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KidKrinkles

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About KidKrinkles

  • Birthday 07/27/1995

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    KidKrinkles
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    KidKrinkles

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    Male
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    Numendil
  • Interests
    Old gods, big swords, good beer, rebellions

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  • Character Name
    Victor
  • Character Race
    Adunian

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  1. I do remember reading that when I went through that post actually; but it is basically a blurb. Hopefully my post and it can be updated/blended, but that's of course not my decision. If it has to be omited, so be it.
  2. Unfortunately the font generator I used did spit it out black for the titles. But I can change that for readability. I'll shop around for a font I like. Edit: Changed the font of the creature's names to something more stylized and whitened. The regular text should be white/bone but I know the forum can be weird sometimes.
  3. Perhaps it's not the journey, but the specialz we make along the way
  4. I've heard that suggestion and respect it. I like it like how "komodo dragon" is; obviously a komodo dragon isn't a dragon, but it's a fun misnomer. Though I'll clarify on this post it isn't a dragon, so much as the name, and intend to do so in-game as well. Thanks for the praise!
  5. Man I went looking for it and thought I only saw denied stuff. If you got a link for me to check out I'd appreciate it.
  6. Air Fatha translates to "On Beasts". It's my intention to write five separate volumes that will simply add onto the various things you might find in the Fae to provide more robust opportunities for those who enter the Fae, and for those who want to interact with the things that come out of the Fae. I'm broadly categorizing the types of things in each book based on some characteristics of them. On Beasts is supposed to represent creatures that are less abstract; their characteristics are grounded in the characteristics of other creatures you might find in the mortal realm. To that end, Air Fatha somewhat represents the least fantastical of creatures I intend to write, that could be find coming to or fro in the Fae. It's not my intention for any of these to be PC characters or CAs; these are creatures for players to use in their events and story lines. The Fae is a wonderful and mystic place I consider underused in the day-to-day so I hope some people might interact with it more and have more creatures to tell stories with. If this is hopefully well recieved (happy to take feedback as well) my intention is to continue onto the next section to introduce, and so on so forth. Physiology Biting lanterns can often be found within the Fae Realms, and occasionally, in the night sky. Star watchers and those with spy glasses may be able to discern a biting lantern from the night sky, and use this to warn of a mushroom circle’s appearance. Biting lanterns emit a soft ‘hum’ and are different from ‘will-o-wisps’ in their level of definition. A biting lantern, unlike a will-o-wisp, keenly resembles jellyfish often found in the oceans and shores across Aevos. They have tentacles that span from a few inches, to several feet depending on age, with a bulbous, mushroomy knob of a head it leads with. Unlike (most) jellyfish, all biting lanterns have a photo fluorescent quality and drift along the air as naturally as if they were in the water. Their colorations do vary to the colors of the rainbow, and their coloration is often indicative of their mood and temperament. There hasn’t been an observed limitation on the size of a biting lantern, making them hypothetically gargantuan with age and time, presumably affecting their hive capacity as well. Behavior Biting lanterns are very simple creatures. On their own, they are often at the mercy of the wind, and drift with the breeze absently; in the Fae Realm, they can be found anywhere in the realm due to this. In larger numbers, the biting lanterns hum with some variation, seemingly communicating in a very simple, localized gestalt consciousness. Their colors will synchronize, and they will put in some little effort to protect one another, floating in a cloud around their aggressor (or prey) and attempting to surround and entrap their foe. Otherwise, biting lanterns are typically harmless. They do not actively seek to hunt or harm, and rely on smaller, curious prey to fall into their tendrils, and slowly be brought into their mass for digestion. They will only chase a threat until it’s sufficiently fled. Taming Biting lanterns cannot be tamed, but they can be trapped. A biting lantern that has been placed into a glass sheath, or hood, is called a ‘singing lantern’, for the sound their hum makes when placed in such an environment. With more lanterns, the song is both more varied; having a greater range of hums and luls, but also, more variation; discordant and ordered at once. Biting lanterns typically are indifferent to becoming singing lanterns, as long as they have a friend. Abilities Venomous Stinger: Much like jellyfish, the biting jelly has long tentacles that are covered in sharp, venomous barbs. The venom’s potency varies with the size of the jellyfish; your common biting lantern is going to inflict a sharp, stinging barb that may caused localized numbing. Smaller biting jellys, the size of your fist, may just feel like a pinch. Hypothetically, the absolute largest biting jellys could incapacitate you or even kill you if caught in their several feet long forest of tendrils. Effortless Airswim: Biting jellies are capable of navigating through the air with no effort, and no problem. Typically, they will simply go with the flow and follow the wind, but, through supernatural means, a jelly will work against even tempestuous winds to stay with its hive, or pursue foes. They cannot fly in reverse however, hence why they are able to be placed into jars, head first, and become stuck. Gestalt Consciousness: Biting jellies that are nearby cluster together, and synaptically share thoughts and feelings. These are very basic thoughts and feelings, such as ‘go’, or ‘protect’, or ‘leave’, but they can communicate these thoughts through barriers. Red-lines Physiology Your standard bucking toad is going to be a creature resembling a classic toad: warty, and knobbish skin, with the occasional rough sprout and growth across its body that may resemble branches. Sturdy and wide limbs bend and snap, allowing it an impressive ability to leap and bound. It has dark, orangey-brown eyes with wide pupils that give it an acute sense of sight. Additionally, nostrils along the top of its face allow it to submerge itself in muck or water. The creature has a long, prehensile tongue that is particularly sticky. The top of its head has elk-like antlers with deadly points, allowing it to gore foes that approach it too quickly. Its body, while leathery, is not particularly hard; it is vulnerable to slashes. Behavior The bucking toad is an omnivorous, and opportunistic creature. It will typically take the path of least resistance, though it is stubborn to a fault, and guards its particular resting spot heartily. It would eye travelers cautiously, and while adventurers may get close if they seem slow, and unaggressive, the toad will bound into action, fleeing from a group of foes, or attacking smaller and more isolated intruders. Observations of a bucking toad have shown it is amphibious (obviously) but prefers dirty, mucky, muddy water to clear, crystalline pools, so they are often seen dwelling in swamps. Their sticky tongue is used to grasp at larger bugs, and the unfortunate fairy or pixie that might be lost near their dwellings. Taming A bucking toad cannot be tamed, both due to its isolationist