it as merely a game for children now.
Winter (25) - The Winter Solstice
The Winter Solstice was first created as a memorial holiday to mourn those that lost their lives due to the war between the kingdoms of old. But as time progressed, many began to celebrate the holiday as a more cheerful holiday, since the many deaths led to Sodariel's prosperity. People now celebrate their lives and the sacrifices they ultimately made. The royal families do this by throwing a massive ball that goes on for two days and nights, where all of the royals may dance and dine to further show the people how their peace is only attributed to the fallen. And as tradition, everyone gives those they care for a gift for the holidays so as to remember not to take those they love for granted.
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Memorable
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The Different Type of Fae
Bat = Chiroptera Family
Bear = Ursa Family
Bovine = Taurus Family
Cat = Felinean Family
Chameleon = Nidae Family (Banished)
Chicken = Gallus Family
Crow = Corvus Family
Deer = Fawnus Family
Dove = Columbidae Family
Eagle = Halia Family
Fish = Myxini Family
Fox = Vulpes Family
Goat/Ram = Capra Family
Horse = Equus Family
Lion = Leo Family
Lizard = Lacertillia Family
Monkey = Cerco Family
Mouse = Mus Family
Panda = Leuca Family
Panther = Pardus Family
Rabbit = Usagian Family
Scorpion = Edea Family
Shark = Selach Family
Snake = Hebian Family
Squirrel = Sciuridae Family
Squid = Teuthida Family
Spider = Arachnida Family
Wolf = Canis Family
What is Magic?
Magic is a gift passed down from the Fae. It is no longer the pure energy that ran through humanoid veins due to it losing its effect each time a new generation was born. The Fae passed on and by doing so, they could no longer manage the magic like they once did. As a result, magic that was unlimited in possibilities was diluted and humanoids had to struggle to unleash their untapped potential. The royals have a little easier time, seeing as the Fae Bloodline is more direct with them, but it is still muddled after introducing people of other bloodlines into their royal lineage. So now, they also must struggle just to study the different type and branches of magic. While it was once possible for the royals to know more magic than the regular folk, the newer generations were only able to learn one branch in the first half of their lives. It is still attempted, but researchers of magic have realized that the different branches activate different parts of the soul and body, so attuning the two for more than one is straining on the person. It's only possible after exerting enough magic with their first type, as if exercising the soul like it were a muscle. Many believe that this foretells the end of magic one day. And maybe even any trace of Fae at all, seeing as some royals are beginning to not show all of the physical traits of their specified deity.
The Different Types of Magic
Dark Magic
Blood Magic
Perhaps one of the most outlawed forms of magic, seeing as it requires the use of blood (and usually a large portion of it). Blood Magic, however, can do many magical feats depending on how much life force is willing to be sacrificed for the spells. It's a very rare type that few have dabbled in, or at the very least, will never admit to knowing it.
This type of magic is easy to detect since blood is required to do anything concerning it. However, using an element of life force stabilizes the magic, making it hard to detect unless one is trained high enough in magic.
Necromancy
The dark art of raising the dead from their eternal slumber to do their bidding. But much like any magic, there is a price to pay and the price to animate a corpse is to expend some of your own life force. Resurrecting a small creature usually will only age you a few weeks while resurrecting a humanoid of any kind can shave off a few years of your life (visible aging you). So due to this, many necromancers find themselves searching for means to lengthen their life.
Only highly trained Necromancers can raise the dead without reciting ancient verse aloud before their practice. But because it is manipulating the Natural World, even those barely trained in magic will feel the disturbance of this kind of magic.
Shapeshifting
Many consider shapeshifting to be a dark art mainly due to its invasive nature. In order to learn how to take forms, one must study their subject for extended periods of time. While it merely exhausts the user to move in and out of forms, it does come with a heavy risk. Changing into something that isn't humanoid tends to morph the thoughts of the magic user and therefore threatens to take over the caster. Many shapeshifters have lost their identities and lived their lives as their changed form, only changing back after death.
In order to initiate this magic, one must call on the form they want and imagine how it feels, how it moves, how it thinks, etc. Seeing as it's mental at first, one may not know the magic is happening until they see and hear the body of the caster change. Once the caster is in form, it may not be obvious that they're a shapeshifter unless someone is well trained in magic. And it's near impossible if they've lost themselves to their changed form.
Teleportation
Teleportation is a very dangerous magic, seeing as it makes the user bend the very fabric of multiple planes so that they can appear somewhere else. Many have been lost in other planes while attempting to move somewhere else and even disappeared once entering a plane of existence where their kind didn't exist. What makes it inherently dark is that when manipulating planes of existence, the caster risks enticing things not of this world to inspect where they are. Many casters have found themselves in the center of an attack from strange beings, with little to no defense.
Ancient verse is required to be spoken verbally before one can move through the planes of existence and they must remain focused on where they wish to go or they could end up lost within the realms of existence. Those who know what teleportation is can only notice if someone has moved between planes by a faint smell of sulfur and walking through a hot spot in the air. Those who know nothing of it may just think it just a strange occurrence.
Deception Magic
Illusion
Illusion is one of the first magics associated with trickery, but has been used for both good and not-so-good reasons. Casters that use this magic find them expending stamina when using such spells, but when conducting large scale, intricate illusions, one can find themselves having to relinquish one of their senses for the duration of the illusion. This magic is concentration based, meaning that the caster must stay focused on the spell at all times or it will dissipate.
Illusionists are rarely interrupted due to them having no physical or verbal cues required before their magic initiates. However, if one is trained high enough in magic, they can detect when an illusion isn't real by the image smelling like the caster.
Invisibility
Invisibility once was thought to be the same as Illusion magic, but was found to actually be its own kind. It also expends stamina but the longer a user stays invisible, the more at risk the caster is for losing control since the spell continues to need more and more stamina to continue functioning. This magic is an activated type, meaning that one doesn't need to remain focused to keep the spell going, but must initiate when to turn it on and off.
Cues differ per user on how they turn on and off this power since no single one works for everyone. However, everyone in this type is taught to use a verbal or physical cue their mind will always recognize as the sign to initiate the magic. It is near impossible to tell if someone is using the magic afterward, minus any signs the caster leaves (foot steps, knocking into things, touching someone, etc.)
Light Manipulation
Many light manipulators find themselves to not have to expend much to do their spells. It's only when they do something on a large scale, like extinguish all light in a building, do they find themselves losing their ability to see. It's been documented that anyone that actually goes blind is only blind for a day. Only one known person is to have gone completely blind, but that was after trying to redirect sunlight. (Which only half succeeded)
Light Manipulators will notice that when casting spells, their eyes will glow with reflective light and their whole body may do so if the magic is on a large scale of power. It's obvious to many that the light is magical because natural light tends to have some heat to it, while Light Magic does not.
Sound Manipulation
Much like light manipulators, sound manipulators find themselves not having to expend much when they are doing magic for themselves specifically. However, doing it to others seems to tire them out pretty easily. Many have found themselves permanently deaf while underestimating how loud a sound was, but those that use their powers too frequently or at too high of a volume (haha), they will find themselves deaf for a day at most.
A Sound Manipulator's main casting hand/limb/etc. will vibrate as they use their magic, increasing in intensity with the power of the magic. One can tell magic is around as long as they aren't tone deaf, for a ringing in the ears will be present depending on how strong the magic being cast is.
Elemental Magic
Elemental magic has grown harder to do and one must move their entire bodies to reshape the elements of the Natural World. Overtime, some have even made fighting styles based off of these movements as to help those with this magic become more lethal.
Air Magic
Air, like all elemental magic, takes away energy directly from the caster. The stronger the spell, the more energy it requires. But many believe that with creativity, these spells' price seem to pare in comparison of what they can do. Air tends to draw energy depending on simplicity. Moving things with a gust of wind wouldn't really drain you, but calling forth a whirlwind or taking the air from someone's lungs would surely deplete the caster.
Air is swift and free, much like how an Air Mage moves when manipulating it. Changing the Natural World is hard work and therefore, Elemental Mages use their entire bodies to change the elements. One knows that Air Magic is at play if they pay attention to the soft smell of sage in the air.
Earth Magic
Earth Magic users have found that they can substitute their energy with the earth's when it comes to casting. However, those that can use this magic can also hear "feel" the earth in a new way. If anything is done to the natural world around or to the things they command, they feel the pain as if it were their own. That's why those that command this element tend to strive for a higher tolerance for pain.
Earth Magic is resolute and stubborn, so Earth Mages are required to move with force and determination when remolding the earth around them. Minus the signs of disrupted earth, a person can tell when Earth Magic has been used by the lingering scent of brimstone.
Fire Magic
Fire is the hardest element to wield, mainly because once it's out of control, it's hard to hold it back. However with a lot of training, one can use the element for greater amount of damage in battle. But many find them to be more useful at just heating, such as at a kiln or blacksmith. Many Fire Casters have made a living just by helping keep certain businesses running, which has helped keep people from seeing them as just agents of destruction.
Fire Mages must move like fire itself, aggressive and unpredictable, all while maintaining control over the element. If one cannot tell by the higher heat coming off of these flames as magic, then one can definitely tell from the scent of cinnamon.
Ice Magic
Ice Magic is the third hardest element to wield of the six, seeing as it's one of the elements that takes its environment into play. If it's too hot outside to sustain the ice, the caster must expend even more energy to keep it cold enough to form. However, if the caster is in colder climates, the magic eats less of their energy. So those that favor Ice Magic tend to move towards Truvaria or communities surrounding the kingdom, as to practice their skills unimpeded.