attitude and a lack of ability to tempt the beast given its stubborn disposition. Abilities Long-breath: As per most amphibians, the creature can exist on land largely fine, as long as it hasn’t been left out to dry for too long. Additionally, the toad can stay submerged for long durations: their antlers resemble wicked branches, the toad is functionally invisible to unaware adventurers with its camouflage. Occasional bubbles from the muck or water may betray the beast. Prehensile Tongue: The toad has a long (roughly 30ft, coiled) sticky tongue. The toad itself may attempt to grab shiny items with the tongue and swallow them whole; but it primarily uses this tongue to ensnare and drag prey away quickly from groups, or the air. If grabbed, the toad will attempt to crunch on its prey, or swallow it whole, size permitting. The tongue is particularly sticky to metal as mentioned, so while an armored person could be ensnared, the lack of hard crushing teeth and bones makes this situation more of an obnoxious nuisance than a true threat– at least unless the toad attempts to dive, and drown its prey. Exceptional Leap: The toad has strong leg muscles, cocked and ready to send it flying with great leaps and bounds. Where it lands, the toad would bring down its fleshy, soft mass. Tactics The bucking toad can largely be approached slowly, and an engagement avoided, as long as patience and careful measure is taken to pass it one by one, or, at most, in pairs. If smaller, and alone, it is advised you give a great measure of space to the toad, less it considers you small enough to devour whole. Meanwhile, if alone and larger, you may be able to scare the toad away via loud noises, and tall stature, if you cannot pass it simply enough. Additionally, the toad has an aversion to fire and will attempt to submerge itself at risk of drying out. Red-lines Physiology The Crocoboar is a formidable hybrid creature with the body of a boar and the armored scales of a crocodile. It has a muscular build covered in tough, overlapping scales that shimmer with a greenish hue. Its head is a blend of boar and crocodile features, with a snout and tusks like a boar, but with the powerful jaws and sharp teeth of a crocodile. Its legs are strong and sturdy, ending in clawed feet that can dig through earth and marsh with ease. The Crocoboar's tail is long and thick, similar to a crocodile's, providing balance and a powerful weapon. Despite its formidable appearance, its underbelly remains a vulnerable spot, less armored than the rest of its body. Behavior Crocoboars are highly territorial and aggressive. In the Fae Realm, they typically will lurk in the Twilight Bound, where they can meander without much worry in the ‘transitioning lands’. When they cross over into the mortal realm, they are often found in swamps and dense forests where they can make use of both land and water. They are omnivorous, feeding on plants, smaller animals, and even magical flora. Known for their unpredictable temper, they will fiercely defend their territory from any intruders. Their primary communication is through deep grunts and growls, which can be heard echoing through their habitat. While they generally prefer to avoid large groups, they will attack if provoked or if they feel their territory is threatened. Taming A Crocoboar cannot be tamed due to its aggressive nature and territorial instincts. Attempts to domesticate or train these creatures have been met with violent resistance, making them unsuitable for companionship or use as beasts of burden. Abilities Armored Hide: The Crocoboar's tough scales provide excellent protection against physical attacks, making it difficult to injure with conventional weapons. Burrowing Charge: It can burrow quickly through soft ground, surprising prey or attackers with a sudden charge from below. This ability makes it a formidable ambush predator. Swamp Camouflage: Its greenish scales allow it to blend seamlessly with swampy environments, making it nearly invisible when still. This natural camouflage helps it evade larger predators and ambush unsuspecting prey. Savage Bite: The Crocoboar's powerful jaws can crush bones, and its bite is often fatal. It also has the ability to regrow lost teeth, ensuring it remains a constant threat. Tactics To confront a Crocoboar, it is recommended to use ranged weapons and aim for its less protected areas, such as the eyes and underbelly. Setting traps with silver spikes or using fire-based attacks can be effective. Engaging a Crocoboar in close combat is extremely dangerous due to its strength and ferocity, so maintaining distance is crucial. Loud noises and bright lights can sometimes startle it, providing an opportunity to escape or reposition. Typically, if able to be mounted, a soft point lies in the back of their head, near the base of their neck, behind their eyes. Red-lines Physiology The Glimmerwing is a creature with vibrant, shimmering butterfly wings that display an array of iridescent colors. Its body is covered in fine, delicate scales that can change color to blend with its surroundings, similar to a chameleon. The Glimmerwing has beady black eyes that are expressive and alert, and a long, coiled tail that aids in balance and agility. Its wings, though delicate in appearance, are strong enough to allow for swift and agile flight. The creature's small claws are sharp enough to grasp onto surfaces and defend itself if necessary. Behavior Glimmerwing are playful and curious by nature, often seen flitting about in the Dayward Lands and Twilight Domains. They are highly intelligent and possess a mischievous streak, enjoying tricks and games with other Fae creatures and unsuspecting travelers. Glimmerwing are solitary but will gather in small groups during festive occasions or to share information. They communicate with each other through a series of melodic chirps and whistles, and with other creatures through empathic projections of emotions. Glimmerwing are omnivorous, feeding on nectar, fruits, small insects, and occasionally, magical flora. They are particularly drawn to areas rich in magical energy, which they absorb and store within their bodies. Taming Taming a Glimmerwing is a challenging endeavor due to their independent and mischievous nature. However, they can form bonds with individuals who show them respect and provide offerings of sweet fruits or magical trinkets. Once a bond is formed, a Glimmerwing can become a loyal and entertaining companion, using its abilities to assist and amuse its friend. Abilities Color Change: The Glimmerwing can change the color of its scales to blend with its surroundings, making it nearly invisible when still. This ability provides excellent camouflage and protection from predators. Empathic Projection: Glimmerwing can project their emotions onto nearby creatures, creating feelings of joy, calm, or confusion. This ability can be used to soothe potential threats or play pranks. Magical Dust: The creature's wings produce a fine, sparkling dust that has mild magical properties. This dust can induce light, temporary effects such as drowsiness, mild hallucinations, or a sense of euphoria. Agile Flight: Despite their small size, Glimmerwing are capable of swift and agile flight, able to dart and weave through the air with ease. Their flight patterns are often mesmerizing, adding to their enchanting presence. Tactics To approach a Glimmerwing, one should move slowly and offer sweet fruits or shiny trinkets to gain its interest. Avoid sudden movements or loud noises, as these can startle the creature and cause it to flee. If threatened, a Glimmerwing will use its color change to blend with its surroundings or its magical dust to create a distraction and escape. It lacks the means to pose a serious threat. Red-lines Physiology The Gerbie is a handsome creature that stands about 2 feet tall and weighs around 20 pounds. It has the body of a small, upright lizard with the soft, warty skin and features