Ice Mages have discovered that Ice Magic itself is rigid, but just as consuming as fire if not attended properly. So they learned to mold their bodies to move in such a way that complements their element. Their ice is so cold it burns the skin, but if that didn't make the magic obvious, it also smells of strong peppermint.
Lightning Magic
Lightning -or electricity- is the second easiest element to control, merely because everything seems to conduct electricity to a certain degree. This allows casters to find a positive spark in the environment around them that they can exploit and fill all electricity through that central point. However, they have the opposite problem as the other elements. While doing magic, the lightning will charge them so much that they will burn out very quickly. If they don't catch it beforehand, they could be stunned for an hour or two.
Lightning Mages move just like their Magic, sharp and fast, with their chaining spell abilities. The electricity doesn't travel completely through the victim's body like regular electricity and it also smells of sulfur.
Water Magic
Water is, by far, the easiest element to learn since water is practically in most known things. While it expends the caster's stamina, it also tends to take up some of the water in their system as well. When someone casts too much, it has been recorded that they experience dehydration. But as long as they continue to hydrate themselves, Water Casters have options to work in many different fields and it's common to find a Water Caster in most businesses, especially in Ithlolen, Truvaria, and Belerast.
Water Magic and its Mages are ever-changing with their fluidity and grace changing to rushes of power, making it one of the more difficult types to learn. The water from the magic shines brilliantly, even in low lighting, and smells of salt, even if it's the freshest of waters.
Enhancing Magic
Barrier
Rather than focus on all out offense, the casters of this type of magic prefer to have a good offense. They are able to solidify their aura, the energy surrounding every person (much like electricity), into something physical enough to protect them and others. This magic is based heavily on a person's will and breaks easily when the caster receives too much stress or can't focus. But much like Lightning magic, wielding a barrier for too long can be volatile and burn out the caster. If one were to continue to this point, it will knock them out from one hour to even twelve hours. However, it's been noted that those with high willpower can push their barrier into a sort of energy force for an attack. This, however, will leave them without an aura and render them unable to protect themselves again until they replenish it after a long rest.
One can tell a Barrier Mage is about to cast a spell when they are solidifying their stance and know it's there once the Mage claps their hand to solidify the magic. If one doesn't perceive this beforehand, they may not even know it's there unless they catch a glint of light reflecting off of the aura.
Pain Nullifying
Pain Nullifying, or Numbing Magic, is a magic found more frequently in Truvaria, since the harsh environment seems to attract these casters. When a person feels pain, it is possible for a caster to numb the effects until the body accepts the pain into the body and doesn't register it as a threat anymore. This usually lasts for twelve hours, but can last for less, depending on how severe the pain was. This magic, though called for pain manipulation, actually numbs the nerves, making any feeling disappear. Not just pain. A caster can make their entire body numb at times, even subconsciously. This is neither good or bad, seeing as some casters have lost their lives after realizing too late that they were fatally injured.
Ancient verse is required to be spoken verbally before this magic is activated, but once it does, it is only possible to know magic is being used if one attempts to inflict pain on the person with the effects, and they feel nothing or next to nothing.
Rallying Allies/Enemies
Inspiring others always seemed to be an unobtainable talent for some, especially once they realized that this magic was actually part of the reason why. Inspirational leaders were found to have this magic whenever they spoke, which made it that much harder to study. It's a magic that is ingrained in the charisma of the character, meaning that using this type of magic is very heavily dependent on the type of caster its wielded by. It's one of the least studied magics around Sodariel, mainly because it's so enigmatic. It has been shown, though, that a caster can only access this magic once per day.
Only those trained in knowing this magic will know it's happening if they notice a slight echo (almost as an emphasis) behind the speaker's words. And only those affected will know magic is used if they recognize the sudden warm feeling in their chest to be unnatural or not.
Strength Enhancement
"The best defense is a good offense." Many who have taken formal training in this magic know this quote, seeing as it is one of the founding principals of this type of magic. Rather than "cower" behind a barrier, the casters of this magic prefer to up their strength and get rid of their opponent by sheer force. However, using this magic will make whoever has the magic cast on them (and the caster) weaker than they normally were afterwards. This is also a concentration type of magic, meaning that if the caster loses focus, the spell will dissipate and the weakening state happens almost immediately.
An Ancient verse is required to activate this type of magic, verbal or mental, and one must have their stance rigid to receive the full potential of the magic. One will know this magic was activated only if they pick up on the very faint scent of charred ash lingering around the person.
Healing Magic
Cure Ailments
This is magic specifically to help those that are afflicted with poisons, paralyzing agents, and other things that hinder the body. Unlike a lot of magic in the realm, this is a ritualistic magic and certain ailments require different types of materials to be used or the magic won't work. This and Cure Wounds magic tend to be so close to each other that some people try to learn both, but it usually takes over three decades before the fruit of their labors are apparent to them and others.
Depending on the type of ailment, the ritual will require different components. However, they all tend to smell of hibiscus.
Cure Wounds
In order to help those that were physically wounded, such as broken bones or open gashes, some casters learn this specific type of magic. Mending small wounds usually means expending just stamina, but large wounds (or large amounts of wounds) require life energy. It's not considered a dark art, because the life energy can actually replenish since it doesn't touch the soul of the caster itself. So rather than risk one caster, many attempt to heal those of a serious case with other healers. This way, the work is split evenly and no one has to tap into their life force and consequently, be bedridden for the next day.
The caster will begin to glow whenever they use this type of magic and depending on the severity, they can make it go faster by expelling more energy and singing Ancient verse.
Drain
Draining the health from one person to replenish your own or others is the focus of this magic. It's the more questionable type of healing magic, seeing as it could do harm to others on a very dangerous scale. Many that pursue healing magic, though, tend to avoid this type of healing magic. The reason is because they can only measure how much they are transferring or consuming, but not how much is left in who they're leeching from. Many have died this way and the overall idea of this type of healing has been attacked in most societies.
Both participants of said magic will begin to glow once the magic is begun, but it's very faint and hard to see during the day. Consensual exchange leaves the drained one feeling tired and hungry, nonconsensual leaves them sick and exhausted.
Mending
Rather than "cure" living creatures, some healers value using magic to fix objects. Many of these casters like to work on renovation and construction sites. However, depending on how large of a mending job is needed, the caster must sacrifice the use of a body part until they wake from a long rest (4+ hours). Some lose only the ability to use a finger or toe, but some have lost the ability to control their limbs after trying to restore a dilapidated building. Some bodies are weaker to this magic type, but that is the average measurement.
Much like elemental magic, the caster must use their entire body to manipulate physics and the world around them. Depending on the item they're mending, their movements will match its quality. Furniture is strong and sturdy, so their movements will be. Some fabric is flowing, so they will be as well. When finished, the items always tends to smell lightly of lavender.
Symbiosis
This is a romanticized magic, seeing as it links two or more people together by magic. Much like Curing Ailments, this type of magic is ritualistic and requires materials in order to work effectively. But when done correctly, the magic links the health and life force of two or more people. Some use this to know when someone is in danger or even to help terminally ill people live a little longer. Severing the connection is possible, but grows in difficulty depending on how long the connection has been made. Some children have a connection to their parents in this way... and never truly know. It has also been documented that no one can be directly linked to more than two people at a single time.
The rituals differ depending on size of persons, emotional connection, familial connection, and even Fae ancestry. But they all tend to smell of jasmine in the end. Severing the connection takes a ritual that smells of rust and uses the deadened and decayed version of the binding ritual and energy from both participants.
Sabotage Magic
Blinding Magic
One of the first sabotaging magic to be used in combat, Blinding Magic is well known around Sodariel. However, it's considered to be one of the more secretive types of magic and affiliate it with the Deception Magics, since many use it for stealth missions. In order to do this type of magic, though, the user must make a physical sacrifice of their own. While most magic feeds off of the caster in some way, this magic requires that the user to harm themselves first. This includes, scratching themselves, biting their tongue, ripping off a nail, etc. The Fae that gifted this magic, the Scorpion, decided that in order to use this magic, one should make a conscious effort to prove that they truly wanted it.
Minus the physical affliction one has, it's difficult to tell when one casts the spell minus the victim losing sight. One highly trained in magic may notice, however, that the spot the caster used the spell from will be dimmer than the area around it, almost as if the light was sapped away from it.
Emotional Control
Empaths, or casters of Emotional Control, are usually a religious sort due to the teachings of this magic. Its roots teach that emotions were given by the Fae and therefore, all emotions are valued and respected. Channeling the different paths of emotions coming from a person, one can intertwine these emotions through what they call "Emotional Links," so as to slowly merge them onto a new path. They can also intensify emotions by putting pressure on the links and also soften them by "straightening out" the pathways. In order to learn this magic, however, Empaths must agree to give up their own Emotional Links/Pathways so as to not risk their own Paths tangling in their manipulation. Due to their cold nature, many avoid practicing Empaths and just leave the casters to their temples.
Empath Magic is solely mental, making it hard to tell when someone is using it unless the caster themselves has a physical tell. The remnants of the magic being used, though, will make passersby's feel a sense of emotional discomfort when walking through the area.
Poison
The most common of sabotaging magic, Poison Execution allows to turn the chemicals in or on something/someone into a poisonous type of substance. This can include a gas, a liquid, or even a solid the body must digest. Many would rather use herbs since in order to fully learn the ways of this magic, one must ingest different types of poisons to both learn of their properties and also to create a resilience to the poison. This has caused many to become terminally ill or even pass away, but there are some who still dedicate their lives to learning the ways of Poison Execution. Even at the cost of their own life.