of a mouse. Its large, expressive eyes radiate an air of goodwill, and its appearance is generally considered adorable and disarming. The Gerbie's skin is covered in a combination of fine scales and soft, fur-like patches, with occasional sprout-like growths resembling tiny branches or leaves. Its limbs are sturdy and end in small, dexterous claws that allow it to manipulate objects and navigate its environment with ease. Behavior Gerbies are devoted to fostering harmony and friendship among all creatures. They are highly empathetic and abhor violence. These fey creatures are known for their playful and sociable nature, enjoying gatherings, celebrations, and the company of others. They make strangely intelligent efforts to push parties into peaceful resolutions and bonds of camaraderie, such as seeking berries to deliver and occasionally bringing shiny stones to offer as peace tokens between groups. Gerbies tend to build their homes in the Lands of Seasonal Shift. Much like prairie dogs, they build settlements consisting of hollowed out mushrooms, or simple dirt mounds. Solitary Gerbies are also known to wander in a large area around their dwellings, typically, unbothered by even greater Fae and beasts. Gerbies make a jabbering sound, and often will jabber at creatures under their influence; while this is unintelligible, those under its aura of friendship may try to talk back with the Gerbie. Taming While Gerbies cannot be tamed in the traditional sense due to their independent nature and strong sense of duty, they are quick friends, and happy to accompany any well-to-do creature, at least briefly. They are not fighters, and will leave if a struggle were to break out that they could not try to bring resolution to, but at least temporarily they will act as a friendly pet. Abilities Charming: Gerbies are handsome, sweet little creatures. They are surprisingly intelligent, and while they cannot understand a descendant’s language, they are seemingly able to read body language, pick up on tone, and recognize faces, particularly memorably good or bad ones. These all combined, make gerbies particularly charming friends! Aura of Friendship: Whether this is a magical ability, or the product of an evolutionary adaptation (such as pheromones) is speculated. That said, creatures in the presence of a Gerbie feel more relaxed and calmer, and may even experience a simple or light form of ecstasy, opening up about their emotions more, and being more communicative and honest. Tactics Gerbies are trusting, implicitly. They also are harmless. The entirety of their being relies on their ability to influence others to keep itself safe; as well as it's cuteness and diminutive size to avoid being eaten. If a person truly chooses to kill a gerbie, no strategy is necessary; it will likely die from a swift kick. But you would be a true monster for doing so. Red-lines Physiology The Hidebehind is a dark-skinned, simian brute with thick, black fur and a predatory look in its beady eyes. Standing at about 6 feet tall and weighing around 250 pounds, with females slightly larger than males, these creatures are built for stealth and speed. They possess long arms ending in sweeping curved claws, perfect for grasping and slashing. Hidebehinds have razor-sharp mandibles instead of a lower jaw, making them unable to speak but perfectly adapted for their carnivorous diet. Their powerful limbs and agile movements enable them to ambush prey with terrifying efficiency. Behavior Hidebehinds are solitary creatures, fiercely territorial outside of their annual mating season. They live in lairs adorned with small, often valueless trinkets collected from their victims. These lairs are typically well-hidden within dense forests, making it challenging for anyone to locate or approach them unnoticed. Hidebehinds are known for their practice of ambushing prey from behind trees or bushes, using their incredible speed to strike swiftly and retreat before being seen. Despite their inability to speak, hidebehinds understand languages, indicating a high level of intelligence. Their attacks are not only driven by hunger but also seem to be aimed at causing maximum disruption and terror. Villages near old-growth forests are particularly vulnerable to Hidebehind attacks, with solitary merchants and traveling farmers often targeted, leading to severe economic disruptions. In the Nightfall domain, where the Hidebehinds lurk, they will often play dead or ill to lure Zhuanth into their dens, where they will attempt to kill and consume the smaller of the spiders. Taming Hidebehinds cannot be tamed due to their hyper-territorial nature and insatiable hunger. Their solitary lifestyle and aggressive behavior towards any intruders, including their own kind, make any attempts at domestication impossible. Abilities Stealth Ambush: Hidebehinds are unbelievably fast and can blend seamlessly into their forest surroundings. They strike from behind trees or bushes, making them nearly impossible to detect until it’s too late. Sightless Step: Hidebehinds got their name because they hide behind everything. Hidebehinds can appear in nearby places that aren’t being actively observed. That said, it cannot simply appear behind the living; it can only step into the shadows or cover of an object. They cannot do this often, choosing to do so at the most dramatic, or tactically sound moment. Razor Mandibles: Their mouths, equipped with razor-sharp mandibles, allow them to inflict grievous wounds on their prey, ensuring quick and lethal attacks. Tactics To avoid a hidebehind, travelers should move in groups and stay vigilant, especially in areas near dense forests. Avoid traveling alone, as solitary targets are more likely to be attacked. Using loud noises or fire can sometimes deter a hidebehind, though this is not guaranteed. If a hidebehind is encountered, it is best to retreat quickly and avoid confrontation. When facing a Hidebehind, overlapping fields of vision and multiple persons can be used to corner a Hidebehind, and ideally, lay it to rest. Additionally, well-placed traps may immobilize the Hidebehind long enough to deal a fatal blow; as far as observations go, they cannot shadow walk if paralyzed, or trapped. Red-lines Physiology The Nightmare Howler is a terrifying amalgamation of a wolf, a serpent, and a bat. It has the muscular, lupine body and powerful legs of a wolf, covered in coarse, midnight-black fur that seems to absorb light. Its elongated, serpentine neck and tail are covered in dark, scaly armor, providing both flexibility and protection. The creature's head is a nightmarish fusion of wolf and serpent, with sharp, predatory eyes that glow a menacing red and a maw filled with both lupine fangs and venomous serpent teeth. The Nightmare Howler's wings are leathery and bat-like, allowing it to glide silently through the night. Its claws are long and hooked, perfect for grasping and tearing flesh. The creature’s ears are large and pointed, giving it exceptional hearing, while its forked tongue flickers in and out, tasting the air for the scent of prey. Behavior Nightmare Howlers are cruel and predatory, exclusively residing in the Nightfall Domain, where they hunt under the cover of darkness. They are solitary hunters, driven by an insatiable hunger and a sadistic desire to torment their prey. These creatures are highly intelligent and cunning, using their serpentine agility and wolf-like strength to outmaneuver and overpower their victims. They prefer to inhabit dark, twisted forests and shadowy glades within the Fae, where they can blend into the shadows and launch surprise attacks. Nightmare Howlers are known to toy with their prey, using their eerie howls to instill fear and confusion before striking. They are territorial and will fiercely defend their hunting grounds from intruders, including other Nightmare Howlers. Taming Taming a Nightmare Howler is virtually impossible due to its vicious nature and inherent cruelty. These