An inexperienced Executioner will begin coughing once the magic is ready to full cast, but a higher level one will begin to emit a faint smoke from their nose and/or ears. Usually the area the magic is cast in is difficult to navigate until the magic disperses, making it obvious it was cast in the vicinity.
Sleep Spells
Putting someone to sleep has been a magic that people have done since the Fae first created them. Some weave their spells into songs, instruments, or even bedtime stories, but it was always a type of magic used for the good of someone. That is until people realized it helped them win in combat. It was only when this magic intertwined with the mental and physical exertion of combat did people start to realize there was a take away from using this magic too much. Those that cast sleep on someone who was resilient to its effects (but still succumbed) would not be able to sleep themselves for the next twelve hours. Their own magic and even herbs couldn't even induce sleep from them. They were just... awake.
This is the only magic that requires music to be played to activate now, either by singing or an instrument of some kind, off key or not (though on key typically helps more). And the only way someone knows if the magic was cast on someone is if someone trained in magic notices the faint scent of sand on the victim(s).
Summoning Magic
Summon Avian Creatures
This summoning ability means that the caster is skilled in summoning birds. The funny thing about this summoning is that in order to summon birds, the caster must give up their voice. The more birds that they summon at a time, the longer that their voice will be "muted." Summoning one small bird usually means thirty minutes of silence while summoning a large bird could go up to an hour. Summoning swarms of birds has lead to not just the inability to speak, but also the inability to hear.
All summoning magic is easy to read for it needs an Ancient verse spoken aloud and then the Summoner to reach across the planes of existence to call to their Summons. Summoning Avian Creatures tends to leave the smell of soot afterwards, though.
Summon Demonic Creatures
Summoning Demonic creatures usually involves a pact of some kind, where the caster will make a formal deal with the demon. This includes the shaking of hands, which costs the caster the ability to physically feel anything for as long as the demon is present. And depending on the power level of the demon, some may even require to drink the caster's blood. Demons are independent creatures, so controlling one is only achievable by clear guidelines in the pact. If any room is left in the pact for the demon to do other things, it could end badly for the caster and those around them. So this form of magic is frowned upon and usually only learned for hands on studying rather than for actual use.
All summoning magic is easy to read for it needs an Ancient verse spoken aloud and then the Summoner to reach across the planes of existence to call to their Summons. Summoning Demonic Creatures tends to leave the smell of sulfur afterwards, though.
Summon Flora
Summoning natural plants is useful, especially for those studying alchemy. However, summoning plants, regardless of size or rarity, has the same effect. The caster will lose the ability to smell for the rest of the day (and therefore taste) and if not treated properly when summoned, the plants could turn hostile towards the caster. Some release pollen to make the caster sick, some actually bite or strangle the caster, and so on and so forth.
All summoning magic is easy to read for it needs an Ancient verse spoken aloud and then the Summoner to reach across the planes of existence to call to their Summons. Summoning Flora tends to leave an intoxicatingly strong smell of flowers afterwards, though.
Summon Insects
While some didn't see the positives of having this ability, the casters who studied and learned the ways saw the great things about insects. They could help oversee the growth of crops by insuring that pollination would occur, help feed the insects to certain flora and fauna so that the ecosystem continued to thrive, and even could use the insects to scare ignorant people. But most of all, insects were great at relaying messages, which made for a discreet mailing service for Insect Summoners. Unfortunately, whenever summoning insects, the caster's immunity depletes almost completely and leads to the caster catching an unknown illness. Sometimes, the sickness is horrible while others are mild.
All summoning magic is easy to read for it needs an Ancient verse spoken aloud and then the Summoner to reach across the planes of existence to call to their Summons. Summoning Insects tends to leave the smell of iron afterwards, though.
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The upcoming tournament will be the Eighth Tournament in the history of Sodariel. It will also signify two hundreds since the War of Ages ended. Every tournament commenced on a new century since the event is a little different. Only the Originals know the twist of the upcoming trials, but if it is anything like the Fourth, the royals have an interesting future ahead of them.
The First Tournament
The First Tournament was actually much larger than the Eighth since every Fae gifted family was included in it. They were split into nine teams of three and instead of having the other trials that many tournaments currently have, the trials consisted of mainly battling. The roles were no longer Leader, Spymaster, and Ambassador. Instead they had their Tank, their Healer, and their Ranged Attacker. It was a very bloody affair and the time in between the trials was only to allow the combatants to recover. Deaths were inevitable and it was rare for a family to get both of their children back. The winner of this tournament, though, was the Vulpes (Fox) Family. They ruled that those that would actually rule Sodariel were themselves, the Canis (wolves), Felinean (Cat), Corvus (Crow), and Lacertillia (Lizard) families. The other families had their land, resources, and assets shrunk and divided among them and the ruling families.
The Second Tournament
Unlike the last tournament, a lot of the families were against sending their children to such a violent tournament. And after pleading with the Originals, they agreed to tone down the violence, but they still believed that combat was necessary since even the most peaceful of leaders go through battle at one time or another. Not wanting to risk it, the Myxini (Fish), Selach (Shark), Arachnida (Spider), and Taurus (Bovine) families forfeited. Their land, resources, and economy were added to the pile of prizes that the winner would earn. This, unfortunately, bred greed and while combat was meant to be the main focus, intrigue started to bleed into the tournament. The physically strong found themselves getting trumped and couldn't understand why. That is until the winner of the Second Tournament, the Corvus (Crow) Family, outed everyone's weakness and secrets. The Corvus Princess decided to rule the realm with the Columbidae Princess, her best friend. Many were bitter and it didn't take long for the two to be overthrown, bringing a semblance of peace to return to Sodariel.
The Third Tournament
The Originals understood how much intellect factored into the Tournament and decided to incorporate it in the overall trials. This is when the roles of Leader, Spymaster, and Ambassador were made to replace the old roles. Unfortunately, some of the royal children were more bloodthirsty than the rest and used the "intrigue" excuse to kill others in their sleep. It was soon revealed that the ones who did this were of the Mus (Mouse) and Corvus (Crow) families. The rest of the families, with the Felinean Prince leading them, decided to execute the offenders. Once the execution was done, the Tournament commenced normally with the Felinean family emerging victorious. They gifted the ruling status to the families that helped them the most: the Ursa (Bear), the Fawnus (Deer), the Usagian (Rabbit), and Capra (Goat/Ram) families.
The Fourth Tournament
The celebration of a full century since the War of Ages' end was celebrated by changing the Tournament again. This time, death was outlawed seeing as many families were eneded by the Mus (Mouse) and Corvus (Crow) royals assassinating both siblings of other families. This included the Chiroptera (Bat), Gallus (Chicken), and Teuthida (Squid) families. After seeing their ally kingdom get executed, the Columbidae (Dove), Capra (Goat/Ram), Leuca (Panda), Pardus (Panther), and Equus (Horse) families forfeited. These families were also hoping that their blatant surrendering would hinder the game and work as a protest. It didn't though. And their land, resources, and economical strengths were added to the prize for the winner. The Leo Prince was victorious in the end. The twist at the end of this Tournament was for the winner to get a new choice at the end. If they bet on what family would win the next tournament and guessed correctly, they would win regardless if they even participated in the next game. Taking that, the Leo family chose to evenly rule Sodariel with the rest of the families and bet that the next winner would be the Canis family.
The Fifth Tournament
The Fifth Tournament was a very short tournament compared to the rest. That was due to the fact that rather than outright battle over who would win, the royals decided to uplift each other and just win fair and square. Well... minus one person. The Felinean (Cat) Princess took this opportunity to betray the rest of them. Even though the plan was to let the Canis family win, seeing as they had the least amount of resources and the Leo family forfeited, the Felinean Princess believed that after her family lost so many allies in the last tournament, it was time for revenge. She snatched the win as soon as the Canis Princess went to take the win. Out of feeling betrayed, the Canis Princess lashed out and was thrown back by the Felinean Princess's magic. This caused the Canis princess to be thrown against the wall violently, paralyzing her. This caused a huge rift between the Canis and Felinean families, but the winner didn't care. She merely named her family the sole ruling family of Sodariel.
The Sixth Tournament
This tournament saw many of the royals who grew up around each other distrust one another to the fullest. Many of them kept to themselves and only revealed little to their leaders. Some even refused to show up to some of the trials at first. It was only once the Originals stepped in that they finally began to pull their weight. And they all doubled down when they saw the Sciuridae (Squirrel) twins dead. But the killer was never revealed. Even after the unexpected winner, the Usagian Prince, emerged victorious. He proposed to the one he fell for, the Fawnus Prince, and gave the reign over to his sister after decided that all of the families would rule Sodariel.
The Seventh Tournament
The final withdrawals were made in this tournament, making the last families the only participants left. These were the Felinean, the Fawnus, the Canis, the Hebian, the Vulpes, and Usagian families. The royal Felinean siblings seemed apologetic for their grandmother's and father's behaviors, who they revealed was the killer of the Sciuridae (Squirrel) Twins, and seemed willing to jump as many hurdles to prove they weren't like their past generations. And after many grueling trials that pit friends and family against each other, the winner of the Seventh Tournament emerged. The Hebian family, though, realized that all of the families had tried their hardest and chose to let the remaining participating families rule over the realm together.