creatures do not form bonds with others and see any attempts at domestication as a challenge to their dominance, responding with aggression. Abilities Eerie Howl: The Nightmare Howler’s howl can instill terror and disorientation in any creature that hears it; the spineless would freeze, the brave may flee, and those actively casting may be disoriented from their incantations and focus. Venomous Bite: Its bite delivers a potent venom that has a gradual onset. Immediately, a hot, viscous flowing would be felt coursing towards the victim’s chest over a few moments. After onset, the victim would experience anxiety, shortness of breath, paranoia, and panic attacks. Smaller victims may even experience hallucinations. A general anti-venom/antitoxin will reduce/end symptoms. shortly after introduction. Shadow Glide: Using its bat-like wings, the Nightmare Howler can glide short distances, often from rocks or small hills into back-lines to pick its prey from a group. Serpentine Agility: The creature’s flexible, serpentine neck and tail allow it to strike from unexpected angles to protect itself or wriggle past shields and wrap around its prey, constricting and crushing them. Tactics To survive an encounter with a Nightmare Howler, one should avoid traveling alone and stay in well-lit areas. Carrying anti-venom and magical wards can provide some protection against its venomous bite and eerie howls. If faced with a Nightmare Howler, use bright light or fire to ward it off, as these creatures are sensitive to sudden illumination and will retreat from it. Past that, surrounding the creature works best. In a one-on-one, you are surely lost, but with numbers, you may be able to distract and flank the creature enough to put enough wounds on it, and finish it. Red-lines Physiology Unicorns are majestic, horse-like creatures known for their otherworldly beauty and grace. They stand about 5 feet tall at the shoulder and are approximately 8 feet long, weighing around 1,200 pounds. Their coats are a brilliant, shimmering white that seems to glow with an inner light, symbolizing purity and virtue. The most distinctive feature of a unicorn is its spiraled horn, which extends gracefully from its forehead. Common folk often believe a unicorn’s horn is good luck to have, hold, or even touch. This horn is not only a physical weapon but also a focus for the unicorn's magical abilities. Their eyes are large, expressive, and often a deep blue or violet, reflecting their intelligence and wisdom. Unicorns possess a powerful yet elegant build, with strong, muscular legs that allow them to move swiftly and effortlessly through their forest homes. Behavior Unicorns are the vigilant protectors of their forest realms, embodying the essence of nobility and purity. Oftentimes, they graze and protect their own plots in the Dayward Lands, though they become fiercely protective of the glades near their mushroom circles, should they cross realms. They are fiercely intelligent and maintain a stoic demeanor, preferring solitude or the company of those who share their values. Unicorns are known to shun most creatures, making exceptions only for good-aligned fey, virtuous humanoid women, and the native animals of the woodlands. They are reclusive and rarely seen, emerging only when their territory is threatened or to aid those in dire need. Unicorns are monogamous, forming lifelong bonds with their mates and raising their young in secluded glades or dells. These sanctuaries are hidden deep within vast forests, often spanning dozens to hundreds of square miles. They allow good and neutral beings to traverse their territory peacefully but are quick to expel or eliminate those who bring harm to the environment or its inhabitants. Unicorns are known to adopt young women of exceptional purity as surrogates, offering protection and companionship, and allowing them to ride on their backs. This bond, based on mutual respect and virtue, typically dissolves amicably if the woman finds another commitment, such as a partner or child, thus giving rise to the myth that unicorns only befriend virgins. Taming Unicorns cannot be tamed, however, they may form a bond with young women of exceptional virtue, becoming their guardians and protector. Earning a unicorn’s trust involves demonstrating pure intentions and a commitment to the protection of the forest and its inhabitants. Once bonded, a unicorn will fiercely defend its chosen companion, using its magical abilities to aid and protect them. Abilities Healing Touch: The unicorn’s horn is the focus of its powers, capable of healing wounds and purifying poisons when it touches a creature. This cannot be used to regrow limbs, or organs, but it will resuscitate the recently departed (up to a minute) to a stable state. Forest Guardian: Unicorns can sense the presence of evil within their designated forests and will swiftly act to drive out or eliminate any threats. Magical Horn: The unicorn’s horn can channel various spell-like abilities, including healing and protection spells, and while casting, would cause Darkspawn to cower, flee, or become unnerved, depending on the power of said Darkspawn. Additionally, its horn would be considered an aurum, magically empowered weapon should it come to blows. Swift and Graceful: Unicorns are incredibly fast and agile, able to move through dense forests with ease and avoid danger; they are effectively unburdened by dense foliage, branches, as though nature moves at their behest. Tactics Unicorns are quick to react to the presence of evil. Typically this evil can be reflected in someone's intentions. Do they enter the woods to pass? Or are they seeking to destroy the woods? Do they seek to prey on travelers? A unicorn will react to these sorts of people. While this is a good reaction, it can be used against them. If a creature has a way to conceal their presence effectively, or to attack from outside of the edge of the wood, the Unicorn can be caught off guard. Their horn is their focus as well; anything that can nullify magic will drastically reduce a Unicorn's fighting effectiveness. Typically, much like dealing with cavalry or horse-backed soldiers, pole arms find effectiveness as well in both deterring and stopping their charges. Consider fighting a Unicorn much like fighting a mounted-knight-wizard, given their intelligence. Red-lines Sources: Pictures generated with AI via ChatGPT. Creature lore is a mixture of original writing as well as references and inspiration from d20pfsrd.com (Pathfinder TTRPG Bestiary)
  7. The Wildsmen, Victor, brushed aside the canvas of his tent and rubbed at his eyes gently. The morning brought the sounds of the Aryn-an-Eryn through the trees to his ears; mostly the sound of birds chirping in the morn. The Wildsmen stepping out would do as he usually does; despite the corruption of the Kingswood, he monitored the movements of game and fauna, as he would in the healthier regions. Hunt the Monster. There would surely be monsters to hunt.
  8. (( I have no intentions as of yet to try to write magic. I'd love to see Heartfire brought back in such a way. But magic has gotten largely more robust and unique, and Templarism has the flavor that Heartfire had now, so I can imagine between that and fire evocation, carving a unique-feel for it to be pretty difficult. I'd rather temper my expectations and acknowledge it as something that was rather than something that will be again. That said, if there's interest, I'll explore it for sure.
  9. (( Yeahhh. I hopped back on, went through my old posts, and having wrote the Old Faith in the way way back, and being much older now, I wanted to modernize and refresh the lore, bring it up to speed with events, and make it applicable to the game again. It was never meant to be a main stream religion, and it always fit oddly in the lore during the wild wild west days. So now I'm hoping it remains esoteric, while still being appreciable, and playable, for those interested.