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Credit goes to Alteras for the original code of this beautiful coding masterpiece
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position: absolute; bottom:0; font-size: calc(1.25vw + 6px); text-align: center; opacity:0; transition: opacity .5s ease-in; [/class] [class=tabNameShow] opacity: 1; [/class] [class=tabs] width: 100%; height: 100%; display: flex; flew-flow: row nowrap; justify-content: space-around; font-size: calc(1.25vw + 6px); [/class] [class=tab] flex: 1 1 auto; text-align: center; cursor: pointer; [/class] [class=titletab] color: var(--tab-color-1); transition: all .5s ease-in; [/class] [class name=titletab state=hover] color: white; background-color: var(--tab-color-1); [/class] [class=titleName] color: var(--tab-color-1); transition: opacity .5s ease-in; [/class] [script class=titletab on=mouseenter] addClass tabNameShow titleName [/script] [script class=titletab on=mouseleave] removeClass tabNameShow titleName [/script] [class=introtab] color: var(--tab-color-2); transition: all .5s ease-in; [/class] [class name=introtab state=hover] color: white; background-color: var(--tab-color-2); [/class] [class=introName] color: var(--tab-color-2); [/class] [script class=introtab on=mouseenter] addClass tabNameShow introName [/script] [script class=introtab on=mouseleave] removeClass tabNameShow introName [/script] [class=basicstab] color: var(--tab-color-3); transition: all .5s ease-in; [/class] [class name=basicstab state=hover] color: white; background-color: var(--tab-color-3); [/class] [class=basicsName] color: var(--tab-color-3); [/class] [script class=basicstab on=mouseenter] addClass tabNameShow basicsName [/script] [script class=basicstab on=mouseleave] removeClass tabNameShow basicsName [/script] [class=rulestab] color: var(--tab-color-4); transition: all .5s ease-in; [/class] [class name=rulestab state=hover] color: white; background-color: var(--tab-color-4); [/class] [class=rulesName] color: var(--tab-color-4); [/class] [script class=rulestab on=mouseenter] addClass tabNameShow rulesName [/script] [script class=rulestab on=mouseleave] removeClass tabNameShow rulesName [/script] [class=ambiancetab] color: var(--tab-color-5); transition: all .5s ease-in; [/class] [class name=ambiancetab state=hover] color: white; background-color: var(--tab-color-5); [/class] [class=ambianceName] color: var(--tab-color-5); [/class] [script class=ambiancetab on=mouseenter] addClass tabNameShow ambianceName [/script] [script class=ambiancetab on=mouseleave] removeClass tabNameShow ambianceName [/script] [class=spoke] --math: calc( var(--cir-center-w) + ( 100% - var(--cir-center-w) ) * var(--cir-radius) / 100 + var(--cir-thickness) + 10 * var(--divide-thick) ); position: absolute; height: 100%; width: 100%; bottom: calc( 100% - var(--cir-center-h) - var(--divide-thick) / 2 ); left: var(--math); border-bottom: var(--divide-thick) white solid; transform-origin: calc( -1 * ( var(--math) - var(--cir-center-w) ) ) bottom; transform: rotate(-270deg); opacity: 0; transition: transform 3s ease-in-out 1.75s , opacity 1s linear 2.75s; [/class] [class=SpokeReveal] transition: transform 3s ease-in-out .5s, opacity 1s linear 1.5s; transform: rotate(0deg); opacity: 1; [/class] [class=contentContainer] height: 100%; width: calc( 100% - var(--math) ); left:0; position:relative; [/class] [class=content] width: calc( 100% - 5px); height: calc( var(--cir-center-h) - var(--divide-thick) / 2 - 15px); max-height:0; bottom: 0; left:0; overflow: hidden; position: absolute; transition: max-height 1.5s ease-in-out; [/class] [class=scroll] height: auto; max-height: 100%; padding-top: 15px; width: calc( 100%); bottom: 0; position: absolute; padding-right: 200px; overflow-y: scroll; [/class] [class=header] width: 100%; height: calc( 100% - var(--cir-center-h) - var(--divide-thick) / 2); max-height:0; top: calc(100% + var(--divide-thick) ); line-height: .9; font-size: calc( 5.5vw + 2px ); overflow:hidden; position: absolute; transition: max-height 1.5s ease-in-out; [/class] [class=Title] height: auto; left:0; bottom: 0; position: absolute; color: white; font-size: calc( 5.5vw + 8px ); line-height:.9; [/class] [class=caption] width:100%; height: 4vw; font-size: calc( 1.75vw + 6px ); line-height: 1.2; position: absolute; [/class] [class=ShowContent] max-height: 75vh; transition: max-height 1.5s ease-in-out 3.25s; [/class] [class=ShowHeader] max-height: 