  10. Chp. 1: On Gods The Old Three Grønn the Life-Bringer, the Ivy that Creeps, the Undivided Aspect, Father Green, the Evertreader In the heart of the natural world dwells Grønn, the Life-Bringer, a towering figure revered as the embodiment of nature's power and vitality. Within the Old Faith, Grønn is venerated as the amalgamation of the druidic spirits, representing the essence of nature itself. His presence manifests as a towering figure, standing twelve feet tall, with skin of bark, teeth of rock, and eyes that shimmer like pools of water. Adorned with a crown of leaves and vines that twist and turn in wild abandon, Grønn embodies the untamed spirit of the wilderness. Though his form is formidable, he is elusive, appearing fleetingly amidst the verdant depths of the forest or the rushing waters of the river. Grønn's benevolence is widely acknowledged among his followers, who revere him as the guardian and protector of all living things. Hunters offer thanks for his sacrifices, acknowledging the natural order that allows them to sustain themselves through the bounty of the land. Others, who eschew the consumption of meat, commune with the animals and the land, seeking harmony and balance in their relationship with nature. As the Guardian of Nature, Grønn holds sway over all aspects of the natural world, from the towering trees to the smallest insect. He is the steward of the elements, shaping the earth, air, fire, and water as gifts to Morighaen, the Night Mother, in her eternal dance across the cosmos. Yet, Grønn's influence extends beyond the material realm, serving as the bridge between the earthly plane and the astral realms. He is the embodiment of life's vitality, the force that binds the celestial and the terrestrial in a harmonious union. To commune with Grønn is to commune with the very essence of nature itself, to recognize the interconnectedness of all living things and the sacredness of the natural world. Through his guidance, his followers seek to live in harmony with the rhythms of the earth, honoring the cycles of life, death, and rebirth that define the eternal dance of existence. Followers to Grønn exist already: Grønn has been the most timeless of the Three, as much as nature has been one of the most steadfast domains in our world. The Druids have gone nowhere, and while their manner of worship has evolved with time, the Great Green God is as persistent as the rivers that carry his word in the babbles of brooks, and the rolling of stones. Thrønn the Impartial, the Reflection of Humanity, the Infinitely Faced, the Everchanger, That which is in the Mirror, Thief of the Heart’s Fire, It Who Steps in Your Wake Within the depths of every human soul resides Thrønn, the Impartial, a figure shrouded in the collective consciousness of humanity. They embody the myriad desires, virtues, and flaws that define the human experience, appearing as a shapeless entity, a shadow cast by the inner workings of each individual. To their followers, Thrønn represents the impartial observer of human existence, a silent witness to the complexities of mortal life. They gather in open fields, acknowledging their own shadows as reflections of Thrønn's essence, and offer prayers that vary as widely as the individuals themselves. Some beseech them for guidance in times of need, while others express gratitude for the blessings they have received. The relationship between humanity and Thrønn is symbiotic yet enigmatic. While some view them as a benevolent force, bestowing the gift of "Heartfire" upon humankind—a source of inspiration and creativity—others see them as a mirror reflecting the darker aspects of human nature. Those who shun Thrønn often do so out of fear or resentment, unwilling to confront the truths they reveal about themselves. Yet, Thrønn's nature is not fixed or predetermined. Some believe that they mirror the qualities of those who invoke them, embodying both the virtues and vices of humanity in equal measure. To the greedy, they appear as a figure of avarice and selfishness, while to the kind-hearted, they manifest as a beacon of benevolence and compassion. Thrønn, the Reflection of Humanity, exists as a testament to the complexity of the human soul, embodying both light and shadow, virtue and vice. To understand them is to understand oneself, for they are the mirror that reflects the essence of humanity in all its diversity and contradiction. Long ago, when Adunians and Highlanders still roamed the old Aegisian North, Thrønn intervened in mortal lifes and gave them divine magic. They reached into the first men and drew the flames from their chest, and put them in their own hands. Morighaen, who interacts in the lives of men in much subtler ways, doomed Thrønn to wander amongst those whose lives they so intimately mingle with: integrating with society, subtly. Those who devote themselves to Thrønn come in all walks of life. A mass of those who would worship the Infinitely Faced would find paradoxical, and contradictory pairs amidst its group, because Thrønn welcomes all. Those who worship Thrønn often do so out of a shared love of humanity and life itself, typically. The Everchanger does not ask you to be anything, but who you are, to the best of your own ability. Morighaen the Night Mother, She Whose Wings Breath the Sky to Light, the Distant Woman, She Who Cloaks, the First to Awaken, the Scale Tipper, the Unseen Hand, the Great Isolator In the unfathomable depths of the Astral planes reigns Morighaen, the Night Mother, a figure veiled in the splendor of celestial realms. Enigmatic and vast beyond mortal comprehension, she embodies the essence of cosmic equilibrium, neither benevolent nor malevolent but a force beyond human understanding. Morighaen's presence transcends the mortal realm, yet she remains aloof from direct intervention in the affairs of mortals. Instead, she weaves the fabric of existence with a subtle touch, guiding the cosmic dance of stars and planets. Her influence permeates the tapestry of reality, shaping the cycles of the moon, the passage of time, and the patterns of weather, all from a distance too great for mortal eyes to perceive. To her followers, Morighaen represents the ineffable mysteries of the universe, a beacon of contemplation and reverence. They offer prayers not for her intervention but for understanding and enlightenment, seeking to align themselves with the cosmic harmony she embodies. In times of turmoil or uncertainty, they turn to her as a source of solace and guidance, finding strength in the cosmic order she represents. Despite her apparent detachment, Morighaen's relationship with her fellow deities is complex and intertwined. While she refrains from direct interference in mortal affairs, her presence serves as a silent counterbalance to the whims of her old pantheon. Should their actions threaten to disrupt the delicate balance of the cosmos, she may subtly influence events to restore harmony, though her hand remains unseen. As the Cosmic Enigma, Morighaen exists beyond the dichotomy of creation and destruction, chaos and order. She is a force of cosmic neutrality, guiding the universe with a silent wisdom that transcends mortal understanding. To her faithful, she offers not salvation or deliverance but the opportunity to glimpse the infinite mysteries of existence and find solace in the unfathomable vastness of the cosmos. The most fervent worshipers wish to see her vision for our reality come to life; a godless paradise. They believe that one day, Morighaen will wrap our world under her night-cloak, bringing about a beautiful, endless night. Stars would dot the sky bright enough to allow all life to flourish within nature, within cities, free of deific interference. Her night-cloak would prevent aenguls and daemons from pressing into the world, allowing the planet to exist as a paradisiacal terrarium for her own amusement and curiosity. Chp. 2: On People Core Beliefs The Revered Ancestors Followers of the Old Faith share some beliefs with their Adunic Orthodoxist brethren. Though, in rejection to Cannonist belief, and that of the Creator, followers of the Old Faith believe that their patron takes them when they pass: for those who worship Morighaen, when you pass, you return to the night’s sky, and join the stars, watching your ancestors beneath you. For those who worship Thrønn, the infinitely faced comes and gently ushers your Heartfire to silence, and draws it back into themself. For those who worship Grønn, you return to the dirt where you lay, your body feeding into the cycle of life and death, your spirit whispering in the wind. Similar to Adunic Orthodoxy, there is an emphasis placed on the spirits of old: both those venerable legends of the past, in all walks of Adunic lore, legend, and history, and those closer to home: more venerable in your own hallowed halls, and family lines. The Founders In the eyes of followers of the Old Faith, Harren and Sarai are revered for their love and intrinsic qualities. Despite the Creator's rejection and abandonment, adherents express gratitude towards their progenitors, embracing their flaws and the dual-cursed nature they bestowed upon their descendants. While acknowledging the complexities of their legacy, followers find solace and pride in their parentage. The advancements and achievements of the High Kingdom, fostered by Harren and Sarai's leadership, are remembered fondly within the Old Faith. Their union, symbolizing the bond between Elf and Man, is celebrated for granting the Adunians longevity and prosperity. However, followers lament the empire that emerged from their legacy, reminiscent of the Holy Oren Empire's divisive impact on the Adunian people, particularly evidenced by the fracturing at the Battle of Winterhold. The Trinity The second set of major ancestors chronologically, and the chief ones in the Adunic Orthodox Rite, are the Trinity of Elendil, Maria, and Braen. A major difference between the Adunic-Orthodoxy, and the Old Faith, is the lack of recognition of the Trinity. Followers of the Old Faith, who stayed nomadic, vagrant, and loose did not experience the same difficulties or kinship with Elendil, Maria, or Braen, nor witness their actions in its fullness, or feel the effects of their efforts truly, as they were not for them. This is not to say that those in the Old Faith would not venerate their efforts in any respect. But, in the way that the Doethion is about Wise Men and Ancestors, the Old Faith would recognize the Founders, and likely think of the Trinity as part of the Doethion. The Doethion The final group of ancestors are the Doethion, or Wise Men. These are the equivalent to Saints among the Adunians, and are made up of all those Adunians who passed on into the next world and, as is customary for all those who are not bound by some other fate for the good of the people, remained in the Soulstream to aid their progeny. To join the Doethion in death to guide one’s ancestors is viewed as a final duty and oath to the Adunic people that all should make, and to sacrifice the ability to join the ancestors is often taboo, though it is accepted as a noble sacrifice in certain cases, such as that of the Templars. This is why the study of deific magics and magics that corrupt the soul are exceedingly rare among the Adunians, and while small bands of Adunic holy mages (especially Templars of the Aengul Malchediael, also known as Saint Michael to many Humans and Adunians, and is counted among by that name) are common, and often kept around, the choice to join one of those groups is an extremely difficult one for an Adunian to make, and is never taken lightly. While all Adunians who pass on and enter the Soulstream are members of the Doethion, some are worshiped more widely than others. Each clan or house will tend to have certain ancestors who they hold in high esteem, and then there are ones that are held in esteem by all Adunains. Small Prayers are often written to them asking for intercession, along with the greater rites for weddings, funerals, and invoking the spirits of the dead. Rejecting the Creator The story of the Adunian origin is as old as time itself. From Horen came Harren, who loved Sarai, an elf. The two consummate their union and so their tribe did as well. The first Adunians came from this union, and, in disgust at the twice-cursed people, the Creator turned his back on the Adunians, and for much of Adunian history, so did the other descendant races. For Cannonist Adunians, their origin is somewhat a source of shame. In the early Iladunian empire, when Adunians settled into Kingdoms and Empires and began their crusades, the people were repentant for something beyond their control. While these early empires began to organize into religion, to beg for forgiveness, and seek unity and solemn reprieve with their kinsmen, the Old Faith offered an alternative. The Old Faith began amongst bowies and their family units. While the seeds and stage were set for the Idunic empire, not all Adunians were part of that empire. Amongst the trees, those fathers, and mothers, and their children, like a mass-hysteria, or shared delusion, began to share the prophetic visions of a figure. Morighaen did not speak, not with words, but through an empathic link and images. Her fascination for mere mortals was felt through this bond; where their Creator had turned on them, the Adunic people had an admirer. During run-ins with fellow bowies and trades with their kinsmen was there the slow realization of the breadth of this shared delusion. This lent credence to her… shared themes of stars and the night, of a great, ethereal, otherworldly face smiling down upon the chosen Adunian people. Their fathers passed looking down on them from the night’s sky… these delusions were not just delusions. While the Ildunic empire set their seeds, those who chose to wander rode their horses through steppes and frosted forestscapes, and in their dreams, would feel sermons and the beckoning of a curious god, and her siblings. Bump in the Dark Those who followed the Old Faith venerate the Old Three. Grønn is responsible, and takes ownership, for creatures within the domain of nature. He claims responsibility for deep rooted trees, swaying rushes, the birds that chirp in their branches. Those who hunt, forest, and gather thank Grønn for providing his creations to sustain us and are careful not to waste the gifts of the Green Father. Similarly, Thrønn claims the domain of mortals, and those of the descendant races. Not in spite of the Creator, but more so in tandem. Their shadow does permeate all creatures and things, but the Infinitely Faced is especially curious of, and responsive to, the descendant races. For all good and bad actions taken, Thrønn observes and commentates, judging and observing, from just out of the light. Morighaen herself does not lay claim to any creation. She herself is an indifferent observer. She finds life to be a curious marvel, and seemingly, is a fan of the work of the Creator even if the Creator does not like all of his own work (ie. Adunains). She would prefer to see a world where those creations of the Creator may act freely without the taint of outside influence. To that end, none of the Old Gods claim any Darkspawn as theirs. When Iblees tricked the world, and cursed the four brothers, they witnessed the Undead and fell-creations that Iblees had summoned. They admired the fervor of the four brothers; their perseverance in the face of insurmountable, deific power was impressive for mortals. To that end, when the Old Three chose to patronize them, if allowed in their practices, they too reinvigorated their own hatred for those that skulk and pray ruin onto ordinary lives. This is practical as well, for those who follow the Old Faith. Many of its worshipers were Northmen, Highlanders, and Bowies that lived either a nomadic, fringe lifestyle, often plagued by frost-witches and creatures of the night, or kept sentinel-vigils in great stone cities in the frost, watching for the tide of Undead in day’s past. There is simply no place for those beyond redemption in the Old Faith. A House Divided Bowies has always been the term attributed to those Adunians who were nomadic, did not settle, who preferred their horses and tents, or light-holdings, that they could easily come and go from. Their namesake, the bowie knife, a fixed-blade that functioned as both a weapon and everyday tool, is synonymous with the people who still carry and use it daily as a symbol of their rugged frontiersman ship and wanderlust. At one point, it could be said that all Adunians were bowies. With the dawn of the Ildunic Empire however, many would trade in their small family units, clans, and tribes, and give into the promises and comforts that city life, and settling, could provide. The decision to stay in their self-contained units was not an easy one, though, it was not one of great