75vh; transition: max-height 1.5s ease-in-out 3.25s; [/class] [class=circle] width: calc( 2 * ( ( 100% - var(--cir-center-w) ) * var(--cir-radius) / 100 ) + 2 * var(--cir-thickness) ); height: calc( ( 2 * ( 100% - var(--cir-center-w) ) * var(--cir-radius) / 100 ) * var(--img-w) / var(--img-h) + 2 * var(--cir-thickness)); box-sizing: border-box; border-radius: 50%; top: calc( var(--cir-center-h) - ( 100% - var(--cir-center-w) ) * var(--cir-radius) / 100 * var(--img-w) / var(--img-h) - var(--cir-thickness) ); left: calc( var(--cir-center-w) - ( 100% - var(--cir-center-w) ) * var(--cir-radius) / 100 - var(--cir-thickness) ); right: calc( 100% - ( var(--cir-center-w) + ( 100% - var(--cir-center-w) ) * var(--cir-radius) / 100 + var(--cir-thickness) ) ); position: absolute; cursor: pointer; border: 0px white solid; transition: border-width .5s ease-in-out 1s; [/class] [class=circleReveal] transition: border-width .5s ease-in-out; border-width: calc(var(--cir-thickness) + 2px); [/class] [class=circleClose] text-align: center; color:#bf8426; top: 50%; left: 50%; font-size: calc( 1vw + 6px); transform: translateX(-50%) translateY(-50%); position: absolute; opacity: 0; transition: opacity .2s ease-in-out; [/class] [class=circleOpen] text-align: center; color: #bf8426; top: 50%; left: 50%; font-size: calc( 1vw + 6px); transform: translateX(-50%) translateY(-50%); position: absolute; opacity: 0; transition: opacity .2s ease-in-out; [/class] [class=circleOpacity] opacity:1; [/class] [script=circle] set isOpen 1 addClass circleReveal circle addClass glazeOpen glaze [/script] [script class=circle on=mouseenter] if (eq ${isOpen} 1) (addClass circleOpacity circleClose) (addClass circleOpacity circleOpen) [/script] [script class=circle on=mouseleave] removeClass circleOpacity circleClose removeClass circleOpacity circleOpen [/script] [script class=circle on=click] removeClass circleOpacity circleClose removeClass circleOpacity circleOpen if (eq ${isOpen} 1) (removeClass glazeOpen glaze) if (eq ${isOpen} 1) (removeClass circleReveal circle) if (eq ${isOpen} 0) (addClass glazeOpen glaze) if (eq ${isOpen} 0) (addClass circleReveal circle) if (eq ${isOpen} 1) (set isOpen 0) (set isOpen 1) [/script] [script=tab] set TabSel 0 set TabHis 1 addClass ShowContent titleContent addClass ShowHeader titleHeader addClass SpokeReveal titleSpoke [/script] [script class=tab on=click] set TabSel (getText) if (eq ${TabSel} ${TabHis}) (stop) //if tab selected is current tab, stop. if (eq ${TabHis} 1) (removeClass ShowContent titleContent) if (eq ${TabHis} 1) (removeClass ShowHeader titleHeader) if (eq ${TabHis} 2) (removeClass ShowContent introContent) if (eq ${TabHis} 2) (removeClass ShowHeader introHeader) if (eq ${TabHis} 3) (removeClass ShowContent basicsContent) if (eq ${TabHis} 3) (removeClass ShowHeader basicsHeader) if (eq ${TabHis} 4) (removeClass ShowContent rulesContent) if (eq ${TabHis} 4) (removeClass ShowHeader rulesHeader) if (eq ${TabHis} 5) (removeClass ShowContent ambianceContent) if (eq ${TabHis} 5) (removeClass ShowHeader ambianceHeader) //hide the text and prepare for SPINNING if (eq ${TabHis} 1) (removeClass SpokeReveal titleSpoke) if (eq ${TabHis} 2) (removeClass SpokeReveal introSpoke) if (eq ${TabHis} 3) (removeClass SpokeReveal basicsSpoke) if (eq ${TabHis} 4) (removeClass SpokeReveal rulesSpoke) if (eq ${TabHis} 5) (removeClass SpokeReveal ambianceSpoke) //spinning to hide spoke complete. Prepare to spin spoke into view if (eq ${TabSel} 1) (addClass SpokeReveal titleSpoke) if (eq ${TabSel} 2) (addClass SpokeReveal introSpoke) if (eq ${TabSel} 3) (addClass SpokeReveal basicsSpoke) if (eq ${TabSel} 4) (addClass SpokeReveal rulesSpoke) if (eq ${TabSel} 5) (addClass SpokeReveal ambianceSpoke) //spinning complete. Show the new stuff if (eq ${TabSel} 1) (addClass ShowContent titleContent) if (eq ${TabSel} 1) (addClass ShowHeader titleHeader) if (eq ${TabSel} 2) (addClass ShowContent introContent) if (eq ${TabSel} 2) (addClass ShowHeader introHeader) if (eq ${TabSel} 3) (addClass ShowContent basicsContent) if (eq ${TabSel} 3) (addClass ShowHeader basicsHeader) if (eq ${TabSel} 4) (addClass ShowContent rulesContent) if (eq ${TabSel} 4) (addClass ShowHeader rulesHeader) if (eq ${TabSel} 5) (addClass ShowContent ambianceContent) if (eq ${TabSel} 5) (addClass ShowHeader ambianceHeader) set TabHis ${TabSel} [/script]
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