consequence either. The brotherhood amongst Adunians was not easily destroyed by one’s decision to come, or to go. This delineation in life-style marked the cultural differences of the two groups though, and similarly, marked the religious differences. When the Ildunic Empire fell, and the Ildunic empire was forced across the sea, persecution of bowies was equally felt. After all, they were simply wilder Adunians, arguably: a dirtier second-class citizen. While following at a distance, the bowies would follow their brethren, and with that, the shadow of the Old Faith quietly crept with Adunians. Struggling for cultural identity in the new worlds, some Adunians would convert to the Old Faith: the shattered people finding some comfort in their old ways, and the consistency of the God who truly loves them appealing. When Winterhold was established in Westfall by Duke Artorious Elendil, the Adunian people found themselves pulled into a center again. For the first time since the Ildunic empire had fallen, the people were convening and trading in Adunian stores and bowies would visit their brethren to trade goods and tales. It felt like the good old days, before the fall. Fathers, organized priests of the Old Faith, wandered and spoke their oral tales, unraveling mysteries lost overseas in communion with their Pantheon of Three. Even some highlanders, who stayed in Winterhold, were interested in the alternative religion and philosophies of the Old Faith. For the first time, the Old Faith was actually in the spotlight, and a mainstay, common-place belief amongst Adunians. As Cannonism rose to prevalence among mankind, accompanied by the emergence of prophets, saints, and orders extolling the virtues of human supremacy and the One True God, tensions simmered. Cannonism sought to unite humanity under its banner, yet amidst this upheaval, the Old Faith experienced a resurgence among the Adunian and Highlandic people. Highlanders endured derogatory treatment as "disgusting savages," while Adunians, viewed as "half-elves" with two curses, faced discrimination as second-class citizens. These irreconcilable differences, amongst other reasons, sparked rebellions, swiftly suppressed under a united human banner, but leaving behind two distinct factions: the repentant Adunians and Highlanders forgiven by Godfrey Horen I for their transgressions, and those opposed to Cannonism—who chose to embrace their nomadic heritage once more and become bowies. Bowies, emblematic of the fragmented Adunic people, embody the spirit of Adunia—solemn responsibility and enduring resilience. In the same vein that "no Adunian dies in their bed," by remaining light and free, bowies defy tyranny simply by embracing their freedom. While the beliefs and ways of life differ household by household, family by family, clan by clan amongst bowies, the Old Faith found prevalence amongst these scattered bands. For those who still venerated the old ways, disdain could be found for those who chose to live under their oppressors, still bitter at being forced away from their ancestral forests at the dawn of the Ildunic empire. The wisest of the Old Faith could respect the choice to live in a semblance of unity, even if it was at the cost of cultural identity. Both those who stay, and those who wander, ultimately, ensured the survival of the Adunic people. Even in time, those who stayed ultimately crumbled away with their walls and holds, just as castles and legacies tend to do. Jon Marsyr, a famous and notable bowie, was an Adunian who established their people once again, now as the Numedanian. While still a people seeped with Cannonism, those of the Old Faith find they can live in a quiet-existence alongside their brothers, if, only, for a sense of a people united once more. Syncretistic, Pragmatic, and Practiced Given that the Old Faith largely survived through oral-tradition and some hidden away scrolls, the Faith has persevered through rearing its members, and bringing them up in practice of the Old Faith. It’s generally not a religion that seeks to spread its message evangelistically, nor is it a word to be pushed onto others. Those that seek the Old Faith will find it. The Old Faith shares much in the way of Adunic-Orthodoxy in that the ancestors, and the past, are emphasized. It is important to have role models and guidance from those who walked before you: we should acknowledge the past and use it as a lens to move forward for the better. In that way, both those greatest heroes and darkest villains in one’s line have equal say, in that we should understand what made our heroes great, and villains evil. To that end, the Old Faith, because many of its followers often live in single-family units, or small clans, revering those who came before us, there is not much preaching that goes on. While the messages of Morrighaen, Thrønn, and Grønn are universal, it does little to tell a stranger about how wonderful your great-grandfather was without distilling the wisdom of their stories. Similarly, those of the Old Faith are often more interested in finding commonality amongst belief instead of overriding the beliefs of those before them. The Old Faith had long revered Druii, for instance: Grønn has a clear identity as Father of the Forests, and is thought of to simply be the Aspects Undivided. Those who follow Grønn will more than likely serve better to protect the ideals of Grønn, and the kingdom of nature, than to disparage Druii and argue over the minutiae of differences directly between the Old Faith, and Druidism. Lastly, the Old Faith is largely a decentralized religion. Many of the practices and followings differ between people, families, and clans, with differences in songs, poems, stories, and endings. At one point, the Old Faith did have a stronger sense of hierarchy amidst the “Fathers of the Old Faith”, who were Heartfire wielding guardians of the traditions and beliefs of the Old Faith. Since the practice of Heartfire has waned into obscurity, there is no true-organizational body of the Old Faith. It is more important to practice good faith and belief in the Three, and your Ancestors, than organize and structure. Chp. 3: On Mysticism Gaesa In the way that the Old Faith reveres and understands Morrighaen as the most powerful in their pantheon, many within the Faith will undertake a gaes (sometimes spelt gaess, or gaesa). A gaes is an idiosyncratic taboo, or self-imposed ritual-- something that you absolutely must do, or never do. To undertake a gaes is not a light, or easy decision. Often, a gaes is sworn under cover of night, at a place closest to the stars, or where the canopy of night is all one can see. Originally, gaes were only utilized by those who revered and sought the Indifferent Mother’s favor. Many would consider this to be a wasted effort; one cannot tempt the Mother of Fates into action. But, even still, those who swore their gaes to Morrighaen found themselves, at least in self-reports, braver and more effective. They felt as though in dire circumstances, they found their ways easier. These self-reports spread the idea of a gaes from something only the most fervent of Morrighaen’s chosen would undertake, to a much more common superstition. Some examples of gaes that someone may undertake are as follows: “I will never refuse a meal from a woman.” “At a crossroad of life, I plant a flower.” “I will never introduce myself by my first name.” “Speak your fears before passing running water.” “I will never speak ill of the dead.” “Always leave a coin for your bartender.” To undertake a gaes, and break it, is to invite only the most calamitous and urgent of ruin upon yourself. In bowie folk-lore and Old Faith oral tales, some heroes will take two gaes to bring a greater boon of luck. That said, many tales end with a contradiction of the two gaes spelling the end for the hero, or, the hero failing to uphold their one beholden belief. As said before; a gaes is never to be undertaken lightly, and only should reflect that which is in your control. A gaes may be “I will never travel with someone carrying an arbalest” but never “No one can ever have an arbalest”. It is-self imposed, and sacred. Erythian Stars (Click me for link to the old lore) Introduction Erythian Stars are simply mystically empowered glass orbs centered by a rare gem that display either sight, sound, or emotion present on the opposite end of two connected Stars, for either mundane purposes such as checking in with a friend that lives far away or for more extreme purposes such as overwatching the border of a known area harboring great evil. Forging A Star Foring a star is relatively simple, but the cost of creating one is great. All that is needed is a glass orb around the size of a head, a valuable gem such as an emerald or diamond within its center, and a willing participant. The participant must sacrifice either their sight, hearing, or capacity to feel emotion on any powerful level and bind the sacrificed sense as well as a small fragment of their soul to the object, permanently binding the emotion or sense to the newly forged orb. While this requires a fair bit of study into the soul and its workings, the damage done is minimal and does not create any form of phylactery of the sort as the soul’s severed part turns into energy to power the orb. As a result only one Star can be made per person, and anyone that is used in the orb’s creation will be mildly affected by holy magics that cause damage to beings with damaged or irregular souls. Finally, the orb does not gain any durability, so it’d be as easy as shattering glass to destroy it, making these useful orbs quite costly. Stars Of Andun The Stars of Andun, or Stars of Emotion, do as the name implies and links the emotions of those on either end of the two-way system. If anyone were to grab onto one star, they’d feel either nothing - as in most cases - or either the emotions of the person holding onto the other star, entirely replacing their own for the duration. Similar to the other Stars, a link must be formed by having the creators of each star come together and willingly unify the two artifacts, the link being unbreakable and irreplaceable when formed. Stars of Cearm Finally, the Stars of Cearm, or Stars of Sound, transfer sound between two orbs in a radius around it instead of vision or emotion. Touching these stars have no special effect unless both are touched at once, in which case the user will not hear anything they’d normally hear, but rather whatever the person on the opposing Star heard, and vice versa. As with the other Stars, a link is required between two Stars. Stars Of Ansíen The Stars of Ansíen are ones designed with the intent of viewing an area, the area being either another Erythian Star or a Tower of Sántorr. Two linked Erythian Stars would act as if the two users of the mystical orbs were in the same room as one another, their vision being projected on either end. The two Stars must be linked with each creator’s willing consent and both stars present in the same area, effectively melding the two gems into one half of the same whole. The benefit of this is that the opposite gem can view the area where they’re located by simply looking at the other star, while the downside is that no sound or other senses pass through the star, making it only useful for visual use. The other scenario in which a Erythian Star would be classified as a Star of Ansíen would be linking a star to a Tower of Sántorr, or a “Viewing Tower” in common terms. This requires the Starforger to bring the Star to a functioning Tower of Sántorr’s peak where the Star can be linked to the tower. After doing so, the Star will display a similar all-around view of the area around the tower. Tower of Sántorr Finally, a Tower of Sántorr is a megastructure that appears in the world as an anomaly, the creation and requirements of what is and isn’t being unknown to both the first Starforgers as well as the common world as well. Instead, these towers seem to form out of anything, including the tallest tree in a forest, a guard tower in a city, or even the highest hill in the countryside. As a result finding one is near impossible without some form of supernatural aid, and creating one is an even more impossible task. However it’d seem in times of dire need that these towers in one way or another reveal themselves. Heartfire (Click me for link to the old lore) In the ancient realms of Adunia and the Highlanders, there existed a magic known as Heartfire—a divine gift bestowed upon mortals by Thrønn, the Impartial. This sacred flame, drawn from the depths of one's own essence, held the power to ward off evil, illuminate the darkness, and bestow protection upon oneself and allies. At its core, Heartfire was a manifestation of the inner vitality and resilience of the human spirit. Practitioners of this magic could wreath themselves in an ethereal flame, warding off the chill of the night and repelling malevolent forces. Additionally, they could extend this protection to objects and weapons, imbuing them with the same divine light. One of the most profound abilities granted by Heartfire was the capacity to heal and restore vitality. By stoking the flames within themselves or others, practitioners could close wounds, neutralize poisons, and cleanse the body of toxins. However, this power came at a cost—as the inner flame was spent, so too was one's own vitality. To replenish their strength, Heartfire users would seek solace in the warmth of fires, drawing upon their radiant energy to restore their vigor. They could also kindle the flames within others, returning them to a state of health and vitality. Yet, the misuse or overuse of Heartfire carried dire consequences. Excessive expenditure of the inner flame could lead to a darkening and brittleness of the body, akin to a tree consumed by fire from within. This ashen decay would start at the extremities, causing numbness and brittleness, and if left unchecked, could result in catastrophic consequences. In Old Aegis, Adunic and Highlandic wanderers and monks who revered the Old could utilize this power for true goodness. Heartfire could not harm God’s creations: only those of Iblees, of the Night, that shy away from lightness. Lost to time as the Adunic identity shifted, it was once restored in Anthos, and used to face the wraiths and liches around Mali’nor. It has since faded once again into time, receding into obscurity and esoterism. People who worship the Old Faith however have eyed templarism with some curiosity. The magic of Malchediael looks to those who remember, or have heard, of Heartfire as a successor of sorts. Some speculate Malchediael is the reflection of Thrønn to those righteous of heart, manifested, and the relationship is a positive feedback loop for righteousness, fervor, and glory-seeking.
  11. Victor, his suit tattered closer to the wrists, his sleeves stained with soot and fire, his kilt draped and flowing behind him, sat on Gangrel , his horse, quietly, and eyed the fire that shot from the gates like a oven, dread-fire licking from the gate's lips, greedily chasing those escapees who were fortunate to force their way through their foes lines, though he eyed the gate he and Alteon had hoped mere moments ago, before Alteon's steed collapsed from both exhaustion, height, and flame. ...What a brutal festival. The bowie thought to himself, as he rode off with his Ranger Captain.
  12. Victor stepped back into Numendil with an arrow through his shoulder. The bowie seemed in good spirits, the arrow straight through was a good sign that he'd likely recover fine and quickly with few complications. He sat, allowing his compatriots and medics to treat the wound, as someone walked over with a small bag, handing out letters to the wounded. Victor bit onto the edge of the letter and tore it, with his teeth, savagely. With a loud patooh, the graceless ranger pinched the envelope with his free, uninjured left hand, and was able to coax the paper out. His eyes narrowed as he looked over the letter, scanning it, and drinking in the words as they flowed from the page to his eyes. "Holy shit, I dinnae know t'at Lavanya an' Xander were gettin' married?!" The bowie thought back quietly on his time with the duo. In hindsight, they were pretty close: inseparable even. Though he thought the two were just good friends, evidently. He grabbed a cigarette loosely and brought it to his mouth, letting it hang unlit, chewing it over... I have a lot to learn about courtship still, he thought, as his mind settled back into the bustle of triage around the infirmary.
  13. Victor tucked at his sword-belt idly as he read the letter, but his eyes narrowed with a deep-stirred, parental anger. "Aye. Ravenswood indeed." He'd say with a spit. The Ranger would make sure to travel East-ward, and North, and keep his eyes peeled for manlets like himself.
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